The Bloom (B - 3 Acts)
The Bloom (B - 3 Acts)
2868
THE BLOOM
By David Dolph
This product was created under license from Ulisses North America. Torg Eternity, its
respective logos, as well as Torg, Infiniverse, Possibility Wars, Storm Knight, Aysle,
Cyberpapacy, Living Land, Nile Empire, Orrorsh, Pan-Pacifica, Tharkold, and their
respective logos, are trademarks of Ulisses North America. The title and contents of this
book are protected under the copyright laws of the United States of America. No part of this
publication may be reproduced, stored in retrieval systems, or transmitted, in any form or
by any means, without written consent from Ulisses North America.
This publication includes material that was produced by Ulisses North America and/or
other authors and which is protected under applicable copyright laws. Use of such material
is granted under the Community Content Agreement for the INFINIVERSE EXCHANGE.
All original content in this work is copyright 2018 by David Dolph and published under the
Community Content Agreement for the INFINIVERSE EXCHANGE.
1
ACT ONE: AN ORDINARY
RAID
The adventure starts with the PCs
rescuing some people from the Living SCENE ONE:
Land, where they discover the greater INTO THE LAND
threat of a plant that is rapidly growing
until it takes over the world. Everywhere Living Land. Standard Scene. The heroes
the plant goes it spreads the Living Land are asked to travel into the Living Land to
axioms and soon it will become too large check up on the resistance there. This
to stop from expanding. portion of the adventure is fairly straight
forward and may be similar to other
BACKGROUND missions they’ve done in the Living Land.
One of the casualties when the Living Things don’t really get strange until Scene
Land invaded was the Lewis Botanical Three. However, it is recommended that
Garden, north of Richmond, Virginia. you still run the scenes as they lure the
Most of the staff either died or converted. players into a false sense of the ordinary.
One such was Roger Price, a botanical
scientist. After switching to Living Land The briefing was straightforward. The
axioms he retained his love of plants. He Delphi Council has asked you to head into
wished to expand the love of Lanala the Living Land, specifically to Sunset,
through plants. He recently was able to South Carolina. The small town is a
create the Gankanv Bloom. This semi- resistance hold-out. Word has come that
sentient vine-like growth is able to absorb they are looking to escape the Living Land
the body, mind and soul of a sentient and need someone to come in and lead
creature augmenting itself and combining them out. The job has fallen to your team.
this with its over-arching drive to grow. In addition, if you encounter any edeinos
The Gankanv is ever growing, expanding you are to interrogate them and attempt
itself by nearly a mile a day. It seems to to learn which tribe they are from and the
retain the Possibilities of those it absorbs area they range through.
and is in effect its own form of Stelae;
where it grows and expands it brings the
axioms of the Living Land with it. Its THE JOURNEY IN
growth is becoming exponential. If left There are a number of encounters the
unchecked it will literally take over the heroes can have on their way to Sunset.
world. Run them in order. Some will appear
simplistic and easy to overcome, but the
heroes will be facing them on the way out
and how they deal with them on the way
in, may affect the journey out.
2
CREVASSE WELLSPRING
The land is torn asunder here. Before you It is said a person can stumble upon
lies a crevasse that is at least twenty almost anything within the Living Land.
meter wide. You look down and cannot This is true today as you come across a
see the bottom. Unfortunately the rift in small clearing where a circle of stones are
the land extends to the right and left out arrayed around a pool of clear water.
of sight. While the area surrounding the clearing is
The crevasse is 20 meters wide and over thick with plant-life the clearing itself is
60 meters deep. If the heroes follow the devoid of debris and could be considered
crevasse hoping to find a spot where it pristine – the jungle has not claimed this
narrows they will succeed, but will have area.
wasted half the day. Almost any plan will The pool of water is restorative. If anyone
allow them to cross (downing a tall tree, drinks of it they regain all of their Shock
rigging up ropes, etc.). and 1 Wound. In addition they feel
rejuvenated and may draw a number of
HALLUCINATORY MIST Destiny Cards equal to their hand size and
then they must immediately discard down
The Living Land seems to be a land of to their hand size. The water only works
mist as once again the way ahead is under within the clearing and only once per
a blanket of heavy fog. This time it is person.
laced with streams of a blood-red hue. An abentallos is hiding in the jungle
This mist causes those to enter it to along the edge of the clearing. It has
suffer hallucinations. Anyone entering learned that it can eat regularly here.
must make a DN12 Willpower/Spirit. If the Once intruders enter the clearing it will
roll is failed they suffer one of the attack, or sooner if discovered early.
following hallucinations. The effect lasts
for 1 minute at which time they may make Abentallos (1). See page 20.
the roll again. If they fail again, instead of
rolling again, they will suffer the same CLIFFSIDE TRAP
effect. The travelling has become easier. You find
1) The victim thinks everyone else looks yourself in a gully with a steep cliffside on
like them. your left, but the ground is level and
2) The clothes the victim is wearing feels mostly clear of growth.
itchy and uncomfortable. Let the heroes make a DN12 Find/Mind
3) The victim becomes groggy and just roll. If successful they find a series of
wishes to lie on an imaginary bed of tripwires that reach to the cliffside; they
soft moss. are designed so that when set off the
4) The victim thinks they are surrounded cliffside will come crashing down. (Local
by hostile forces. edeinos trapped the area to catch unwary
5) The victim believes that any noise over enemies or a large animal for food). If not
a whisper will bring monsters upon discovered, the trap is set off causing 12 +
the group. 1BD damage and everyone is buried in
6) The victim believes gravity has stopped rocks and dirt.
working and everything is in danger of Once set off, the trapped area is safe
floating away. again, though travelling will have slowed
down again. If not set off, the traps are
easy to avoid since the heroes know what
3
to look for. If they want to disable the with them to bolster their confidence. In
traps, it will require a successful DN16 the end the people of the community will
Dexterity check and a failure on this roll still go as they really want to leave.
will set off the trap – the heroes will Here are some of the more interesting
know that a failed attempt will set off the people of Sunset. These are excellent
trap before they attempt it. opportunities for conflict and role-play.
Also, included are some Complications
BOG that can arise once Scene Two begins; you
can use some, or none, as you like.
