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Playtesting: Jason Nichols, Mario Lee Bansen III, Christy Hopler, Chris Libey, Zeke Sparkes, Bob Tipton, Katarina Tipton, and Michelle Hensley. Further Playtesting and Advice: Jay Kyle, Mark Metzner, Eric Lee, Trevor Lee, Bryan Maloney, and Scott Nethery.
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The Adventures Hell in the Hedgerows 9 by Shane Lacy Hensley
The Golem 25 by Mark Metzner
Test of Worth 35 by Otto Cargill
Schloss Fenris 57 by Gareth Michael-Skarka
For use with Weird Wars: Blood on the Rhine, available separately.Ownership of the supplement Dead From Above is also helpful in running Schloss Fenris.Introduction officially inducts them into its secretive Into the Breach! ranks. Now full members of the Office of Welcome back to the war, pilgrim. Hope Supernatural Investigations, the characters youve enjoyed your little holiday. In case are sent on an assassination mission you didnt know it, theres a war on. Good against one of the Third Reichs highest men are giving their lives to fight the level murderersSS director Heinrich brutal oppression of the fascists. We need Himmler! Word has reached the OSI that you and your men to give your miserable Himmler will attend a special meeting at lives too. Better yet, why dont you make Castle Schloss high in the Alps. The team the Nazis pay for em? will drop in via C-47 Skytrain, proceed to Weve got a series of missions lined up the castle, fight their way through for you, starting with a quick baptism by Himmlers supernatural bodyguards, and fire in the titular adventure of this saga, give the SS Reichsfhrer the justice he Hell in the Hedgerows. A simple mop-up deserves! operation on the edge of the St. Lo attack turns into a battle against a bizarre living hedge hungry for human blood! Our Pregenerated Characters heroes know the horrors of war, after this, The following pregenerated characters theyll understand the horror of the Weird may be used for the adventures in this Wars! book. Copy their statistics and special After crawling through the blood- abilities on a regulation Weird Wars draining bocage, the heroes move on to character sheet and get to fighting. The Golem. Theres a particularly nasty SS Note that these characters are already Officer in Villes-Bretonneaux who needs a 3rd level, which is how we recommend good swift kick in his goose- you start your bullet-stoppers. If stepping behind. Beware though, youd rather send a few more because the Resistance has a corpses back home to ma, you champion of their owna can start your characters out at golemand theres no telling 1st level instead. just what kind of trouble a The Officer walking monstrosity like 2nd Lieutenant Joseph that might cause. This Holiday is a great adventure Medium-size Human Male; to indoctrinate new recruits into Class: Ofr 3; hp 30; Init +3; the weird side of AC 14 (+3 Dex, +1 our little war. Armor); Spd 30 ft; Atk Next up, our M1911 +6; AL LG; Sv heroes undertake their Fort +4 Ref +4 Will most difficult mission yet. +5; Str 14, Dex 16, Con Theyve started to draw the 12, Int 13, Wis 15, Cha 18. attention of the OSI and get Skills & Feats: Bluff +7, hand-picked for one last Test Diplomacy +7, Hide +7, of Worth before being officially invited to join their Intimidate +9 (*), Leadership ranks. This mission involves +10, Move Silently +7, Search a trip well behind enemy +5, Sense Motive +4, Spot +7; lines in civilian clothes, Rank (2nd Lieut.), Command dodging Nazi patrols and Voice (120ft those suffering encountering the bizarre suppression or fear roll a new animalistic creations of the Will Sv at +2 vs effect), deranged Professor Clauberg. Tactician (At start of new One man has learned much of combat, roll opposed Leadership these abominationsan agent of the OSI who has already vs opposing force. If successful, fallen into Dr. Claubergs all under his command gain +2 nefarious grip. If the heroes Init and +2 Spot vs Ambush can save himby infiltrating a checks), Simple Weapons, prison camp and a stronghold Firearms, Light Armor. of the SSand survive the Possessions: Helmet, M1911 horrors they find there, the OSI Pistol (Damage 2d6+2, Crit
6 Introduction 19-20/x2, Range Inc. 30 feet, Shots 7), The Scout 3 full magazines of 7 bullets each, Matt Eagle-Eye Hawkins, Private binoculars, map case, mess kit, Medium-size Human Male, Class: Sct 3; canteen, gas mask, entrenching tool, hp 18, Initiative +1, Speed 30 ft, AC 14 spare uniform, 4 pairs of socks, (+3 DX, +1 Armor), Attack M1903A4 bedroll, overcoat. +3/+3, AL CG, Fortitude +3, ReflexThe Medic +4, Will +3, ST 11, DX 17, CO 10, IN 14, Adam Cohen WI 14, CH 10.Medium-Size Human Male; Class: Med 3; Skills & Feats: Climb +6, First Aid +6, hp 27, Init+7 (+3 DX, +4 Feat), Speed Hide +7, Intuit Direction +8, Listen +7, 30ft., AC 14 (+3 DX, +1 Armor), Attack Move Silently +9, Spot +8, Wilderness M1 Carbine +5 (Base Attack +2, DX Lore +7. Eagle Eyes (+2 Spot/Listen +3), AL LG, Fortitude +5, Reflex +4, checks at 100yds or more, +4 to Will +7; ST 13, DX 17, CO 15, IN 13, WI circumstance bonus to units 18, CH 12. Leadership rolls at start of combat),Skills & Feats: Climb +1, Combat Improved Initiative, Point Blank Shot, Medicine +8, Driving +7, Hide +7, Rapid Shot, Simple Weapons, Jump +1, Listen +8, Move Silently +7, Firearms, Light Armor. Search +6, Spot +8, Swim +5. Skill Special Abilities: Pathfinder (Can find Focus (+2 bonus to Combat Medicine the best route through unfamiliar/ skill, factored above), Wheeled obstructed areas. A Wilderness Lore Vehicles, Automatic Weapons, check of 15+ reduces travel time by Incoming!, Improved Initiative, Simple 25%, a check of 25 reduces it 50%. Can Weapons, Firearms, Light Armor. guide a group of three at no penalty; -2Special Abilities: Battlefield Healing (Can for each additional 3 people). Sneak stabilize characters at 0 Hp as well as Attack +1d6. Track as a Bonus Feat. restore Hp to wounded characters. See Possessions: Helmet, Binoculars, Mess Blood on the Rhine p. 51 for more Kit, Canteen, Gas Mask, Entrenching details), Noncombatant (most medics Tool, Spare Uniform, 4 pairs socks, dont carry weapons; see note below), bedroll, raincoat, M1903A4 Rifle Red Cross on uniform and helmet (by (Damage 2d8, Crit 19-20/x2, Range Geneva Convention soldiers arent Inc. 120 feet, Shots 5), and 5 full supposed to shoot at medical magazines of 5 bullets each. personnel). The Ox (Grunt)Possessions: Helmet w/Red Cross, Horace Arthur Grimm, Private Armband w/Red Cross, Medical Medium-size Human Male; Class: Kit, Mess Kit, Canteen, Gas Grt 3; hp 40; Init +2; Spd 30 ft; AC Mask, Entrenching Tool, Spare 13 (Dex +2, +1 Armor); Atk Uniform, 4 pairs socks, Bedroll, Unarmed +3, M1919 +5; AL Poncho, M1 Carbine (Damage NG; Sv Fort +9 (+4 Con, 2d8, Crit 19-20/x2, Range Inc. +2 Great Fortitude) Ref 30 feet), and 20 rounds of +3 Will +5; Str 18, Dex ammunition optional. 14, Con 18, Int 13, WisNote: Most medics do not carry 15, Cha 13. weapons, but some do Skills & Feats: (enemy soldiers do shoot at Climb +7, those medics). If the player Concentration wishes, he may do +6, Hide +5, Jump without the M1 +6, Listen +5, Carbine and Mechanic +6, replace Automatic Move Silently +6, Weapon Proficiency Search +5, Spot Feat with the +5, Swim +5; Alertness Feat (+2 Improved to Listen, Spot). Unarmed
7Introduction Strike, Great Fortitude, Power Attack, The Resistance Fighter Automatic Weapons, Simple Jean Le Pierre Weapons, Firearms, Light Armor Medium-size Human Male, Class: Res 3; Proficiency. hp 17; Init +7 (+3 Dex, +4 Improved Possessions: M1919A4 MG (Damage 2d8, Initiative); Spd 30 ft; AC 13 (+3 Dex); Crit 19-20/x2, Range Inc. 150 feet, Atk Sten SMG +5; AL NG; Sv Fort +2 Shots 250; fires in bursts of 3 bullets, Ref +6 Will +2; Str 14, Dex 17, Con 13, every 5 points over the AC needed to Int 13, Wis 13, Cha 15. hit scores an extra hit for additional Skills & Feats: Bluff +11, Gather Info +10, 2d8 damage per hit), 2 full belts of Hide +7, Intimidate +7, Leadership +7, ammo (250 rounds each), Helmet, Move Silently +9, Open Lock +6, Mess Kit, Canteen, Gas Mask, Search +5, Spot +4; Improved Entrenching Tool, Spare Uniform, 4 Initiative, Automatic Weapons, Simple pairs socks, bedroll, raincoat, 3 frag Weapons, Firearms. grenades (6d6 damage in 15 foot Special Abilities: Immune to Rank, radius; Reflex save for half damage). Sneak Attack (+1d6), Cell (can call on The Grunt d6 members of Resistance for a single Conrad Jenkins, Private operation), Forged Papers, German Medium-size Human Male; Class: Grt 3; Uniform, Contacts (once per week, see hp 33; Init +8 (+4 Dex, +4 Improved p. 31 from Blood on the Rhine for more Initiative); Spd 30 ft; AC 15 (Dex +4, +1 details), Safehouse, Troop Information. Armor); Atk M1 +7; AL NG; Sv Fort Possessions: Clothes, Sten SMG +6 Ref +5 Will +3; Str 15, Dex 18, (Damage 2d6, Crit 19-20/x2, Range Con 16, Int 13, Wis 14, Cha 13. Inc. 30 feet, Shots 32/Magazine; fires Skills & Feats: Climb +6, in bursts of 3 bullets, every 5 points Concentration +7, Hide +9, Jump over the AC needed to hit scores an +6, Listen + 4, Move Silently extra 2d6 damage per hit), 50 rounds +9, Search +5, Spot +7, of ammo, large knife, forged papers, Swim +6; Improved German Uniform, overcoat. Initiative, Eagle-eyed (+2 Spot/Listen checks at 100yds Customizing Characters or more, +4 to circumstance These characters were created by a bonus to units Leadership band of veteran roleplayers to have a good mix of skills and abilities. The idea is to rolls at start of combat), set them up so that they can survive the Far Shot, Rapid first adventure but are flexible enough to Shot, Simple change as new skills, feats, and prestige Weapons, classes become available in the Weird Firearms, Wars. Light Of course, you might have an entirely Armor. different idea for a character. If so, you Possessions: M1 can either make one from scratch (as (Damage 2d8, Crit 19-20/x2, detailed in the Blood on the Rhine rule book), or simply modify one of these Range Inc. 90 feet, Shots 8/ pregenerated characters. Magazine), 5 full loads of Its very easy to alter the characters ammo, Helmet, Mess Kit, skills or feats. Simply redistribute their Canteen, Gas Mask, skill points as you see fit and re-add in Entrenching Tool, Spare their attribute bonuses. Feats may be Uniform, 4 pairs socks, dropped and substituted as well. bedroll, raincoat, 3 frag Just make sure to talk over any changes grenades. with your War Master first. Some of the abilities we gave this band of brothers are particularly helpful in this campaign, and he may not want you tinkering too much. Theres no magic skill thats going to defeat all the bad guys in this campaign, but there are several that will sure come in handy.
8 Introduction
Weird Wars Errata Gremlins got into a few aspects of theBlood on the Rhine book. Heres what youneed to know to get up to speed and getback to the war.Pilots The Pilot class is mentioned in Bloodon the Rhine for completeness, but theclass details itself are covered in DeadFrom Above, which includes air rules andstatistics for Western Front fighters andbombers. This book is now available.The Medals Table We cleverly left the Medals Table out ofthe book. Its reprinted below for yourconvenience.Burst Radius The burst radius listed for personalexplosives (such as hand grenades) andartillery is listed in yards. This isntnecessarily errata, but can be fairlyconfusing.Improved Healing The Medics power Improved Healing isalso slightly confusing as the text saysone thing and the table says the other.The text is correct (the Medic adds halfhis level to his healing roll). We Want You!Aimed Shots Pinnacle has long been known to be one of the most active companies on the Weve had several questions about just web. We respond to private emails andwhat an aimed shot is. In Weird Wars, an have a massive group of fellow gamers onaimed shot is one in which your our various listservs and discussioncharacter fires his weapon as a full-round boards.action. He cannot move (other than a 5- The Weird Wars listserv is very active,foot step), fire two rounds, or perform any with lots of adventure ideas, discussionsother actions. This allows him to use on equipment and vehicles, and debatesfeats such as Marksman and Dead Eye. on the D20 rules themselves. If youd like to participate, full instructions can be found on our webpage at www.peginc.com.
Decorations d20 Roll US Decoration British Decoration French Decoration X.P. 1-20 No medal awarded No medal awarded No medal awarded 0 21-24 Bronze Star Mentioned in Dispatches Mentioned in Dispatches 250 25-27 Silver Star Military Medal 500 28-29 Legion of Merit Distinguished Conduct Medal Mdaille Militaire 750 30-31 Distinguished Service Cross Distinguished Service Order 1000 32+ Congressional Medal of Honor Victoria Cross Lgion de Honneur 2000
9 Weird Wars
Hell in the Hedgerows By Shane Lacy Hensley
Grenadier Hans Hauptmann stared out doorway. I said halt! But the figure didntthe window at the odd hedge maze. It halt. It turned slightly, toward Hauptmann,stood quiet and dark in the front of the and lumbered near. Halt or I will shootestatedirectly in his field of fire. you! he repeated his command again in He and four others were part of a rear- broken French, but the figure did not halt.guard in the Chateau Rouge, a small inn Hauptmann grimaced and affixed athat had been bypassed on the Allies bayonet. He did not want to give away therecent rampage through St. Lo. Now rear-guards position for some aimlessHauptmann waited in silence, watching the looter.dark, shifting shadows of the inns Hauptmann stabbed forward as thecourtyard for signs of the accursed Allies. figure came in reach and felt his bayonet Then he saw it. Not a crawling sink deep into the mans leg. The maninfantryman as hed expected, but a fully groaned and swiped at him with his handsupright man walking from the area of the and Hauptmann smelled the stench ofmaze toward the front of the house. Could rotten fleshan all too familiar scent in thethe Allies be so stupid? Hans flicked off last four years.his safety and took aim. His target walked Hauptmann forced himself to withdrawno, lumberedtoward the front entrance. the bayonet and plunge it in again. Still, thePerhaps he was wounded. A man in shock looter did not go down. Instead, the manlooking for refuge. Or perhaps he was a grasped the rifle and began to slowly pullvillager. A filthy looter looking for salvage himself up its haft!left in the former headquarters. Yes, that Gott in Himmel! Hauptmann whisperedmust be it, for the shambling figure wore as the horror finally came close enough tono helm or other gear. see. It was a villagerbut his face was Hauptmann quietly moved from his ghastly white and an expression ofposition into the ballroom of the old confusion and hate was locked onto hismanor and waited for the door to open. dead face. Stranger still, thick vines wove inThe handle turned slowlythe looter was and out of the things flesh.cautious for traps. The grenadier knelt and Hauptmann pulled the trigger and heardaimed his Kar 98. Halt! he called softly other shots around himhis companionsbut firmly as the figure loped through the come to help. Too late.Hell in the Hedgerows
Hell in the Hedgerows is intended for gave little thought to the simple French four to six 3rd level characters. No hedges that would ultimately prove the particular character types are required, but Germans most deadly defense. a Medic should prove constantly valuable The hedgesbocage to the French as there are several firefights. First level proved too tough even for tanks to push characters should end the adventure at 4th through. Vulnerable heavy machinery to 5th level, depending on the number of brought up to dislodge the bocage was heroes in the group. inevitably sighted and destroyed by the enemy. This funneled the Allied advance War Masters directly into waiting ambushes by the Fhrers monstrous Tigers, elusive
12 Hell in the Hedgerows
when they hear mysterious and horrific Have each player speak in character,sounds from the room above. With the telling the others how she was capturedGerman captors above seemingly slain by and what shes been accused of (if asome unseen force, the prisoners may or civilian).may not escape. When everyone is familiar with their The main party of soldiers, the clean- fellow prisoners, read or paraphrase theup squad, enters La Boulage that same following text.night, shortly after the prisoners escape(or freeing the prisoners if they did not do Your German captors feed youso on their own). Investigating the inn, the promptly at 6pm every night. Yourcombined group finds a scene of carnage rations are meager, but timely. It isand horror. The Nazi rear-guard left to past time now, but no meal arrives.harass the advancing Allies is missing, A great clatter has come fromthough copious amounts of blood and above you for the last hour. Scoresshell casings lie everywhere. of heavy boots sound across the In Scene Two, the heroes enter La floors above, echoing into the coldBoulage and liberate the town. While darkness of your cellar. You alsothere, they learn that a local farmer and hear the sounds of furniture andNazi collaborator have more Allied other equipment being draggedcaptives, and are likely going to turn them back and forth. Orders in Germanover to the 2nd Fallschirmjager command, are shouted frequently and withhiding in the woods nearby. The heroes some urgency, but the words aremove off to the Langlois farm where they muted and unclear.rescue several wounded soldiers (and Silence follows shortly after youperhaps replacement player characters!) expected your meal. You sit, Things take a turn for the weird in listening to the rats in the walls orScene Three. The heroes fight their way brushing grotesquely large spiderspast a German patrol and return to LaBoulage. There they learn that theirprimary resistance contact in town hasbeen taken by a second patrol to theblood-soaked Chateau Rouge. Theprisoner, Widow Nallet, breaks free andruns into the hedge mazethe bloodyheart of a growing monster. The teammust rescue Widow Nallet while fightingboth German paratroopers, the hedgeitself, and its undead servants, the hedgefiends.
Scene One: Chateau Rouge The two different starting points areoutlined below. The soldiers are the Mop-Up Team. Other characters of mixedbackgrounds (civilians or British, French,or Canadian soldiers, for example),comprise the Prisoners. This should allowthe Game Master to merge characters ofalmost any background into theadventure.
The Prisoners The characters in the wine cellar of theChateau Rouge begin their adventure bytelling each other a little aboutthemselves. The group has been togetherfor at least a week in this basement andso should know each other fairly well.
13Hell in the Hedgerows
14 Hell in the Hedgerows
combine their strength to force the door, villagers scouting out his rear guard, andas is discussed under the rules for so warned that anyone who approachedCombining Skill Attempts in the Players the chateau for the next month wouldHandbook. Because of the narrow stairs, cause the death of the captives he tookonly three characters total may attempt to with him. If pressed, the villagers simplyforce the door. A roll of 20 does not say the former prisoners should wait andautomatically succeedthe DC of 25 must investigate the inn when the Allies arrive.still be met. If the prisoners arent capableof forcing the door because they are all The Mop-Up Teamrelatively weak, they will have to either The mop-up team approaches Ladevise another plan or await the arrival of Boulage around dusk. This is fairlythe mop-up team. Prisoners who wait important as the group needs to be at theuntil the next day suffer 1d6 Fatigue from Langlois Farm (see below) at night. Thehunger. timing should also help the Game Master Assuming the prisoners escape, they keep the characters moving along withouthave two options. If they attempt to flee digging in and waiting for reinforcements.into the countryside, they can live in the The mop-up team is briefed by theirwoods until they should happen into the own junior commander (a 1st Lieutenant ifmop-up team (youll need to make this the heroes are infantry soldiers).happen, War Master). If the prisoners fleeinto the town, which they know to be Briefingfriendly because of the Butchers recentactions (see below), they are welcomed Good evening, men. Hope the K-and cared for by the French and run into Rats were good tonight. Beans gavethe mop-up team there. me the squirts. Or maybe its this The former captives might also want to French water.investigate the Chateau Rouge before Anyway, Ive got an easy one fortaking either course of action. If they do, you tonight. Theres a village 20see Chateau Rouge, on page 14, to kilometers up the road we wantdescribe the scene. This would also be a scouted. La Boulage. Aerial recongood time to have the mop-up team arrive shows a battalion of paratroopersso that they can all explore the house um, 2nd fallschirmjagerswere theretogether. prior to our assault on St. Lo. Most The villagers wont approach the of them have pulled back in theheadquarters under any circumstance. woods, but the air boys ripped emCaptain Wittenberg did not want the
x x La Boulage and Environs x Chateau Rouge x x x x x x x AP Minefield x x x x x x x x x x x x x x Hedgerows La Boulage
Farm House
15Hell in the Hedgerows
x 6 7 7
2 4 7 7 x 3 1 Second Floor 5
First Floor
7 7 7 7 7 Wine Cellar Third Floor Chateau Rouge Interior
a new one and we think quite a within sight of the hotels rear gate. Given few were left behind. that its dusk, they see sandbags and the Your job is to head into La silhouette of a figure across the gate at Boulage and mop em up. Theres a about 150 yards. A dummy soldier with a large hotel at the north head of German jacket and a stahlhelm has been town that was likely a placed with a damaged rifle behind the headquarters. Go there first and barricade. The dummys face is a coarse secure it, then head into town and sack with two eyeholes cut out. Paranoid capture any Germans who were left players looking for supernatural foes right behind. If there are any of our boys from the start might just think the pale aroundmaybe airborne trapped or face is some sort of undead creature. Its held prisoner from D-Dayrescue not, of course. There is no danger here, em. but allow the soldiers to discover this on Rec out whatever gear you can their own. carry. Make sure to take a radio in The sandbags are easy to climb over case you need arty, and some chow and require no roll. The northern gate of in case we get delayed in picking the Chateau Rouge estate is the back you up. Well drop you by truck entrance, with the road leading past the three kilometers north of the hotel. auto garage to the grand front doors of You can do the rest on foot. We the hotel. Move on to Chateau Rouge want you to hit it right at dusk to when the group moves onto the estate have the best chance of seeing any grounds. rear guard theyve left to harass us before they see you. Thats it, girls. Get packed and get Chateau Rouge outta my camp. The Red House was a manor in the The team can grab any of the normal 1700s, and was actually the site of several gear found in an infantry companyrifles, grisly murders during the days of ammo, grenades, and so on. Only an Napoleon. Thats a story for another day, engineer is given satchel charges, however. In the 1800s, the manor and the bangalores, or other heavy explosives. grounds around it were turned into an inn. The owner, Monsieur Michele Montane, The Approach and his family, have owned and run the The truck drops the heroes three inn since 1934. In 1942, it was taken by the kilometers north of the hotel. From there Nazis and a flak battery put in place. they hoof it. There is little trouble and no The flak battery was partially destroyed signs of patrols until the group gets then removed just after the invasion.
