The adventure starts with an attempt by Storm Knights to pull up a Tharkold stelae near Berlin, on the eve of a dramatic vote by the Zorn government. If the Knights succeed, a NATO strike force descends on Berlin and Tharkold is sent fleeing up the Maelstrom Bridge. During the victory celebration in Berlin, an agent of 3327 introduces the Storm Knights to a mysterious fellow, who claims to have a way for the Knights to defeat Jezrael once and for all.
If the Knights fail to pull up the stelae in time, the mysterious stranger, seated in the Zorn chamber, sees the influence of Malgest leave its spy in the chamber. Moments later, the Zorn governement passes a resolution to allow the creation of permanent hardpoints for all realities. The Storm Knights are intimidated into submission and taken to a Tharkold stronghold in Berlin. The stranger, Parok the Ravagon warlord, assumes the guise of a Techno-demon and approaches the Knights with the same offer.
If the Knights are successful, Parok appears and reveals a Secret to the Knights right in front of Jezrael. She realizes the betrayal just before the nuclear weapon destroys all life around Malgest. Without a High Lord, the Tharkoldu retreat from Earth.
Dramatic. This is a dual scene, starting in the Berlin Government's Zorn Council chambers and switching back to one of the Tharkold stelae. Start the scene in Berlin: President Zeitenburg stands up and takes a deep breath, un-consciously posing for the television cameras. He walks to the podium and begins with a serious, statesmanlike visage.
"Fellow citizens of Berlin, " he begins, "our city has always been a symbol of free thought in the world."
Cut to a scene of a flat, dark valley at night. The darkness is banished by the flares of your weapons as they tear into the Tharkold defenders.
Card 46: H -, V -, Approved Actions are Attack/ Taunt, and a Critical Problem arises so the Dramatic Skill Resolution can't begin until next turn.
"Although our city is once again divided amongst major powers, we possess a sense of identity that transcends these borders."
Card 63: V Up, H -, Act: Maneuver/Trick, Skill is A C. The reality skill is used for the Dramatic Skill Resolution. Since only Steps A and C are up, a Reality Storm may not be invoked. Step A is the severing of the connection between the stelae and the Nile stelae. The difficulty is 12. This is a relatively easy step, and Malgest will not be alarmed as there is more pressing business in Berlin:
As the President continues to speak, a man with Asian features stares intently at the gathering. His eyes are not focused on the speaker, but instead on a woman in the third row. Her blond hair is pulled back and falls just below the collar of her business suit.
Card 11: V -, H Fatigue, Act: Maneuver/ Trick, Skill A B.
Step B is the breaking of the link between Malgest and its stelae. The Darkness Device is two "jumps" away, so the difficulty is 29. The link may not be broken this turn; the Knights will need to acquire more cards to trade to the reality specialist(s).
If step B is completed, the Darkness Device will be alterted and will move to intervene. The party only has one turn before Malgest brings its full intimidation skill to bear.
"In these difficult times, we must seek to maintain that identity and do what we must to survive."
Card 98: V Flurry, H Confused, Act: Defend/ Test, and a possible Setback: the Kefertiri Idol (or Malgest, if step B is complete) tries to re-establish the link. The difficulty to resist is the same as the DN for breaking the given link.
"I know that there are some who oppose all settlement by the outworlders and would use violence even against their civilians. They should be reminded that these Auslanders have mothers, too."
Card 7: H Inspiration, V -, Act: Any, Skill A B. Let the players really whale on the Tharkoldu this turn. Continue to play out the battle until steps A and B are complete.
Card 53: V -, H Flurry, Act: Test/Intimidation, Skill A B.
Card 39: V -, H Fatigue, Act: Maneuver/ Test, Skill B C.
"By passing this resolution, we will assure that Berlin remains a safe haven for all beings in perpetuity. Thank you."
Card 84: V Up, H Flurry, Act: Maneuver/ Intimidation, Skill A B C D.
The assembled members of the Zorn Provisional Council cast their votes for the establishment of permanent hardpoints of each reality in Berlin.
Card 146: V Inspiration, H -, Act: Trick/ Intimidation, Skill A B C D. Time for that last-ditch effort.
You pull mightily on the stelae, either with a rope or your will, and the wind builds up to a deafening shriek as...
Standard. If the Storm Knights fail, go to Scene Three instead. Read the following if the stelae is removed:
...a cork pops in celebration of the liberation of Berlin. Your removal of the stelae came just as the Zorn government was about to vote on a resolution to establish permanent hardpoints of all the alien realities. After Core Earth reality washed over the city, the Techno-demons were driven back up their Maelstrom Bridge and the other invaders are being rounded up by NATO forces or evicted even now.
Native Berliners have taken to the streets in riotous celebration, and you are attending a hastily-organized party at the Hotel Coromonde. You are pulled this way and that as everyone tries to congratulate the liberators of Berlin.
The party gains three Perseverance points for removing the stelae. Give the players a chance to socialize with each other and the partygoers, working the tension of the previous scene out of their system. At some point, their NATO commander, General Ben Mason, approaches the team leader and any Storm Knights with him.