The area ahead is a bog. The ground is
wet with stagnant water. Finding the
safest places to walk will take some time. RAYMOND BOWEN
However, you wouldn’t be here if they He is nominally in charge as he was the
thought you couldn’t handle it. postman. He is the only person left who
The bog area is expansive and will take held an official position. He is clearly out
some to navigate through. A DN18 of his depth but he has been doing an
Survival/Mind will allow the heroes to find adequate job keeping the community
a way through in under a day; failure together.
means the heroes are stuck in the bog. Complication: He will defer to the heroes
Also, while in the bog let the heroes n all things. This means the townsfolk will
make a Find/Mind roll and if successful go to the heroes with all of their large,
they find a notebook. The notebook and petty, problems.
belongs to Sarah Smith and is filled with
poetry. The first poem is an allegory REUBEN DUKES
between life and the bog and how a
person can navigate both – it seems like Reuben was always the outdoors type and
Sarah knows the way through the bog – before the Invasion he kept to himself.
unfortunately she’s not here. Since then much of the protection of the
community has fallen to him. He has
taken up the task begrudgingly. He runs
SUNSET, SOUTH CAROLINA regular patrols in the area, has organized
Sunset was never a big town; in fact it defenses and trained the people who
ranks as a community and not even a needed it.
town. Before the Invasion it had a Complications: none really, but he will
population barely over 1,000 but since become disgruntled if he is not asked for
then they have dwindled to about 100. his aid or opinions during the trip out.
Many died when the reality shifted to This is not likely to lead to any real
Living Land axioms and since then many problems as he understands the situation.
tried to escape or converted and went
“native”. It has not been a good time for BUCK JENKINS
the community. Recently a recon scout
made contact with them and they asked Buck is not from Sunset. He lived in
to be escorted out of the Living Land. The Tennessee and was doing a job for Storm
heroes are the answer to their prayers. Break when they pulled up the stelae near
When the heroes arrive they will be Nashville that ended up being a disaster.
greeted with joy and some trepidation. He lost many friends and family when it
The townsfolk want to leave but are happened. He has taken to hiding here
scared to do so. The heroes can interact but wants to leave the Living Land. He
4
will insist that the heroes need to keep she looks out for him. This is hard as his
him safe, even giving him preferential primal instincts are at odds with her
treatment, “because I know things about civilized ones. She will insist on bringing
Storm Break that the Delphi Council will Billy Ray with her as everyone leaves and
want to know”. He will not reveal heads back to Core Earth. However, if
anything he knows until after he is safely Billy Ray leaves the Living Land it is highly
escorted out. likely it will kill him.
Complication: After a refugee breaks their Complication: Billy Ray will wander off at
leg from falling, Buck will insist the some point with Billy Jean is pursuit.
person be left behind so it won’t slow
everyone else down.
THE ATTACK
WILLA ELLIS There is a warband of edeinos, the Hard
Willa is an older woman that was once Moon Hunters Tribe, in the area heading
the matriarch of the Ellis clan. At one toward the community. Some of the
point the Ellis clan was a major entity in warband have moved ahead of the main
the community and numbered many party and attack. The heroes will need to
family members, but since the Invasion defeat them.
most of them have all died. The only other After the fight ends, Reuben Dukes
one left is Tommy Ellis, her 8-year old comes to them with some bad news. A
grandson. All she cares about now is large force of edeinos is heading this way
keeping him safe so he can perpetuate the and they look ready for a war. There are
clan. far too many for a stand-up fight so the
Complication: She will ask a specific hero only real option is leave ahead of them.
to watch over her son. She is likely to Edeinos Warrior (3 per hero). See
steal food from others to make sure he page 20.
has enough.
SARAH SMITH
This demure 14 year old girl is shy. Before SCENE TWO:
the Invasion she loved to explore the ESCAPE
countryside and write poetry. She knows Living Land. Dramatic Scene. The heroes
the bog outside of Sunset well as she has must lead the people of Sunset out of the
spent much time there and could easily Living Land while being pursued by a
lead people through the area. However, band of edeinos.
she is too shy to volunteer any direction
to the adults. You gather the people of Sunset together.
Complication: None, other than a missed It is time to lead them back to Core Earth.
opportunity if the heroes do not seek her Can you do it with an army of edeinos in
aid in the bog. hot pursuit?
5
will be encountering the same obstacles time the heroes are making their check,
they dealt with during their journey in, roll the same check for the pursuing
but in reverse. Run the following edeinos. If the heroes fail the roll and the
encounters in order. Note that if the edeinos succeed, the heroes are attacked
heroes decide to go around one of the by an assault group of edeinos (see
obstacles they can do so, but since they below).
will then be taking a longer and indirect If the heroes know about the trap and it
route they automatically encounter one of has not been disabled, the heroes will have
the Edeinos Assault Groups (see below). to make a DN14 Survival/Mind or
This scene is one long chase; the heroes Persuasion/Charisma as they guide
will not be able to rest for longer than 10 everyone around the trapped area with
minutes between each obstacle. the consequences as above.
If the heroes had disabled the trap then
the heroes and refugees automatically
BOG advance to the next obstacle safely.
The heroes might decide to disable the
The bog area is still overwhelming and trap this time which will require a
difficult to navigate. However, since the successful DN16 Dexterity check and a
heroes managed to get through it once failure on this roll will set off the trap
the test is only a DN12 Survival/Mind. If doing 12 +1BD damage to the hero making
the heroes complete this they are the attempt. The results thereafter are as
considered to have moved out of the bog above.
and can move onto the next obstacle
(Cliffside Trap). At the same time the
heroes are making their check, roll the
same check for the pursuing edeinos. If WELLSPRING
the heroes fail the roll and the edeinos The pool is still here and can be of use. If
succeed, the heroes are attacked by an the abentallos was not killed before it is
assault group of edeinos (see below). back. Again, if anyone drinks the water
If the heroes talked with Sarah Smith (if they regain all of their Shock and 1
they found the notebook from their last Wound. In addition they feel rejuvenated
time through the bog) they may have and may draw a number of Destiny Cards
learned that Sarah knows the bog very equal to their hand size and then they
well. If they ask her for advice or let her must immediately discard down to their
lead the group through the bog, the above hand size. The water only works within
check is automatically successful. the clearing and only once per person.
Whether or not the heroes go to the
Wellspring, move them onto the next
CLIFFSIDE TRAP obstacle.
