TEXT: John Dodd
  John Dodd
  John Dodd
  Savage Worlds Edition
  Part One of the Forest of Fear
  
  Credits
  Written by  
  JOHN DODD
  Editing & Proofreading  
  JOHN HOULIHAN
  Savage Worlds Conversion  
  BRAD BELL
  Graphic Design  
  MICHAL E. CROSS
  Layout  
  RICHARD L. GALE
  Cartography 
  JOSE 'GIGIO' ESTERAS
  Art  
  DIM MARTIN
  Achtung! Cthulhu Line Development  
  JOHN HOULIHAN
  Special Thanks  
  RICHARD AUGUST, BILL HERON 
  Published by 
  MODIPHIUS ENTERTAINMENT LTD. 
  39 Harwood Road, 
  Fulham, 
  London SW6 4QP 
  info@modiphius.com
  All rights reserved.
  Legal
  Artwork © Modiphius Entertainment Ltd 2017, except the Savage Worlds logo which is under licence.
  This adventure module references the Savage Worlds; material from that and Weird Wars: Weird Wars II within this product is  
  reproduced with permission from Pinnacle Entertainment Group. Both are available from Pinnacle Entertainment Group at www.peginc.com. 
  Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission.  
  Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
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  Any unauthorised use of copyrighted material is illegal.
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  This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional 
  except for those people and events described in an historical context.
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  Modiphius Entertainment product number: MUH051199SW
  
  — 1 -
  WELCOME 
  Welcome to the first adventure in Achtung! Cthulhu’s Living 
  Campaign, a series of free, linked adventures that will appear 
  periodically throughout the year and lead up to our epic Forest 
  of Fear campaign book. A Light on the Mountain can of course 
  be played as a standalone adventure in its own right, but clues 
  and information contained in the section “An Experiment in 
  Darkness” will plant the first seeds of suspicion and set your 
  investigators’ feet on an inexorable path towards their ulti-
  mate destination, a confrontation with the evil Nazi scientist 
  Franz “The Blackbird” Amsel in the Ardennes in 1944. To 
  get a free taster and full background for the Forest of Fear’s 
  overarching storyline, why not download our free Secret War 
  Operations manual which will also give you further insight 
  into the Achtung! Cthulhu Skirmish game? 
  But all that is to come. For now, it is late 1943 and a 
  crack team of investigators are asked to attend the testing 
  grounds at RAF Acaster Mablis. Their mission? To carry out 
  a check on a group of scientists working on a revolution-
  ary new propulsion system that is nearing completion and 
  is ready for final testing. The possibilities of what could be 
  achieved if the scientists succeed—the chance to transport 
  large bodies of personnel around the world in a matter of 
  moments—cannot be ignored. However, Section M has 
  become increasingly concerned about the lack of progress 
  on the project, including the scarcity of details about the suc-
  cessful flights that have taken place and only been reported 
  back by its agents at the base.
  WHAT IS ACHTUNG! 
  CTHULHU?
  Achtung! Cthulhu is a setting for Lovecraftian roleplaying 
  during World War Two, which allows players to investigate, 
  explore, and discover the truth behind the malign influ-
  ence of the Mythos on the Nazi war machine as war engulfs 
  the globe during 1939-1945. In this world of brave Allied 
  heroes and two-fisted adventure, players take on the roles of 
  Allied or indeed Axis servicemen and women, secret agents, 
  or members of the Resistance; all standing firm against the 
  twisted might of the Black Sun and its Mythos allies which 
  holds most of Europe under its sway. 
  This Living Campaign is intended for use with Savage 
  Worlds from Pinnacle Entertainment Group and is also 
  available separately for the Call of Cthulhu, Sixth Edition 
  roleplaying game by Chaosium Inc. You will also need both 
  Achtung! Cthulhu: the Investigator’s Guide to the Secret 
  War and Achtung! Cthulhu: the Keeper’s Guide to the 
  Secret War to play. Pre-generated investigators can be found 
  at the end of the adventure (pp.24-25) or, alternatively, play-
  ers use their existing characters or create new ones using the 
  Savage Worlds rules and the guidelines found in Achtung! 
  Cthulhu: the Investigator’s Guide to the Secret War.
  A Light on the Mountain
  CHAPTER 1
  A journey into a dark night of icy terror
  The possibilities of what could be 
  achieved if the scientists succeed — 
  the chance to transport large bodies of 
  personnel around the world in a matter  
  of moments — cannot be ignored.
  
  — 2 -
  LIVING CAMPAIGN
  OVERVIEW
  Players’ Briefing 
  The briefing for the mission is initially held at RAF Northolt. 