"There's someone here who would like to meet you," says General Mason in his usual serious tone. "He has a story that I think you should hear."
General Mason leads you across the ballroom to one of the tall, red curtains adorning the doorway to a garden. An oriental in a business suit sits in an antique metal chair. As you enter the room, the man is fingering a medallion hanging around his neck, which he drops back into his vest as he rises to greet you."
"Ladies and Gentlemen," says General Mason, "I want you to meet Kurt Heine. Mr. Heine has some very interesting information for us, and we want you to take the mission on this one."
"Kurt Heine nods politely to the general. "Thank you, sir." Then he turns to you. "I know that you have no reason to trust me, but I know the whereabouts and security of The High Lord of the Tharkold world. I understand that you have ways of verifying the information, and expect that you will find it valid. I have given the location to your general and I ask for nothing in return."
General Holtzmann removes a folder from a briefcase and hands it to the team leader. "Here is the mission information; as always, you have inspection rights before accepting."
To lessen the inevitable intrigue and betrayal that makes Storm Knights reluctant to accept missions from governments, a system called StormNet has been established to give Storm Knights all the available information that can be collected. Storm Knights who work for NATO are given all the relevant data, and they can check it with StormNet to insure that they aren't being used to further some agenda they disagree with. Of course, almost every mission has a secret agenda, but at least the Knights are given the right to do their own investigation.
The medallion around Heine's neck is a mundane bronze trinket, sculpted by primitive metalworking.
The information is as follows:
StormNet Item #3965TK
Incident involving Tharkold demons and Ravagons from Orrorsh cosm on outskirts of Los Angeles.
Army partrol reported that a flight of Demons were ambushed by an equal number of Ravagons. Although the Demons appear to be physically superior to the Ravagons, the Ravagons exhibited superior good fortune and appeared to gain the upper hand.CONFIDENCE: Probable
Skill: scholar(orrorsh)
Difficulty: 12
Any Result: One of the Tharkold demon leaders, Thratchen, was identified as leader of Orrorsh for a time. Thratchen may be in the Los Angeles area, where a Maelstrom bridge is located.
Perseverance: +1
StormNet Item #1605YS
PROLIFERATION WARNING
The human nation of Helfei received a shipment of weapons-grade plutonium. Race envoys have reported that Tharkold is depleted of fissionable material and such a shipment would significantly alter the balance of power on the planet. The report is viewed with skepticism, however, because the material was reported to have arrived on a Victorian-era merchant ship.CONFIDENCE: Minimal
ADDENDUM: Subject Heine provided information that confirms the shipment of the plutonium. Mr. Heine would not provide information regarding its source.
Skill: science(military)
Difficulty: 15
Result: The Race knows that the most important target on Tharkold is Dzis, the Demense of the High Lord and location of the Maelstrom Bridge to Los Angeles.
Perseverance: +2
StormNet Item #2842IO
Project Omen operatives were somehow drawn to a flea market in Singapore. There they found a human cybernetic hand which an operative is certain belonged to the Tharkold Demon Thratchen for more than a year. The item eventually fused into a more primitive prosthetic under Earth influence; it is unknown how it maintained its form in Orrorsh realm for so long.
The hand is available for inspection by Storm Knights with proper clearance.CONFIDENCE: Uncertain
Skill: reality
Difficulty: 15
Minimal or Average Result: The hand was used as a Talisman of Tharkold reality.
Perseverance: +2
Good or Superior Result: The talisman protected Thratchen from losing contact with the Everlaw of Two. It was not recharged with a group power, but by a Technomagical ritual.
Perseverance: +3
Spectacular Result: The talisman is, ironically, not tainted by Orrorshan Corruption; this means that Thratchen avoided the power of Corruption throughout his reign and is not a servant of the Gaunt Man.
Perseverance: +5
StormNet Item #7522EP
Movement of Tharkold military assets throughout realms on Earth [ADDENDUM: realm in Berlin has since been liberated] indicating that the leadership may be experiencing some sort of crisis. A detailed description is attached.CONFIDENCE: Uncertain
Skill: scholar(Tharkold)
Difficulty: 12
Minimal, Average or Good Result: The analysis is correct; someone is making a challenge to Thratchen's power, and by extension to Jezrael's power.
Perseverance: +2
Superior or Spectacular Result: The challenge to Jezrael's power can only be resolved at the seat of power, Dzis. Thratchen, Jezrael and Malgest will certainly be in attendance.
Dramatic. This scene is dramatic because Berlin is still under Nile axioms, and under the Law of Drama there must be two dramatic scenes in an act. Skip this scene if the Storm Knights succeed in Scene One.
First, read the following to the players and explain to them that it happens just before Malgest possesses one of the Tharkoldu:
The man sees an impossibly dark aura all about the woman as the other parliamentarians listen to the speech. Soon, the President concludes his speech and the Zorn government proceeds to vote in favor of a resolution to establish permanent hardpoints of all the alien realities. Suddenly, the aura contracts and vanishes as if she absorbs it. The woman starts and seems on the verge of fainting, but maintains her composure and the speech continues with only an expresion of concern from her aide.