How this obstacle goes will depend on Abentallos (1). See page 20.
how the heroes dealt with it on their way
in. HALLUCINATORY MIST
If the trap had been set off then the The mist is still here. If a person has
terrain is difficult to move everyone already overcome the effects of the mist
through safely – the heroes will need to they are immune to its effects now.
succeed on a DN12 Survival/Mind check to However, the people of Sunset are not
advance to the next obstacle. At the same immune. The heroes will need to succeed
6
on 5 different DN 12 Persuasion/Charisma 3. Edeinos Warrior (1 per hero) and
rolls to bring the people through the area Triceratops (1 per hero).
(Good results count as 2 successes and an 4. Edeinos Warrior (1 per hero) and
Outstanding result counts as 3 successes). Raptors (2 per hero).
Once they succeed the 5 times, they will 5. Edeinos Warrior (1 per hero),
advance to the next obstacle. The Triceratops (2) and Raptors (1 per
pursuing edeinos do not need to roll to hero).
succeed on this obstacle as they are either 6. Edeinos Warrior (1 per hero), Edeinos
immune to the mist already or it simply Gotak (2) and Raptors (1 per hero).
increases their aggression; each round the
heroes fail to reach the 5 required
successes they will be attacked by an SCENE THREE:
assault group of edeinos (see below). GHOST OPTANT
Living Land. Standard Scene. As the
CREVASSE heroes are leaving the Living Land they
Again how easy this obstacle is depends encounter the spirit of an optant.
on what actions the heroes took the first
time they were through here. The heroes You can feel the tingle that indicates you
will need to make a DN14 Dexterity test to are at the point where reality shifts
help move everyone across the crevasse. If between the Living Land and Core Earth.
they set up a crossing that is still in place, You look forward to leaving this land and
the DN is reduced by 2. Again, at the returning to something more familiar. As
same time the heroes are making their you are about to finish the transition you
check, roll the same check for the hear a voice behind you. The accent is
pursuing edeinos. If the heroes fail the roll unusual - an edeinos is trying to speak
and the edeinos succeed, the heroes are English. “The walk must stop. I have
attacked by an assault group of edeinos words of the future death.”
(see below). Once the heroes succeed at
the test they are past the obstacles and You turn and see the image of an edeinos
close to leaving the Living Land – move female. “I am Tokala, optant of the Stone
onto Scene Three. Shield Tribe. I am in spirittalk. I have seen
a vision of the future, one that has death
EDEINOS ASSAULT GROUP for all. The gankanv bloom is growing
beyond its area and will consume all, even
The edeinos are not well organized and the edeinos. I have given word danger to
are chasing the heroes and refugees in a Baruk Kaah, our Saar. His word is that the
frenzy - some groups of edeinos range spread of the bloom is the will of Lanala,
ahead of the main pack. When the heroes but he has not seen my visions of future
are attacked by an assault group, roll on death for all.”
the following table to determine the
configuration of the group the heroes The image flickers momentarily. “I must
need to fight. Stats for the creatures begin go to my prey to speak the word of
on page 20. support. Will you help stop the gankanv
bloom before it strangles the world?”
1. Edeinos Warrior (2 per hero).
2. Edeinos Warrior (1 per hero) and
Edeinos Gotak (3).
7
Tokala is projecting her spirit. She will that will make your weapons become able
answer any questions the heroes may to kill the bloom. This token will lead you
have, but she can only maintain the spirit to that place.
form for so long (end the conversation
once it becomes tedious). What type of place will the token lead us
to?
If the heroes agree to help her, she will I do not know. I have imbued the token
thank them and leave a mystic token that with the ability to seek the answer to the
will help them. “I preemptively give the problem, but I do not know what it has
word of thanks. I give to you a token that found,
will guide you to the place where you may
gain the weapons needed to kill the Why are you asking us for help?
bloom. I do not know where it leads, only I have brought this threat to those of my
that my vision sees that without the kind but they do not believe in my visions.
weapon to be found there you cannot
succeed.” Why should we trust you?
The token is a small, red piece of stone My people are also in danger from the
shaped vaguely in the form of a shield. It bloom.
appears at the feet of Tokala’s image.
When picked up the holder senses a pull FINAL ASSAULT
in a specific direction.
As the heroes are wrapping up the
If the heroes do not agree to help Tokala conversation with the optant, Tokala,
she will be saddened. “I understand that some of the chasing edeinos catch up.
prey would fear the predator even when The edeinos chasing you are relentless.
they speak the word. If you change your Several break out of the jungle behind
thoughts, I will look for you here at high you. They look more than willing to follow
sun each day until the bloom consumes you into the Core Earth reality in their
this place.” pursuit. Before anyone can act, the image
of Tokala raises its arm and speaks rapidly
in the edeinos tongue. The edeinos fade
ANSWERING QUESTIONS quickly back into the jungle.
The heroes are likely to have some Tokala turns back to you. “They will not
questions – here are some answers. bother you again. However, I can do
nothing for the air edeinos. They will not
What is the gankanv bloom? listen to me.” As the spirit image of
It is a plant that is made up of the Living Tokala fades you see a flight of edeinos on
Land. It grows and grows, never stopping. lakten sweeping in for an attack.
With its spread, the Living Land expands. The warband of edeinos called a group of
lakten mounted edeinos, the Black Wind
Why is the bloom dangerous? Tribe, to their hunt. They now attack. The
It will never stop growing and will lakten have had their bloodlust enhanced
strangle all life that is not part of the and they will continue to attack even if
bloom. their riders are taken out.
Edeinos Warrior (2 per hero). See page
What is this token for? 20.
The bloom cannot be killed with normal Lakten (2 per hero). See page 21.
weapons. My visions tell me of a place
8
ACT TWO: WE NEED A
BIGGER SPEAR
The token gained from the optant has but they want your team to follow the
sent the PCs to the ruins of the AgriPest optant’s vision.
Labs, a pesticide company that converted
to Living Land axioms when they invaded. THE JOURNEY IN
Some edeinos attacked the complex in the
early days of the invasion and ruptured The journey to where the token is leading
some herbicide tanks. The herbicides the heroes is uneventful (unless you feel
fused with the weapons of the edeinos like throwing some encounters at them).
giving their spears an inherent poison that It is almost as if the token leads the
is dangerous to creatures but even moreso heroes around obstacles, avoids
to plants. The tank of poison still exists. confrontations and keeps the weather
The tribe, the Green Spears, has since clear.
fortified the building as they covet the
power of their new weapons. THE COMPLEX
You have reached your destination.