  The investigators are brought to a deserted hangar at the far 
  end of the airfield under guard by men wearing the insignia 
  of 2 Para on their uniforms. The regiment assigned to the 
  base under normal circumstance is either the 32 (The Royal) 
  Squadron or the 600 (London) Squadron. If asked why there 
  is a different unit guarding the base, the investigators are told 
  that it isn’t the base they are guarding, only this hangar.
  Within the hangar are a number of chairs in front of 
  a large tarpaulin, the mass underneath does not resemble 
  anything more than a heap and there is a faint smell of for-
  maldehyde coming from it. The investigators are met by 
  Specialist John Rhodes, from the Directorate of Military 
  Intelligence (DMI), a department of the British War Office. 
  Specialist Rhodes is present to deliver the briefing due to the 
  sudden acceleration in timelines of the project.
  He explains that around a decade ago, there were a 
  group of scientists from London who gained funding from 
  the government with the idea of building a propulsion system 
  that could instantly transport large numbers of troops to 
  points around the globe. While there was some scepticism 
  at the concepts presented, initial testing proved favourable 
  and additional budget was allocated to them. It took them 
  nearly ten years to put a prototype into service, and the first 
  test flight around four months ago went exceptionally well, 
  taking the test group a distance of more than fifty miles in 
  an instant. Two months ago, a second jump was scheduled 
  with operational rather than scientific personnel on board 
  but that vanished without trace. A second prototype remains 
  and it is this plane, the Iapetus Ascendant II, that the char-
  acters are being sent to investigate. However Section M has 
  also raised some concerns.
  When the original plane, the Iapetus Ascendant was lost, 
  the engine should have failed to engage or should only have 
  made a short range jump, not disappeared completely. Sec-
  tion M’s concern lies with what was found and where it was 
  found. At this point, Specialist Rhodes will indicate the mass 
  under the tarpaulin and ask that any investigators of a nerv-
  ous disposition should leave the room.
  The tarpaulin is removed and the remains of an aircraft 
  fuselage can be seen. A Mechanical roll at Hard Difficulty 
  will conclude it looks like the metal itself was sheared clean 
  off, as if subject to a violent explosion. The DMI’s investiga-
  tion has been inconclusive but identified a disturbing ring of 
  red encrusted around the edges of the metal, with the same 
  chemical composition as human blood. The fuselage was 
  recovered in a forest not far from the where the unsuccessful 
  test flight was due to engage its drive. It was brought back 
  to the hangar at Northolt and access was only granted to 
  authorised personnel. The Directorate has concerns that a 
  similar thing may occur with the remaining prototype and 
  have requested the assistance of the investigators, via Sec-
  tion M, to ensure that there is a contingency plan for the 
  recovery of the plane and equipment.
  Keeper’s Notes for A Light 
  on the Mountain
  Many years ago, the Black Sun managed, through a process 
  of blackmail, intimidation and outright bribery to buy the 
  loyalties of a number of young research scientists who the 
  investigators are about to meet: Professor Nathaniel James, 
  Professor Elias Smith, Professor Michael Matheson and 
  Professor Marvin Jensen were developing a new form of pro-
  pulsion drive that had the potential to change the world. 
  They are also about to meet doctors Saliswick and Roberts, 
  medical personnel, who are not part of the Black Sun plot.
  On a carefully arranged field trip long before the war, 
  the Black Sun met with their newly recruited agents to 
  discuss the advances they were working on. While there, 
  using a rare, arcane and extremely costly process, the Black 
  Sun engineered biologically identical copies of the scientists 
  that were then sent back to England to work on the project 
  using British resources—allowing the Black Sun to place 
  spies inside the British establishment, while continuing to 
  advance the technology themselves.
  Unaware that they were copies, these “scientists” con-
  tinued to work in Britain’s service undetected, using her 
  resources and technology to perfect the initial drive system. 
  This was tested successfully, but its second full flight was 
  sabotaged, sending the plane and its engine to a redoubt 
  in Switzerland where it was pulled onto the mountain and 
  captured by the Black Sun. The scientists engineered the 
  incident to look like an accident, the fallen portion of fuse-
  lage ‘evidence’ that the main body of the plane had been lost. 
  The traitorous scientists know that suspicions have been 
  aroused and have sent word to the Black Sun that they will 
  be bringing the next prototype themselves, with all the tech-
  nical data needed to replicate the technology. What they 
  don’t know is that the Black Sun has already managed to 
  reverse-engineer the engine and no longer needs them. The 
  scientists’ proposed trip to the mountains is a convenient 
  way to tie up all the loose ends and deny the British Govern-
  ment any information that might prove useful.
  The main plan of the scientists is to land on the moun-
  tain and make contact with their Black Sun handlers. It’s 
  only when they arrive and the Black Sun’s betrayal becomes 
  apparent, that they start to consider that they may have been 
  hung out to dry.
  The first test flight went exceptionally 
  well, taking the test group a distance  
  of more than fifty miles in an instant.