16 Hell in the Hedgerows
Captain Ernst Wittenbergs company of harass the Allies. Roll 1d10 every time athe IInd Fallschirmjager has been here ever character moves 10 yards. On a 1, he hassince. Like the flak battery commander encountered an anti-personnel mine. Thebefore him, Wittenberg chose the inn as character then gets a DC 20 Spot roll. Thehis HQ because of its distance from town DC is 25 if the character was running, andrather than its former elegance. The 15 if he was crawling. Lower the DC bybuildings facade is pockmarked from another 5 if there is bright light for someseveral Allied strafing runs, bolting reason. If successful, the hero spots thevarious equipment to the walls, and an mine before stepping on it. If not,occasional firing squad, but it is kaboom! The hero now gets a Reflex savestructurally sound. to throw himself flat. Success reduces the Wittenberg believes the Allies will use damage by half, failure deals full damageChateau Rouge as a headquarters if he is to the unfortunate soul.unable to return. For that reason,concealed explosives have been set in the Chateau Interiorfoundation at critical points. The Germans There are several spots within thehave a pair of wires running beneath the manor where the German rear guardfivedirt to the storage shed. An operative paratrooperswere killed by the hedgewith a detonator can then sneak into the fiends. These scenes should be describedshed, destroy the hotel, and escape. A so as to create a backdrop of somethingGerman strike scout gets the first chance, sinister, but the War Master should makebut should that prove too difficult, it very clear that this could very easily beWittenberg uses Louie Charie, a spy in La the work of the Resistance. In fact, theBoulage. The idea is to wait until a players may well think that the Resistanceheadquarters unit has taken up residence, is attempting to make the scene lookbut in a pinch, the Nazis may detonate more gruesome than it is to throwthe trap on the heroes. suspicion off the locals and onto the Finding the explosives in the hotel chateaus famous Napoleonic-era ghost.requires that the heroes specifically state Such red-herrings are encouraged andthey are looking for such things (not just should be part and parcel of any horrorsearching the hotel for documents and mystery such as this.other finds) and a Search roll of 25 or The bodies of the Germans are missingbetter. Having an engineer join in the (theyve been dragged into the maze), butsearch lowers the DC to 20. The attempts the tracks end at the doors of the manor.may be repeated, but take 1d4 hours each. In no case should the War Master pointFinding the wires outside also requires a the players toward the maze until the finalSearch roll of 25, unless the explosives chapter of this adventure. Should they goinside have already been discovered, in there sooner, the hedge will hide thewhich case the wires can be followed bodies within its thorny depths. Theautomatically. blood-filled fountain cant be hidden, but Should the building be destroyed in since nothing else happens there, thethis manner, everyone inside must make a fountain should only add to the mysteryReflex save against a DC of 15 or suffer and suspense.6d6 points of damage. One last thing. The hedge fiends arent The owner, Monsieur Montane, and his intelligent enough to use firearms, but thefamily were taken with the Nazis to their dim memories of mortal life still hauntcamp in the deep woods, and the rear them, so they have carted off theirguard was slain by the hedge, so there is victims weapons as well. The bloodcurrently no one left at the manor except hedge hopes to one day make use ofthe prisoners. these tools to defend itself, when its growing sentience allows it.Estate Grounds 1) Ball Room: The manor opens onto a The area around the manor was well- wide, two-story ballroom with a grandkept until a few weeks prior. The normally chandelier hanging from above. A parquetfine-cut grass is overgrown, granting +2 to floor features a swirling design in once-Hide rolls as long as a character is brilliant reds and blues. The strafing runscrawling. on the chateau have caused a great Gravel-Covered Road: The road is amount of dust to fall from the plastercovered in noisy gravel, subtracting 2 from ceiling, so the colors are far more mutedMove Silently rolls. than in a grander day. Anti-Personnel Minefield: Scattered Several tables have been hauled frommines have been placed here to delay and the upstairs rooms to be used for the Nazi
17Hell in the Hedgerows
staff officers. These are mostly still in a Search roll of 20 or more. It shows place, though one has been knocked over which farmers have proven loyal to the and a small amount of blood has dribbled Germans and which are suspected of onto the floor from its surface. working with the Resistance. Of note is 2) Dining Room: A large table, once that the Langlois farm (see Chapter Two) finely polished, has been ruined by is circled in red. cigarette burns, knives, and German 6) Green House: The green house has graffiti. been drastically overlooked since At the right rear window is an Wittenbergs arrival. It is overgrown with overturned chair and a small bedside weeds, vines, and other wild flora, table (from upstairs). Shell casings lie creating a miniature jungle. everywhere as does a prodigious amount When the party later learns of the of blood. This is where one of the rear hedge fiend, they might think to look for guards was stationed (he had a machine it here. In truth, the plants in the green gun propped up on the nightstand). A DC house are still of the non-sentient variety. 10 Intelligence roll recognizes the shell- casings as those used in an MG42. Second Floor A DC 25 Search roll in the area of the 7) Guest Rooms: The many guest blood reveals a few red-veined leaves, like rooms scattered throughout served as that common to the local bocage. barracks for Wittenbergs staff and 3) Kitchen: The kitchen is set up to sickbeds for his wounded. The rest of his handle large meals. The Nazis left this company remained in their foxholes mostly intact as they made the owner around the town. cook for them before pulling out. A The two xs on the second floor mark variety of knives, cleavers, and other where two more of Wittenbergs rear makeshift weapons are available if guards were originally stationed. Both of needed. A casual look in the large sink these ran downstairs when the shooting reveals dirty pots and pans. A DC 15 started and died in the ball room. A few Intelligence roll estimates theyve been cigarette butts, a chair turned toward a soaking for at least a couple of days. window, and some unfinished rations are 4) Parlor: Once a smoking parlor, the all that mark their former positions. smell of brandy and cigars still lingers in the air. Above the fireplace rests an old The Wine Cellar portrait of a grey-haired man with a stern In the bottom of the HQ is what was countenance, though no one is quite sure once an extensive wine cellar. A who it is. Even Montane and his family padlocked door leads into it from the arent sure who the portrait depicts. A outside (STR 25 to break). Knowledge (History) roll of 20 notes that Monsieur Montane stocked relatively the clothes are from the Napoleonic cheap wine for the inn and maintained a period, however. This is actually just more select assortment for himself. He another red herring pointing to the bricked over part of the cellar soon after chateaus ghost. Of course, the ghost is the Nazi occupation to hide his valuable real and the War Master is welcome to cache and it has set there ever since. Its make more of him at a later date. At this worth at least $400 on the black market. point, however, its best not to confuse His home-grown wine, a fruity white the tale of the blood hedge with a mix, was stored here in some bulk. Many secondand far more intangible adversary. of the bottles were broken in an air raid 5) Office: Montane used this room as and the smell of apricots permeates the his office before the occupation. His basement. Broken glass covers the floor records are still present, and note the from several sorties into the cellar by its comings and goings of wealthy French former garrison. citizens in the days prior to the war. This is where the prisoners begin, or Wittenberg used the office since. He should be rescued if they do not escape did an excellent job of cleaning out his on their own. documents (and leaving plenty of propaganda flyers everywhere the heroes Scene Two: look), but he did miss one important map. A character searching for documents in the HQ finds useless ashes in many of La Boulage the fireplaces and trash cans, but a scrap La Boulage is primarily a farming of one map remains. This may be found community. Thick fields of corn, beans, by spending 1d4 x 10 minutes and making tomatoes, and other crops grow in the
18 Hell in the Hedgerows
flatlands surrounding the town. The on. Characters who speak French cancornfields are currently quite high, and attempt to answer the myriad questions,provide excellent cover for anyone moving but unfortunately, no single voice emergesthrough them. Anyone moving slowly to lend some order to the situation.through the cornfields (no running) may Below are several non-player charactersadd +2 to his Hide total. you can use to relay information. They Just under two hundred villagers remain have no critical parts in this adventurewithin town limits, down from over nearly and thus no statistics, but are providedfive hundred even six months ago. here to help with roleplaying and toAnother hundred or so live in the provide those inexperienced with Frenchsurrounding farms. with appropriate names and professions. The town was once quite quaint. Most Mayor Francois Counet: He and hisall houses are made of beige stucco with family (a wife and two young daughters)red-shingled roofs, giving La Boulage a have been taken away by the Nazis.classic European look. Larger homes are Captain Wittenberg believes this willsurrounded by thick bocage of at least create more confusion in the town for the1d4+2 feet in height (average of 5), giving Allies and provide him with a valuablethe upper class privacy and security and beloved prisoner to enforce his willwithout intruding upon the aesthetic on the town from afar.beauty of their homes. Smaller chateaus Montane: owner of the Chateau Rouge.are no less charming. Few have their own He and his wife are prisoners of the Nazis.hedgerows, but several adjacent homes Bignon: A local baker. Hes in his lateusually share a fence of bocage. forties with graying hair and a curled The backyards of most of these homes mustache. His family is alive, though hehave their own private gardens. Since the lost several good friends during thewar, the gardens have been crammed with occupation. He helps the heroes as muchas many crops as possible, giving these as he can without endangering hisonce-quaint areas an over-crowded, almost neighbors or family.desperate look. Many have small stashes Widow Nallet: A local girl whoseof cash, family heirlooms, or jewelry husband was killed in the fighting in 1940.buried in them as well. She is very beautiful, though she was often seen at the Chateau Rouge beforePropaganda Wittenbergs withdrawal. Some call her a Captain Wittenberg requested bullets Nazi whore. In truth, she is a prominentand medical supplies but got several member of le Resistance. She can confirmboxes of propaganda fliers instead. As that it was not her organization thatinstructed, he posted them all over town murdered the German soldiers if her trustand instructed the citizens that they can be gained. She sometimes uses Pierrewould be shot if the fliers were removed. Guigon for diversions (see below), butA sample of one of these fliers can be does not involve him in any activity infound at the end of this adventure. Note which he could be killed. Neither has shethat the awkward sentences are told him that she is the towns leadingintentional as the German gestapo officer Resistance figure.who wrote this was not particularly Louie Charie: A sneaky thief whofluent in English. pretends to be with le Resistance, but is Besides the fliers, graffiti reads We actually not. In fact, he frequently soldshall return, (in English) mocking information on locals to Wittenberg andMcArthurs famous line. previous occupation forces. He claims to be a former waiter at the Chateau RougeThe Villagers (he was for about a day before being The vast majority of the villagers fired), and was sometimes called to thedespise the Nazis as much as anyone, but hotel to serve at official Nazi gatherings.in any barrel of apples, there are bound to Pierre Guigon: A former farmhand. Hisbe a few that are rotten. boss was slain in an early reprisal against The towns mayor was taken away by the Resistance. Hes very large, veryWittenberg so there would be no central strong, and eager to help the Allies. Hisleadership to formerly meet with and father was killed in 1940, and he hates theassist the Allies. Instead, a milling crowd Germans. He isnt particularly bright, butof shouting French surrounds the heroes, hes as loyal as a bloodhound.most shouting Merci beau coup! while Unfortunately, Guigon does not speakothers ask a variety of questions about English. Guigon is in love with Widowfood, the progress of the invasion, and so Nallet and will do anything in the world
19Hell in the Hedgerows
20 Hell in the Hedgerows
To More Hedgerows and Orchard Fields Servants Quarters Main House
Langlois Farm
of the house as well. Sergeant Roy to the east, so he wont invite them in orOBannon of the 82nd Airborne broke his help them in any way. He does not denyleg in the last air drop and has been selling goods to the Germans They havehiding out in the French countryside ever been here for four years, after all, hesince. He crawled to the farm hoping for refutes.help, but the owner, Langlois, is When asked about the Americanunfortunately loyal to the Germans. The soldier, he feigns ignorance. Langloisfarmer plans on turning the American weathered poker face gives nothingover to Captain Wittenberg when night away, but assuming one or more of thefalls and he can slip away unseen by his hands are about, a character who makes acountrymen. Sense Motive roll of 15 or more notes that Currently, Sgt. OBannon is locked up the employee shifts his feet nervouslytight in Langlois cellar. If a character has whenever the American is mentioned.died, or if new players are entering the With Langlois refusal, the charactersgame, this is a great place to introduce may either leave and try again via thethem as well. Simply throw them in with Reconnaissance method, or they mayOBannon. This allows characters of use force. If so, refer to Fight at thealmost any background to join in the Farm, below.adventure. Exactly how the heroes go about Reconnaissancerescuing OBannon is up to them, but Stealthy characters may attempt tothere are two basic methods: scout out the farm. Assuming this occursconfrontation and reconnaissance. sometime around twilight, the farm hands finish up a few chores and then moveConfrontation inside the main house. Langlois If the GIs openly walk onto the farm, employees sleep in the smaller chateauone of Langlois five assistants quietly shown on the map, but most nights theyleads them to the farmhouse to meet the eat dinner with their employer and sitboss. They are not openly aggressive, but about discussing the war until 10 PM orneither do they show the enthusiasm the so. This night, the farmers conversationheroes met in town. None of them speak centers on sneaking out to the Germanmore than a few words of English, so camp and turning the American soldiercommunication might be a problem. over to Wittenberg, hopefully for a reward. Langlois shows up at the door armed Wittenberg is known to be fairly free withwith a shotgun. He tells the Americans money, and Langlois hopes for a bountythat he is in a precarious position, smack of 100 Francs or more for the sergeantsbetween the Americans and the Germans life.
21Hell in the Hedgerows
A Listen roll of 15 and a Language of any real authority other than the (French) roll of 10 or more overhears Americans, the heroes must then decide Langlois say something about the Yank if they let the hanging occur or risk in the basement, confirming Guigons poisoning the attitude of the angry report. townspeople by denying their vengeance. Fight at the Farm Rumble in the Jungle The basement is accessible only from On the way back to La Boulage, the inside the house. That means the heroes heroes run into one of Wittenbergs must either distract the farmers out of patrols. This is a quick encounter the house to save Sergeant OBannon designed to let the heroes know exactly without a fight, or they must use force. what kind of troops theyre up against. Langlois wont give his prisoner up These are veteran paratroopers, not the without violence. Only if the farmer is Hitler Youth they might have fought earlier clearly outclassed and outgunned, and in the campaign. can no longer deny that he has the The encounter takes place in a thick prisoner, does he give OBannon up. wood, so no map is provided. If youre When the inevitable fight breaks out, using a battle mat of some sort, simply the farmers rally behind their leader. sketch in lots of trees and tangled vines. Langlois and his hands fight fairly The fallschirmjagers are probing the intelligently. In fact, Langlois hired these town to see if it has been occupied, so men after the lot were discharged from an they fight if it seems they have the interment camp after the fall of France. superior numbers or position. If the All of the men have been treated quite opposite is true, they stage a fighting well by the Germans and were humiliated withdrawal so that they can report the by their own governments defeat in less contact to their commander. than a month, hence their loyalty to the Waffen SS Soldier (8) Germans. Because of this, Langlois is CR 3: Medium-size human; Class: Grt 3; their leader as well as their boss. This is Hp 15; Init +1; Spd 30 ft; AC 12 (+1 Dex, +1 also the groups weakness, however. If Armor); Atk MP40 +3; AL LE; SV Fort +3 Langlois falls, the rest disperse into the Ref +1 Will +2, Str 12, Dex 12, Con 12, Int 10, wilderness via a few known gaps in the Wis 11, Cha 10. surrounding bocage. Skills and Feats: Driving +2, First Aid +3, If the farmers are near their house Hide +6, Move Silently +5, Parachute when the fight breaks out, they rush Proficiency 7, Spot +5; Automatic inside and fight from the doors and Weapons Proficiency, Firearms Proficiency; windows to protect their valuable Point Blank Shot, Rapid Shot, Simple prisoner. If somehow lured away from the Weapons Proficiency, Weapon Focus: farm, they attempt to surround the party MP40, Wheeled Vehicle Proficiency. and force them to surrender. Possessions: MP40, 4 full magazines of In the unlikely event the heroes are 9mm ammunition, helmet, uniform, two defeated, Langlois binds their hands and stielhandgranate feet with rope and throws them in the back of his horse-drawn haycart. He and If any of the soldiers are taken alive, his men then make their way to they simply state that they are patrolling Wittenbergs camp to turn the Americans to see what has become of La Boulage. over. The Game Master should give the They know the way back to their camp, heroes plenty of opportunities to escape of course, but reveal it only under extreme during this trip, but should they prove duress. Remember that American GIs who hesitant, Widow Nallet and a small group use torture on prisoners risk severe of resistance fighters from the punishmentpossibly even death by firing surrounding countryside come to the squaddepending on just who finds out rescue. about it. Still, if the paratroopers do point Langlois Fate out the location of their company camp, Should the people of La Boulage the team shouldnt attempt to take it on discover Langlois German complicity, he their own. There are well over 75 troopers and his men are rounded up and held as left in the camp. Headquarters will be prisoners. If the War Master wants to happy to know the location of the camp heighten the difficulty of this resolution, however, and will likely pepper the woods a group of locals want to hang the Nazi with heavy artillery and air support. sympathizers on the spot. With the lack
22 Hell in the Hedgerows
23Hell in the Hedgerows
24 Attention Amerikans!
25 Weird Wars
The Golem By Mark Metzner
Rabbi Avi Reis stared at the ancient were looking for him? No, Avi realized.book. It was an incredible treasurethe Somehow, they had learned of the book.famousor infamouskaballah of Rabbi The Frenchman said nothing, but thereLoew of Prague. Reis knew there was far was a gunshot, startling Avi and causingmore in the book than prayers and rituals. him to drop his pistol. He picked it upThere were also dark secrets. One of these quickly, but too late. Winter was coming.was the secret of creating a golem. Avi heard the heavy bootsteps on the Reis knew there were dangers in creating floorboards outside. The penalty forsuch a creature, but surely no less harboring fugitives is death. There wasdangerous than living in the presence of another shot and Avi heard the Frenchmanthe murderous Nazis. drop. Rabbi Reis opened the book Suddenly, his door crashed open. The sound of a crashing door caused Avi Ehrmann Winter stood before him, Luger into slam the heavy leather cover down hand. At this short range, even Avisquickly. He rose and shoved the book under panicked shot couldnt miss. The roundthe cot in his hidden room. His young slammed into Winters shoulder and blastedhands grabbed the pistol he kept hidden out the back. Winter grimaced but did notbeneath his pistol. Voices sounded from the fall. Avi fired again, emptying the smallnext roomGerman voices. Avi moved to his revolvers load into Winters pristine SSown door, straining to hear what was uniform.being said. The SS colonel shook his head and The Germans were careful in their slammed the butt of his own Luger intopersecution of Jews in France. Rarely were the rabbis head. Avi sank in a dazed heapthey rounded up and sent to camps as in and watched with horror as WinterRabbi Loews east. But days ago, a new stepped into the room.commander had entered townSS- Where is the book, Juden?Sturmbannfhrer Ehrmann Winter. He had Avi said nothing. Just shook his head.gathered the Jews of Villes-Bretonneaux Winter shook his head again. Search thetogether, though he not yet shipped them bed, he called to two stormtroopersoff. behind him. One of them quickly came up Where is Rabbi Reis? Avi heard from with the heavy book. Winter finally smiled.the outer room. Could it be possible theyThe Golem The golem, fext, SS, and German soldiers can be found in the Weird Wars sourcebook, and are repeated in this adventure for convenience. The complete entry for Clay Golems can be found in the Monster Manual. Continuing Adventures If youre planning an ongoing campaign, the fext, Ehrmann Winter, has been included as a perfect villain to be an ongoing thorn in the partys side. Since it is nearly impossible to kill until the heroes gain a bit more knowledge of the occult, it can easily survive this encounter to make an appearance in the later two adventures.