Peering from the edge of the jungle you
SCENE ONE: see a bunch of unexpected sights. First
TWO SIDES you can see that the objective is in a large
building. While overgrown with plant life,
Living Land. Standard Scene. Following it is still mostly intact. You can see a sign
the lead of the optant’s token the heroes hanging loosely that says ‘Agri-Pest Labs’.
are led to an old manufacturing complex. It appears to have been a manufacturing
plant before the invasion.
The debriefing with Delphi Council The second odd thing you see are the
members went well. Getting the people of edeinos encamped outside the complex. It
Sunset out of the Living Land was a job looks as if they are sieging it. At a
well done. However, they are perturbed by collapsed wall into the building, you see a
your encounter with the optant. small skirmish where edeinos are fighting
Not that Earth’s satellite system is each other. The attacking edeinos are
working all that effectively these days, but driven off with causalities and they are
they have spotted a null zone within the regrouping.
Living Land, an area that the satellites Whatever it is you are looking for is
cannot pick up at all. Rumors coming out inside that building. While the situation
of the Living Land are saying there is a looks dangerous, you ask yourself if there
dense kudzu type of plant spreading is some way to use the situation to your
throughout that area. The Council is advantage.
planning to send a team in to investigate,
9
When the heroes get to the complex they the building without having to
will see another edeinos tribe surrounding significantly fight the guard force as
the area, but instead of protecting the shown in Getting In below – move
place they seem to be besieging it. The directly to Scene Two.
Green Spear tribe has been using their
augmented weapons to attack other tribes SNEAKING
and the other tribes are tired of it. They
feel the Green Spears are tainted and need The heroes may try to avoid the edeinos
to be put down. completely. In this case the heroes will
Altogether there are three tribes need to make a series of stealth rolls to
attacking the Green Spears; Small Rage, see if they can get by the sieging edeinos.
Loyal Hunt and Twin Skull Tribes. Chatan Have the group make a series of
of the Twin Skull Tribe leads the coalition. Stealth/Dexterity rolls as below.
The attacking tribes number 140 edeinos DN12. Crossing the perimeter. Success
with a mix of warriors, optants and allows the next roll. Failure means the
gotaks. heroes are chased away by greater
The heroes have several options they can numbers. They can try speaking to the
try. Here is how you can handle some of edeinos at this point as under
the possibilities, but remember that Negotiation if they haven’t tried this
players can be inventive – if they come up option yet. Otherwise if they try
with a good plan go with it. sneaking past again, the edeinos will
be wary and the DN will go up by 2
NEGOTIATION for 3 days.
DN14. Sneaking through the camps.
The edeinos are not immediately Success allows the next roll. Failure
aggressive toward the heroes. They will be means the heroes are brought before
brought before Chatan to “have words”. Chatan as under Negotiations but all
The heroes now have a chance to explain of the DNs are increased by 2.
their cause and may gain some aid. Have
the group make a series of DN12. Sneaking into the building.
Persuasion/Charisma rolls as below. Success means the heroes have moved
into the building without having to
DN14. Introductions. Success allows significantly fight the guard force as
the next roll. Failure means the heroes shown in Getting In below – move
are chased away and not allowed to directly to Scene Two.
return.
DN12. Outline the situation. Both sides GETTING IN
explain what they are doing here and
what their goals are. Success allows The heroes need to get into the building.
the next roll. Failure means the heroes How they do this depends on how things
are allowed to remain but are on their have gone thus far. By default they will
own – they will have to fight the need to overcome a Green Spear guard
guards as listed under Getting In force as listed below. However, there is a
below. chance they may have circumvented the
DN12. Ask for aid. Success means the encounter and can move onto Scene Two
sieging edeinos will provide a without fighting them.
distraction or attack with the heroes. Green Spear Warrior (2 per hero). See
In this case the heroes can move into page 21.
10
SCENE TWO: GUARD DOGS
THE BUILDING The former complex had guard dogs
Living Land. Standard Scene. The heroes before the invasion. After their
will need to infiltrate the building and transformation an instinctual drive caused
find the Chieftain’s Lair. They will them to stay to protect the building. The
encounter the following situations in the Green Spear Tribe was able to placate the
following order as they move through the dogs but they still patrol the area
old manufacturing plant: Sensory Mines, attacking anyone else.
Guard Dogs, Collapsing Trap, and Edeinos
Patrol. Once the last encounter has been Transformed Guard Dogs (1 per hero).
dealt with, move onto Scene Three. See page 22.
SENSORY MINES
This area is littered with a pulpy, green COLLAPSING TRAP
organism about one foot in diameter.
Whenever a non-edeinos (they have The edeinos have used the instability of
become immune to the effect) steps near the building to rig a trap here. As the
them, they give off a wave that confuses heroes approach the area have them make
the senses of any creature in the area. a DN14 Find/Mind test. If one of the
This is also a signal to nearby edeinos. heroes succeeds they spot the tripwire
As the heroes approach the area have before anyone sets it off. Otherwise the
them make a DN12 Find/Mind test. If at trap goes off doing 14 + 1BD damage to
least half of the group makes the roll they everyone as the ceiling and walls collapse
have spotted the odd organisms before along the length of the hallway.
getting too close. If they do not succeed If the heroes spotted the trap, they can
then one of the heroes has stepped to easily bypass the tripwire and move on. If
close to the sensory mines and set them they decide to disable the trap it will
off. Even if the heroes spot the organisms require a successful DN14 Dexterity check
they may decide to investigate and still and a failure on this roll will set off the
move too close thus setting them off. trap doing damage to the hero making the
If a sensory mine has been set off, the attempt and anyone still in the hallway.
heroes must make a DN14 Willpower/
Spirit roll or become Very Vulnerable and
Very Stymied. At the end of each round EDEINOS PATROL
they may try the test again and if The heroes stumble upon a patrol.
successful will reduce one of the Combat ensues. If at the end of a round
conditions by one stage (player’s choice); there are still active edeinos, one more
a good result reduces two stages and an warrior arrives.
outstanding result removes all remaining
conditions caused by the sensory mine. In Green Spear Warrior (1 per hero). See
addition, Green Spear Warriors (1 per page 21.
hero) arrive next round.
11
SCENE THREE: The longer he can keep them alive the
CHIEFTAIN’S LAIR better.