  
  — 3 -
  A LIGHT ON THE MOUNTAIN
  Commander Carlton John 
  Smythe, Age 63
  Description: Carlton John Smythe is a career military 
  man, straight out of RAF Cranwell. He was born of enlisted 
  parents and has never known any life but the service. In 
  the early part of the twentieth century, while still on active 
  duty, he found himself investigating reports of occult 
  German activity, but ended up being recruited by German 
  Intelligence instead. Seeing that the potential of the 
  German occult programme and the rewards of increased 
  longevity, he chose to return to England as a German spy. 
  He has worked his way up the ranks ever since, reporting 
  on the Allies’ progress and covertly handling several Black 
  Sun agents.
  Appearance: Standing 6'2", he has kept himself in shape 
  over the years and while his hair carries more  
  silver than black, his dark eyes have lost none of their 
  intensity. He wears his hair regulation length and style  
  with no deviance from the dress code, he hasn’t been seen 
  in civilian clothing for more than a decade and the running 
  joke amongst the staff is that it’s not his uniform, it’s his 
  skin. While not physically imposing, he cultivates a stern 
  demeanour, the only glimmer of emotion that he allows is 
  when a day has gone very well, or when his displeasure at 
  results needs to be evident. He’s 63 years of age, but carries 
  himself with the poise of a man twenty years younger.
  Attributes: Agility d8, Smarts d8, Spirit d6, 
  Strength d6, Vigor d6.
  Skills: Climbing d4, Driving d6, Fighting d6, Knowledge 
  (German) d6, Knowledge (Mythos) d4, Knowledge 
  (Psychology) d6, Notice d10, Repair d8, Shooting d6, 
  Stealth d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5; Sanity: 4.
  Edges: Command, Dodge, Rank (Officer)
  Gear: Webley Service Revolver (12/24/48, 2d6+1, RoF 1, 
  Shots 6, AP 1, Revolver)
  The redoubt occupied by the Black Sun is all but defunct 
  now, the main thrust of the research moved to locations 
  back inside the Reich and there is a skeleton crew remaining 
  behind to decommission the site. The Black Sun’s final task 
  is to ensure that the scientific team and any escorts meet an 
  untimely end via the monstrous Halja, a captive monstrosity 
  that the Black Sun have been experimenting on. 
  The monitoring station in the mountains was once part 
  of a Swiss redoubt, built to form a safe haven away from the 
  remorseless Allied bombing of Germany. It now contains the 
  remnants of a research programme which sought to explore 
  and exploit the unique properties of the Halja which was to 
  be adapted for weapons research and genetic experimenta-
  tion in the quest to create a super soldier. 
  Latterly, a single example of a shoggoth shocksoldat (a 
  smaller battlefield version of the monstrous shoggoth) has 
  also been shipped to the base by Dr Franz “The Blackbird” 
  Amsel, to aid in the research into the Halja, but the exper-
  iments have not gone well. A single shoggoth specimen 
  remains in captivity, guarded by a skeleton crew of Black Sun 
  Novices and a small detachment of troops before the base is 
  finally closed down and the creature is shipped back to its 
  creator. Depending on how well they perform, the investiga-
  tors will have plenty of dark truths to uncover.
  EPISODE ONE:A FLIGHT 
  INTO DARKNESS
  Acaster Mablis 
  Acaster Mablis is a small airfield in the north of England, 
  with a few communal buildings, a small communications 
  tower, and a runway long enough to accommodate small 
  planes. Once at the base, the investigators will be introduced 
  to Carlton Smythe, the base commander, an arrogant, spiky 
  individual. He knows that the investigators have been sent 
  to probe his team and that he has no choice in the matter, 
  but he will not make it easy for them. Commander Smythe 
  will acquiesce to investigators’ requests under protest and 
  will make life difficult if he can, while doing his best not 
  to arouse suspicion. Upon presentation of the orders from 
  Section M, Commander Smythe will introduce the investi-
  gators to the team of scientists. Carlton Smythe is also in fact 
  a traitor, a Black Sun agent who has overseen and observed 
  the scientists without their knowledge. 
  The Scientist Copies
  The investigators will be introduced to the principle sci-
  entists, Professor Nathaniel James, Professor Elias Smith, 
  Professor Michael Matheson and Professor Marvin Jensen 
  upon arrival. However, these individuals will be very busy 
  preparing for the test flight and have little time to talk ini-
  tially. For full descriptions of the scientists, see pp.19-22. 
  The Black Sun’s final task is 
  to ensure that the scientific team and 
  any escorts meet an untimely end.
  
  — 4 -
  LIVING CAMPAIGN
  PROFESSOR NATHANIEL JAMES, AGE 59
  Description: Quiet and taciturn by nature, Professor James 
  doesn’t engage much with the investigators unless given no 
  other recourse. He will volunteer what he knows about a 
  situation but will not indulge in theoretical discussions of 
  any sort.