War Masters Brief The Golem takes place in France in late July 1944, with the Allied forces just beginning their advance into the heart of the countryside. Many French towns and villages have cooperated with the German occupation, but some brave men and women fight against their Nazi captors with their very lives. These people, the French Resistance, work with the Allied forces to infiltrate, spy and fight the Germans at every chance. Near the coast of France, in a little This adventure is intended for three to village of Villes-Bretonneaux, the six characters of 3rd level, which takes movement is strong, and in recent into account basic training and surviving months, the town has become a haven for the beaches at Normandy. By the end of the Resistance. So, when SS troops and the adventure, the characters should be German soldiers arrive and begin close to attaining 4th level. The Golem is ransacking abandoned Jewish homes, an excellent follow-up to the first searching for something, the members of adventure in this book, Hell in the the Resistance did the only thing they Hedgerows, but can stand on its own as could: they called the Allied forces and well. If used as a follow-up, the teams asked them for assistance. officers have somehow learned of their Enter the heroes. Captain Robert Jarrell, encounter with the supernatural. Reports their commanding officer, has instructed from a nearby town indicate another the party to assist the Resistance ASAP. supernatural threat, and since theres no Their orders: find out what the Nazis are use exposing more soldiers to the occult, up to and make sure they dont OSI operatives within the heroes accomplish what theyre there for. The command structure decide to send them Resistance has promised all the help they once more into the breach. can muster in return. It is helpful, but not necessary, to have The Nazis arent even aware of the a medic in the party, as well as a scout. French Resistances presence in the area. Those wishing to play a resistance fighter In fact, they consider it a sleepy little also have a natural start here, as a town, offering no resistance. They search compatriot of Ulysse Heron, the partys desperately for an ancient book, a tome Resistance contact in town. of incredible magical power, called the No special equipment is required to Kabballah. More on that in a moment. complete the scenario, as pretty much The Great Rabbi Loew from Prague has nothing will harm the fext the group been a thorn in Hitlers side for some time encounters at the end of the adventure. now. Loew helped fend off German
28 The Goleminvaders and protected the Jews when route to the village is tricky but notPoland was first attacked. Eyewitness overly difficult for experienced heroesaccounts claim the old Rabbi used the (especially if one of the characters is apower of the Hebrew God against the scout). In the dark hours before morning,invaders. the party arrives in Villes-Bretonneaux But, alas, when the country fell, Loew without incident.fled the country and ended up in France, If you wish to roleplay the advance ofwhere he met another fleeing Rabbi, a the unit into the area, feel free. Thisyoung man named Avi Reis. Loew took to adventure is meant to get the ball rollingthe young man and began to teach him a little faster, but experienced roleplayersthe ways of Jewish mysticism, the magic may want to devise ways of getting intoof the Kabballah. the town under the cover of night. Feel They had just begun their studies when free to have fun with timed patrols andthe Germans attacked their current home German Shepherds if you want.of Villes-Bretonneaux, capturing many Otherwise, the party arrives and reachesJews and the Great Rabbi himself. Reis the meeting place without anywas able to evade Loews captors, and interference from the enemy.currently remains in hiding in the villagealong with many other frightened Jews. The French townspeople, abhorring the Scene One:treatment of the Jews by the Nazis, havetaken them in and hidden them in their Meet and Greetattics, cellars, and hidden rooms, once set The scene opens in the basement ofaside for the Resistance. The Kabballah what appears to be an abandoned grocerytome lies waiting in Rabbi Reis room, store. Candlelight flickers and casts awhere the young Rabbi has been reading warm glow over the impromptu meetingand studying and learning. Among the place. Wooden crates serve as desks andrituals is an ancient spell once used to cabinets. Maps and pictures of prominent-create the Golem, a servant made from looking Nazi officers line the walls.clay that can be commanded to Several men and women are busy here,protectand destroy. writing and planning. One in the corner Unfortunately, the Germans have access works a radio transmitter, tapping outto a horror of their own, a fext by the codes to other resistance cells in the area.name of Ehrmann Winter. The Nazis seem The partys contact, a Frenchmanto know what they are looking for, and named Ulysse Heron, is a thin, reedy manhave begun a systematic search of homes in his early forties with a thin moustache.in the area. All have been Jewish homes, He smiles and shakes the heroes handsbut if they do not find what they are vigorously when everyone is settledlooking for, the searches will surely inside.continue. It will be only be a matter of Read the following in a very thicktime until they uncover the Resistances French accent to the players when you arenetwork of tunnels and room and the ready to begin:people hiding there. The fate of both theJews and the local resistance lies in the Oh! Zis is wonderful! Thankpartys hands. you for coming to our aid in zis In the larger picture, if Ehrmann Winter time of trouble, mes amis. We were,recovers the Kabballah and returns it to how you say, worried?that wehis masters in Berlin, Hitler will add yet would be left to our own defenses.another horror to his menagerie, a legion My name is Ulysse Heron and Iof nearly unstoppable golems! am ze one in charge here in Villes-
29The Golem holds back the coif looks as if it could As you may already know, SS be used as a weapon in an emergency. soldiers have been zearching ze Ulysse! Rabbi Reis has gone missing! They homes of Jewish villagers, looking think the Germans have him! for zomething. Our people have Ulysse looks to the party and gestures reported zat ze homes have been for them to follow. Quickly! If ze Nazis ransacked, walls torn down, floors make him talk, were all as good as dead! destroyed, and furniture left in LeeLee begins to cry. Ulysse holds her, many pieces. Zere is no doubt zat shushing her tears and nods to the party zey are looking for zomethingor to follow the woman. Please, he begs, zomeone. And unfortunately, our find out what you can. We have little little village has much to hide. time.
30 The Golem
31The Golem The River and vines. The name of the building, carved into the headstone, cannot be read, At the river, have the squad make as bullet holes have chipped away the Search rolls (DC 18). If made, they find a words themselves. large amount of clay from the river bed The party has two options here: break has disappeared. There are no tools or in using stealth and subterfuge (i.e., Move machines to allow for this. Footprints Silently and Hide and some accompanying show that several people had been here distractions) or go in the front door, guns recently, and there are tracks to indicate blazing. Either way works fine. If someone was dragged away from the river shooting, there are ten SS guards (four in bank recently. The tracks vanish after they the front (two per side), four in the back, reach the towns streets. The party is on and two wandering the perimeter). All are their own from there. armed as below: The Homes The hand-drawn map points to several Waffen SS Soldier homes. All have been utterly ransacked CR 1: Medium-size human; Class: Grt 1; and looks demolished from the inside. If Hp 6; Init +1; Spd 30 ft; AC 12 (+1 Dex, +1 the players wish to visit them, there are Armor); Atk MP40 +3; AL LE; SV Fort +3 three nearby with easy accessfeel free Ref +1 Will +2, Str 12, Dex 12, Con 12, Int 10, to improvise any details or encounters as Wis 11, Cha 10. you see fit. Below are some general Skills and Feats: Driving +2, First Aid +2, details for each housebe sure to spread Hide +5, Move Silently +5, Spot +5; them around if many are to be visited. Automatic Weapons Proficiency, Firearms Proficiency; Point Blank Shot, Rank: SS Grenadier, Simple Weapons Proficiency, Pictures are torn from their frames, as Weapon Focus: MP40, Wheeled Vehicle if they were looking behind them. Proficiency. Floorboards and walls have had holes Special Qualities: bashed in them. Devotion: The devotion of SS members In one house, a wall safe hangs open. to the Nazi party gives them +2 morale Pictures of family members and smiling against Will saves. children like scattered on the broken floor. Possessions: MP40, 4 full magazines of 9mm ammunition, helmet, uniform, 2 Carpet and a pile of drapes in one stielhandgranate 24 corner smell of urine. A spot check, DC 20, finds a chrome SS symbol lying on It is important to note that the Nazis the floor nearby. (WM: Winter caught one arent expecting any kind of trouble. This of the SS desecrating one of the homes is a broken town filled with broken and cuffed him. Winter does not care for people. The Nazis are arrogant and fulfill such behavior, especially from men under their duties with as little care as possible. his command.) Any frontal assault catches them Anything else you feel might be a completely off guard, giving the first nice touch. Remember to have the party round to the partys attacks. make Move Silently rolls every now and If the party attempts to sneak in, have then! The Nazis arent nearby, but let them them make the appropriate Hide/Move think they need to. Silently rolls made. Add +5 to the checks due to the lax natures of the SS guards. The Library/HQ Arrogance is costly. In passing, have the party make a Spot Once inside, if sneaking in, they come check, DC 18. If made, a Nazi guard is face to face with an SS officer inside and noticed walking around a large building combat ensues. The SS guards outside nearby. It looks as if it is the remains of a arrive on the second turn of combat, but library. A burnt pile of logs and ashes only three can attack through the doorway still litter the ground here, where the entrance at a time. There is ample cover books were taken and burnt. for the party against the guards, as the Two more guards can been seen from architecture creates corners for them to here, both at the ready, and a German hide behind. truck is parked nearby. Apparently, this is Once defeated, there is silence and the where they have been staying during their smell of smoke in the antechamber. Ask search. The stone building rises two for party positions. The antechamber stories from the street, with intricate leads to a closed door. It is unlocked. masonry carved to resemble grape leaves Chances are, the heroes are not really
32 The Golemgoing to want to open it, but after a simply claims that hes a German Jew whomoment of indecision, anyone listening moved to France in the pre-war years.can hear the quiet sounds of weepingcoming in through the door. Here are some of the things Ehrmann Beyond the door is a large, empty room says:with great wooden shelves knocked on The Germans sent the SS to look fortheir sides. No books are found hereall some book. (True.)were burnt outside long ago. Towards theback of the room, an unconscious man The Nazis questioned Rabbi Reis forsits strapped to a wooden chair, bound hours but Reis never said anything. (Sortwith hard hemp rope. He looks beaten of a lie. Reis said the Nazis would dienearly to death. Blood covers his face and soon for their crimes against God.)hands, his right eye has swollen shut, and The book is called the Kabballah. It ishis nose has flattened, badly broken. a book of powerful Jewish magic. The weeping comes from the corner. A Apparently powerful enough to bring allsecond man of average build is curled up these SS troops in search of it. (True.)in the corner, covering his hands in front The officer in the hallway led the SSof his face. He continually repeats: Please, group. (Lie, Ehrmann is their leader.)dont kill me. Please stop, we dont knowanything. Please, dont kill me. Other than the SS guards, thats all he If the heroes approach him gently, he saw. There are no others. (Lie.)stops and recognition streams across hisface. Americans! You have saved us! God The trip back to the little housebe praised. entrance is uneventful, but it is best to If not, the man curl ups harder, have a party member scout ahead andmumbling God help me. until they do. make Spot checks. Have the group make A DC 25 Language (French) roll detects Hide and Move Silently rolls as well,a faint German accent though nothing happens. Ehrmann does nothing to draw attention eitherhesSurprise! fairly confident he can handle the Heres the surprise. The unbound man is Americans and their Resistance friendsEhrmann Winter, the fext sent by Berlin to on his own.retrieve the Kabballah so that Hitlers Evelyn Pasionne herself waits at theBlood Mages can figure out its secrets. It old building. She rushes to the woundedis his mission to find the tome by any Rabbi and hugs him, giving his frightenedmeans possible. If you have any question helper nothing but a quick glanceahow to play this scene, rent Die Hard. fatal mistake on her part. Play up the sincerity to those who fall Ehrmann keeps his face hidden infor this ruse. The man calls himself Jon shadow as much as possible, a trick thatEhrmann. If asked, he tells the party he is not difficult in the dark stairway. Oncewas captured trying to help Rabbi Reis downstairs, Evelyn hurries the groupcomplete his ritual. When asked about the inside and takes the Rabbi to a smallritual he admits he doesnt know what room. She places him on a nearly cleanReis was trying to do. The Rabbi only mattress to treat his wounds. If asked,said that it would wreak vengeance and Evelyn mentions that she was a nursedeath on the hated Nazis. before the war. If there is a medic in the party, he can After checking Reis out, she nods herattempt to heal the Rabbi. Bones can be head and mentions that he only needsset and cuts fixed, but no amount of rest now. She thinks some ribs might betreatment causes the Rabbi to awaken. It broken, but shes done all she can do. Sheis apparent the Rabbi needs bed rest and turns and faces the stranger (Ehrmann).appropriate care. Jon Ehrmann volunteers And you? May I treat your wounds Whoto help carry the Rabbi, or to at least are you?assist in some way. Evelyn now notices his face and If questioned about what was asked of recognizes the SS leader.the Rabbi (and presumably himself), he Ehrmann Winter smiles, a thick book inanswers truthfully. It makes for better lies. his hands. It is old and the cover is thickIn short, Ehrmann does whatever is with age. His other hand points a gun atneeded to assure the heroes hes on the you all. Why, Im the Spider, of course. Youlevel. (Dont let the party figure it out until must be the flies.the Third Scene). Even if someone Ehrmann Winter, Fext: (see Weirddetected his slight accent, Ehrmann Wars p.165-166 for more details on fexts)
33The Golem CR 5; Medium-size Humanoid HD: 3d10; hp much nothing the PCs have is going to 27; Init +1 (Dex); Speed 30ft; AC: 12 (+1 Dex, even put a dent in this guy. Evelyn cries +1 Armor); Attacks: +4 Ranged, +3 Melee; out to stop shooting and when the Damage: by Weapon; Face: 5ft by 5 ft/5ft; hysteria of the moment is gone, Winter AL LE; SV Fort +4, Ref +2, Will +1; Str 11, has not moved, but maybe his hair was Dex 13, Con 12, Int 10, Wis 11, Cha 10 parted out of place by the shot. He stands Special Qualities: perfectly still, turns his head to reveal a Immune to non-magical weapons, horrible grin and says, Heil Hitler. weakness (bullet made of glass, After the first time the party shoots stake used to tie up a young tree Ehrmann Winter and they witness no damage, have the party roll a DC 15 Fear driven through heart) check. The war just got weird. Skills and Feats: Driving +4, First Aid +2, If the party doesnt get it and Hide +7, Move Silently +7, Spot +7; continues shooting, have Winter continue Automatic Weapons Proficiency, walking towards the door, the bullets Firearms Proficiency, Point Blank tearing his clothing, but leaving his body Shot, Rank: Grenadier, Rapid Shot, unharmed in any way. Simple Weapons Proficiency, Weapon If the party simply follows, Winter Focus: Kar 98k, Wheeled Vehicle makes it to the door they came from. Proficiency. Good day. He then nods and leaves. Assuming the party follows, Scene Three: Winter makes it to the front lawn of the house and turns to face the party. If the heroes SNAFU decide to shoot the living daylights out of Winter at Any sudden moves ends up with this time, let them, but someone getting shot (Ehrmann has use the same the drop on the leaderor Evelyn descriptions as or the Rabbi if you feel that before. All in all, it might make the group stall means nothing. more). Evelyn cautions against At this point, or shooting because there are if the party families with children behind simply watches, this wall and door. Stray Ehrmann shots could kill innocents Winter faces here. the party And that would be and horrible, yes? Winter addresses purrs with a sneer. I them. admit destroying those Fascinating homes piece by piece was book. growing stale. Thank you Apparently, very much for not only the Jews have delivering the Kabballah used it to do all to me, but also the sorts of awful things. location of the Ill have a wonderful Resistance and more time reading it all the Jews. Happy Birthday way back to Berlin. to me. With that he Winter Gets His opens the door Now the party can behind him and see what Winter smiles. Thanks cannot. A giant clay for the book. man, a Golem, rises And turns to from the rubble behind walk off. Ehrmann and towers If a hero silently over him. Then, shoots him in the in one sweeping back, have him roll motion, the monster as normal, but grabs the man by the remember, pretty shoulder and hurls him
34 The Golemacross the yard. Ehrmann soars ten feet in mud. It attacks the heroes and must bethe air and lands roughly on the fought. While tough, the creature isntcobblestone street. The book dashes to invincible. If the heroes have a very roughthe dirt and pages spill out onto the time, Evelyn emerges with a few grenadesground. to help them out. Winter gets up, disoriented. Who the During the fight, Winter lies crumpledHell on the ground. To all intents and The Golem turns and moves in a blur purposes, hes dead. Not really, of course.towards the fallen man. In a low voice Hes playing possum until the creature isthat sounds as if it comes through a layer nearly destroyed. At that moment, whileof wet mud, he screams: I AM the party still fights the thing, he boltsVENGEANCE. I WILL DESTROY YOU ALL. up, snatches 1d6 pages of the ravaged With that, he grabs Winters arm and Kaballah, and disappears.begins flailing his body against the streetover and over. The book slips fromEhrmanns grasp. The creature is Epilogueinhumanely fast for its size and bulk. In the end, the Golem lies on the streetBetween the creatures clay skin like so much clay. Rabbi Reis hobbles hisglistening in the moonlight and Winters way down the front steps and looks atbody being thrashed around like a rag doll his handiwork and weeps. The Kabballah(and continuing to live!), the Fear check is destroyed. Its pages are torn, marredhere is 20. That goes for the German with clay and blood. He warned me ofsoldiers who arrive now as well. this. Rabbi Loew was great, not because of the things he had done, but because ofThe Big Finale what he could do and did not. Now I German soldiers race up the street and understand. Much has been lost this night.begin shooting. There are 20 of them, all Evelyn can treat wounds (except death,of the Waffen SS variety. Some shoot at of course). A quick transmission to Alliedthe Golem while others shoot at the party. HQ sends trucks and the like to the areaAt the start of each round of combat for safe evacuation of the heroes and thefrom this point forward, roll a d6. On a 1-3, Jewish families.half shoot at the Golem, on a 4-6 they all This adventure is over, but Ehrmanndo. Confusion reigns supreme here. (Also Winter is still out there, ready to causeremember that the effects of fear last for trouble for the heroes. The humiliation hethe entire combat). received makes the heroes quite If used wisely, the ending battle prominent in his mind. And he will havebetween the golem and the fext should his revenge. The Rabbi and his book canmake for a very creepy experience, one be taken to HQ for debriefing. This sort ofthat will hopefully stick in the players thing attracts the attention of the OSI,minds for years to come, and create a who now watch the heroes and maypowerful opponent for the heroes in the induct them into their ranks if theyfuture. Be sure to have the fexts unholy continue to survive against the horrors ofgifts frighten rather than kill the heroes. the Weird Wars.Nothing can upset a roomful of playersquicker than a villain that they cant Using Winterdefeat. The rest of the adventures in this book, The Golems attack is always to throw Test of Worth and Castle Schloss, do notor slam Winter into something. The other feature Ehrmann Winter as it isattacks are focused on the SS guards. conceivable the players could kill him inOnce they are gone, the Golem turns and this adventure. Its also a bit contrivedfaces the party. Thats when things get that the same officer would appear in allhairy. three of the teams missions. If youd like At the start of each turn after the first, to add Ehrmann Winter to theseroll a d20. On an 18 or higher, Rabbi Reis scenarios, simply add him to the list ofappears behind the party. He looks grim. If villains in each Scene. If youd like athe SS guards are still standing, he slightly less contrived way to have himwatches as the Germans attack the Golem reappear, it could be the SS keeps tabs onhelplessly. He does nothing to stop the the heroes and deliberately sends WinterGolem. If the Golem attacks the party, he after them. Its your call, War Master. Docommands it to stopbut it doesnt. whatever you think fits the mood and As in the classic story of the Golem, atmosphere of your campaign best.the creature does not want to return to
35 Weird Wars
Test of Worth By Otto Cargill
Battered and bruised Sgt. Wico picked arena, half the size of a football field,himself up off the floor of the dark complete with unfinished stone floorshallway. The damp, musty oder told him stained with blood. It looked like it wasthat he was still underground but he had carved out of a natural cave system oflong ago lost track of where that might be. some kind. Through the dim lighting heKeep moving swine! shouted the SS could make out openings in the walls highSoldier in broken English. Sharp pain shot above him with catwalks connecting them.through his lower back as the guard beat From one of the larger openings, he couldhim with the butt of his assault rifle. hear people talking, too many to make outApparently he wasnt moving fast enough any of them clearly.for their taste. He pressed forward as The Sergeants heart started racing as hequickly as he could. heard a vicious growl and a loud thud As Wico continued walking down the come from the large steel door at thehall, the guards conversation once again opposite end of the cavern. Cheers aroseturned to how he would fare against from the opening overhead as the lightingClaubergs latest creation. For days now, he in the cavern suddenly grew brighter.had been caged like an animal, beaten into Something large had struck the door. Wicosubmission and fed just enough to stay was worried that whatever made the noisealive. Transported from location to location, was the thing that he would not survive acaged right alongside the creations of Dr. full minute against.Clauberg, Wico silently listened to them Bare-chested and unarmed, Sgt. Wicocasually talk about his fate like he was stood silently in the center of this cavernsome rooster in a cock fight. The latest that was soon to be his tomb. He silentlyodds were 10 to 1 that he would not even said a prayer to himself as he waited forlast a full minute. It was times like these his almost certain demise. The gearswhen he wished he couldnt understand turned, the lock slid open and his heartwhat they were saying. skipped a beat with every noise that Wico stepped through the gate and heard emanated from the steel door. A chill ranit shut and lock behind him. Walking down his spine when he heard the metalforward slowly, Wico examined his on metal screech as the door burst open.surroundings. It looked to be some kind ofTest of Worth The invasion of Normandy allowed the Stroasburg in Southern France. He Allies to establish a strong beachhead managed to get a message out where and against the Axis armies. Searching claims to have vital information on what desperately, Germany turned to new and these abominations are and what the terrible weapons to unleash against their Nazis plan to do with them. foes. They turned to their war machines, Pitr Croteau, a member of the French the panzers. They turned to the Luftwaffe. Resistance and the OSI, is currently They turned to their scientists for new located in Luxembourg. Communications weapons, the V-2 rockets. Finally they with the man have tasked him with turned to their doctors, mad scientists, gathering a group capable of infiltrating unethical practitioners and evil-minded the prison, finding Sgt. Wico, and medical persons. These heinous men took returning with him and the information. stock of their resources and their available knowledge, then began creating Getting the Heroes Involved abominations that no sane man would The adventure begins with Croteau dare envision, let alone set loose upon contacting the heroes, whether through his fellow man. mutual connections, messages sent by Test of Worth is designed for four to six OSI runners or even through OSI agents 4th to 6th level characters. Our stalwart within the military who command the heroes will have to journey across heroes. Any heroes in the military or occupied France, dodge Nazi Patrols, Resistance get orders to contact Croteau sneak into a concentration camp, and and assist him in a top-secret mission, encounter the evils of the Nazis face-to- while civilians receive offerings of food face. By the end of this adventure, the and money. team will have journeyed over hundreds of The heroes must cross German-held miles and fought against horrid creatures France between Luxembourg and of supernatural evil. They should also Stroasburg, infiltrate the camp, and rescue have proved they are worthy of joining the Sgt. Wico. Like any typical mission, this OSI, the elite secret group of terror one goes wrong and the heroes have to hunters who strive to protect humanity penetrate deep into the heart of the very from the horrors of the night. beast that they and the allies fight If you are using this adventure as a against as they travel from Stroasbuerg to continuation of the first two in this book, Ravensbrueck. In a camp known for its Hell in the Hedgerows and The Golem, this grotesque experiments, the heroes there adventure comes as the team have made a will face the darkness of a lunatics mind, name for themselves among the top firsthand. brassparticularly those with ties to the If you are bringing existing characters Office of Supernatural Investigations. over from your campaign, then it should If you are running this adventure as a be a simple matter to direct them towards stand-alone, the player characters should Croteau. While he is not holding a sign up have had at least one previous encounter in the town square, he knows how to with the supernatural. contact likely candidates for assistance. If your characters are brand new, this is an War Masters excellent opportunity for them to meet and get to know each other. This mission
38 Test of Worth served to the Nazis sometimes has Scene 1: grotesque extrassome strike back at the invaders in their own ways.
