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2 THE HATCH

The container ship sails under the Swiss flag and the MYSTERIES GALORE name Wilhelm Tell is painted on its hull. It is adrift and In this adventure expansion for Storm Wolves of the Ca- leaks large quantities of oil, covering the waters around ribbean we add more mysteries to the Bahamas Triangle it. The characters see no people on board, and the ves- for the heroes to uncover. On their way home from an sel doesn’t react to any attempts to hail it. Boarding the expedition to the edge of the triangle, they encounter ship is a difficult task, as the characters will have to find a gigantic container ship, drifting on the waves, with a way to climb up the 40 feet from the waterline to the no-one at the helm. And upon their return to their safe main deck. harbor, they are faced with a gruesome murder mys- Once the characters are on board, they realize that they tery and a dangerous culprit on the run. And finally, the have entered a ghost ship. The crew is gone and has left mystery deepens even more, when they find a hatch in no clue as to where they went. There are no apparent the middle of the jungle. signs of wanton destruction, and all lifeboats are pres- As always, you can either play these events in a chrono- ent, even though most of them are terminally rusty. The logical order to continue the story of the first three epi- same is the case for all technology on board above Tech sodes of the Storm Wolves campaign. Or you add them level 20, which nevertheless leaves much of the basic as components to your sandbox and use them when machinery intact, including the gigantic diesel engines, they fit into the story. a well-equipped workshop, and two huge container cranes on the main deck. Unfortunately, the ship’s control was a high tech com- GHOST SHIP puter system which simply vanished, so there is no way of steering the ship. The engines also lost their control On their way back from the edge of the triangle, the systems, so they are currently out of order, but otherwise characters encounter a big container ship drifting on the intact and fixable. However, without a proper means of waves. With a length of almost 1,000 feet (300 meters), steering the gigantic vessel, it makes little sense to do it is probably the largest ship the characters have ever that. In addition, there is the issue of the leaking diesel see. Specialized cargo ships with standardized contain- oil. The Wilhelm Tell has a double sided hull filled with ers where only introduced after the second World War, fuel, and the outer hull was ruptured somewhere near even though the method itself and its advantages are the bow of the ship. Where exactly, is everyone’s guess. easy enough to understand for experienced seafarers. BothSample the ship and its cargo have an immense worth for The ship carries roughly 10 x file10 x 30 containers, for a the crew of the U-94, but they must first find a way to total of 3,000 containers. About half of the containers are procure it. 20 ft. long (1 TEU each) and the other half 40 ft. long (2

3 TEU each), for a total of 4,000 TEU. 4 tiers are stacked on 17 Beverages (alcohol, soft drinks, energy drinks) top of the main deck and 6 tiers beneath. The containers are lashed down and secured, so the characters cannot 18 Medicine (prescription, non-prescription, simply open them, especially not those inside a stack. homeopathic) But we presume that the players will come up with in- 19 Sports equipment (ping pong balls, tennis rackets) genious ideas to open the containers anyway, so here is 20 Office Container (fully equipped office space) a random table for the contents: Keep in mind that almost all of these products are 1d20 Contents transported in large quantities, so each container holds 1 Raw ore (iron ore, copper, rare earth metals) thousands of identical copies of the same item. You may find a whole print-run of a single novel, or hundreds of 2 Raw chemicals (liquid tank or gas tank) boxes with a single brand of canned food, or a whole 3 Processed goods (metal alloys, glass, leather) container worth of laxatives, and so forth. If you have 4 Textiles (linen, cotton, silk) funny (and/or useful) ideas while reading the example, note them down, so you’ll have them at hand when the 5 Plastics (sheets of poly-somethings) heroes rummage in the containers. 6 Machine parts (processed metal and plastic parts) Also keep in mind that most modern packaging (espe- 7 Heavy machinery (one single machine, partly cially plastic packaging of foot) is above tech level 20, decayed due to axiom contradictions) and therefore brittle and partly decaying. 8 Mechanical tools (what you would find in a toolbox) INTO THE BELLY OF THE BEAST 9 Electronics (corroded and useless) At some point, the characters will want to venture deep- 10 Lithium batteries (transformed into chunks of er into the ship, maybe in search of the missing crew, raw lithium due to axiom contradictions) or to patch up the leak, or to search more containers 11 Entertainment (books, magazines, board games) for useful stuff. On their way towards the bow ofthe 12 Clothing (socks, jackets, trousers, shoes) ship they start to notice vines and other plant vegetation 13 Fresh/frozen food (moldy due to a lack of spreading all over the place. refrigeration) The foremost quarter of the ship is completely hollowed 14 Packaged food (canned products, cereals, pasta) out and turned into a cave, covered by jungle vegeta- tion, and lit by streaks of light that fall through gaps 15 Raw food (grain, beans) Samplein the ceiling. In the center of filethe cave, the characters 16 Herbs and spices (pepper, tea, tobacco, wasabi) can make out a large tree that looks strangely similar to