  Appearance: A man broad of shoulder and narrow of hips, 
  with a nose still twisted from too many breaks in the ring 
  as a youth, he retains a youthful complexion despite his 
  advancing years. 
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength 
  d6, Vigor d8.
  Skills: Climbing d6, Fighting d8, Investigation d8, 
  Knowledge (Battle) d6, Knowledge (Cryptography) d8, 
  Knowledge (Electronics) d8, Notice d6, Repair d8, 
  Shooting d4.
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 6; Sanity: 5.
  Edges: Scholar (Cryptography and Electronics), Gadgeteer.
  PROFESSOR ELIAS SMITH, AGE 65
  Description: Professor James appears jovial and outgoing 
  with a strong set of sympathies towards field agents as he 
  was once one of them. However, this is a mask which lets 
  him analyse any threat to his position. He seems happy to 
  engage in conversation, even to the point of giving away 
  information that he really shouldn’t, but it is a bluff and he 
  rarely divulges anything of significance. He, like his fellow 
  traitors, is anxious to flee into the arms of his masters and 
  feels the noose tightening. 
  Appearance: An apparently cheerful man who loves his 
  work, Smith is taller and heavier than Professor James but 
  carries the weight around his middle, not his shoulders and 
  has cultivated a personality to match his physical size. 
  Attributes: Agility d4, Smarts d8, Spirit d6,  
  Strength d8, Vigor d6.
  Skills: Climbing d6, Fighting d6, Knowledge (Mechanical 
  Engineering) d10, Knowledge (Physics) d10, Notice d6, 
  Repair d8, Shooting d4.
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5; Sanity: 4.
  Edges: Brawler, Mechanically Inclined.
  Hindrances: Quirk (Cheerful).
  PROFESSOR MICHAEL MATHESON, AGE 66
  Description: Professor Matheson is in charge of 
  programming the equipment being used in the flight. He 
  has spent a lot of his time in the labs and in the company 
  of machines and electronics, has limited social skills and 
  excels when left to his own devices. He finds the opposite 
  sex to be a concern at the best of times, intimidating at 
  worst and finds himself quickly flustered if left in the 
  company of women. He will explain technical details to 
  demonstrate his expertise but unlike Professor Smith, he is 
  terse and perfunctory in the information he imparts. Of the 
  scientists, he is the most nervous and twitchy and the least 
  able to conceal his ever-growing fear of discovery. 
  Appearance: A short man of very slight build with a 
  history of anaemia and asthma. 
  Attributes: Agility d6, Smarts d12, Spirit d8, 
  Strength d4, Vigor d4.
  Skills: Climbing d6, Fighting d4, Knowledge 
  (Anthropology) d6, Knowledge (Physics) d10, Repair d10, 
  Notice d10, Shooting d4.
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 4; Sanity: 6.
  Edges: Jury Rig, Mechanically Inclined.
  Hindrances: Anemic, Quirk (Twitchy and Nervous), 
  Phobia (Women).
  PROFESSOR MARVIN JENSEN, AGE 62
  Description: Professor Jensen is in charge of designing 
  and developing the plane’s avionics and Magnetometric 
  Hyperdimensional Drive systems. He is gregarious but 
  calculating with a great interest in what has been going 
  on in the outside world and is happy to engage with the 
  investigators as long as they are willing to talk to him about 
  subjects of his interest. He was seduced by the Black Sun’s 
  promises of building a scientific legacy that would echo 
  down the millennia, but now bitterly regrets his treasonous 
  behaviour, although not enough to confess his sins.
  Appearance: An injury in the field some years ago left 
  Marvin unable to walk completely upright without pain 
  and while he struggles to present the image that he is still 
  fit for field operations, it’s obvious to all those who spend 
  any time with him that he isn’t in good shape. He has thick 
  hair on one side of his head that is combed over in a way 
  that makes him appear vain, but if the hair is ever moved 
  back, the burns on his head are visible. 
  Attributes: Agility d6, Smarts d10, Spirit d8,  
  Strength d6, Vigor d8.
  Skills: Climbing d6, Fighting d4, Knowledge 
  (Demolitions) d6, Knowledge (Navigation) d6, Notice d6, 
  Repair d10, Shooting d4.
  Charisma: 0; Pace: 4 (d4 run); Parry: 4; Toughness: 6; 
  Sanity: 6.
  Edges: Mechanically Inclined.
  Hindrances: Lame, Yellow.