39Test of Worth We will travel by foot since alert for anyone in the sewers and are vehicles only draw attention and authorized to shoot to kill if there is force us to keep to the roads. By resistance. going across the countryside, we Patrolling the area are three groups of can avoid the checkpoints and the guards, each made up of three Wehrmacht normal patrol routes. Once we soldiers and two veteran Wehrmacht reach Stroasbourg, we must enter soldiers armed with Kar 98k rifles (Blood the camp and bring Wico out. on the Rhine 163). Have the squad make Rescuing Sgt. Wico is absolutely Move Silently rolls, but at -2 due to the vital and must be done at any cost. echoing tunnels. Any gunfire in the You must resist the temptation to tunnels alerts the other guards rescue any other poor souls we immediately, who arrive 1d20 rounds later. find at the camp. The patrols are concentrating their Here are your civilian clothes. We search underneath the bistro because the must maintain our cover while manhole the thief escaped through is on traveling through German-held the same block. They shout a warning for territory. Time is of the essence but anyone they see to stop and surrender we must also be careful. Remember first. If the thieves refuse to stop, make that Allied forces caught in civilian a violent action, or attempt to escape, clothing are treated as spies. however the Germans open fire and Here is our route. pursue. Several recesses and corners are provided by the sewer to use as cover Laying out civilian clothing and a map, when anyone is moving down the tunnels. Croteau shows the route to Stroasbourg. This is a wake-up encounter for the The heroes must trek over 70 miles heroes as opposed to a serious life or through Nazi-held territory. In this they death situation. The Germans have have two choices. authorization to treat the thieves as By passing through the countryside, the partisans (meaning they may execute squad can bypass German checkpoints them), but they are also men who have set up along the roads. There is no been ordered to walk around the sewers guarantee the heroes can avoid German for several days following a bunch of patrols crossing in the forests, however. thieves stealing food. Elude them long Croteau prefers this route, even though it enough and the guards give up and go is longer. back to their search. Croteau answers any questions as best he can, but his intelligence on the Out of the Sewers Stroasbourg area is limited to how to get The path south towards Stroasbourg there, where the camp is, and where beckons the heroes once they are out of Stroasbourg is in relation to the camp. A the sewers and into open air under a clear sympathizer in the area will help them night sky. Passing through the Ardennes with the details of the camp once they this way is almost all forest and arrive. Croteau refuses to name the mountain, so extremely rough terrain sympathizer until they arrive, so the waits for the squad in their cross-country heroes had best keep him alive, Croteau journey. The patrols are not difficult to grins. avoid for the most partout in the open there is more room to hide. Nature Le Sewer provides fresh meat for those who can hunt and the heroes do not have to worry When everyone is ready, Croteau about concealing any weapons or unlocks a hidden door behind the shelf questionable items. containing the dishes. This door leads into the old sewers and provides a faster There Is No Shelter Here way out of the city. While the first night is clear and The journey through the sewers is not comfortable, the days following grow as easy as it looks. A gang of thieves has colder and very unpleasant. Storms turn been making use of the tunnels as a way from drizzle to downpour in a heartbeat around the city and the German patrols. and sweep over the countryside. Traveling The Germans finally grew wise to their in rain and muck makes our heroes cold, tactics after they observed one of the wet, and covered in mud. thieves making an escape through a Sight of shelter is welcome after manhole. Ever since, German patrols delve trudging through this weather for the third into the sewers daily under orders to day in a row. The shell of a downed capture the thieves. These boys are on
40 Test of WorthBritish bomber is the nearest that can be covers the hole in its side with thefound. Running along the port side of the halftracks machine guns.plane is a large gash and its tail is The bomber offers concealment (but noscattered in debris across the field where armor) for the team, but the gash in theit crashed. Broken chronometers and side is an easy entry point should thecalendars inside indicate this plane belly- Germans decide to assault.landed a few weeks prior. The lack of The Germans make every attempt torummaging points out the plane has not capture the squad alive so that they canyet been found by German patrols. Very find out just what these partisans werelittle blood and no bodies around indicate up to. If they are successful, the Germansthe crew made good on its escape or at take all of the teams weapons andleast lived through the landing. execute them as partisans. Of course, a Searching (DC 10) turns up a medics kit, good War Master should provide somecompass, two K-Rations and assorted opportunity for escape should this seempersonal items. No maps or intelligence likely.items remain in the bomber as the crew In the unlikely event that no shots arecollected them before they departed. fired and the heroes manage to hide anyCharacters with knowledge of planes can obvious weapons (or perhaps fool thededuce that dumping the heavy manned guards into thinking they are simplymachine guns before crashing lightened hunters), their papers are checked. If thesethe plane enough to clear the tree line are in order, then they walk away after asouth of its resting spot. No bombs short but brutal series of questions.remain in its belly. Croteau suggests the squad stay the Mensch-Baernight in the bomber to escape the After escaping the Germans, eachbuckets of rain coming down. Lighting a passing step brings them closer tosmall fire inside is not a problem and the Stroasbourg. Around late afternoon on theheat given off is enough to make the day after the fight at the bomber, theplane comfortably warm. operatives get the distinct feeling they are being watched. If the heroes search theTrouble in the Rough area, all they find are large boot tracks. Unfortunately, the plane was spotted by That feeling of being watched is all tooa patrolwho promptly gave chase to the accurate. Leery of the heroes persistenceescaping crew and lost them in the and distance behind German lines, thewoods. Now the Germans have one man Nazis have unleashed a patrol of bruteswatching the plane to see if the crew into the woods. These angry creaturesreturns. trail the party relentlessly, tracking them The heroes only chance to spot the through day and night until they catch thescout hiding in the woods nearby is to scent.make a successful Spot check against the Late in the afternoon of their final fullScouts Hide of +10, plus a situational day of travel to Stroasbourg, the heroesmodifier of +10 because of his prepared find travel upon a small side road runningand camouflaged position. south through the forest. The whole area, The scout calls in his squad mates though wooded, has become quiet. Notimmediately on seeing any weapons on even the birds in the trees chirp. Alertthe civilians (assuming they are heroes (Listen of 15 or more) may hear theResistance), or any Allied uniforms if any sound of crunching grass (or snowof the heroes are not disguised. The same depending on the time of year). As theoccurs if the heroes press on past the path narrows and the heavy noise behindbomber as wellthe scout simply trails them grows closer, the heroes should feelthem (Move Silently +10) and vectors in a anxious and hunted, especially as nightsquad to intercept somewhere else in the falls.woods. The brutes have now found the heroes The German patrol that shows up is and prepare to attack. There is one brutecomposed of a veteran Wehrmacht officer per character. Half of them circle widearmed with a MP38 SMG and Lugers, and forward to surprise the team fromseven veteran Wehrmacht soldiers armed their front. The other half continue towith Kar 98k rifles, and a Sdkfz 234/2 stalk the heroes from the rear.with a full crew. Once the trap has sprung, the brutes Assuming the heroes bed down for the attack relentlessly. They fight to the deathnight in the bomber, the German patrol and wont run regardless of how bad theydrives straight up to the bomber and appear to be losing the fight.
41 Test of Worth
Guard Barracks
MessHall Command House Guard Towers
Scientific Enclosure
Natzweiler-Struthof Prison Camp
42 Test of Worthhuge risks, the truck serves as a good between the headquarters and thecover story for the squad. It might also be prisoner cabins.possible to simply hide in the truck. Once inside the fence, staying low-keyTurew claims the guards have inspected is the only way to avoid the guards. Therehis cargo once or twice, but most often are many prisoners and guards movingdo not. around inside during the day. The Getting into the camp by any other prisoners work, dig ditches, tend whatmethod wont be easy. If any of the little farmland is available inside, andheroes speaks German, they may be able repair the cabins with any material theyto steal some uniforms and fake their can find. The guards keep a watchful eyeway in, but the guards are suspicious of on everyone, but so long as the heroesregular line troops who attempt to enter. look busy, they should blend in with theThey demand orders, papers, and proof crowd. Some cautious questioning aboutthe disguised soldiers are supposed to be Wico, especially near the POW cabins,there. Heroes attempting this approach points them toward the scientificmust talk fast and convince the guards enclosure. During the night, all of thethey have some important purpose at the prisoners are in their cabins and guardcamp. The truck normally runs at 10:00 AM patrols increase to ensure there are noto deliver the fresh food and returns again escapes. The central headquarters remainsat 5:00 PM to pick up empty bottles and active until late night with Germancrates for restocking. If someone other officers and soldiers eating in the messthan Turew drives the truck, the Germans and the occasional strain of musicmost definitely ask why and check drifting over the area. The scientificpapers. If there is any suspicion enclosure remains dark and inactive by allwhatsoever (the hero fails his Bluff roll, appearances.for instance), the guard opens the back of According to prisoners from the POWthe truck and gives it a cursory glance. cabin, Sgt. Wico and several otherWith extreme suspicion, he searches more prisoners were moved from their regularcarefully and automatically finds the cabins to the enclosure several days ago.heroes unless they have hidden Not one word has been heard of themthemselves in a sealed container or other since. This has generally been the samedevice. for anyone transferred to the enclosure. They have seen trucks from other campsThe Camp arrive, enter the enclosure, and then leave Each of the camps gates remains a day or so later, but none of theguarded day and night. The external fences prisoners are ever used to load or off-loadare electrified with hoops of razor wire these trucks so no one knows whats inacross the top, completely enclosing the them (or is put in them). Rumors aboutperimeter. Watch towers stand every 50 the enclosure include a gas chamber, anyards and are armed with spotlights, incinerator, medical experiments, or anheavy machine guns, radios, and alarms. interrogation room since only POWs haveBetween the external fences and the camp entered it so far. (Remember that theis another set of fences which make up atrocities committed at the Death Campsthe dog run. The dogs have hutches further east are not widely known yet.)located approximately half way between If the heroes entered the campthe watchtowers and about 30 dogs are in disguised as German soldiers, thethe run at any given time. The area prisoners do not speak to them willingly.between the dog run and the exterior The camp population does not trust thefence is 10 yards of open ground with no guards and any prisoner seen passingcover at all. Any loud commotion in the information to the guards is shunnedperimeter raises the alarm 1d6 rounds completely by the rest of the prisoners.later. Accidents also have a habit of happening The camp itself would drive a to prisoners who betray one another inclaustrophobic person insane. The this method. Heroes wearing Germanprisoner cabins are arranged neatly in two uniforms must find ways of convincingrows of six, with mess halls to the north the prisoners to talk to them. Fast talking,and a crematorium to the south. The showing dog tags, revealing their mission,headquarters consist of the staffs offices and most other methods can be effective,and quarters, guards quarters, mess hall, but compromise their secrecy. Once theand a medical building. A scientific prisoners are convinced the heroes areenclosure surrounded by a ten-foot tall who they claim to be, they must becement wall with a wrought iron gate sits convinced not to let this information slip.
43Test of Worth Anyone who knows who the heroes truly Unless they have brought flashlights or are is a liability and should only be can manage to find the light switch at trusted with this information for a short the bottom of the staircase, the entire time. lower area is pitch-black, barring whatever For such a fearsome reputation, the light filters in from the stairway. Mounted enclosure is guarded lightly from the on the wall alongside the bottom of the outside. While a pair of guards walks the stairs is an electrical panel with several perimeter of the building, they take their switches. Throwing these switches time and spend it talking and swapping activates the various electrical outlets in cigarettes instead of paying attention. the bunker including the lights, which With the stories the prisoners are telling, illuminates the entire inside of the bunker this should seem very unusual to the as well as the tunnel. heroes. It seems the guard dropped heavily The lower area has been sectioned off after some noisy ruckus and gunfire was into a dozen cages large enough to hold a heard from the area two nights prior full grown bear. A medical area holds (Claubergs enclosure was evacuated). various pieces of equipment and an office If the heroes snuck in using the truck, made out of a temporary and flimsy they have to be very careful moving wooden partition sits on the east end. At outside of the mess area. The guards the west end is a door, the type used on arent going to be friendly to any bakers vaults, half open and revealing a long, caught around other buildings, though dark tunnel behind it. some fresh pastries and fast talking The cages are completely enclosed on might get them into the officers quarters all sides and the top by very strong bars, and offices. If the heroes somehow snuck but in some areas the bars are noticeably in by other methods, they may be able to bent outwards. The floors of the cages are get closer to the enclosure but it is still bolted securely into the concrete and on a not going to be easy. whole appear to have held up against The heroes play a dangerous game here. whatever was contained inside. The Outnumbered and under-armed, they concrete floor in all of the cages show stand very little chance of escaping in gouges and scars, the marks strongly one piece if they start trouble. While resembling the slashes in the wall attempting to rescue the prisoners is surrounding the staircase down into this noble and good, it is not what they are room. here to accomplish. They do not have the The medical area itself is the main resources for a full-scale rescue, and even source of the wretched smell that hangs if they did manage to get the whole place over the bunker. Small pools of dried sprung, they are still deep in enemy blood and other evidence of poor surgery, territory. Guiding the whole lot out to including leftover surgical towels and bits safety is impractical and, unfortunately, of unrecognizable meat cover the tables not on the menu for this mission. and fill the bins around the area. Bits and pieces of medical equipment are still here, The Enclosure mainly in wall-mounted bins. Any medic The doors to the enclosure remain can replenish 1d6 healing supplies from locked by a simple tumbler, easily picked these bins. The metal door into the with little effort (Lockpicking DC 15). If crematorium is convenient for the quick the team somehow finds a way inside, disposal of experimental surgeries gone they find it has a dirt floor and thick awry. concrete wallsmore like a bunker than a With the lights on, a watchful character research facility. The stink around the might also notice strange symbols area, especially the crematorium, smells painted on the walls in blood at each of less of ashes then is usually expected the cardinal points of the compass. To and more of rotted meat and death. those who can read them, the runes are: The inside of the bunker looks Uruz, for control of the creatures, Thurisaz amazingly like the outside, all gray for the destructive power the creature concrete and brown stained walls. Ten feet possess, and Wunjo for the fury they from the exterior door is a wall made of possess in their attack. A Nazi blood prison bars, with a single door leading mage showed Clauberg how to add these through. This door hangs open and behind small magics to his bizarre surgical it is a heavy steel portcullis that lifts up experiments. from the floor, revealing a small spiral Inside the incinerator are nothing but staircase leading down into the darkness. ash and the occasional bone with the exception of one skull. Even charred and
44 Test of Worthblackened by the fire, this skull stronglyresembles a human skull, only with thejaw supporting fangs instead of normalteeth and a quarter-sized hole drilled intothe base of the skull. Scratched deep intothe bone, the skull also features the samerunes found on the walls of the surgicalareas. In the office drawers hang open, a verycold cup of tea sits on the desk. Thedesk itself is empty, save for a few officesupplies in the center drawer. In one corner is a small metal trashcanwith a pile of ashes inside. The piledashes have cooled completely by the timethe heroes find them and anyone diggingthrough them or making a search check(DC 15) of the office finds a half burntnotebook. The notebook is ProfessorClaubergs himself, and his name is insidethe cover. According to the notes,Claubergs experiments run the gauntlet ofthe profane and unholy. Working withcombining creatures to create monstrousamalgamations, the Nazi scientist isseeking the perfect balance betweenintelligence, cunning, power, and terror inorder to create a new warrior for theFhrer. The notes run the gambit of hisideas in the development of hiscreatures. Due to the book being burnedhowever, much of this has been lost andonly a few tidbits remain. A characterwho makes a Language (German) roll (DC15) roll, finds notes on what sort ofanimals Clauberg has used, mainly bears, left no guard, the first indication they getwolves and cougars. There is no mention that things have gone wrong are theof how they crossed the creatures with shouts from above as the guards summonhumans but if the evidence in the reinforcements and prepare to kill themedical area is any clue, it was not pretty intruders. Claubergs tunnel, used to moveor painless. the creatures secretly out of the camp for At the end of the book is a partially transport to Ravensbrueck, provides thedestroyed note about the Fhrer inviting most immediate exit. With the entire campClauberg to Ravensbrueck for a on alert above them and two-dozendemonstration of his new creations. guards making their way into the bunker,Folded into the back of the notebook is a it is the only safe way out.decoded message. It sets the date of the Unfortunately, Clauberg was afraid histransfer at the same day the other creatures might one day break free. Toprisoners last saw Wico. It reads, in stop them, he had several trapsGerman: constructed along the length of the tunnel. These are simply two foot deep pit Transfer experiments to traps with sharpened stakes in them. Ravensbrueck. Stop. SS to provide They are designed to hobble and slow a escort. Stop. Meet with command creature, not kill it. Every 10 yards traveled, in three days. Stop. have the characters make a DC 15 Reflex save. Of those who fail, the lead character steps into a trap and suffers 1d6 damage.Escape His movement rate is also halved for the If the heroes left a guard at the next 1d4 days or until the damage isentrance, he had better be a fast talker healed. The DC of the Reflex save isbecause one of the patrols coming on reduce to 10 if the heroes walk.duty goes to check out the bunker. If they
45Test of Worth wise to hang around the area for too long. While the only guards who knew about the exit underneath Klaus and Sons left with Clauberg, it does not take the guards that chased the heroes through the tunnel long to make it past the traps. Once they reach the elevator, they use it to enter and scour the building. Receiving communications about the intruders, the German soldiers in town set up stations to check everyone trying to leave. The soldiers detain anyone without proper papers or a good reason to be traveling and a curfew is set for sunset. The last northbound train departs just before the curfew is enforced. This train travels north to Hamburg, stopping at all points in between. Croteau has a contact in Hanover with at least some knowledge of Ravensbrueck camp. He had spent several months there as a guard before defecting. Considering that Sgt. Wico may be in more immediate danger than originally expected, time is of the essence and the train is the fastest way there.
Scene 3: Searching for Sgt. Wico The most expedient way north is via The tunnel is one hundred yards long the train that runs from Stroasbourg to and leads to a small garage outside of the Hanover. By cutting across country, camp. It is illuminated only by whatever passing through Wittenberg and then light the heroes carry. This same tunnel straight on to Ravensbrueck, Croteau previously witnessed the loading of the hopes to recover Wico before Clauberg can caged creatures into trucks. end his existence with his twisted The guards know about the traps but medical experiments. Walking will take do not know where they actually are, so too long with this distance and the roads they hang back at the entrance and fire at are dangerous, thanks to the recent the heroes until they either kill them or increase in air attacks from the Allies and the traps take them down. If the heroes the constant checkpoints. are well on their way to escaping, the guards send a small detachment down the The Train tunnel but move slowly so as not to step The train feels like a sardine can. The in a pit trap. accommodations are moderate, with The tunnel, after a few twists and overhead nets for baggage and bench turns, leads to an elevator installed seats for everyone. If the heroes have beneath Klaus and Sons Garage, a front snuck aboard the train instead of paying set up by Clauberg in order to have a for tickets, then the baggage car is hidden escape route on hand. The garage suitable for hiding but very cramped. is empty except for a cage and some Germans lightly patrol the platform in packing gear. The whole place feels Stroasbourg while auditors stand by the abandoned. The garage is outside the passenger doors to check papers. Anyone south end of the camp and a side road found without proper papers is detained leads to the main road that connects the for investigation. A half-dozen guards camp and Stroasbourg. assigned to the train do their duties With the camp on alert and guards quickly and without too much concern doubling at every post, it may not be
46 Test of Worthunless trouble starts. They spend most of The creature lives here! andtheir time smoking in the caboose away Your field hand is the monster!from the other passengers. As the trainpulls out of station, it steams forward Nikolaus waves his arms, trying toand north to Hanover. calm the crowd and talk to them.Train Checkpoints Only me and my farmhand live Five stops await the heroes between around here. We did not seeStroasbourg and Hanover. Each takes anything last night. Youre chasingnearly an hour to pass through thanks to shadows! Hans would not do suchguards boarding the train and checking for a thing!papers. Detainment and a rough trip offthe train await anyone whose papers are Crouching behind Nikolaus is a verynot in order or found to be false. The large man, his face covered in burn scarsguards drag off the train and imprison and his muscles stretching his workanyone who resists too strenuously. The clothes. Pitr sees his friends dilemma andguards are not mindlessly cruel, but tries to help Nikolaus explanation (inneither are they willing to let potential perfect German), but the crowd onlyResistance members slip through their argues louder, some of the more directfingers. members waving their torches towards the At each of the five stops, a German cowering Hans. Pitr and Nikolaus cannotofficer and two guards board each hold them off forever. The heroes mustpassenger car. Shouting orders and step forward and defuse the situationdemanding papers, these men move down before the people with torches get eagerthe car row by row. When the officers to burn something down.reach the heroes, they check and The crowd remains determined though.scrutinize their papers as closely as On the other side of town, there iseveryone else. If the papers are out of definitely a dairy cow torn to pieces andorder, incorrect, or missing, the guards partially devoured. Sightings of someimmediately arrest the team. If the heroes flying beast started after Hans arrival. Intry to cause trouble, the guards are under addition, rumors and secondhand news isorders to stop them as quickly as running rampant so the heroes had betterpossible. Gunshots and loud fighting move quick and come up with a goodbring 2d6 other guards from elsewhere in reason for the crowd to leave. Threateningthe train within 1d6 rounds. violence can work but is guaranteed to get the heroes reported to the police andHanover, Germany Germans in the area. Talking down the Croteaus contact in Hanover is crowd is a far more peaceful and low-keyNikolaus, an ex-guard formerly stationed approach. Only allow Diplomacy rolls toat Ravensbrueck. He has been living in be made after the players come up with aHanover since his stint with the German valid argument for the crowd or if theyarmy ended. Collecting his pension and are completely stumped.setting up a small farm outside of Once the villagers disperse, NikolausHanover is all he really wanted, but when gladly welcomes the heroes inside andsomething started stalking his farm and prepares them a hot meal.chewing up his livestock, he set out tostop it. Croteau arrived on the second I thank you for helping us. Afternight of his vigil and together the two of the stories of some monsterthem chased the creature down and cropped up I thought it was only afinished it off. Ever since, Nikolaus has matter of time before you camehelped Croteau with local special around, Croteau. Hans has nothingproblems, though he is not formally a to do with this, but the villagers aremember of the Resistance. scared and he is still new. They The farm is a kilometer outside of the want to blame anything they cantown, and when the heroes arrive, a large for the attacks. Whatever thesecrowd has gathered around the front door. things are they only showed upNikolaus is standing on the porch facing about a week ago and Hans only athe group of angry villagers with torches few days before that.in hand. Shouts echo around the area asthe Heroes approach.