Chieftain Mok’ee will attempt to grapple
Living Land. Dramatic Scene. The heroes his enemies and throw them directly into
have reached the chieftain’s lair and the the poison pool (see below). Once he has
tainted pool where the Green Spear Tribe thrown a hero into the pool he will not
poisons their weapons. Chieftain Mok’ee grapple that same hero and instead simply
and his remaining edeinos are waiting and attack them to kill.
ready.
Chieftain Mok’ee. See below.
You finally arrive at what once must have
Optant Wanigwa. See below
been the production area. Rusty steel
girders criss cross the ceiling where once Green Spear Warrior (2 per hero). See
machinery was moved. There are several page 21.
vats in the area with metal stairs that
once led to the top, but most have gaping POISON POOL
holes in them or are overturned. However, The green pool is poisonous. The Green
one only has a crack in it which seems to Spear Tribe uses it to poison their
be slowly leaking what it once held into a weapons, which is what gives them their
pool of green liquid. poisoned spear ability. However, contact
Spread around the pool are the nests of with the pool is hazardous. If anyone falls
several edeinos. You have obviously found into the pool (or is thrown in) they
the chieftain’s lair. Several edeinos step become poisoned. The poison deals 3
out from where they were hidden, even Shock each round for a minute (6
some up in the girders, and they roar at rounds). After a minute the character
you as they move to attack. must attempt a Strength test. If the
successful the poison effect ends,
The edeinos attack. Half of the edeinos otherwise it continues for another minute.
are up in the rafters and will throw their Multiple applications of the poison do not
spears down at the heroes (the range is cause more damage but does reset the
short – 10 meters). Each of the rafter minute duration to full.
edeinos has 5 spears; after they throw
their 4th spear they will leap down onto a
hero (unarmed combat + 2, damage 12 +
1BD, if the edeinos hits they take half of OPTANT WANIGWA
the damage done and the hero takes full Optant Wanigwa enjoys being the optant
damage, if they miss they take full damage to a powerful tribe. He lost his left arm in
for the fall). battle long ago and can no longer fight as
The edeinos on the ground will move to effectively. Since then he diligently learned
attack. They will attempt to keep each the ways of the optant. He will do
hero engaged with at least one of them. whatever he can to keep the tribe’s
Their job is to tie up the enemy while the members alive.
chieftain and the edeinos in the rafters Attributes: Charisma 6, Dexterity 9, Mind
choose their targets. 6, Spirit 11, Strength 5
The optant will endeavor to cast bless Skills: Dodge 10, faith (Keta Kalles) 14, find
and soothe on the edeinos on the ground. 8, intimidation 13, maneuver 11, melee
12
weapons 11, missile weapons 11, survival 9, Bite/Claws: Damage Strength +2 (15)
unarmed combat 11 Relentless: Does not take Shock
Move: 9; Tough: 7 (+2); Shock: 11; Wounds:
1 Poisoned Spear: The poison deals 2
Equipment: Hrockt shoot spear (Strength Shock each round for a minute (6
+2/7), hrockt-root armor (+2) rounds). After a minute the character
Perks: Miracles (bless, soothe) must attempt a Strength test. If the
Possibilities: — successful the poison effect ends,
Special Abilities: otherwise it continues for another
minute. Multiple applications of the
Bite/Claws: Damage Strength +2 (7) poison do not cause more damage but
does reset the minute duration to full.
CHIEFTAIN MOK’EE
Ebisawa Izo has wanted nothing more
than to excel at his chosen craft – the AFTERMATH
katana. His only memory of his father is The heroes will be able to poison their
the family katana and ever since he was weapons and ammo. A DN10 Science/Mind
able to lift the item he lived through it. success will reveal that the poison will last
Fortunately for him Kanawa is willing to about two weeks before it dissipates.
pay for people with his skills. Now in When used on the Gankanv Bloom it has
between jobs for them he continues to special properties (its allows them to no
practice. normal damage to the plant), but the
Izo has been loaned to the Kojo heroes may end up using it in other fights
Partnership for their current enterprise. before then. In this case the poisoned
His job is to keep the nuclear device safe weapon does +1BD of poison damage.
until it goes off. He is not willing to give If the heroes so choose they can try and
up his life to make sure it explodes; when destroy the tank that is feeding the poison
the bomb is down to 6 seconds he will pool so no one else can ever use it again.
escape to the Safety Room (see Scene The tank has a Toughness of 18 and if it
Three). takes a Wound it will rupture leaking out
Quote: “My tribe, my land!” its remaining poisonous liquid which will
Attributes: Charisma 8, Dexterity 14, Mind dissipate in about a month.
9, Spirit 11, Strength 13
Skills: Dodge 18, find 10, intimidation 12,
maneuver 16, melee weapons 18, reality 12,
stealth 16, unarmed combat 16
Move: 14; Tough: 16 (+2); Shock: —;
Wounds: 3
Equipment: Hrockt shoot spear (Strength
+2/13), hrockt-root armor (+2)
Perks: Hardy (Toughness +1, included in
stats), Poison Tolerance (Favored test
when poisoned, test Strength to be
immune to a poison attack).
Possibilities: 3
Special Abilities:
13
ACT THREE:
FLIGHT AND FIGHT
The Gankanv Bloom has grown too large helping the refugees from Sunset escape
to approach by land; it kills anything long the Living Land. They know the location
before they can reach its source. The PCs of their camp. If you can get in and steal
have to steal some lakten mounts from an some of the lakten, you might be able to
Edeinos tribe and fly them into the heart fly to the heart of the Bloom. Are you up
of the Bloom. for such a mission?
14
have 1 per hero, then 2 per hero and the can see glimpses of the ground. Hopefully
rest of the waves consist of 1 per hero. it won’t come up fast.
There is 1 Edeinos Gotak in wave 2 and Just as you are starting to get used to
another in wave 6. Each wave arrives at flying, you see something come up out of
the end of the round and can act in the the trees below you. It looks like a long
next round. If the heroes take to the air snake with wings, heading right for you.
the edeinos will not immediately pursue Then there are more. The adrenalin starts
as they first deal with the chaos the to flow again.
heroes left behind.
Edeinos Warrior (8 per hero). See The rufka are animals just looking for
page 20. food and the heroes happened to be flying
Edeinos Gotak (2). by at the right (wrong) time. They prefer
to attack the riders over the mounts.