  
  — 5 -
  A LIGHT ON THE MOUNTAIN
  The Doctors
  DOCTOR JURGEN SALISWICK, AGE 47
  Description: Doctor Saliswick is in charge of ensuring 
  the team working the aircraft are physically sound. He and 
  Doctor Roberts are a good team, maximising their respective 
  specialities. Despite working closely with them on the latter 
  stages of the project, Saliswick suspects little of his scientist 
  colleagues’ true intentions and motivations.
  Appearance: The only member of the team in better physical 
  shape than Professor James, Jurgen shaves his head at a time 
  when it is not fashionable to do so and maintains a strict 
  physical regime to ensure that he is able to do the things 
  that he insists others do to keep themselves fit. He wears 
  clothing cut to fit and takes every opportunity to show off his 
  physicality, most engaging with characters with similar levels 
  of physical skills. He has the mannerisms of a Regimental 
  Sergeant Major without any of the prior military experience 
  and is direct to the point of being abrupt with most people. .
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength 
  d8, Vigor d8.
  Skills: Climbing d8, Fighting d8, Knowledge (Anthropology) 
  d8, Healing d10, Notice d8, Stealth d6, Tracking d6.
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 7; Sanity: 5.
  Edges: Brawny, Healer, Medic.
  Hindrances: Quirk (Acts like a Sergeant Major).
  DOCTOR MARY ROBERTS, AGE 45
  Description: She is in charge of ensuring the team working 
  the aircraft are in good mental health and haven’t got any 
  festering psychoses. She likes to engage in philosophical 
  discussions and will most engage with investigators who have 
  something in common with her. Her personality is carefully 
  crafted to appear genial whilst being analytical underneath. 
  She and Doctor Saliswick are good friends and will bicker 
  endlessly about which is more important, the mind or the 
  body. Despite her affiliation with the US intelligence agencies, 
  Roberts suspects nothing about her scientist colleagues’ true 
  intentions and motivations.
  Appearance: A woman of larger stature, she keeps herself 
  in good physical condition despite being significantly heavier 
  than would be allowed for field operations.
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength 
  d6, Vigor d6.
  Skills: Climbing d6, Fighting d6, Knowledge (Psychology) 
  d8, Healing d10, Persuasion d6.
  Charisma: 0; Pace: 5 (d4 run); Parry: 5; Toughness: 6; 
  Sanity: 6.
  Edges: Healer, Medic.
  Hindrances: Obese.
  Tesla’s Unwritten 
  Mysteries
  The scientists have been working hard on the project but 
  now feel the noose closing about them, following the ‘acci-
  dental’ loss of the previous prototype. They know that this 
  is their last chance to make good their escape and although 
  inwardly nervous, they still project a palpable air of excite-
  ment as they complete the final checks on the plane. 
  The investigators will be shown to the second prototype, 
  which is markedly different to any aircraft they have ever 
  seen before. The body is long and narrow in profile, with 
  a wide cockpit at the front that could house three pilots, 
  and the outer layer is bare metal, the only markings being 
  its name, Iapetus Ascendant II. Once the investigators are 
  ushered inside, the main body of the plane has ten sets of 
  double seats on each side of it with an aisle wide enough to 
  have three people stood abreast and a security door leading 
  to the rear. 
  The doors to the fuselage are sealed and will not be 
  opened beforehand though astute investigators will note 
  its fuselage looks similar to the wreck that was presented to 
  them back at Northolt. The wings are smaller than average, 
  more like a long fin rather than those of a typical trans-
  port plane. There is a single jet at the rear with intakes on 
  the front. Investigators with experience in engineering or 
  avionics could make an educated guess at the method of pro-
  pulsion being a jet of some sort. 
  Of particular interest are the Tesla coils set at the edges 
  of the wing, the front of the plane, and the tail. The device 
  The investigators will be shown to 
  the second prototype, which is markedly 
  different to any aircraft they have 
  ever seen before.
  
  — 6 -
  LIVING CAMPAIGN
  Keeper's Note
  The scientists, at first glance will appear straightforward 
  boffin-types, dedicated to their work, but as the adventure 
  unfolds Keepers may wish to subtly arouse players’ 
  suspicions about them, dropping hints or highlighting 
  slightly odd or eccentric behaviour which points to their 
  true nature as Black Sun agents. This could range from 
  meaningful glances, to covert whispering, to outright lies 
  as they attempt to conceal their true design of returning 
  to their Black Sun masters.
  is described by the scientists as a Magnetometric Hyperdi-
  mensional Drive (MHD), based on theories posed by Tesla 
  regarding a Hyperdimensional Oscillator but on a far larger 
  scale. Given the longer range of the flight being attempted 
  today, Professor James insists it is vital that the entire science 
  team be on board to correct any problems that might occur in 
  mid-flight (though their real motive is to make their escape). 