47Test of Worth Nikolaus Heftig constantly SS on patrol around it until Professor Clauberg was reassigned to Nikolaus had a medical discharge from Stroasbourg. Shortly following this, the German army after an accident while Nikolaus was injured. Claubergs return to transporting munitions left him with only Ravensbrueck does not sit well with him, his right arm and a severe limp on his left especially if there is evidence he has side. Considering the state of the others taken POWs with him for experimentation. in the accident, he got off easy. He then traveled to Hanover, and using the money The camp is laid out in an L he received after his retirement, started a shape near the Schewdt-See with small farm where he intends to spend the warehouses along the north side, a rest of his years. The farm itself should railway station in the northwest, eventually produce enough for him to live and SS workshops in the center. on and that is all he was interested in Fences and another railway divide until Croteau showed up. While he is the Mens and Womens camps. The patriotic to Germany and served proudly women all work in the SS in the Wehrmacht, he was not a member Workshop while the men split their of the Nazi party and strongly disagrees numbers between the Siemens with what sort of experiments and Factory and the Forced Labor Camp conditions exist at Ravensbrueck. He has at the south end. To the southeast pride in the Fatherland but shows his is the Uckermark, where the contempt for what the bad elements in greenhouses stand and several sand charge are doing. His disgust with these pits wait for the disposal of acts is the only thing that motivates him executed prisoners. The bunker that to help, along with his gratefulness to Clauberg worked in is at the far Croteau. northeast end, just south of the Hans Grubbermen railway station and within sight of The scars on his face and body do not the SS housing. This bunker is reflect the good heart within. Burned and probably where he is and where he silenced during a firebombing on his has imprisoned your comrade. hometown, Hans traveled for weeks before The bunker always had several arriving at Nikolaus farm. In the short SS stationed around it and only one time since Hans arrival the two have entrance at the north side, facing grown into good friends. The same attack the railway station. Whatever that burned his body also destroyed his Clauberg is doing, he is doing it voice and he is unable to speak, though inside there. If your friend is there he does write just fine. While the then he does not have much time townsfolk shunned him, Nikolaus left, if he is still alive now. welcomed him in and gave him room and The fastest way there from here board in exchange for help with the is to cross the countryside and go chores. Hans is friendly and does his best through Wittenberg. The British to be helpful. His natural strength makes have taken out many bridges all him an excellent hand on Nikolaus farm. along the river and Wittenberg is Croteau looks in on Nikolaus every the only place I know of that still month or two and Nikolaus helps him has any intact. Once you are across with problems in the area by providing the river, the road to Berlin passes what information he can. He rarely very closely to Ravensbrueck and divulges anything about the regular army you can find your way there with only those elements he feels engage in ease. supernatural or evil activities. Fortunately for Croteau, Nikolaus Nikolaus offers his barn for a place to knowledge of the terrain between Hanover rest through the night if the heroes wish and Ravensbrueck is nearly encyclopedic. to take advantage of it. Hans sleeps in the Nikolaus shares what he knows about back room of the house and the barn has Ravensbrueck with the heroes. He has no a large hayloft. The next day, the best he actual maps of Ravensbrueck but recalls can offer is a good breakfast and a ride to the layout of the camp as it was when he the other side of Hanover so that the left nearly a year ago. This includes the heroes can quickly return to their journey special fenced in bunker located next to on foot. the camp but outside the camps fence. His orders never allowed him into the bunker firsthand but there were
48 Test of Worth
49Test of Worth no real information on the area other The creatures wait until nightfall before than what direction Wittenberg or making their attack, using the darkness any other city is from the camp. The as cover to help them keep the element people can provide a hot meal of of surprise. Descending from the cloud cover, a trio of these beasts dives on the soup and bread if the heroes are heroes. If successful, the creatures gain friendly towards them and have surprise and make swooping attacks with something to trade. their powerful hind legs. The creatures are each strong enough to lift a struggling 666th Airborne human. These creatures randomly attack One of Professor Claubergs earlier on the first few passes and then experiments with the creatures was to concentrate on whomever appears the grant them some form of flight. This weakest, whether through obvious made for better maneuverability and wounds or because he is not fighting easier travel when released. A trio of the back. During these attacks, two of the creatures, tagged and released by things try to distract the more powerful Clauberg, has been hunting the hills characters with feigned attacks and fancy between Hanover and Wittenberg for flying while the third tries to snatch the weeks. After a recent run in with a weaker one and drop him some distance shepherd, their appetites have changed away. Once a squad member is dead, they and any wandering human, traveler, or fly the victim back to their nest where soldier makes for an easy snack. These they feast on the warm corpse. The are the creatures preying on the Hanover horrors retreat if badly wounded (quarter farms near Nikolaus. hit points) or one of their own is killed. Read the following when the fight is 666th Airborne: CR 6; Large over and someone examines the creatures Humanoid; HD 5d10+10; hp 38; Init +3; corpse. Spd 15 ft, 60ft fly (average); AC 16 (-1 size, +3 Dex, +4 natural); Atk 2 Claws The creature is definitely the +8 (1d6+4), bite +3 (1d8+2); Face victim of some sort of Nazi 5ft.x5ft./5ft.; AL NE; SV Fort +6, Ref experimentation. It was certainly +7, Will +1; Str 18, Dex 16, Con 15, Int 5, once a man, but its hind legs have been augmented somehow to be Wis 11, Cha 7 incredibly strong, and a pair of very Skills and Feats: Hide +7, Listen +4, large canvas wings have been Move Silently +8; Fly By Attack painfully riveted onto its arms. Special Qualities: The poor subject must have been Improved Grab, Darkvision, +8 to driven mad by the surgery by the Move Silently and Hide checks way it fought. when flying Combat: When the creature hits with a claw attack, it immediately gets a Scene 4: free Grapple check. If successful, it latches onto the character and rises at least 50 ft into the air. The next Ravensbrueck Currently holding the largest population round, it drops him for 5d6 falling of female prisoners in Germany, damage. The only thing a character Ravensbrueck proves an ideal setting for can do while flying the unfriendly Claubergs plans. Part of his research is skies is attempt to grab onto the into the various methods and applications things ankles and hang on for dear of sterilization techniques on the life. Should a character attempt this, imprisoned women. Most of the women make a second grapple check. If who undergo them die during the testing successful, he hangs on. If not, he is or shortly afterwards in great pain. Any shaken free as above. The exact who survive undergo further study and those who die become fodder for other distance he falls is up to the War experiments. The German physicians Master. conduct pseudoscientific medical Ranged attacks against the flying experiments that utilize thousands of the horrors receive -2 to hit because of camp prisoners without their consent, their constant movement, high speed, most of them Jews, in addition to Poles, and unpredictable flight patterns. Russians, and Gypsies.
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51Test of Worth the large concrete room. Behind the door Claubergs Mutts is the stairway leading down into Die The mutts are rottweilers with a Grube (see below). machine gun and ammo hopper mounted Die Grube along their spine. The trigger is wired Worse than the bunker at Stroasbourg, directly to the dogs skull, and the dog is Die Grube (the Pit) is where the Professor trained to jerk its head down to fire. houses all of his latest experiments, When it does so, the gun fires to its front. waiting to unleash them at the Fhrers These mutts are kept by Clauberg in Die request. Descending the staircase found in Grube to run the corridors at night, the back of the bunker leads directly into hunting for potential intruders. While their the Pit. The walls, hewn directly out of accuracy is very poor, facing these mad the earth absorb sound easily, masking dogs in a narrow corridor is deadly. the noise of the creatures from anyone passing overhead. Cages line the walls. A Claubergs Mutts: CR 3; Small Beast; dozen of them hold creatures, some HD 3d8+6; hp 20; Init +4; Spd 40 ft.; AC stalking back and forth, some sleeping, 19 (+4 Dex, +1 size, +4 natural); Atk +4 and others with bizarre new attachments bite (1d6+2), +3 MP40 (2d6); AL LE; SV hanging off of them cowering in the Fort +5, Ref +7, Will +2; Str 14, Dex 19, corners. Con 15, Int 2, Wis 12, Cha 6 Corridors and rooms divide Die Grube. Skills and Feats: Listen +3, Spot +2, Much more advanced than the operating area at Natzweiler-Struthof, the entire Swim +2, Wilderness Lore +11; Track place is a labyrinth of medical areas, Special Qualities: supply rooms, specimen storage and a Scent single large, dirt floored underground Weapon: The dogs fire is erratic. Treat it stadium called the Arena. These rooms as firing at innocent bystanders every and tunnels are all part of a natural cave round in combat. Every victim in the system below the lake and resemble corridor ahead of the dog is a potential such, with smoothed walls running the victim. length of the corridors and condensation The mutts are solitary hunters that dripping from the ceilings. avoid one another as much as possible. Other than Clauberg and his chosen They are trained to respond to and head surgeons and doctors, no humans live or toward any gunfire they hear, as well as a work inside Die Grube, except for the the command Come! Either command occasional prisoner. His own specially draws the entire pack in 1d6 rounds. The modified and trained creatures keep guard mutts on guard are the only five who for him, patrolling the halls and rooms have survived the surgery and healing freely and heavily armed. These creatures process. are even more modified than what the Every soldier, doctor, and scientist is heroes have previously encountered, under orders not to enter Die Grube after mounting powerful weapons in and on dusk. Recognizing only Clauberg, the their bodies to supplement their strength Mutts chase and attack anyone other than in hand-to-hand combat and frighten Clauberg when loose in the complex. This anyone who views them. The mutts, as evening, Clauberg released them early to Clauberg calls them, are almost perfect help insure his dinner party with the SS guard animals, ready to attack and kill officers remains uninterrupted. intruders. If the heroes infiltrate the bunker Doctors Offices during the daylight hours, surgeons and The doctors offices are very similar to doctors are on hand, working in the each other. Each has desks, piles of offices or attending in the surgical areas. paperwork, and notes and charts on how During the night, usually only Clauberg various subjects are adjusting to their and his creatures are present. Clauberg procedures and implants. During the spends his nights revising and studying daytime, doctors work on reports for the days experiments and planning the Clauberg on everything from sterilization next revision to his creatures. Tonight tests to experiments on how long the though, only the creatures are present, as subjects lasted. The information in the Clauberg is having his dinner party with files covers almost every sort of medical the SS. perversity possible, and it is obvious these doctors have been at their work for a long time already.
52 Test of WorthSurgery Rooms The Professors notes seem dedicated to the procedures the prisoners undergo Blood, gore, and the stench of death before their transformation into creatures.fills these rooms to the brink. Used Details on the surgical procedures usedmedical tools and pus-covered rags are and information on dark rituals that tookstrewn about on every surface. The metal place to ensure the success of eachbeds are from a local mortuary and creature are contained in the files. Somefeature a blood drain at the end, some of new theories on expanding the availablewhich are still wet with the life fluids of weapons that can be mounted on thethe doctors victims. The tools creatures and new areas of research onsurrounding these beds are standard the modification and alteration ofmedical fare, scalpels, scapulas, clamps subjects, such as the creature that appearsand drills, but in pans next to these are human until ordered and then projectswhat look like bears claws made out of several hidden weapons from within itssteel, bundles of wiring, and even an own body. Claubergs office is the onlyunarmed flamethrower adapted to be self area where files this in-depth are found,contained. and they are invaluable to the OSI. Mounted in the wall behind the tablesis a heavy metal door about waist high Creature Comfortsfrom the floor. This leads directly to the These creatures were once patheticallyincinerator, though this one actually human. Now they are little more thancontains more than ashes. A twisted pieces of bloody flesh horridly patchedbody, belonging to todays experiment, together in haphazard fashion. Grotesquestill lays unburned in the incinerator. animal appendages sewn where theirUpon opening the incinerator, a Will Save normal arms and legs should growvs. fear (DC15) is in order. demonstrate the extent of Claubergs The same runes painted on the walls at madness. Hands and feet have beenNatzweiler-Struthof hang here. They are replaced by oversized animal paws bearingmore carefully applied then the previous steel claws, jaws have been removed andmarks but they remain done in blood and replaced with muzzled fangs, and viciousare again painted at the cardinal points of weapons have been installed into theirthe compass. bodies.Supply Rooms The creatures that have survived the procedures necessary to install the Stocked with various medical supplies, different animal parts and controlincluding flammable gasses and liquids equipment in their bodies are kept inused in experiments, the stock rooms are cages barely large enough to contain themlarge and hold shelves from wall to wall. but strong enough to resist their pain-The supply rooms contain nearly induced fury against the bars. Eacheverything to help ensure that the staff creature is incapable of speech andvery rarely runs out of necessary cannot communicate, though theymaterials. Among them is also a pantry understand a few command words inwith emergency power generators, food, German. Most of the cages contain aand barrels of water. The bunker is specimen, each one unique and all ofequipped for a siege lasting up to a week them more human in appearance than anywith these supplies. of the creatures previously encountered, The stores also serve as temporary fuel but each also bear severe operation scarsstorage for the camp, with one room around their skulls. Some also have bitscontaining nothing but drums of gasoline. of wiring extruding from these wounds.These drums are stacked two high andthree deep along the walls. There areroughly a dozen of them in this storeroom The Arenaand they are all full and capped shut. At the furthest corner of Die Grube is the staircase leading to the balcony thatClaubergs Office oversees what Clauberg calls the Arena. Claubergs private office appears An open testing area where the creaturestastefully attired. Despite this, the area is rage against prisoners and each other, thejust as cluttered as any of the other Arena is Claubergs hidden provingoffices in the bunker. The skulls of grounds. A heavy steel door to the left ofvarious dangerous animals line the the staircase leads directly into the arenashelves directly behind Claubergs desk. If where even now, the heroes can hear thethe heroes can take any of it, than these snarls of some creature through the doorpapers are invaluable to the OSI. and the laughter of a dinner party above
53Test of Worth them. The arena is roughly 40 feet wide by +6, Diplomacy +5, Driving +3, Hide +3, 80 ft long with the balcony overlooking Knowledge (arcana) +16, Knowledge the far end. A walkway leads from the (medicine) +7, Listen +6, Move staircase, above and around the arena Silently +2, Profession (weaponsmith) floor and directly to the balcony area that +6, Search +7, Spellcraft +16, Spot +6, is large enough to hold the dining table and party of Clauberg. Use Magic Device +14; Simple Weapon This evening, Professor Clauberg is Proficiency, Firearm Proficiency, Light entertaining a select group of SS officers Armor Proficiency, Rank, Automatic who have shown an interest in some Weapon Proficiency, Run, Extend aspects of his work. He is hoping that Spell, Heighten Spell, Flamethrower with their support, swaying the Fhrer Proficiency, Spell Penetration will be even easier. Full reign over an even Special Qualities: larger scale version of his current creature Create Runes: see BotR 119 experiments would be his, allowing him Attuned: see BotR 119 to oversee a veritable army of surgeons and their monsters. Inscribe Runes: see BotR 119 His current dinner plans include a five Runes: Professor Clauberg knows 9 course meal for the dozen attending runes. Uruz, Thurisaz, Wunjo, officers, carefully prepared and served on Fehu, Laguz, Isa, Mannaz, Kenaz, the balcony overlooking the small arena Gebo he had workers dig out and create before Blood Magic: see BotR 150 sending them off to the surgeons. He is planning to release a very special Clauberg arrived at Natzweiler-Struthof specimen he has devoted his time to in in December, 1942 after spending some order to demonstrate the incredible time in Ravensbrueck. Shortly thereafter, effectiveness of a creature against its he received the entire scientific enclosure fellow prisoners, both in battle and as a for his own base of operations. He also morale weapon. A dozen veteran Waffen received access to any prisoners he SS officers attend the party in full wanted, regardless of race, creed, or uniform. religious orientation. Claubergs motivations are more suspect. He is a Professor Clauberg slightly built man with a bully streak a Having always had an interest in the mile long. Underneath his professional workings of the human body, as well as demeanor, the prisoners and subjects every other natural creature on the face of under his control are the ultimate victims, the planet, Professor Clauberg delved into powerless against any painful experiment dark studies that eventually led to his he wants to perform on them. He is a banishment from a professorship at the coward, lashing out on anyone weaker University of Berlin. During his pursuits, than him, but quickly capitulating to Clauberg joined the Nazi party and bought anyone obviously stronger than he is. their line on Aryan history completely. His own thoughts took these ideas and Sgt. Ryan Wico, skewed them into what are now his pets. In 1942, an assistant of Heinrich Airborne, 101st Himmler, who already had some Sgt. Ryan Wico is a born and bred information about Claubergs research, patriot. He volunteered for the first recruited him and gave him the means to American unit shipped to Europe. He extend his experiments into new realms. joined up with the 101st and quickly had a These included training in the basics of squad of men placed under his command. Blood Magic, something that Clauberg has Later, he encountered some of the Nazis managed to meld with his own scientific brutes, and after defeating them and meddling. several other horrors, was recruited into Professor Clauberg: CR10: Medium- the OSI. After the unsuccessful drop near size Human; Class: Exp 1, Med 2, Ofr 1, Stroasbuerg, he quickly gathered the men Adt 6; HD 1d6+3d8+6d6+20; hp 58; Init he could and went north to make trouble, +0; Spd 30 ft.; AC 10; Atk ; AL LE; SV successfully stalling a supply convoy Fort +7, Ref +2, Will +14; Str 12, Dex 10, before his capture. Inside his head, he Con 14, Int 16, Wis 14, Cha 12 holds detailed information on Claubergs experiments, a good number of the other Skills and Feats: Alchemy +16, Bluff +5, doctors involved, where they are located, Combat Medicine +7, Concentration
54 Test of Worth
and how the creatures hunt and fight.. previously seen. The walkway leadingReturning him alive, with or without from the stairway to the balcony hidesClaubergs papers, gives the OSI a huge traps similar to those found in the escapeadvantage in stopping the continuation of tunnel at Natzweiler-Struthof with thethese atrocious experiments. addition of drop floors that swing open and drop anyone who is standing on themSgt. Ryan Wico: Male Human Grt 4, and fails a DC20 Reflex save into the Sct 2, Opt 1; CR 7; Medium-size arena itself to face whatever creature is Human; HD 4d10+3d8+21; hp 57; Init +7; loose. Spd 30 ft.; AC 13; Atk +9/+4 melee, Upon spotting the intruders, Clauberg uses a radio control to activate the traps +11/+6 M1 Carbine (2d8+9); AL NG; SV found along the walkway and sets the Fort +11, Ref +7, Will +4; Str 14, Dex 16, trapped floors to drop when anyone steps Con 16, Int 12, Wis 10, Cha 12 on them. The SS officers themselves carrySkills and Feats: Bluff +2, Climb +4, Lugers and the serving staff is completely Disguise +2, Gather Information +2, unarmed, panicking and running at the Hide +9, Innuendo +1, Jump +4, Listen first sign of combat between the SS and +6, Move Silently +9, Open Lock +4, the heroes. Search +7, Sense Motive +3, Spot +6, Down in the arena, the cage opens and Swim +4, Wilderness Lore +4, English the largest, ugliest, and most dangerous of the creatures emerges, ready to +6, German +4; Improved Initiative, slaughter Sgt. Wico and anyone else who Parachute Proficiency, Automatic falls into the arena regardless of uniform Weapon Proficiency, Point Blank Shot, or rank. Rapid Shot, Dead Eye, Rank, Track, Croteau recognizes Wico and leaps into Weapon Focus (M1 Carbine), Weapon the arena to help as soon as the action Specialization (M1 Carbine) starts. The heroes can follow him, but inSpecial Qualities: the arena, they have no cover from the Sneak Attack +2d6: See the Players Germans on the balcony, all of which are Handbook page 47 concentrating their fire on whoever remains on the walkway since anyone down below has the creature to deal withGladiator and it is sure to triumph over them. Sgt. Wico stands unceremoniously on Arena Creaturethe arena floor. One of Claubergs This beast is twice the size of anycreatures paces behind a second barred creature previously seen by the heroesdoor, even larger than any the heroes have
55Test of Worth either in the wild or within these very kill the creature, it dies spectacularly, walls. Metal plates have been crudely writhing and twitching on the ground bolted into its skin, blades extend from then going still with a peaceful, almost its elbows, a variety of iron spikes run human, appearance on its face. Otherwise, the ridges of its shoulders, and each hand if they cut and run as soon as possible, ends in wicked claws. Froth drips from its the creature and eight of its brethren stalk enlarged jaws and the madness in its eyes them through the bunker. The creatures shows that this creature can last. The follow them above ground if the heroes creature is strong, fast, and brutal in its do nothing to slow or stop them. Their attack, using its blades and claws when attacks follow the heroes all the way to close to Wico, Croteau, or any hero it can the surface. reach to bash and slash them fatally. The release of another half dozen less- advanced creatures into the arena makes Arena Creature: CR 9; Large the going even more difficult, but it also Monstrous Humanoid; HD 8d8+32; hp opens up the steel door that leads back 68; Init +3; Spd 30 ft.; AC 22 (+3 Dex, to the bunker. The heroes can make a +4 Natural, +6 Armor, -1 Size); Atk break for it if they leap into the arena as well, grab Wico, and run for it. +15/+10 2 claws (1d8+9), +10/+5 2 Clauberg himself takes cover behind Sturmgewehr 44s (2d8-1); AL CE; SV the table for most of the battle, letting Fort +10, Ref +9, Will +2; Str 14, Dex 16, his creatures and the SS do the fighting Con 18, Int 8, Wis 10, Cha 6 while he cowers under cover. His life is Skills and Feats: Climb +12, Hide +3, more valuable to himself than that of the Jump +11, Listen +4, Move Silently +7, creatures. He can always make more and Search +4, Spot +5; Automatic even if all of the creatures die and the SS Weapon Proficiency, Firearm surrender or suffer similar fates, he does Proficiency, Improved Initiative, not touch a weapon if it means exposing himself to danger. Simple Weapon Proficiency, Weapon With SS officers pinning them with Focus (Claws) gunfire and the monster and its Special Qualities: companions in the arena below, escape Hidden Guns: If the creature is losing, through the steel door may be the only hatches open in its chest and a option for the player characters. Once they pair of Sturmgewehr 44s extend are out, a quick raid on the supply room into its hands. This is a move and its fuel barrels could provide the equivalent action. distraction to throw the creatures and Armor Plating: If a weapon with a officers off their trail while they make for the vehicle housing by the railway station positive PV is used, treat the or simply run for the hills on foot. creature as AC 15. The heroes escape is bound to alert the guards around the area, especially if it Sgt. Wico, bare-chested and unarmed, is a hasty one with wounded and Sgt. refuses to go down without a fight. With Wico in tow. Soon after they are spotted Croteau and any heroes by his side to or gunfire is heard, alarms raise across help him, he is even more ready for this the camp and any available guards come battle, whatever the outcome. Bellowing a running towards the bunker in 1d6 rounds. war cry, both Wico and the creature The heroes can make a break for the charge one another and grapple in vehicle storage across a long yard before combat, even though Wico has a definite any of the other guards arrive, but the size disadvantage. three SS release their dogs and open fire Clauberg deactivates the locks on the on the heroes. If the creatures have other creatures cages and opens the door followed the heroes up, the guards split to release them into the arena if it their fire, having never seen Claubergs appears the heroes are winning. Though handiwork before, and run like hell if the these creatures are smaller, they are still creatures decide to take an interest in the deadly and easily match the heroes one- guards themselves. A fast drive across the for-one. German countryside in a stolen vehicle If the heroes leap into the arena, they awaits the heroes if they take this route can provide covering fire for Wicos battle. on their return to safety and freedom for The creature shifts focus from Wico to Sgt. Wico. them, using its blades and machine guns where necessary. If the heroes manage to
56 Test of Worth operatives for the Office of Scene 5: Supernatural Investigations, or OSI, an organization tasked with
57 Weird Wars
Schloss Fenris By Gareth Michael-Skarka