TAMING THE LAKTEN Rufka (1 per hero). See page 20.
Once the heroes get to the lakten they
will need to control them somehow so WELCOME TO THE BLOOM
they can then fly off. This requires a Beast
Riding/Dexterity test with the animal's You are now over the Bloom. The ground
Spirit as the DN (7). If the test is failed below you is thick with greenery; you can
the hero has failed to mount the lakten no longer catch glimpses of the ground.
and is stuck on the ground, but they can The scale of the Bloom is staggering. It
attempt another test next round. covers miles of area and extends in all
It is assumed that once a hero passes the directions. It shouldn’t be long before you
test to tame the lakten they will have reach the center of this mass of plant life.
some nominal control over the beast and Then you all become dizzy as your
will not require another test. realities come under assault.
The reality of Living Land now begins to
exert a stronger and unavoidable control.
SCENE TWO: INTO THE The heroes will lose touch with their own
AIR realities; each hero automatically
Living Land. Standard Scene. With their disconnects unless they are from the
newly acquired flying mounts, the heroes Living Land. This is now a Pure Living
make their way toward the heart of the Land zone. The heroes can attempt to
Bloom. They will have the following reconnect as normal.
encounters along the way. Run them in
order. BAD WIND
Just as you get a grip on your reality,
RUFKA winds begin to pick up. They toss you and
The adrenalin coursing through your body your lakten around violently.
that came with stealing your flying
mounts has started to subside. Of course The heroes must make DN 12 Beast Riding
getting used to flying in the open air with /Dexterity test. If successful they are fine.
nothing but a beast to keep you up is If they fail they are tossed from the lakten.
unsettling all on its own. Below you, you They are allowed a DN 14 Dexterity roll
and if successful they grab hold of the
15
lakten before falling. If they fail, they fall SCENE THREE: THE
for 20 meters (assuming the heroes didn’t
specify another height). GARDENS
Living Land. Dramatic Scene. This is the
BEDOTOK big climactic scene where the heroes try
to disable a nuclear bomb from going off
The wind has finally calmed down to while trying to fend off a dedicated
normal levels but there is still debris and defensive team that wants it to happen.
dirt swirling around. Through the dirt you
see several multi-colored spheres being You can easily see that the area was once
moved around by the wind. They look beautiful. This is the former site of the
alive and are floating in your direction. Lewis Botanical Garden. You can see the
Right now they are about 10 meters away. paths and walkways that surrounded the
outdoor gardens. The main building had a
The bedotok have been blown into the central hub with a couple of wings
path of the heroes. If they get within 3 attached.
meters of the heroes they will release their However, since the invasion much has
poison cloud. If the heroes kill the fallen into decay. The walkways are now
bedotok from a distance they will still nothing but small dirt trails through
leave behind a poison cloud. Have the greenery. The once grand building of glass
heroes make a DN 10 Beast Riding and steel is now nothing but rusted
/Dexterity test to avoid flying into the girders.
cloud. The truly odd thing, and perhaps just a
Bedotok (1 per hero). See page 20. bit frightening, is that there is only one
type of plant here, the vines of the Bloom.
PURSUIT It has choked out all other plant life.
At last you see what can only be the heart Chopping off the Bloom’s vines isn’t going
of the Bloom. The area is mostly clear of to end the problem, you need to get to
greenery and you see a building with the heart of the Bloom and kill it.
branches and vines growing out through
the windows. As you are about to order TO THE HEART
your lakten to take you down, you see This is a Dramatic Skill Resolution. There
some lakten with edeinos riders coming is no time limit on the Resolution but the
up at you. longer it takes the more primitives will be
Edeinos Warrior (2 per hero). See page there in the next part to defend the
20. Bloom.
Lakten (2 per hero). See page 21.
Step A: The area is large and full of
greenery. Determine the location of
AT THE HEART OF THE BLOOM the heart of the Bloom. This is a DN 12
Having completed the previous Evidence Analysis/Mind or Science/
encounters, the heroes are now near the Mind test.
heart of the Bloom, the remains of the Step B: The next step is to avoid the
Lewis Botanical Garden. They can safely vines that are snaking through the
land nearby. Move onto Scene Three. area looking for intruders. This is a
DN 12 Stealth/Dexterity test.
16
Step C: Primitive humans are Gankanv Bloom. See below.
converging on the area and time will Roger Price. See below.
be wasted if they are not avoided. Primitive Human (2 per hero). See
This is a DN 16 Stealth/Dexterity test. page 21.
Step D: Climbing into the building
requires moving through rusted
structures and broken glass. This is a ROGER PRICE
DN 14 Dexterity test. With the axiom wash, Roger Price, a
Complications and setbacks can include former botanist, transformed into a
such things as having to fight Primitive Stormer in the service of the Living Land.
In particular, he embraced the concept
Humans (2 per hero), facing an
that plant life is the ultimate expression of
exceptionally tough area of plants that Lanala and the Living Land. It is wild,
block the way forward, or a collapsed or unpredictable and a thing of beauty. He
weak) part of the building. used his knowledge and obsessive love to
create the Gankanv Bloom. His goal was
to have it spread throughout the world
bring the Living Land reality with it. He
END OF THE BLOOM succeeded, heedless (or not caring) of the
Having completed the Dramatic Skill great harm it would cause.
Resolution, the heroes are at the heart of Quote: “Plants will rule the world!”
the Bloom. However, Roger Price and Attributes: Charisma 6, Dexterity 9, Mind
some of the primitives (people who 9, Spirit 11, Strength 8
changed during the Invasion) are here to Skills: Dodge 10, find 10, fire combat 12,
defend the Bloom. Roger Price will start intimidation 13, melee combat 12, reality
the confrontation by trying to convince 12,
the heroes to leave; this could be a good Move: 9; Tough: 9; Shock: 13 (2); Wounds:
role-playing scene as he tries to extoll the 3
beauty of an all-green world and the Equipment: Hrockt shoot spear (Strength
heroes slowly realize how insane he is. +2/12)
Assuming the heroes do not leave as Perks: Endurance (+2 Shock already in
requested by Roger Price (and really, why stats), Relentless (can spend 3 Shock in an
should they) this will turn into a fight. It All-Out Attack to gain +1 BD damage),
will be a chaotic battle with lots going on. Trademark Weapon (spear; reroll a 1 on
Try and show the heroes early that the BD).