  The scientists, although fearfully busy, may take time to 
  explain what they can about the plane, using very simplified 
  terms to describe the nature of the MHD, and indicating that 
  the engine to the rear will get them in the air and moving 
  fast enough to make the transition to using the MHD. Once 
  the plane is ready for take-off, investigators will be assigned 
  positions to the rear of the plane, close to the fuselage. 
  The projected flight path is from Acaster Mablis to 
  London, using the regular jet engine to get airborne and 
  then engaging the MHD to get the rest of the way. RAF 
  Command will ground all planes in the area for the duration 
  of the test, as there is no way to determine exactly where the 
  plane will reappear when it emerges, but they will remain 
  on alert in the event that the plane requires assistance. The 
  test is scheduled to take place at night, between 22:00 and 
  23:00, with the return journey after landing and refuelling 
  at RAF Northolt.
  The investigators will have just enough time to draw 
  equipment from the base stores, including ammunition and 
  basic gear if they request it, although they will have to come 
  up with a good reason for the quartermaster to equip them 
  with anything more exotic (a Persuasion check at -2 will 
  be required). Requests for things which appear to have no 
  operational purpose (explosives, heavy weaponry) will not 
  be granted, though investigators will be permitted to retain 
  all their personal weaponry and side arms. 
  Two RAF pilots come on board and the Iapetus Ascend-
  ant II takes off, then gets up to speed faster than anything 
  the investigators have travelled in before. The night is clear 
  and cold, and there’s a faint smell of ozone as the MHD is 
  activated, and a tapping noise from the rear of the plane 
  as it engages. When the MHD is switched on, blue flashes 
  streak across the wings and the quality of the flight degrades 
  in direct correlation to the speed of the plane. The shaking 
  in the wings becomes stronger and stronger until it’s so bad 
  that the investigators may begin to feel nauseous. A flare 
  of blue lightning lances out and the air temperature drops 
  to far below zero; the turbulence has stopped but the plane 
  seems to have jumped much further than expected, into 
  completely uncharted territory. If the investigators look out 
  of the window, they can see mountains... players making a 
  Knowledge (Navigation) check may realise the mountains 
  bear a resemblance to the Alps.
  There’s another crack of electricity and a flare arcing 
  up from the ground. Investigators will be able to identify a 
  small structure on top of one of the mountains and it is from 
  this that the flares are emanating. The plane suddenly veers 
  dangerously to one side and it becomes quickly apparent that 
  a powerful magnetic force seems to be interacting with the 
  MHD. A message comes over the intercom from the pilots, 
  one of them shouts, “We’re going down! Brace for impact! 
  Brace! Brace!” 
  The Iapetus Ascendant II crashes on the side of a moun-
  tain and skids uphill for some distance, coming to a rest 
  with the back of the fuselage missing and the pilots’ cabin 
  damaged. With the exception of both pilots, who are killed 
  outright, no one will have suffered anything more than 
  minor cuts and bruises and while shaken, everyone seems 
  to be in relatively good health considering what they’ve just 
  been through.
  "I suppose I've had worse 
  landings …but not many.". 
   
  - Pvt. Daniel Gregg
  There’s another crack of electricity 
  and a flare arcing up from the ground... 
  A message comes over the intercom 
  from the pilots, one of them shouts, 
  “We’re going down! Brace for impact! 
  Brace! Brace!”
  
  — 7 -
  A LIGHT ON THE MOUNTAIN
  Inventory of supplies
  For anyone doing an inventory, what remains is: sufficient 
  rations and cold weather survival gear, Webley pistols, 
  Sten guns and plentiful supplies of ammunition (numbers 
  at Keeper’s discretion). There are also ropes, ice axes, 
  backpacks and climbing gear, almost as if someone were 
  preparing to get down the mountain. 
  There are a number of electric torches with charged 
  batteries and some flares (a limited number at the 
  Keeper’s discretion to fend off the creature; see A Cold 
  Night in the Snow, p.9), plus two sets of binoculars, 
  though one has a single smashed lens. 
  Weapon Statistics: 
  Silenced Sten MKIIS (12/24/48, 2d6-1, RoF 3, Shots 32,  
  AP 1, Auto, Silenced).
  Webley Service Revolver (12/24/48, 2d6+1, RoF 1, Shots 6, 
  AP 1, Revolver).
  EPISODE TWO:A NIGHT 
  ON THE MOUNTAIN
  Stiff Upper Lip
  Throughout the landing and the investigation of the wreck-
  age, the four professors, James, Smith, Matheson, and Jensen, 
  seem remarkably calm (no surprise given this is all part of 
  their plan). In comparison, the two doctors are agitated, and 
  while the professors will set about getting the equipment out 
  of the back of the plane and readying themselves to get out 
  of there, the doctors will probably be sitting around wonder-
  ing what to do next.
  The plane is now located on the northern face of a 
  snow-covered peak of a mountain with the summit little 
  more than three hundred feet above them to the north. 