A small fire crackled in the hearth, possible as he hustled to get the twowarming the main room of the inn against officers their drinks. The two Nazis lookedthe wind whipping through the mountains. around the room at the undisguised hatredDespite the warm summer days, the wind glaring in the eyes of the inns patrons.up in the mountains filled the air with an Good evening. One said sarcastically.unseasonable chill and rattled the The innkeeper silently served the beer.windows of the small building. Viktors eyes widened as Uwe got up, and Viktor Laslo sat by the fire, nursing a walked over to the two jackbootedwarm beer. No sign of them yet, Uwe. soldiers. What was the man thinking? Uwe shrugged. Theyll show soon Uwe put on his best country-bumpkinenough. He nodded in the direction of the smile. Wellheroes of the Reich! Allow merest of their men, seated around the room. to buy those drinks for you! The NazisSome were talking amongst themselves, looked him over with suspicion andothers were playing cards or even catching obvious contempt.a quick nap. And when they do, we can What brings you so far up into thefinally start to turn the tide. The Nazis will mountains? Are you lost? Uwe was layingabandon Austria soon enough. on the loud peasant act a bit thick, Viktor Viktor grunted. Hopefully. Although the thoughtbut he began to see the mansGermans in Austria might have some other intent. He was checking to see if the twoideastheyre the ones who invited them in SS officers were alone, or part of a largerafter all. group who might be outside. The conversation was cut short by a No, not lost. Said one of the Nazis.burst of wind as the door flew open. Two Were stationed at the castle.men entered, wearing the distinctive Viktors heart leapt to his throat. Theuniforms of Hitlers Waffen SS. The deaths castle! Why were they here? Were theyheads and lightning bolts gleamed in the sent? Did they know of the rendezvous? Hefirelight. The room fell silent. watched the eyes of his men around the The SS men swaggered across the room room, reflecting the same questions thatto the bar. Innkeep! one barked. Give us now raced through his mind.two beers. The innkeeper had obviously worked up The innkeeper tried to look as busy as enough courage to approach his newCastle Schloss customers and speak. Timidly, he said the adventure may prove to be a short one Would you like anything to eat, for the unfortunate party. gentlemen? I didnt hear any motor outside Note that the Weird Wars supplement and I know that the walk down from the Dead From Above is necessary to play out castle mustve made you hungry the first scene. If you dont have that The Nazi smiled. A horrible, knowing book, you should simply have the battle smile. A smile that made Viktors flesh fought as a normal ranged combat crawl, for it seemed to have too many teeth between the Baron and the heroes and within it. Too many sharp teeth. describe the aerial maneuvers narratively. Ja. It is quite a journey. We are quite hungry. One of the Nazis hands flashed Adventure Summary outward, impossibly fast, catching Uwe Chapter One: The characters are flying about the throat. The other Nazi, with in a C-47 Skytrain, through the mountains equal precision, grabbed the top of the near the Hungary/Austria border. The innkeepers head like a great melon. plane flies low to avoid detection by the Viktor watched his friends eyes bulge as Luftwaffe, for the mission it undertakes is the Nazis hand began to squeeze, and long of the utmost secrecy. Even the player jagged nails (which Viktor hadnt noticed characters are not informed of the details before) began to tear into the flesh. Blood until they are well underway. Broome, a splashed over the countertop and the floor British OSI officer, briefs the characters as Uwes neck broke with a wet snap. The on the darkened plane as it weaves its innkeeper whimpered like a small child at way through the jagged peaks. this sight, before the other Nazi silenced The OSI has learned that a member of him by tightening his grip on the mans Hitlers inner circle, one of the most skull. It caved in with a pulpy, hollow powerful of the Nazi hierarchy, will be sound. making a visit to a castle in the Austrian The Nazi turned to face the rest of the mountains near Vornau, near the room. The one that killed Uwe licked the Hungarian border. Spies in Vienna blood from his hands. His companion confirmed the arrival of Heinrich Himmler pounced up on the blood-slicked earlier in the week, and reports indicate countertop and idly pawed at the ruined that his motorcade left for Vornau earlier skull of the innkeeper, slumped over the this evening. Intelligence indicates that his bar. Oh yes He said quietly, almost in a destination is a castle known as Schloss whisper. Quite hungry indeed. Coarse, Fenris, where he is to personally decorate black fur sprouted from the Nazis skin, and an honored SS unit for bravery in combat. their eyes glowed yellow in the dimly lit Given the rumors that Himmler has room. dabbled in black magic, it was decided A howl burst forth from them. Viktor that an OSI unit would be best equipped thought it sounded like somebody to handle any supernatural eventualities screaminguntil he realized the screams of the mission. Their orders are simple: came from him. assassinate the Reichsfhrer.
60 Castle Schlossget a fix on their location, which turns veteran unit of the Waffen SS (includingout to be only a few miles from their several Blood Mages). There are 13scheduled rendezvous with members of Wehrwolves here as wellHimmler hasan Austrian resistance group. During the brought them here as part of anoverland hike through the night, the party experiment to see if they can be used tomust avoid detection by the Red Baron create more of their kind by woundingflying overhead (assuming that they were volunteers and infecting them withnot able to defeat him in Chapter One). To lycanthropy (So far, the efforts have beenmake matters worse, the characters must marred by the bloodlust of thedeal with forest encounters such as a Wehrwolvesit is difficult for them topack of dire wolves (normal wolves that stop at merely wounding a target).have been warped by proximity to the evil Additionally, Himmler and the Bloodof the castle) while trudging through the Mages have raised Von Richtofen as anwoods. air wraith to protect the castle. The Eventually, Broome leads the party to a player characters have their work cut outsmall roadside inn, where they are for them.supposed to meet their contacts. The At the climax of the mission, thesight that greets them, however, is one of player characters discover that Himmler isunremitting slaughter. The inn is empty, not Himmler, but rather a Dopplegnger,save for the bodies of patrons who have following the Reichsfhrers orders.been literally torn limb from limb. The Himmler is aware of the efforts of theplayer characters hear a creak of the OSI, and subsequently does not leave thefloorboards upstairs, and upon borders of Germany any longer, preferringinvestigation, discover a wounded man instead to send dopplegngers bound tohiding in an upstairs closet. He is Viktor, his service. The players efforts were forone of the Austrian patriots who resent naught, in the end, though they at leastthe German occupationa resistance learn Himmlers secret. They must fightgroup that works as a fifth column their way out of Schloss Fenris, and findbehind enemy lines. He tells the party their way back to Allied territory andthat the inn was visited earlier by two SS relative safety.officers from Schloss Fenris who changedinto powerful wolf-men andsystematically killed everyone in the inn. Scene One:They were wehrwolves. With the sun coming up, Broome A Wing and asuggests the party lay low and hide at theinn until nightfall, where they can proceedto the castle and complete their mission Prayerunder cover of darkness. The party must The player characters find themselvessleep in shifts, posting guards to defend on board a C-47 Skytrain (known as aagainst discovery. As night falls, however, Dakota to British characters, andthe player characters must deal with a nicknamed Gooneybirds by gruntswolf in the fold. Viktor, it seems, has everywhere). The C-47 is the standardcontracted lycanthropy from his wound. paratrooper transport used by the AlliesHe changes into the hybrid wolf-man at this point in the War. The Skytrain isform and in an uncontrolled frenzy, running darkno lights at all, evenattacks the player characters. During the lighting cigarettes is discouraged. Thefight, he mauls Broome pretty badlybut plane is crewed by a pilot and a co-pilot,the British officer survives. Knowing what but in place of a jump master, the thirdawaits him, he begs the party to kill him crew member is Captain Josiah Broome, abefore he changes. The choice of what to British officer attached to the OSI.do is a burden that is borne solely on thePCs. Capt. Josiah Broome, OSI CR 6: With nightfall, the party moves on to Medium-size Human; Class:Schloss Fenris and the horrors that await Ofr 3/Opt 3; hp 43; Init +3 (Dex);them there. Spd 30ft; AC 13 (+3 Dex); Atk Webley Chapter Three: The party must +5 (2d6-1) Ranged; AL LG; SV Fort +6,successfully infiltrate Schloss Fenris. Thecastle is a focus of evil in the area, and Ref +5 Will +5; Str 13 Dex 16, Con 16,has been for hundreds of years. Currently, Int 17, Wis 10, Cha 17.the castle is one of Himmlers centers of Skills and Feats: Driving +4, First Aid +4,occult research. It is headquarters to a Hide +6, Leadership +9, Move Silently
61Castle Schloss
62 Castle Schloss The pilot and co-pilot are a mixed afternoon, apparently headed to acrewone American and one English. They castle in the Austrian Alps, nearhave flown for the OSI on past missions, Vornau and the Hungarian Border.and are considered able to be trusted. The castle is known as SchlossTheir names are Smith and Jones (no Fenris.kidding).C-47 Skytrain (Allow rune-using characters to realize that Fenris is the Norse/Thule word forArmor Class 12 (-2 size +4 Speed) wolf. If they say anything, Broome nods inDamage Points: 75 agreement, but continues his briefingSize: Huge Maneuverability: -2 unabated.)Engines: 2 Range: 1600 milesWeapons: None Bombs: None Apparently, Herr Himmler isCrew: 3 (pilot, co-pilot, loadmaster) there to personally decorate aArmor: Wing 2 Fuselage 2 Cockpit 4 veteran SS unit for bravery in Engine 4 combat. Thats where you chaps come in. Youre to parachute into the mountains and meet up with The player characters boarded the plane the members of an Austrian fifth-at an Allied airfield outside the newly- column resistance group at an innliberated city of Rome. Sent there under outside of Vornau. Theyll guideorders of the OSI, the characters currently you to the castle and arrange forhave no idea of their mission. They were your escape after completion ofmet at the airfield by Broome, who then the mission. You are to infiltrate theled them to the C-47. The plane took off defenses of the castle, locatejust after dark, headed north. Reichsfhrer Himmler, and The party has been flying now for assassinate him.around four hours. Any character who has Allied intelligence feels thatthe Navigation or Piloting skills can figure given the rumors of Himmlersout that the plane is currently somewhere interest in magic and other occultnear the Hungarian/Austrian border, flying practices, OSI operatives arelow through the mountains to avoid perhaps best equipped to handledetection. Characters without those skills any of the eventualities that maywill only know that a) theyve been flying arise during the completion of thefor quite a while, b) flying in the dark is mission. Now thenany questions?scary as hell, and c) those mountainslook awfully damned close. Allow the players to ask any questions At this point, Broome sits down with they wish. Sample answers are listedthe characters and begins his briefing. below. Any questions not covered belowRead or paraphrase the following: should be answered with fairly correct answers Broome and the OSI are I suspect you chaps are operating under reliable intelligence wondering why youre here. Well, reports. After the third question, Broomes ladsits no exaggeration to say that briefing is interrupted (see Ghost Rider you are now engaged in what may in the Sky, below). turn out to be one of the most What sort of resistance should we important operations of the war. expect at the castle? Schloss Fenris is Intelligence reports indicate that currently operating as headquarters for a a high-ranking member of Hitlers veteran company of the Waffen SS. Expect inner circle arrived in Vienna earlier near to 100 men, plus command group, this week. some vehiclesno armor, as far as we know. At this point, Broome hands the How are we to identify ourcharacters file photographs of Heinrich contacts? The contacts are a small squadHimmler. Himmler is such an infamous of fifth-columnistsAustrian nationalistsfigure that all characters recognize him who resent the German occupation. Theyllwith a DC 10 Intelligence roll. be at a mountain inn two miles north of Vornau. The person who is humming the Thats right, Reichsfhrer tune to Eidelwiesse is your man. Heinrich Himmler, commander of Is the OSI expecting supernatural the SS. Weve got reliable reports of resistance? It is a confirmed fact that his motorcade leaving Vienna this Himmler has headed up the Nazi occult
63Castle Schloss research efforts during the war. Given that, on sight. The bullets that rip through the we must assume that he has learned some cabin are sheathed in an unearthly green magic. glow, which lingers slightly, following the What is our exit strategy? The fifth path of the shot like a streak of columnists will act as your guides, and watercolor in a childs painting. will attempt to take you to a private Investigation reveals that the C-47 is airfield outside of Vienna. There, you will under attack by what appears to be a contact a pilot by the name of Strassen. He triplanea World War One era Fokker DR- will fly you to Italy. In the event that the 1, to be precise. Introduced in late 1917, this Austrians are unable to help, or if you are style of aircraft had not only three wings compromised in any way, you should but a supplementary airfoil on the wheel attempt to get out via air if possible. carriage. These features enabled the Barring that, the overland route to Allied Fokker to out-climb and out-turn almost territory should be your last option. any contemporary Allied aircraft. A skilled What method are we to employ in pilot in a DR-1 enjoyed an almost unfair the assassination? That aspect of the advantage over any other opponent of mission is to you. Your squad leader (the that time. ranking member of the party) has final Give the player characters a chance to authority on the ground. notice that the Fokker is painted a What sort of equipment will be distinct red color, and adorned with Iron provided? As a clandestine operation, Crosses on the wings and tail. Those youll be limited to the equipment that you markings are unmistakableit is the livery can carry. Feel free to load up from the of Manfred Von Richtofen: The Red Baron. materials weve got on board here. You Of course, the Red Baron was shot should definitely take some silver bullets down over St. Quentin in April of as Himmler is likely to have a few 1918over 26 years ago. That would wehrwolves on hand. probably explain the unearthly greenish glow that surrounds the air craftand the The cargo area of the C-47 is loaded horrible, flaming skull that rests where with a pallet that contains the following, the pilots head should be. This is not a from which the player characters are human airmanthis is an air wraith! welcome to take whatever they wish: 12 Entrenching Tools, 6 Garrottes, 12 Air Wraith knives, 2 Browning HP, 4 Colt M1911A1, 2 Huge Undead (Incorporealincludes Enfield No 2 Mk1, 4 M3 Greaseguns, 4 plane) Sten, 2 BAR, 100 rounds 9mm ammunition, Hit Dice: 8d12 (55 hp) 100 rounds .38 ammunition, 500 rounds .45 Initiative: +7 (+3 Dex, +4 Improved ammunition, 200 rounds .30 ammunition, Initiative) 20 rounds of 9mm silver ammunition, 20 Speed: 40 ft., fly 200 ft. (good) rounds of silver .45 ammunition, six small satchel charges, three large satchel AC: 15 (+3 Dex, +2 deflection) charges, four 500 spools of detonation Damage: Spectral guns (2d8) and wire, 4 spools of rope (50), six sets of energy drain climbing gear (hammer and pitons), four Special Attacks: energy drain, small detonators, 36 Mk2 Pineapple frightful moan, horrific appearance, grenades, 12 Survival Kits, four medics corrupting gaze kits, and enough survival rations for each Special Qualities: Undead, of the party members for 1 week. incorporeal, +4 turn resistance, Ghost Rider in the Sky unnatural aura, sunlight powerlessness. As the player characters engage in their Saves: Fort +2, Ref +5, Will +7 briefing with Broome, they are suddenly Abilities: Str , Dex 16, Con __, Int 14, interrupted by the tell-tale chatter of machine gun fire peppering the hull of Wis 14, Cha 15 the aircraftthe C-47 is under attack! Skills: Tactics +12, Pilot +10, Listen +13, The initial barrage blows a few holes in Search +10, Spot +13 the fuselage, but has no real effect, save Feats: Alertness, Fly-by attack, Combat to let the player characters have a change Reflexes, Improved Initiative to observe the eerie green tracer effect Climate/Terrain: Airborne accompanying the weapons fire. This is Organization: Solitary or gang (2-4) no normal tracer round, as any Challenge Rating: 10 experienced military man is able to tell
64 Castle SchlossTreasure: None distance of 100ft. They do not willinglyAlignment: Lawful Evil approach any nearer than that, and panicAdvancement: 8-14 HD if forced to do so. They remain panicked as long as they are within that range. Sunlight Powerlessness (Ex): Air Air wraiths are the undead spirits of wraiths are utterly powerless in naturalpilots who have been damned to hell, and sunlight, and flee from it. An air wraithresurrected by means of dark magic. They caught in sunlight dissipates until the sunpatrol the area that they are commanded goes down again.to by the mage who brought them back A C-47 is aptly named a gooney bird.from the dead. Even against a real-world Fokker DR-1, it An air wraith looks like a man with a would be hard-pressed to survive. Theflaming skull in the place of his head. plane is ungainly and intended forInstead of being seated within the parachute delivery, not air combat. Thecockpit of his former aircraft, the body of matter is made even worse by going upthe pilot appears to be growing out of it against a creature like an air wraith. Thethe airplane itself is actually part of the spectral guns of the air wraith can doair wraiths incorporeal body. In death, direct damage to the plane, or to thethe pilot becomes as one with his plane passengers and pilots within (at the whimpermanently. of the gamemasteralthough giveCombat passengers hidden from view within the In combat, the air wraith attacks with plane concealment and a bonus to theirits spectral gunsghostly versions of the AC of +3).armament of their craft during life. The The party most likely attempts toattack of these guns drains the life of return fire with whatever weapons arethose they strike. The air wraith also available, given the fact that the C-47 ismakes use of its incorporealityflying not armed. None of the provided weaponsthrough obstacles and opponents alike. Energy Drain (Su): Living creatures hitby the air wraiths spectral guns mustmake a DC 15 Willpower save or lose onelevel. Frightful Moan (Su): The air wraithcan emit a horrible, tortured wail once perday. All living creatures within a 100-footradius must succeed at a Will save or lose1d4 points of Strength, 1d4 points ofDexterity, and 1d4 points of Constitution.A creature that successfully saves againstthis effect cannot be affected by that airwraith again. Lost attribute points returnat the rate of one per day. Corrupting Gaze (Su): The air wraithcan wither living beings with its infernalgaze at a range of up to 30 feet. Creaturesthat meet the air wraiths gaze mustsucceed at a Fortitude save or suffer 2d10points of damage and 1d4 points ofpermanent Charisma drain. This is a freeaction for the creature. Undead: Immune to mind-influencingeffects, poison, sleep, paralysis, stunningand disease. Not subject to critical hits,subdual damage, ability damage, energydrain, or death from massive damage. Incorporeal: Can be harmed only byother incorporeal creatures, +1 or bettermagic weapons, or magic. Can passthrough solid objects at will. Unnatural aura (Su): Both wild anddomesticated animals can sense theunnatural presence of an air wraith at a
65Castle Schloss are affective against the air wraith due to and had been heroically continuing, its incorporeality. The creature is affected clutching his bleeding wound until he just only by magic or through any magical couldnt continue any longer. (Lay it on items the player characters may have thick. Think of the heaviest volume of accumulated from their past missions. pathos from the best war movies you can During the Barons first run of attacks, remember.) have him kill off one of the pilots. That Regardless of how it occursthe way, one of the player characters will be aircraft now has no pilots (save, perhaps forced to take his place, allowing the any member of the party with the players to take a more active role in the appropriate skill), and begins losing scene. altitude rapidly. Even if the player For the purposes of air combat (as characters are able to fly the plane, described in the supplement Dead From Broome points out they need to bail out Above), the air wraith has a anywayall of the squad is needed for the Maneuverability of +6. If a player happens mission, and Broome himself is unable to to take the yoke of the C-47, play out the fly. So the squad and Broome need to air combat. Otherwise, fudge it (just dont parachute from the C-47 before it plows let the players know!). into a mountain (in 2d4 rounds) The Red Baron harasses the hapless C- If the players dont remember to grab 47, diving and strafing again and again. materials from the equipment pallet, well, Some of the air wraiths favorite tactics dont remind themtheyll hate you for it, include: naturally, but those, as they say, are the Playing Chicken: The air wraith breaks. If they do think of it, the team flies straight towards the C-47, making the can either try to grab what little they can pilot dodge to avoid a collision. Of course, before jumping, or instead they can try to being incorporeal, the Baron knows that a affix extra chutes to the entire pallet and collision isnt possiblebut the pilot of chuck the whole mess out of the jump the C-47 doesnt. To avoid chickening out doors to recover it after landing. takes a Will Save at DC 15. If the save is The jump from the crashing C-47 is failed, the pilot must make an immediate incredibly difficultnot only is the terrain piloting skill check (DC 15) to avoid losing below heavily forested, but the jump takes control of the aircraft. The aircraft loses 1 place at a much lower altitude than position per turn unless the pilot can normal, raising the DC of the Dexterity make a successful DC 15 check to regain check to 20. A failed landing results in the control. Dropping below position 0 hero taking 3d6 points of damageand at requires a DC 25 check or the plane the WMs discretion, ending up dangling crashes in 2d4 rounds (as described in from a tree. Dead From Above). After a few minutes of rummaging Gaze Attack: The Baron flies parallel around in the dark, the members of the to the target aircraft, matching speed with party manage to find each other and his prey, and unleash his Corrupting Gaze, recover whatever equipment they managed Horrific Appearance, and Frightful Moan to escape with. As the echoes of the C-47 on the inhabitants. If the player characters exploding against the side of a mountain have methods by which they may attack fade, the squad finds itself deep in the the air wraith, this is probably their best heart of the Austrian Alps, with a opportunitythe Barons purposefully mission to fulfill. matching flight bestows a +3 to hit to any trying to attack him during this maneuver. The minute the Baron realizes the Scene Two: player characters represent a threat, he turns his attention from bringing the Over Hill, Over plane down to directly attacking the characters themselves, strafing fire into the cabin of the plane. Dale The combat with the undead spirit that The heroes spend the next period of was Manfred Von Richtofen continues time finding their companions without until the air wraith successfully kills the drawing the attention of any locals or remaining NPC pilot. Note that if the German troops that might be in the area. players are able to defeat or drive off the Finding a member of the party requires a Baron, fudge a bithave the remaining Search with a DC of 10. Make this part of pilot reveal (in a most dramatic fashion, the adventure rife with tension: ask the naturally) that hed been injured early on, players specific questions on how theyre
66 Castle Schlosslooking and what noise theyre making.Occasionally roll the dice and act as if Random Encounter Tableyoure consulting something. Ask the Roll (1d10) Result*players to make the occasional roll, and 1 to 4 No Encounterdont tell them what theyre rolling for (its 5 to 6 What Big Eyes You Have!actually just to make them paranoid, but 7 Good Witch or Bad Witch?they dont need to know that!) 8 Night of the Living Dead The third or fourth player attempting a 9 Lair of the Beastroll finds Captain Broome, who landed 10 SS-Search and Destroyroughly and is snagged in the branches ofa tree. Getting him down requires a DC 10 *The encounters are detailed in their own sections, below.Climbing roll. Failure causes 1 point ofdamage from minor cuts and scrapes. Acritical failure (rolling a 1) means the dire wolves get a surprise attack. If theclimbing character falls and takes 1d10 check is made, the pack is revealed, andpoints of damage from bouncing off of initiative is rolled as normal. When thebranches and hitting the ground. The wolves are revealed, read or paraphrasewhole time, Broome isnt being the following:particularly quiet, which should have theplayers freaking out, convinced that You see a pack of what appeartheyre going to be discovered at any to be wolvesbut youve never seenmoment. specimens this big before. Each Once the heroes have managed to get wolf is huge nearly 8 feet long,together, they must then try to get a fix and looks to weigh somewhere inon their position. Checking against the neighborhood of 700 pounds.compass readings and their map of the Their eyes gleam with an unnaturalarea, the party is able to determine that light, and saliva drips from theirthey are in the forest approximately eight fanged muzzles as they approachmiles north of Vornausome 6 miles away with grim and deliberate purpose.from their rendezvous point. An overlandhike appears to be the only option. Dire Wolves: A pack (1d4 +4) of wolves As the player characters travel through that have been warped by centuriesthe heavily forested mountains, they may of exposure to the evil of Schlosshave to contend still with the air wraith Fenris.from Chapter One, assuming that theywere unsuccessful in overcoming the CR 3, Large animals, HD 6d8+18 (45threat earlier. If the air wraith is still hp), Init +2 (Dex), Spd 50ftaround, travel for the player characters AC: 14 (-1 size, +2 Dex, +3 natural)become very difficult. The Red Baron flies Attacks: Bite +10 melee (1d8 +10)just above the tree level at an unnaturally AL: N SV Fort +8, Ref +7, Will +6,low speed for an aircraft, and occasionally Str 25, Dex 15 Con 17, Int 2, Wis 12flies below the tree level, eerily passing Cha 10through the trees unharmed as his hunt Skills: Hide +5, Listen +6, Move Silentlyfor the heroes continues. The Baron +5, Spot +6, Wilderness Lore +1continues to hunt the player charactersuntil such time as either a) he succeeds Special Attacks: Tripin killing all of the heroes, b) he himself Special Qualities: Scentis destroyed, or c) the sun rises(approximately five hours from the time The dire wolves attack with somethe team landed). degree of intelligence. They attempt to Regardless of any harassment from the flank the party so that they are able toBaron, the hike to the rendezvous point attack individual characters withouttakes four hours. During the overland having to bunch up within the range oftravel, roll on the following table to check automatic weapons fire.for encounters, once per hour: Good Witch or Bad Witch?What Big Eyes You Have The heroes come upon a cottage in the The player characters are making their woods, which at first might make themway through the woods when a DC 10 believe that theyve arrived at theirListen check reveals a low growling rendezvous earlier than anticipated.coming from the tree line up ahead. If the Broome, in fact, pours over the map,players miss the Listen check, the pack of attempting to verify the partys position.