4 the Coral Tree they encountered during their first fight against Captain Zeitgeist. JUNGLE TRACKS Just at that moment they hear movement all around When the U-94 returns to her safe harbor on Great Har- them. Strange shambling humanoids made from vines bour Cay, the heroes are contacted by the Lucayan el- and other plant matter (Gospog of the First Planting, ders. They report that one of their holy places was at- Torg Basic Rules, page 266) emerge from the gaps in the tacked, the resident shaman murdered and the Icon of floor and walls and start to encircle and attack the player Apito stolen. Apito is the Goddess of the Crescent Moon characters and their companions! This is a classic zom- and main deity (zemi) of the Lucayans. Her icon is a bie encounter with endless waves of low-tier opponents, small stone statue carved in her likeness. When the Lu- and even if the heroes manage to hold their ground for cayans investigated the crime and the tracks left behind a while, in the long run they have no other choice than by the miscreant, they found out that he is a lizardman to make for a hasty retreat. In addition to the attacking and that his tracks lead towards the north of the island. Gospog, the unnatural vegetation starts to grow all over To hunt down the thief and murderer and bring back the the ship like an unstoppable infection. Even if the char- Icon of Apito, the Lucayan’s best trackers and warriors acters find a way to hurt or destroy the strange tree, this set out, accompanied by a shaman for spiritual support. will do very little to stop their opponents. However, many days passed, and nobody heard any- There is no predetermined outcome for this scenario, so thing from the group, and now the elders fear that the you can base the player characters’ success entirely on hunters might have fallen victim to the hunted. So they their plans and ideas, as well as their abilities and equip- ask the heroes to go after the missing group, because ment to pull them off. If you want to keep the scenario they know that they have the abilities, prowess and spir- short, you can resolve it as a “quick and dirty” action itual strength to overcome even the greatest threat. scene: start it off by leading the characters straight into the belly of the beast, where are faced with the horror an endless horde of Gospog. This is followed by a re- Witch Hunt arguard battle against a growing number of enemies, The unknown lizardman’s actions appear too pur- and depending on how well the heroes are doing, they poseful and methodical to attribute them to one of will be able to carry off a number of useful items off the the savage lizardmen in the heroes’ care, but de- Wilhelm Tell, before they have to abandon the ship and pending on the current situation with the Lizard- send it to the bottom of the sea with a torpedo in a fiery man Curse, some grief stricken Lucayans might conclusion. blame one of the transformed American sailors. If on the other hand your players like a sandboxing ap- They might even go as far as to accuse Jack McKnell proach, you can look for the deck plan of an appropriate of having something to do with it. This can lead to container ship on the internet and use that as a basis for an intense and worthwhile roleplaying scene and the players to plan and execute their defense against the maybe even some action, depending on the overall Gospog threat, in order to buy time and get as much situation. useful stuff off the ship as possible. In the end howev- er, they should have to abandon the Wilhelm Tell, unless they come up with a really solid plan to eliminate the NORTHBOUND monsters and exorcise the Gospog tree in a magic ritual. Presuming that the player characters accept this chal- Success depends here first and foremost on the amount lenge, the first order of the day is to put together a search of time and effort the players are willing to invest into and rescue team and equip it will all necessary items. their struggle. This is of course somewhat of a Jack McKnell character If you play this scenario as a short combat scene, it is episode, but every member of the group should be able worth 2 experience points per hero. If you and/or your to contribute with their own unique abilities. players turn the container ship into an epic battleground The easiest way to approach this mission is by following instead, it can be worth up to 5 experience points per the tracks of the hunters, overland and on foot (or on bi- hero, maybe even more. cycles, the most practical vehicles on the island). Should the characters plan to have the U-94 and her crew near- by as a backup, then they can do that of course, but keep Samplein mind that the northern tip offile Great Harbour Cay is surrounded by shoals and mangrove swamps, especial- ly on the west coast where the tracks eventually lead.