  The night is partially clouded but the pale glow of the moon 
  shines on a trail behind them to show how the plane landed 
  and skidded up the hill. 
  The Iapetus Ascendant II is reasonably intact given the 
  force of its descent, but it will be easy to see from where it 
  has come to rest that it is poised at a precarious angle. The 
  investigators will be able to determine that the plane crashed 
  and went uphill from the markings in the snow behind them, 
  and it will be apparent that there is nothing on fire. The 
  body of the plane is intact enough to be used as an overnight 
  shelter if the investigators are uncertain about heading down 
  from the mountain in the dark. 
  The fuselage has been partially torn away but the equip-
  ment in the back is surprisingly plentiful (see sidebar). 
  Suspicious investigators might note this, but if questioned, 
  the scientists will say they were just prepared for any even-
  tuality. Concealed inside one of the packs are a raft of notes 
  and formulae detailing the scientists’ work which they intend 
  to hand over to the Black Sun. One scientist will quickly and 
  covertly secure this pack and guard it as if his life depends 
  on it —it does. 
  If the investigators do a swift reconnoitre of the area, 
  they will be able to see a shadowy stone-built house (the 
  Kursingerhutte) towards the bottom of the mountain. Viewed 
  through binoculars, it’s possible to make out a multi-floor 
  building on a ridge at the base though it’s not possible to 
  make out if there are any other people in the area down 
  there. The building is a couple of miles away and it would 
  take someone with the Survival skill to make it down with-
  out proper equipment and lighting.
  The structure that emitted the flares can be seen 
  approximately a mile to the northwest from the landing 
  point of the plane. By the faint light of the moon, it’s possi-
  ble to make out the structure as a giant cross with a plaque 
  on the front of it. There’s a faint nimbus of energy playing 
  around the top of it. The investigators would be able to hike 
  to the cross within an hour if they went alone or within two 
  if they dragged the scientists along with them. There is also  
  something notable across from the point where the plane 
  landed, one mile to the west and at the same height on the 
  mountain as the plane. There is a faint gleam of metal in the 
  moonlight protruding from what appears to be a ridge on the 
  side of the mountain.
  A Monument to Greatness
  If the investigators choose to go and examine the cross, 
  they can see that it’s been there for some time, probably a 
  few years. There are new metal cables emerging from the 
  floor that are secured by some sort of welding at the side 
  (discoverable on a Notice roll). From these there is a faint 
  tinge of ozone in the air arcing up and around the cross and 
  anyone bringing metal objects close to the cross will receive 
  a mild electric shock. Anyone touching the cross will take 
  2d4 damage with an electrical trapping, knocking them back 
  down the hill. The plaque on the side of the cross is written 
  in an older dialect of German. A Knowledge (German) roll 
  will reveal the inscription as: “In gracious thanks to our mas-
  ters and with praise for their thousand year rule over their 
  humble servants.”
  There are tracks in the snow around the cross. A Track-
  ing roll will reveal some human footprints but also others 
  By the faint light of the moon, it’s 
  possible to make out the structure as a 
  giant cross with a plaque on the front.
  
  — 8 -
  LIVING CAMPAIGN
  
  — 9 -
  A LIGHT ON THE MOUNTAIN
  ... just before the drive engaged, a 
  section of fuselage seemed to spontane-
  ously explode and detach, killing Thomas 
  and Jones outright and sucking Evans 
  clean out of the hole. The rest of us only 
  survived because we were strapped in.
  ... there was a bright light, and then 
  we found ourselves over these mountains ... 
  freezing cold ... we’re miles off course ... 
  who knows where ... radio is down ...  
  the pilots can barely control her...
  ... the cross is pulling us down, the 
  cross is pulling us down!
  ... we’re going in ... we’re going in!
  We’re down ... most of the crew are 
  dead ... just Rogers and I are left.
  It’s getting cold ... so cold ... I think 
  I can hear something moving outside. 
  If I don’t make it, tell Daisy I…
  that are neither human nor animal but some strange hybrid 
  of each, a long foot with four talons, three at the front and 
  one at the rear, like that of a bird of prey. Some tracks lead 
  to the east across the ridge, some to the south down what 
  looks to be a near-impassable gorge. Any character pass-
  ing a Notice check at -2 at night (or no penalty during 
  the day) will be able to see a thin line in the snow trac-
  ing a square in the ground. If they dig through the snow 
  (which will take more than an hour and will be a consid-
  erable effort due to the lack of proper digging equipment),  
  the investigators will find a trapdoor. Nothing short of explo-
  sive force will allow them to breach this, but if they do find a 
  way to open it, the Keeper can move directly to An Exper-
  iment in Darkness (p.14), with the occupants below now 
  on high alert.