67Castle Schloss Read or paraphrase the following: Save to avoid puking their guts out when faced with the evidence of their own No, this cant be it. Were unintentional cannibalism. nowhere near the rendezvous point. At this point (or if at any point the This isnt it, Broome says, re- player characters refuse the old womans stowing the laminated map of the invitation, or question the odd area. In the clearing ahead sits a coincidences of her hospitality) she small ramshackle cottage, with a reveals herself as a witch and attack the trickle of smoke rising from the heroes. stone chimney, carrying with it smells of home cooking and Alpine Witch: CR 3, Medium-size comfort. humanoid, HD 5d6(17 hp), Init +1 (Dex), The front door of the cottage Spd 20ft opens, and a small old woman AC: 11 (+1 Dex) Attacks: by spell AL: CE ushers a couple of cats out into the SV Fort +4, Ref +2, Will +4, Str 9, Dex night. Shoo, shoo, loveliesout for the night. See you for breakfast. 13 Con 11, Int 12, Wis 13 Cha 12 She chortles in Austrian. Skills: Knowledge (arcana) +5, Listen +6, Move Silently +5, Spot +6, Wilderness Regardless of the heroes attempts to Lore +1, Sense Motive +5, remain hidden, the old woman spots them Concentration +4 and cackles in broken English. Feats: Dodge, Enlarge Spell, Extend Spell Eh? Soldiers, hmmm? Allies? G.I. Special Attacks: Spells, Polymorph Joe! Doughboys! Good, good, good! Special Qualities: Silver weakness, 9 Down with the Nazi pigs. Ptui! she spits. She calls the squad forward. runes: Ansuz, Ehwaz, Eihwaz, Kenaz, Please, pleaseyou must be Laguz, Mannaz, Sowilo, Teiwaz, careful. There is a Nazi patrol Wunjo. nearby. They passed by here a short time ago, and I think they might be Alpine witches are creatures of legend coming back. You can hide hereI and fairy tale. They live in cottages deep have food and drink for such valiant in the alpine woods, and waylay travellers, Allies. devouring them. They can appear to be kindly old women, but the minute they The squad has the option to take the are revealed as witches, their true, hag- old womans invitation or not. If they do, like appearance is revealed. read the following: Witches know the rune magic of the ancient Thule, and can also polymorph. The old woman leads you inside Polymorph (Sp): Witches can change her home. The interior of the their shape into one specific type of cottage is the very picture of the creature. A black cat is the most common rustic alpine lodge. A stewpot variety. The witch can also make herself hangs on a hook over a small fire in look just like a specific person, or, most the hearth. A few hand-made chairs commonly simply disguise her hag can be found through out the main appearance. The change only lasts for an room, along with a rough-hewn hour, and if the witch touches anything table which currently has exactly silver, she instantly changes back into her enough place settings for each true form. member of the squad. Silver weakness (Su): Only silver weapons can kill a witch. A witch killed See the accompanying map. by any other means simply rises again The old woman attempts to serve the with full hit points, after two rounds. For player characters a mealthe stew she is this reason, a witch refuses to handle cooking. Give the player characters a DC silver coins or objects, and flees from 10 chance to notice something odd about silver forcefully presented. the stewone of the bowls of steaming If the player characters are successful meat appears to have a bit of shiny metal in destroying the witch permanently, and in itmetal which turns out to be an SS search her lair (DC 15), they will find a lapel badge. Upon this revelation, if any of trunk that contains three magically the player characters have eaten any of inscribed items: the stew, they must make a DC 20 Fort
68 Castle Schloss 1) A key with a knock spell inscribed, Zombies: CR 2, Medium-size undead,able to open any door HD 2d12(14 hp), Init +0, Spd 50ft 2) A ring of invisibility AC: 10, Attacks: 2 claws +2 (1d4+1), bite 3) A wand of magic missiles 1d4 AL: NE SV Fort +0, Ref +0, Will +3, Str 13, Dex 11 Con , Int 6, Wis 9 These are items the witch hadinscribed herself for use against any prey Cha 6who prove to be too much trouble. In fact, Skills: Climb +5, Hide +5, Listen +5,if the player characters present Move Silently +5, Spot +5, Swim +5themselves as a viable threat, she Feats: Multiattackattempts to retrieve her trunk and use the Special Qualities: Undead, fearless,items against the heroes herself. hungerAdditionally, there are other items in thecottage which the witch might use as These zombies are the results of darkweapons: A carving knife (used to prepare experiments performed by the SS Bloodthe stew) which does 1d6+1 damage, and Mages of Schloss Fenris. They wereknitting needles (kept with her yarn) looking into the possibilities of extractingwhich do 1d4+2 points of damage. a longevity elixir (a formula provided toNight of the Living Dead Hitler by Dr. Fu Manchu, his ally in Southern China) from the bodies of local The player characters are continuing peasants. Unfortunately the process killstheir trudge through the wintry forested the donorand turned out to bemountains when they are come across a worthless as well. The result were theseband of 2d4 zombieshapless victims of zombies, who the Nazis simply cast outthe SS Blood Mages negative energy. into the woods. When not engaged in combat, the These zombies are lightning-fast andzombies simply sit as if they were frozen ravenously hungry, driven by a fierce needcorpses in the snow. Roll for surprise for human brains. In addition to theshould the party approach within 10 of standard special abilities of reanimants,the scene. they also have the following Special These are local peasants whose dead Qualities:bodies have been brought back to a Hunger (Ex): Once a zombie hasshallow mockery of life. None of them are brought a victim down, it must make aarmed with any weapons. They burst from Will save at DC 17 to keep from stoppingthe snowy ground and get a free attack to devour its victims brain.on the heroes with surprise.
69Castle Schloss Lair of the Beast a grapple as a free action without provoking an attack of opportunity (See As the heroes continue their way to Grapple, page 137 in the Players Handbook). their rendezvous with their contacts, the A successful hold does not deal any lead member of the party must make a additional damage, but gives the Troll a +3 DC 17 Dex check to avoid falling into the to hit with its bite attack or a chance to hidden entrance of a cave, covered over launch its rend attack. with fallen branches and leaves. The Rend (Ex): A troll that has a hold of a falling character takes 1d4 points of victim can tear the flesh apart, damage from bumps and bruises, but no automatically delivering 3d6+9 points of serious injury occurs. Characters making damage. This attack releases the hold on the Dex check uncover the cave, but do the victim, as the flesh that was being not fall. held on to is essentially torn away. The cave is the lair of a trolla creature (Eww) of legend that has always existed in this Scent (Ex): Trolls can detect opponents area, spawned by the aura of palpable evil within 30 feet by sense of smell. If the generated by the castle. It will attack the opponent is upwind, range increases to 60 party as soon as it discovers they are in feet; if downwind, range decreases to 15 the area, either by attacking the player feet. character who has fallen into its cave, or If the characters take the time to by bursting forth from the lair and search the trolls cave (a full search is DC attacking the group. 13, a cursory search is DC 20), they will find the bones of around a dozen victims, Troll: CR 8, Large Beast, HD 10d10 +70 ranging in size from adult through child. (125 hp) Init +0, Spd 30ft There are scraps of bloody uniforms AC: 19 (-1 size, +10 natural) Attacks: bite (German) and civilian clothing, a few +12 (2d6+6), 2 claws +7 (1d6+3) dozen coins of various denomination AL: NE SV Fort +14, Ref +7, Will +4, Str (German and Austrianall paper money 23, Dex 10, Con 24, Int 3, Wis 12 has been ruined, however), several rusted, Cha 8 broken, or otherwise useless weapons, Skills: Hide +7, Spot +8 and the following usable items: A Sturmgewehr 44 and 4 complete Special Attacks: Improved Grab, Rend magazines of 7.92k mm ammo Special Qualities: Scent Six Stielhandgranate potato mashers Three runestones: Gebo, Perthro and Trolls are immense humanoid beasts, 10 Algiz feet tall and covered in coarse grey fur. They have massive six-fingered hands Search and Destroy that are tipped with razor sharp claws, The player characters encounter a small and a gaping maw of a mouth with razor- unit of SS on patrol from the castle. The sharp fangs and two jutting sabre-teeth unit is searching the mountains from the lower jaw. They live in dank specifically for the player characters, caves up in the mountains, or sometimes having been in the area when the air under bridges. They are of animal wraith shot the plane down. They have intelligence and eat anything that crosses not yet reported back to the Castle, and their path. so are alone in their knowledge of the Note that this troll is not the standard heroes presence in the mountains. Have rubbery-skinned, regenerating troll with a the player character who is on point or weakness for fire damage that most D20 acting as a scout make an opposed Spot players are used to, but rather the troll as check against a Move Silently roll by the it appears in alpine legends. This fact may approaching Nazis. If the hero fails the cause confusion when players attempt to check, have the Nazis make the same roll deal with this threat. It is up to the War to detect the player characters. If that Master if they wish to add to this check fails, have the player characters confusion by referring to the creature as a check again, and so on. The checks troll, or rather just describing the creature continue until one side or the other physically. makes the detection. A troll attacks without any quarter or The unit is comprised of five Waffen mercyits strategy is to overwhelm its SS soldiers, one veteran SS soldier, and an target with massive amounts of damage. SS Blood Mage in command of the group. Improved Grab (Ex): If the troll hits Their statistics follow: with a claw attack, it can attempt to start
70 Castle Schloss5 Waffen SS Soldiers (SS Grenadiers Possessions: Sturmgewehr 43, 4 full Kahnert, Telscher, Kohl, Schmidt and magazines of 7.92mm ammunition, Reinhart) helmet, uniform, 2 stiehlhandgranateCR 1: Medium-size human, Class: Grt 1; 24. hp 6; Init +1, Spd 10, AC 12 (+1 Dex, +1 SS-Scharfhrer Mueller is a veteran of Armor); Attack: MP40 +3 (2d6), AL: the eastern front. Mueller was part of the LE, SV Fort +3 Ref+1 Will+2, Str 12, SS units that rolled across Poland, and Dex 12, Con 12, Int 10, Wis 11, Cha 10. now has been transferred to duty at Schloss Fenris. He is a loyal Nazi, butSkills: Driving +2, First Aid +2, Hide +5, feels some degree of guilt at the fact that Move Silently +5, Spot +5, he is here while members of his old unitFeats: Automatic Weapons Proficiency, are fighting and dying on the Russian Firearms Proficiency, Point Blank front. Shot, Rank, Simple Weapons SS Blood Mage (SS-Standartenfhrer Proficiency, Weapon Focus (MP40), Helmut Von Freigang) Wheeled Vehicle Proficiency CR 12: Medium-sized human; Class: OfrSpecial Qualities: Devotionthe devotion 6/Adt 6, hp 63; Init +1, Speed 30 ft, of SS members to the Nazi party AC 12 (+1 Dex, +1 Armor), Attack: PPK gives them a +2 morale bonus to Will +10/+5 (2d6), AL: LE, SV Fort +3 Ref saves. +3 Will +8, Str 11, Dex 12, Con 12, Int 16,Possessions: MP40, four full magazines Wis 17, Cha 18 of 9mm ammunition, helmet, Skills: Bluff +11, Concentration +13, uniform, two stiehlhandgranate. Diplomacy +11, First Aid +9, Leadership +10, Move Silently +9, These men are some of the newest Intimidate +10, Knowledge (arcana)transferees to the unit stationed at +15, Sense Motive +10, Spellcraft +15,Schloss Fenris. They are fresh-faced young Spot +9, Swim +6, Use Magic Deviceidealists, fervent in their belief in the +14precepts of National Socialism. Most are18 or 19 years old, fresh out of the Hitler Feats: Command, Command Voice,Youth units back home in Germany. Their Enlarge Spell, Extend Spell, Firearmsprimary purpose at the castle is to act as Proficiency, Heighten Spell, Rank,the subjects of the lycanthropy Simple Weapons Proficiency,experiments of the SSthese are the men Toughness, Weapon Focus PPK,who are placed in rooms with frenzying Wheeled Vehicle Proficiencywehrwolves to see if they can contract Special Qualities: Blood Magicthe bloodlycanthropy from the attacks. mage suffers no fatigue cost from casting spells.Veteran Waffen SS Soldier (SS- RunesThe blood mage knows 9 Scharfhrer Oskar Mueller) runes: Ansuz, Ehwaz, Eihwaz, Kenaz,CR 4: Medium-sized human, Class: Grt 4; Laguz, Mannaz, Sowilo, Teiwaz, hp 24, Init +1, Spd 30 ft, AC 12 (+1 Dex, Wunjo +1 Armor); Attack: Sturmgewehr 43 Possessions: Walther PPK, 2 spare +6 (2d8), AL: LE, SV Fort +5 Ref +2 magazines, 30 rounds of 9mm Will+3, Str 12, Dex 13, Con 12, Int 10, ammunition, helmet, uniform, Wis 11, Cha 10 runestones.Skills: Driving +2, First Aid +2, Hide +8, Move Silently +8, Search +3, Spot +8Feats: Automatic Weapons Proficiency, Von Friegang is a fanatic. He embodies all of the ideals of National Firearms Proficiency, Point Blank Socialismand worse. He feels that he Shot, Rank, Rapid Shot, Simple represents the true Aryan Superman, and Weapons Proficiency, Weapons Focus: that his adherence to the ancient ways of MP40, Weapon Focus: Sturmgewehr Thule set him above even other Nazis. He 43, Wheeled Vehicle Proficiency. represents the elite of the Aryan race, bySpecial Qualities: Devotion: The devotion his way of thinking. of SS members to the Nazi party It is Von Friegang who summoned the gives them a +2 morale bonus to Will air wraith. The presence of a C-47, flying Saves. low and unlit through the mountains led Von Friegang to believe that a secret
71Castle Schloss is a rough-hewn wooden representation of what appears to 3 be a mug of beer, although the 2 paint is worn away, and there is no name visible at all. A fire is burning in the hearth, if the wreath of smoke trailing from the chimney is any indication. Lamps are lit on the 1 first floor, and the light is visible through the heavy glass windows, although the windows on the second floor are dark. Despite the lights, there are no sounds of activity coming from withinalthough it is somewhere First Floor around four in the morning, so thatThe Inn is not that unusual.