5 NORTHERN GREAT HARBOUR CAY

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Unlike the rest of the island, all dry land of the north- BOOBY TRAPS ern part is covered by a dense jungle that is a very un- common sight for this part of the world. Gigantic jun- Whoever the culprit is, he seems to be very familiar with gle trees rise up more than a hundred feet, and if the this type of jungle environment indeed. This becomes characters have Lucayan natives in their group, they can particularly apparent when the characters walk into his confirm that these trees weren’t here before the Rain- booby traps. These traps are made entirely from natu- bow Hurricane hit the island. Another unexpected effect ral materials and therefore very difficult to spot, but at of this transformation is that the natives are completely the same time murderously efficient and enchanted by a unfamiliar with the flora and fauna and therefore of less strange shamanistic magic. And to top it all of, they are helpSample than the player characters might have assumed. laced with a deadly poison. file

6 If your players explicitly state that their characters take Spot the trap extra precautions (beforehand!), then they can mitigate the trap’s effects, but keep in mind that the traps were Each hero must make a Survival test (DN 16). A good set by an expert trapper who had many hours at his dis- success provides a bonus of +2 and an outstanding suc- posal and used miracles to bolster them and make them cess a bonus of +4 on the hero’s next test. A failure re- nigh impossible to spot. So the best the characters can sults in a penalty of –4 on the hero’s next test. (Keep in hope for is a bonus between +1 and +4 on their following mind that this is not a combat situation, so all players tests. have all of their Destiny cards available!) If the heroes take no precautions but are lucky enough to have Jack McKnell (or a character with similar wilder- Duck and cover ness abilities) as a player character in their group, then Each hero must make a Dodge (DN 12) test. A good suc- he is allowed a Survival (DN 16) test ahead of the group. cess reduces the number of BD of the trap by 1, an out- If he has the “Trap Specialist” perk, the DN is 12. A suc- standing success by 2. A failure raises the number of BD cess provides a bonus of +1, an good success a bonus of of the trap by +1. +2 and an outstanding success a bonus of +3 to all play- er’s tests to resist the traps. Take the damage Let the mayhem begin! Each trap causes 8 +3 BD damage, up to a maximum of 25 damage.

THE TRAITOR Despite their upbringing in Nazi Germany, most of maybe even supported by psionics and mind-read- the young sailors of the U-94 feel very enthusiastic ing. If your players display such an amazing amount about their new mission. After all, a romantic mis- of foresight and scrutiny, then you should honor that interpretation of heroism is exactly what made them by letting a honest die roll decide the outcome—there join the U-boat corps in the first place. And now, by a is a 50% chance that they notice the deviant before he twist of fate, they actually have the chance to become even becomes a traitor. If they do, then this can also heroes in the truest sense. Abandoning the fatherland lead to interesting roleplaying situations. and sinking Nazi Destroyers is of course a bit much to It is however far more likely that the traitor remains swallow, but the truth about the ruthless plans of the undetected. After some pondering, he decides to se- Black Fleet and the heroism displayed by the Storm cretly build a transmitter and send a signal to the Knights will eventually win them over. Black Fleet, to lead them straight to the location of the However, this campaign would not be complete with- U-94’s safe harbor. out a least one lost soul who endangers the whole When the heroes go after the missing Lucayans, he mission with his misguided loyalty to the Reich. sees his moment to act and volunteers to join the We don’t provide you with a name for this sailor, be- search and rescue team. He has studied the radio on cause that would make him stand out from the rest of the U-94 and stolen some key components, and plans the enlisted men and catch your player’s attention. He to sneak away from the group during the mission, is a shy, introverted young guy who always stands in and make the rest of the group believe he was killed the back and doesn’t distinguish himself. He is not by one of the jungle creatures. This opportunity will dumb—in fact, his intelligence is above average, but most likely arise when the team walks into the booby for some strange reason the Nazi ideology got stuck traps (page 6). in his head and he has found ways to justify it. Keep Once separated from the others, the traitor sneaks in mind that he is a young lad from the 40s and lacks southwards along the east coast of the island, to break our 20/20 historical hindsight. into one of the modern villas (see Safe Harbor, page Due to the sandbox style of this campaign there is a 4) and use its electronics to build the transmitter. This real possibility that your players decide on their own will take him a while, and we will see him again in an toSample do an extensive psychological screening of the crew, upcoming episode. file

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