Meanwhile, one of the remaining Alphas is suddenly bathed in an angry aura of power. It seems to grow a full foot and its eyes blaze with fire. "Surrender now, stormers!"
Malgest lends its intimidation skill of 45 to the Alpha and makes an Intimidation check against the entire party. If the Knights somehow avoid a Player's Call result (GM's call for their surrender, in this case), then next turn Malgest lends its alteration magic skill to the Alpha, which then kills one of the Knights with an altered fireball (improved), manipulated for a lethal amount of damage, then makes another Intimidation attempt at a +3 penalty. Remember that if the Knights kill the Alpha, the skill reverts to Malgest who just lends it to another Alpha. After they surrender, read the following:
You are captured and stripped of all weapons and clothing. Pain-giving collars are fastened around your necks. You are herded into a Xedi-Sim hover transport and taken to Berlin. As you move through the streets, the transport moves wildly and knocks you into one another in the darkness. The ride is equivalent to an attack of damage value 8 against each character.
Continue: Finally the ride comes to an end and the rear door lowers. Two alphas with laser rifles charge into the APC and drag you out. The collars around your necks begin to glow and you find yourselves being pulled together, unable to remain more than a foot apart. As you are led across a field of dying grass, you recognize the Techno-demon fortress, known as the Chakeum Torture Pits.
A Strength check of 16 is necessary to break the collar, which can also deliver an attack of 16 in non-lethal damage.
Any Storm Knights who escape are shot at by the guards, with intent to kill. If a Knight escapes the guards, a Techno-Demon perched on one of the towers makes its presence known, spreading its wings and ensuring that the Knight knows it is prey. Have the Knight make a Perseverance check; if he/she fails, they are Marked for Death. The Demon swoops down and attacks the Storm Knight with Wing Strike, most likely killing the Knight or driving him/her into a cowering fetal position.
Read: The Tharkoldu, or something that looks like one, swoops up and lands on its feet. Slowly, it turns to face you. Silently, it commands you to move on as GuardSlaves with rifles surround you.
You are taken inside the fortress and down into its depths. One by one, your ankles are bound with steel chains and you are suspended upside down over a pit of sulphur. As the fumes start to overtake one of you, a Demon guard strikes you from the ledge with a Pain Rod.
Abruptly, the guards leave as a huge Tharkoldu walks out on the obsdidian ledge. It slowly walks along the ledge, examining each of you in turn.
The Tharkoldu is actually Parok in disguise. Any Knight who speaks gains Parok's attention, who lashes out and smashes their jaw with no possibility of failure. Each act of torture committed by Parok causes the party to lose a Perseverance point and make a check.
"Perhaps you are wondering why you have not all been executed. It is because I need you for a most important task. Some Princes of my world do not agree with the invasion of Earth and wish to depose the monkey-queen. We will transport you to the Demense of power on Tharkold, with a description of the defenses. We can also insure that the Queen, will be present, and distracted. With such assistance, you would surely not fail again.
"However, there is a price. Since you failed in your attempt to liberate this city, we must take steps of our own. However, arming the resistance requires materiel, and that we cannot do without being seen. One of you must remain behind to provide the vril for this offensive. If any of you attempt to liberate your comrade, the city will be forfeit and we must use the most extreme measures to convince our queen to leave."
The only choice Parok is giving the Knights is which one of them is to be sacrificed. Orrorshan horrors do no favors without a price. Of course, the decision is a Wicked act worth two points of Corruption to everyone involved, and Parok has a talisman of Orrorsh reality to insure the damnation of the Storm Knights. The chosen Storm Knight will die at the end.
Standard. The Storm Knights and Parok separate and infiltrate the Demon stronghold on Tharkold and Parok issues his challenge to Thratchen.
Each Storm Knight performs his task separately because of the nature of Tharkold reality. Security is very competitive and the usefulness of dispatching guards to one area means that another area is weakened. Each post fights to the death and only then are reinforcements sent. Separating the characters also means that if one of them does something stupid, they will not get the party killed.
Give the players a chance to interact and plan their attack. Then have each player make a skill check based on their plan and their individual talents.
As Jezrael watches, Parok and Thratchen duel to the finish. Unfortunately, Thratchen has many spells at his disposal and Parok is mortally wounded.
Thratchen executes the Coup de Grace by revealing Parok and initiating the ritual to send Parok to Final Death. As Parok is dying, he finishes the betrayal of all High Lords by revealing an important clue to the Storm Knights. Read:
"The scepter...the scepter is her power," says Parok. "When I am gone, it will have no power. No one...will be able to reach it through the radiation."
Before a shocked Jezrael or Thratchen can react, a dirty nuclear device is detonated which obliterates the Demense and the Maelstrom Bridge, isolating Malgest.