72 Castle Schlossand skill rolls) until they successfully CREEEEEEAAAAK! Suddenly, themanage to overcome an opponent (and floor boards above your headsthereby re-establish their confidence). creak under the weight ofCritical failure of the save results in the something moving around on thecharacter panicking and fleeingthe second floor.character must be stopped by anotherhero and calmed down (the other hero This should prompt the players tomust make an opposed Persuasion roll). examine the upstairs of the inn more Broome is in a bad way. He fails his closely. For the characters search of thesave (although not critically). Read or property, consult the map of the roadsideparaphrase the following: inn and the descriptions below:
73Castle Schloss although the bed has been thrown across story), because he is lying along the floor the room and smashed, as was the of the wardrobe, not standing. nightstand and wardrobe. A body is lying As the doors to the wardrobe are on the floor as well, and, compared to the opened, read or paraphrase the following: carnage downstairs, is relatively intactits throat has been torn out and its heart has The doors open, and out falls a been ripped from its chest. man dressed in civilian clothing. His 6) Room Two: Another guest room, but legs are wounded and bloody, and this one is untouched. A moldy mattress he clutches a civilian revolver in (unmade), a rickety nightstand (with a shaking hands. His eyes are wild, porcelain water bowl) and a moth-filled and there are blood spatters and wardrobe are the only features of the smears all over his clothing and on room. his face and hair. 7) Room Three: The door to this room Oh Thank God! He exclaims. is open. It is a guest room (like all of the others on this floor). Blood covers the Questioning the man reveals that he is floor, surrounding the torn-apart body of Viktor Lazlo, the head of the Austrian one of the resistance soldiers. Three large fifth-column resistance unit that the OSI rats are currently gnawing on the remains. operatives were supposed to meet here at These rats are not normal ratsthey too the inn. have been warped by proximity to the Viktor Lazlo CR 3: Medium-size castle. They are larger than normal, and Human; Class:Res 3; hp 4 (normally 11); have no fear of man. They attack anyone disturbing their feast. Init +3 (Dex); Spd 30 ft; AC 13 (+3 Dex); Atk Civilian revolver (2d6-1);AL CG; SV Dire Rats: CR 1/3, Hit Dice 1d8+1 (5 hp), Fort +1 Ref +3 Will +1; Str 12 Dex 17, Initiative +3 (dex), Speed 40 ft, AC 15 Con 11, Int 11, Wis 10, Cha 11. (+1 size, +3 Dex, +1 Natural) Attacks: Skills and Feats: Driving +2, Hide +2, Bite +4 (1d4), AL: N, SV Fort +3 Ref +5 Leadership +3 Firearms Proficiency, Will +3, Str 10, Dex 17, Con 12, Int 1, Automatic Weapons Proficiency Wis 12, Cha 4 Special Qualities: Sneak Attack +1d6, Skills: climb +11, Hide +11, Move Silently Contacts 1/week +6 Possessions: Civilian revolver and four Feats: Weapon Finesse (bite) rounds of ammo. Special Attacks: Disease Special Qualities: Scent Lazlo is able to tell the player characters what happened, but only does 8) Room Four: This is one of the large so in response to questions due to the guest roomsthe bed is larger, and it has fact that he is in shock. If asked, read or two night stands and a larger wardrobe. paraphrase the following: Allow characters who are searching a chance (DC 15) to discover a false bottom We were all here, about a dozen in the wardrobethis is a weapons stash of us, I cant remember exactly how used by the fifth columnists. The stash many. Myself, Uwe, Hans, young contains: two civilian revolvers with 50 Dieter, some others. We were rounds of .38 ammo, two sawed-off waiting for the rendezvous. Thats shotguns with 18 12-guage cartridges, and when THEY arrived. Two SS men two small homemade satchel charges from the castle. I dont think they with fuses. There are also maps of the knew about usit just seemed like surrounding area, including the location of they werehunting, and just Schloss Fenris. happened to find the inn. 9) Room Five: This is the second large Theychanged. They became wolf- guest room, identical to Room Four, above. men (At this point, Lazlo gets While the characters are searching, allow visibly upset)creatures from Hell! them a Spot roll (DC 10) to hear movement They sprouted fur and fangs and within the wardrobe. The resistance claws and then there was tearing member Viktor Lazlo (from the opening and biting and howling and fiction), is hiding, wounded, within. If the running and slicing and screaming players fire into the wardrobe before and screaming and screaming and opening, the shots miss (fudge this screaming and screaming and rollLazlo is kind of important to the screaming..
74 Castle Schloss At this point, he trails off into near Broome starts up the stairs but iscatatonia. A persuasion roll of DC 15 is suddenly struck by a massive,required to snap him out of it to answer clawed arm, knocking him backany further questions. down the flight. The single swipe Lazlo tells the heroes he was wounded of the massive talons tears open aduring the slaughter and played dead section of his gut, leaving himlying under the bodies of his comrades as bleeding and broken on the floor.the wehrwolves tore into them. Once the Standing at the top of the stairswolf-men left the inn, he found himself a is what was once Viktor Lazlo. Hisplace to hide in case they came back and clothes are still recognizable,prayed the player characters would arrive. although they hang in tatters over a (Any players familiar with werewolf much larger frame. Course black furlegends may realize that Lazlo, having covers his skin, and his head hasbeen attacked but not killed, has been transformed into a lupine aspectinfected with lycanthropy himself. pointed ears, yellow eyes, andHowever, unless the character has snarling, fang-filled muzzle. Aencountered werewolves before or has a werewolf.Knowledge (arcana) skill (Check at DC 15),there is no way they know this.) Viktor Lazlo, Werewolf: CR 6: Broome points out the sun is now Medium-size Humanoid; Class:Res 3;rising, so approaching the castle is hp 55; Init +3 (Dex); Spd 50 ft; AC 15extremely dangerous. The approach is best (+3 Dex +2 natural ); Atk: Claw +8made in the dark and intelligence ((1d6+3), Bite +8 (1d6+3) AL CE; SVindicates that Himmler is planning onstaying there at least another two days. Fort +8 Ref +3 Will +6; Str 14 Dex 17,Broome recommends the party hide out in Con 15, Int 11, Wis 10, Cha 11.the innhis logic is that given the Skills and Feats: Driving +2, Hide +2,murders that occurred here, this is the last Leadership +3 Firearms Proficiency,place that anyone would expect to look Automatic Weapons Proficiencyfor them. He is open to argument however. Special Attacks: Curse of Lycanthropy,Regardless, the party needs to find a Tripplace to hole up until the sun sets again, Special Qualities: Damage Reduction 15/and Lazlo must come with them. silver, Wolf Empathy The next 12 hours pass uneventfully. Ifthe War Master is feeling particularlynasty, have the players make the Lazlo is a fledgling werewolf, andoccasional Spot roll while on sentry duty, subsequently not nearly as powerful asto no real effect other than to make the the SS Wehrwolves. He has no controlplayers nervous. The real fun doesnt begin over his transformation, and is driven by auntil the sun begins to set. blood rage that he doesnt understand. He has the following abilities:A Wolf in the Fold Curse of Lycanthropy: Any human As alluded to earlier, Viktor Lazlo is wounded by a werewolfs attack mustnow a werewolf, having been wounded, succeed at a Fortitude save (DC 15) orbut not killed, by another lycanthrope. contract lycanthropy.When the sun sets for the first time after Damage Reduction 15/Silver: Thehis attack, he transforms into his wolf werewolf ignores 15 points from everyman form and attacks the player attack, unless the attack is silver.characters. Trip: A werewolf that hits with a bite Read or paraphrase the following: attack can attempt a trip as a free action without making a touch attack or As the sun sets, Broome begins provoking an attack of opportunity. If the to round up the squad for the final attempt fails, the opponent cannot react approach to the Castle. Everyone is to trip the werewolf. ready to go, except that apparently Wolf Empathy: The werewolf can Viktor is still upstairs. communicate and empathize with wolves Ill get him. Broome says, and dire wolves. This gives them a +4 exasperated. Should be racial bonus to checks when influencing understanding I suppose. Hes been the animals attitudes and allows the through a lot, and its not as if hes communication of simple concepts. regular army Lazlo the werewolf continues to attack the party until he is killed.
75Castle Schloss After the battle, the players are going to Sneaking in is probably the most have to consider what to do with the advisable option, since a direct assault is characters that have been wounded but near suicidal, as the detail of the castle not killed. Do not tell the players the DC and its defenders will show. of the check for lycanthropyso, they have no way of knowing who is infected Castle Environs or not. What should they do? The castle known as Schloss Fenris Broome makes the matter worse by sits upon a peak, surrounded on three insisting that someone shoot him. You all sides by sheer cliff walls. Any attempt to saw what happened to that poor bastard. climb these walls requires a climbing roll He pleads,And its not going to happen to at DC 20. Failure indicates that the this man-jack. Ive made my peace, lads. character falls the length of the cliff, Pleasedo the act. Put me down. taking 20d6 points of damage from The players have to make the final call. banging off the rocks all the way down to After that, all that remains is a castle the jagged points below. A critical failure full of Waffen SS, wehrwolves, SS Blood indicates that not only does the character Mages, and Reichsfhrer Hienrich Himmler. fall, but he knocks into 1d4 of his No problem, right? companions, forcing them to make
76 Castle Schlossthe rooftop, armed with two gives them a +2 morale bonus to Willpanzerschreks and a carriage-mounted Saves.20mm cannon with AP rounds (3d10 Possessions: MP40, 4 full magazines ofdamage). 9mm ammunition, helmet, uniform, 2 Just inside the walls, in the main stiehlhandgranate 24.courtyard of the castle, is the vehiclecompound. There are several vehicles (To shake up the players a bit, you maycurrently parked here: want to occasionally have some of the SS soldiers armed withFour Opel-Blitz troop trucks (AC 12, nonstandard weaponry, such as Damage Points 40, Cruising speed 75 Sturmgewehr 44s, flamethrowers, or Weapons: none, Armor: Upper Hull 2/ panzerfausts) 2/2, Lower Hull 2/2/2 Deck 2, Suspension 20) 10 Veteran Waffen SS Officers CR 4: Medium-sized human, Class: Ofr 4;Two Kubelwagen (jeeps) (AC 14, hp 24, Init +1, Spd 30 ft, AC 12 (+1 Dex, Damage Points 20, Cruising speed 90 +1 Armor); Attack: Sturmgewehr 43 Weapons: none, Armor: Armor: Upper +6 (2d8), AL: LE, SV Fort +5 Ref +2 hull 2/2/2 Lower Hull 2/2/2, Deck Will+3, Str 12, Dex 13, Con 12, Int 10, 2, Suspension 20) Wis 11, Cha 10 Skills: Driving +2, First Aid +2, Hide +8,One Sdkfz 234 armored car (AC 14, Move Silently +8, Search +3, Spot +8 Damage Points 50, Cruising Speed 75, Feats: Automatic Weapons Proficiency, Weapons: 75L24 cannon (turret) and Firearms Proficiency, Point Blank MG34 (flex mount on turret) Armor: Shot, Rank, Rapid Shot, Simple Turret 35/10/10, Upper Hull 40/10/15, Weapons Proficiency, Weapons Focus: Lower Hull 20/15/20, Deck 6,, MP40, Weapon Focus: Sturmgewehr Suspension 30, Special: Smoke 43, Wheeled Vehicle Proficiency. mortar) Special Qualities: Devotion: The devotion of SS members to the Nazi partyHimmlers Staff Car (AC 12, Damage gives them a +2 morale bonus to Will Points 20, Cruising Speed 90, Saves. Weapons: none, Armor: none) Possessions: Sturmgewehr 43, 4 full magazines of 7.92mm ammunition, In addition to the soldiers listed above, helmet, uniform, 2 stiehlhandgranatethe castle has the following inhabitants at 24.various locations throughout. In the eventof a firefight or any other loud combat, In addition to these standard SSthese men are alerted and will come in soldiers, the castle also boasts thewaves against the player characters in 2d4 following additional threats:rounds. Three SS Blood Mages45 Waffen SS Soldiers CR 1: Medium- SS-Standartenfhrer Helmut Von size human, Class: Grt 1; hp 6; Init +1, Freigang (unless he was killed Spd 10, AC 12 (+1 Dex, +1 Armor); during the forest encounter) Attack: MP40 +3 (2d6), AL: LE, SV Fort +3 Ref+1 Will+2, Str 12, Dex 12, SS-Standartenfhrer Klaus Con 12, Int 10, Wis 11, Cha 10. SchumannSkills: Driving +2, First Aid +2, Hide +5, CR 12: Medium-sized human; Class: Ofr Move Silently +5, Spot +5, 6/Adt 6, hp 57; Init +1, Speed 30 ft,Feats: Automatic Weapons Proficiency, AC 12 (+1 Dex, +1 Armor), Attack: PPK Firearms Proficiency, Point Blank +10/+5 (2d6), AL: LE, SV Fort +3 Ref Shot, Rank, Simple Weapons +3 Will +8, Str 13, Dex 12, Con 13, Int Proficiency, Weapon Focus (MP40), 17, Wis 17, Cha 16 Wheeled Vehicle Proficiency Skills: Bluff +11, Concentration +12,Special Qualities: Devotionthe devotion Diplomacy +10, First Aid +9, of SS members to the Nazi Party Leadership +13, Move Silently +9,
77 Intimidate +10, Knowledge (arcana) SS-Sturmbannfhrer Markus +15, Sense Motive +10, Spellcraft +13, Kreiger Spot +10, Swim +6, Use Magic Device CR 12: Medium-sized human; Class: Ofr +12 5/Adt 6, hp 49; Init +1, Speed 30 ft,Feats: Command, Command Voice, AC 12 (+1 Dex, +1 Armor), Attack: PPK Enlarge Spell, Extend Spell, Firearms +10/+5 (2d6), AL: LE, SV Fort +2 Ref Proficiency, Heighten Spell, Rank, +2 Will +7, Str 14, Dex 12, Con 12, Int Simple Weapons Proficiency, 18, Wis 16, Cha 18 Toughness, Weapon Focus PPK, Skills: Concentration +10, Diplomacy +9, Wheeled Vehicle Proficiency First Aid +8, Leadership +9, MoveSpecial Qualities: Blood Magicthe blood Silently +9, Intimidate +9, Knowledge mage suffers no fatigue cost from (arcana) +12, Spellcraft +14, Spot +10 casting spells. Use Magic Device +12 RunesThe blood mage knows 9 Feats: Command, Command Voice, runes: Ansuz, Ehwaz, Eihwaz, Kenaz, Enlarge Spell, Extend Spell, Firearms Laguz, Mannaz, Ingwaz, Teiwaz, Proficiency, Rank, Simple Weapons Othala Proficiency, Weapon Focus PPK,Possessions: Walther PPK, 2 spare Wheeled Vehicle Proficiency magazines, 3 0 rounds of 9mm Special Qualities: Blood Magicthe blood ammunition, mage suffers no fatigue cost from helmet, casting spells. uniform, RunesThe blood mage knows 9 runestones. runes: Fehu, Uruz, Thurisaz, Kenaz, Nauthiz, Pertho, Ehwaz, Mannaz, Laguz. Possessions: Walther PPK, 2 spare magazines, 30 rounds of 9mm ammunition, helmet, uniform, runestones.
Thirteen Wehrwolves CR 9: Medium-sized human; Class: Grt5/Com2, Hit Dice 7d10 (68 hp); Init +6 (+2 Dex, +4 Improved Initiative/ +8 in wolf form, Speed 30 ft/60 ft, AC 13(+2 Dex, +1 Armor) AC 17 in wolf or hybrid form, Attack: MP40 +11 2d6, Claws +13 (1d6+3), Bite +13 (1d6+2), AL: LE, SV Fort +8 Ref +3 Will +6, Str 14 (16), Dex 15 (19), Con 15 (19), Int 12, Wis 13, Cha 12 Skills: Climb +5 (+6), Control Shape +5, Demolitions +4, Disable Device +4, Driving +5(+7), Hide +12(+14), Listen +11(+15), Move Silently +12(+14), Search +8(+12), Spot +12(+16), Wilderness Lore +4(+8). Feats: Automatic Weapons Proficiency, Blind fight, Deadeye, Endurance, Firearms Proficiency, Improved Critical: MP40, Improved Initiative, Improved Unarmed Strike, Point Blank Shot, Rapid Shot, Simple Weapons Proficiency, Weapons Finesse (bite), Weapon Focus
78 Castle Schloss MP40, Weapon Specialization MP40. Spot +10, Swim +5, Use Magic DeviceSpecial Attacks: Curse of Lycanthropy, +15 trip Feats: Command, Command Voice,Special Qualities: Damage Reduction 15/ Extend Spell, Firearms Proficiency, silver, Wolf Empathy Heighten Spell, Natural Born Leader,Possessions: Walther PPK, 2 spare Simple Weapons Proficiency, Spell magazines, 30 rounds of 9mm Penetration, Tactician, Weapons ammunition, helmet, uniform, Focus: Luger. runestones. Special Qualities: Himmler knows 10 Curse of Lycanthropy: Any human runes: Dagaz, Othala, Raidho,wounded by not killed by a werewolfs Mannaz, Sowilo, Wunjo, Algiz,attack must succeed at a Fortitude save Eihwaz, Thurisaz, and Uruz(DC 15) or contract lycanthropy. Possessions: Uniform, Luger and 4 Damage Reduction 15/Silver: The complete magazines of 9mmwerewolf ignores 15 points from everyattack, unless the attack is silver. ammunition, SS Blood & Honor Trip: A werewolf that hits with a bite Dagger (+3 magical weapon, 1d6+3attack can attempt a trip as a free action damage plus energy drain (1 level perwithout making a touch attack or strike))provoking an attack of opportunity. If theattempt fails, the opponent cannot reactto trip the werewolf. Wolf Empathy: The werewolf can Castle Locationscommunicate and empathize with wolvesand dire wolves. This gives them a +4 First Floorracial bonus to checks when influencing Towers: The towers have theirthe animals attitudes and allows the entrances on the first floor, but arecommunication of simple concepts. entirely given over to a massive spiral These 13 Wehrwolves are the special staircase going up to the guard station atunit that Himmler is here to honor. the top.Actually, hes also here to oversee the Gatehouse: As stated before, theBlood Mages experimentstrying to get gatehouse has two portcullis, one outerthe Wehrwolves to attack but not kill SS and one inner. The mechanism for openingvolunteers in an effort to transform them the portcullises is on the second floor.into lycanthropes themselves. 1) Main Hall: This is the great room of And, of course, Hienrich Himmler the castle, dominated by massivehimself. The following are the stats for tapestries and a huge marble staircaseHimmler are providedhowever, if the going up to the second floor. Along theplayer characters are somehow successful walls are displays of suits of armorin killing him, the following stats are not (standard D20 plate mail) and medievalactually Himmler (unless the War Master weapons (use the stats in the Playershas no problem with altering history in Handbook for these, if anyone shouldhis or her own campaign), but rather a chose to use them for some reason).Doppleganger sent by Himmler (who is 2) Kitchen: This is where the food ofnow paranoid and never leaves Germany the castle is prepared. It has beenhimself). converted from a gourmet kitchen to one capable of feeding over 100 always hungry soldiers.Reichsfhrer Heinrich Himmler 3) Servants Quarters: Originally, thisCR 15. Medium-sized human; Class: area was where the butlers and maids Ofr8/Adt7, hp 75; Init +1, Spd 30 ft, lived. Now, it serves as one of the areas AC 12 (+1 Dex, +1 Armor), Attack: where the soldiers are housed. All of the Luger +9/+4 (2d6), AL: LE, SV Fort luxury fixtures have been removed, and +3 Ref +3 Will+8, Str 11, Dex 12, Con 12, the area filled with cots and trunks. Int 16, Wis 17, Cha 18. 4) Enlisted Mess: This was once a fineSkills: Bluff +11, Concentration +13, dining room, and has been converted for Diplomacy +9, First Aid +10, use as the enlisted mens dining area. Long tables with folding chairs are the Leadership +12, Move Silently +9, only feature of this room, apart from a Intimidate +11, Knowledge (arcana) few massive paintings, which were kept +15, Sense Motive +9, Spellcraft +15, on the walls because Himmler likes them.
79Castle Schloss 5) Additional Housing: Another room sticks. There are teletype machines here converted to sleeping quarters for the that are wired down to the soldiers. communications suite on the second 6) Officers Mess: This former drawing floor, relaying orders back and forth from room has been converted to a dining area Berlin to units in the field. Player for Himmler, the Blood Mages, and the SS characters who get this far might be able officers. to grab some of these telexes and provide 7) Officers Quarters: This area houses valuable intelligence to Allied operations. the sleeping quarters for the SS officers. 2) Experiment Room: This is the room where SS Volunteers are exposed to Second Floor the fury of raging wehrwolves. There are 1) Communications Suite: This room blood stains on the walls and floor has been converted to the despite the best efforts of the staff to communications center of the castle. It is remove them. filled with the machinery for the wireless 3) Laboratory: This is the room where broadcaster (radio, Morse, etc). Any Nazi the Blood Mages attempted their other unit in the European theatre can be experiments, ranging from attempting to reached from this center, and there is also distill longevity elixir from peasants a hotline to the ReichschancelleryHitlers (accidentally creating zombies) to office, in fact. summoning demonic entities. 2) Additional Enlisted Quarters: This 4) Weapons storage: this room has second floor room is reserved as a perk been converted to a weapons locker, for certain enlisted men. where all of the armaments for the unit 3) Wehrwolf quarters: This room is are stored. Lugers, MP40s, Sturmgewehr the sleeping quarters assigned to the 44s, MG42 machineguns, all necessary wehrwolf unit. They sleep together, like a ammunition, landmines, Panzerschreks pack. (with rockets) and grenades are stored 4) Blood Mage Quarters: The three here, and able to be grabbed by desperate Blood Mages are quartered here. Should player characters. the players find themselves in this room, 5) Empty Room: This room is unused OSI mages find books that teach them an by the current occupants of the castle. additional 1d4 runes. Formerly, it was a bedroom. 5) Himmlers Quarters: These are the 6) Meeting Room: This is the room rooms given to the Reichsfhrer when he where Himmler, the Blood Mages, and the is at the castle. They are the finest SS Officers meet to discuss operations appointed rooms in the castle. (once per day, 0930 hours). It has a long 6) Library: This room is the library of oak table, with lamps and crystal water the castle, filled floor to ceiling with carafes. books. Most of the books are of an occult 7) Empty Room: This is another nature. War Masters who are feeling unused room. Formerly, it was a bedroom, particularly mischievous may choose to although now it is filled with sheet- put certain recognizable occult tomes on covered furniture and paintings from the these shelves, just to tempt the player other rooms on this floor. characters into taking them along with them. Getting Out of Dodge 7) Prisoners Quarters: In the event Whether the characters are successful the unit stationed at the castle takes any in their mission or not, the surviving prisoners, this is where they are locked. It members of the party must work their is completely empty, save for barred way back to Allied territory. If the windows, a couple of rough wooden characters asked the right questions, they benches, two porcelain bedpans, and a know there is a pilot by the name of metal water bowl. Strassen waiting for them at a private 8) Storage: This room is where the airfield outside of Vienna. They can Nazis throw the furnishings from the attempt to travel to that rendezvous, at other rooms they have converted. which point Strassen is able to secret fly Third Floor them back to either Italy or France. 1) Command Center: This is the If they are unaware of that rendezvous, stereotypical war room youve seen in a then its up to them to figure out a way to hundred movies, complete right down to get out from behind enemy lines. the big, lighted map which attendants Sounds like a good excuse for an move unit markers on with long croupier adventure. But that is a tale for another day
80 Tower Tower Tower
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1 4 1 5 4 5 Third Floor 6 7 6 7 Courtyard Courtyard
Tower Gate Tower Gate Tower House House
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Tower Tower 81 Ready for More? Weird War Two has only begun! Be prepared for anything with these creepy new sourcebooks for your Weird Wars game!
Afrika Korpse! (The African Theatre) Hell Freezes Over! (The Russian Front)
Land of the Rising Dead (The Pacific Theatre) Dead From Above (Air Combat Rules)