Bloom is draining Possibility Energy from Possibilities: 3
his defenders; the heroes will have to Special Abilities: —
decide if they are willing to kill the
defenders before the Bloom does.
There is a chance there will be more of GANKANV BLOOM
the Primitive Humans depending how well
the heroes did during the previous The Gankanv Bloom is growth
Dramatic Skill Resolution. For every round uncontrolled. Its creator, Roger Price,
it took them to complete it after the fifth, wanted to create a plant that could grow
there are another 2 Primitive Humans in any conditions. He quickly came to the
beyond those listed below. conclusion that the power of Possibility
17
Energy could allow for exponential as that Wound was not caused by an
growth, so he created a plant that could herbicide. It may do this a maximum
feed off of Possibility Energy. of once each round and does not
The Bloom is a set of vines that grow to suffer a Multi-Action penalty.
exceptional lengths and can split off Very Large: +4 bonus to attack it.
forming new vines. While it can sustain
part of itself with normal water and AFTERMATH
sunlight, it needs Possibility Energy to
grow. Thus it can steal whatever energy a With the destruction of the Gankanv
person may have and use that to Bloom, the outlying growth will die and
propagate new vines. During the course of quickly be consumed by the organisms of
a combat the Bloom is more than willing the Living Land. The Delphi Council will
to kill and drain its defenders (see Sucking be very appreciative of the heroes as they
Vine and Regeneration below) to keep know the extent of the potential danger
itself alive. the Gankanv Bloom presented. In effect,
Attributes: Charisma 5, Dexterity 6, Mind the heroes saved the world.
7, Spirit 10, Strength 15
Skills: Dodge 8, find 8, maneuver 8, reality
12, trick (9), unarmed combat 19
Move: 6; Tough: 18 (+3); Shock: —;
Wounds: 4
Possibilities: 5
Special Abilities:
Armor: Thick plant fiber (+3).
Bulky Mass: The Bloom is so massive it
is very difficult to kill conventionally.
Unless a weapon has some sort of
herbicide in it, each attack has its final
Damage Over Toughness halved.
Weapons with an herbicide do normal
damage, but it does not include any
bonus damage from the herbicide
(poison).
Slashing Vines: Damage Strength (15);
Can attack each opponent or ally once
without a Multi-Target penalty.
Sucking Vine: The bloom will latch a
vine onto a dead corpse and drain the
last of its Possibility Energy. If this
attack hits a target that died in the last
round or sooner, the Bloom gains 1
Possibility.
Mindless: Immune to intimidation and
taunt attacks.
Relentless: Does not take Shock.
Regeneration: The Bloom can spend 1
Possibility to remove 1 Wound, as long
18
FURTHER ADVENTURES HERBICIDE!
There are a number of adventures that The heroes are asked to return to the
can follow from this one: AgriPest Labs to recover any data on the
herbicides that the lab was producing at
EDEINOS REVENGE the time of the invasion. If the Delphi
Council can weaponize them as the Green
The heroes get another spirittalk from Spear Tribe did, it would be a boon for
Tokala. Baruk Kaah has sent a kill team to members that encounter the aggressive
eliminate Tokala for her actions. Can they plant life of the Living Land while on their
save her in time? missions.
BREAKING STORM BREAK WARM STONE
The information Buck Jenkins provided The stone the heroes were given by
was actually of some use, as he provided Tokala begins to warm again and tug the
insightful info on Storm Break. There are holder toward the Living Land. Where will
a number of potential follow ups through it lead them?
him including:
Stopping Storm Break’s few plans. WELL WORLD
Capturing some of their key
operatives. Rumors start to come out of the Living
Land of a wellspring that heals and
Capturing/confiscating one of their revitalizes those that drink of it. The
supply depots in the Living Land. stories then tell that despite the
Finding which government officials wellspring looking shallow it is possible to
backed them. swim through the bottom to another
Realizing Buck set them up as a mole, world. Could this be a manifestation of
so he could get close enough to cause the Law of Wonders? The Delphi Council
harm to the Delphi Council. asks the heroes if this could be the same
well they found on this mission.
PLANT HAPPY
Clean up of the heart of the Bloom
revealed the copious notes taken by Roger
Price on the flora of the Living Land. The
heroes are asked to visit certain locations
therein and gather select plants for study.
19
THREATS
ABENTALLOS Move: 8; Tough: 4; Shock: 6; Wounds: —
Possibilities: Never
This giant serpent is 10 meters long. Special Abilities:
Despite its size it can move fast through Float: Stays aloft at least 2 meters, but
the underbrush, twisting its way around has no control over movement.
obstacles. Its 1 meter wide body ends in a Poison Cloud: Any creature entering
maw with sharp and strong teeth that can the 3 meter wide cloud is poisoned.
easily puncture the hardest scales. The poison deals 3 Shock each round
The abentallos’s scales blend with its for a minute (6 rounds). After a
surrounding plant life. Thus it will often minute the character must attempt a
wait for prey to wander by. In particular Strength test. If the successful the
it likes to hide near watering holes and poison effect ends, otherwise it
other locations where animals will come continues for another minute. A
to it. bedotok also releases the poison cloud
Attributes: Charisma 4, Dexterity 14, Mind upon dying.
4, Spirit 8, Strength 16
Skills: Dodge 16, find 8, intimidation 10,
maneuver 15, stealth 16 (18), unarmed EDEINOS WARRIOR
combat 15
Move: 14; Tough: 18 (2); Shock: 12; This is the default edeinos, one that has
Wounds: 4 been trained from birth to fight in a harsh
Possibilities: Never land.
Special Abilities: Attributes: Charisma 5, Dexterity 9, Mind
Armor: Scaly skin +2. 6, Spirit 8, Strength 10
Bite: Damage Strength +3 (19) Skills: Beast riding 10, dodge 10, faith 9,
Chameleon Scales: Stealth +2 if hiding find 8, intimidation 10, maneuver 10, melee
in plants. weapons 11, missile weapons 10, stealth 10,
Very Large: +4 bonus to attack them. survival 8, tracking 8, unarmed combat 11
Move: 9; Tough: 10; Shock: 10; Wounds: —
Equipment: Hrockt shoot spear (Strength
BEDOTOK +2/12)
Perks: Whirlwind
These multi-colored small spheres (about 1 Possibilities: Rare (2)
meter in diameter) float through the air. Special Abilities:
They stay up by a light gas, but have no
control over where they move and are at Bite/Claws: Damage Strength +2 (12)
the whim of prevailing winds. They
subsist on bacteria found in the air and
feed as they move. Whenever another
creature comes within 3 meters of them,
they release poisonous spores as a defense
mechanism.
