JohnK wrote:That feel of Orrorsh that you mention is a concern of mine as well. I've got 11 players in my three groups, and only three of the players have experience with original TORG. Like you said, nothing too nasty - since we don't want to kill or maim the player characters too much here! - but something that would give them a challenge. Since I don't have the Orrorsh Sourcebook, any thoughts on what to throw at them?
Just play up the fact that Orrorsh is based on fear. You can invoke a lot of fear without actually revealing anything. The Storm Knights might not even encounter the monsters as they journey. Go for the atmosphere. Any of these could be done without having a nasty monster threaten to kill the PCs.
Something in the river floats by. It is a human arm. In the hand is a silver cross.
The Storm Knights stop at a village to sleep. The inn patrons are creepy, but sleep comes easily to the Storm Knights anyway. As the sun rises and the person on watch looks in a different direction (there's always a watch), the villagers vanish, leaving just an empty village. A mass grave is discovered 200 feet away.
The Storm Knights stop at a town where an execution is taking place. The defendant is a child who murdered his parents and siblings. If the Storm Knights are worried about an innocent life being taken, they witness the child twist into a demonic creature who is then stabbed with a silver blade soaked in the tears of nuns.
Someone's food is filled with blood and hair.
When approaching a fork, a voice whispers to the pilot to travel down the other river. It's disconcerting and ominous. If the Storm Knight does heed it and go down the other branch, nothing seems to happen except that the voice chuckles and gives its approval. When they turn around, they encounter an entire village slaughtered just minutes before they get there. The pilot makes a Corruption test.
The river is criss-crossed with thousands of webs. They scream when the strands are cut or burned, but there is no sign of their makers. When people are all looking in one direction and then look back onto their boat, they find dozens of webs right behind them.
A will-o-wisp beckons the Storm Knights to disembark onto land. It leads them to a clearing with an open grave and a shovel. The smell of death comes from the grave, and claw marks indicate something climbed out. Footprints lead to the river and are swallowed up.
A body floating in the night air dances and cavorts in front of the Storm Knights. Closer examination reveals it simply to be a man hanging from a branch over the tree. Someone tied string to his feet and dangled the ends in the river where the fish have been tugging at the meat tied to them.