Attributes: Charisma 4, Dexterity 4, Mind
4, Spirit 6, Strength 4
20
EDEINOS GOTAK successful the poison effect ends,
otherwise it continues for another
The gotak are edeinos priests of death. minute. Multiple applications of the
They often are used as part of attack poison do not cause more damage but
forces. does reset the minute duration to full.
Attributes: Charisma 6, Dexterity 9, Mind
6, Spirit 11, Strength 10
Skills: Dodge 10, faith (Keta Kalles) 14, find LAKTEN
8, intimidation 13, maneuver 11, melee
weapons 11, missile weapons 11, survival 9, These flying dinosaurs have a wide
unarmed combat 11 wingspan, short body and a beak filled
Move: 9; Tough: 12(2); Shock: 11; Wounds: with sharp teeth. Edeinos use them for
1 their flying troops.
Equipment: Hrockt shoot spear (Strength Attributes: Charisma 5, Dexterity 11, Mind
+2/12), hrockt-root armor (+2) 4, Spirit 7, Strength 12
Perks: Miracles (bless, wither) Skills: Dodge 13, intimidation 9, find 9,
Possibilities: Rare (3) maneuver 12, unarmed combat 12
Special Abilities: Move: 11; Tough: 13 (1); Shock: 9; Wounds:
2
Bite/Claws: Damage Strength +2 (12) Possibilities: Never
Special Abilities:
Armor: Scaly hide +1.
GREEN SPEAR WARRIOR Bite/Claws: Damage Strength +2 (14)
The Green Spear Tribe was once known Flight: Flies at Move 13.
as the Blessed Moon Tribe. However, once Large: Attacks against them gain +2.
they found the poison pool in the former
AgriPest labs and gained the ability to
poison their weapons, they changed their PRIMITIVE HUMAN
name. They then used their new combat This is the default edeinos, one that has
edge to raid other tribes. been trained from birth to fight in a harsh
Attributes: Charisma 5, Dexterity 9, Mind land.
6, Spirit 8, Strength 11 Attributes: Charisma 6, Dexterity 7, Mind
Skills: Beast riding 10, dodge 10, faith 9, 7, Spirit 7, Strength 8
find 8, intimidation 10, maneuver 10, melee Skills: Dodge 8, find 8, intimidation 8,
weapons 12, missile weapons 10, stealth 10, maneuver 8, melee weapons 9, survival 8,
survival 8, tracking 8, unarmed combat 12 unarmed combat 8
Move: 9; Tough: 10; Shock: 10; Wounds: — Move: 7; Tough: 8; Shock: 7; Wounds: —
Equipment: Hrockt shoot spear (Strength Equipment: Improvised club (Damage
+2/13, 10/20/40) Strength +2/10, become Vulnerable on a
Perks: Whirlwind miss)
Possibilities: Rare (2) Possibilities: Never
Special Abilities:
Bite/Claws: Damage Strength +2 (13)
Poisoned Spear: The poison deals 2
Shock each round for a minute (6
rounds). After a minute the character
must attempt a Strength test. If the
21
RAPTOR TRICERATOPS
Lizard forms of the velociraptors, many Similar to Earth triceratops, these have
edeinos have these as companions. They pronounced plated heads and horns. They
are often used when there is a need to are often used by the edeinos as combat
move swiftly. mounts.
Attributes: Charisma 5, Dexterity 10, Mind Attributes: Charisma 4, Dexterity 6, Mind
5, Spirit 8, Strength 9 4, Spirit 8, Strength 16
Skills: Dodge 11, find 7, intimidation 9, Skills: Dodge 11, find 8, intimidation 10,
maneuver 11, stealth 11, trick 8, unarmed maneuver 7, unarmed combat 10
combat 11 Move: 8; Tough: 19 (3); Shock: 12;
Move: 10; Tough: 10 (1); Shock: 8; Wounds: Wounds: 3
2 Possibilities: Never
Possibilities: Never Special Abilities:
Special Abilities: Armor: Bony head and thick hide +3.
Armor: Scaly hide +1. Charge: +2 damage after the creature
Bite/Claws: Damage Strength +2 (11) moves at more than a walk.
Horns: Damage Strength +2 (18)
Very Large: +4 bonus to attack them.
RUFKA
The rufka are about 2 meters long with a
wingspan of the same size. They look like TRANSFORMED GUARD DOGS
winged snakes and are slender for their Guard dogs were much in use by various
length but strong. They will normally corporations to protect their buildings
attack by wrapping their tails around the before the invasion. With the invasion
neck of a victim and squeezing. many of these guard dogs transformed
Attributes: Charisma 5, Dexterity 10, Mind into something bigger and meaner. Often
4, Spirit 7, Strength 12 they still protect the buildings, or what
Skills: Dodge 13, intimidation 9, find 9, remains of them, driven by instinct.
maneuver 12, unarmed combat 12 Attributes: Charisma 5, Dexterity 10, Mind
Move: 10; Tough: 13 (1); Shock: 9; Wounds: 5, Spirit 8, Strength 10
2 Skills: Dodge 11, find 7, intimidation 9,
Possibilities: Never maneuver 11, stealth 11, trick 8, unarmed
Special Abilities: combat 11
Armor: Scaly hide +1. Move: 10; Tough: 12 (2); Shock: 8;
Flight: Flies at Move 12. Wounds: 1
Strangulation: When they grapple they Possibilities: Never
do +3 damage (15) and the target is Special Abilities:
Stymied. Armor: Thick furry hide +2.
Bite/Claws: Damage Strength +2 (12)
22
If you liked this product make sure to check out our other Torg items…
SEEDS OF DESTRUCTION
A three-act adventure set in Pan-Pacifica and Core Earth. The heroes try to
outmaneuver a corporation as they attempt to corner Earth’s food production. Can they
survive corporate security, the Arctic Circle and a nuclear bomb?
PANDORA’S BOX
A one-act adventure set in the Nile Empire. The heroes have an opportunity to recover
Pandora’s Box, an eternity shard. After surviving the dangers of the Tomb of Thoth, can
they stop a nihilist cult from using it to bring about a catastrophe?
23