  Another Landing on the 
  Mountain
  If the investigators trek across to the metal gleam coming 
  from the west of the mountain, they can see that what looks 
  to be the tail section of another plane. The plane is remark-
  ably intact, minor glass damage to the windows and nose 
  section aside, though a large section of fuselage is missing. 
  If the scientific team is brought over, they will be able 
  to positively verify that the modifications on this plane 
  are the same. However, it appears to be been stripped of its 
  MHD drive and most of the external drive components. It 
  shouldn’t take too long to determine this is the wreck of the 
  original lost Iapetus Ascendant, although astute investigators 
  may ponder how it made its way here and why that fuselage 
  section is missing from an otherwise relatively intact plane.
  Inside, all instrumentation and equipment relevant to 
  the MHD has been removed and the plane also contains a 
  number of corpses, mangled and frozen and apparently left 
  exactly where they were when they plane crashed. They wear 
  the remnants of RAF flight uniforms and some surviving ID 
  documents will identify them as the missing crew of the lost 
  flight. A careful search of the corpses will reveal a pocket 
  book property of Airman Michael Jeffers with some hastily 
  scribbled notes which deteriorate in quality as they continue 
  along the page in a manner that would suggest that Airman 
  Jeffers died of frostbite (see sidebar). 
  Investigators may wonder why a section of the fuselage 
  exploded before the drive engaged, but if they question the 
  scientists, they will attempt to explain it away with bluster 
  about ‘unexpected stress fractures’ or ‘unanticipated strain on 
  the superstructure’. While this might seem plausible, inves-
  tigators’ suspicions should rightly be aroused. That and the 
  fact that the scientists don’t really seem surprised to be here 
  and almost seem to have prepared for this eventuality. 
  A Cold Night in the Snow
  It is six hours before the sun will come up and the investiga-
  tors have to make the choice as to whether or not to try and 
  risk going down the mountain in the dark. The investigators 
  themselves might be of reasonable fitness, but the professors 
  have spent most of the last five or so years in a lab and will 
  find such an undertaking far more dangerous. However, they 
  do want to get down there to rendezvous with their Black 
  Sun allies. Investigators should not be left in any doubt as to 
  how difficult any descent will be in the dark (see A Deadly 
  Descent, p.11).
  The investigators’ original orders still stand: they need to 
  either get the scientists off the mountain and back to safety 
  or make sure that none of them survive to be interrogated.  
  If they choose to remain on the mountain, the Iapetus 
  Ascendant II can be secured against the worst of the weather 
  and it is possible to leave one person in the damaged cockpit 
  to keep watch. 
  In the early hours of the morning at a time of the Keep-
  er’s choosing, the cross will start to emit both a pale blue 
  Some tracks lead to the east across the 
  ridge, some to the south down what looks 
  to be a near impassable gorge.
  
  — 10 -
  LIVING CAMPAIGN
  Description: Incorporeal most of the time, except when 
  hunting, the Halja is susceptible to certain rituals and occult 
  phenomena, which is how the Black Sun have been con-
  taining it, causing it to return to its confinement as dawn 
  nears. When loosed at night, it is a remorseless hunter and 
  stalks and kills everything it comes across, and the Black 
  Sun have conditioned it to seek out and kill targets on the 
  mountain once released.
  The Halja’s one vulnerability is that it is a creature of 
  darkness and is vulnerable to light; it would quickly die 
  from exposure to daylight and naturally shies away from 
  bright light. Exposure to sources like torchlight, electric 
  torches and flares will all deal it damage, causing its skin 
  to smoke and it to recoil. Damage inflicted in this way by-
  passes the Halja’s armour and wounds it directly. Exposure 
  to any of these sources for more than a couple of seconds 
  will result in 1D3 points of damage, though its extreme 
  agility might cause it to leap away before any damage can 
  be inflicted.
  Appearance: A creature of ice and storms, manifesting as 
  an indistinct humanoid, with elongated limbs seeming to 
  be constructed of ice and shards.
  Attributes: Agility d10, Smarts d4, Spirit d6,  
  Strength d8, Vigor d8.
  Skills: Fighting d8, Stealth d12+1.
  Pace: 8; Parry: 6; Toughness: 9(3). 
  Special Abilities:
  • Armor (+3): Iron hard, icy skin.
  • Ethereal: While ethereal, a Halja is immune to all 
  unenchanted weapons. It must succeed at a Stealth roll 
  to go ethereal, but turning solid is a free action.
  • Horror: Those who see a Halja must make a Spirit test 
  or roll on the Horror Effects table.
  • Incredibly Quick: If a Halja draws an 8 or less from the 
  Action Deck, it can discard the card and draw again.
  • Swift Reflexes: Halja only suffer a -1 multi-action pen-
  alty.  Its usual tactic is to attack and then turn ethereal 
  before the target can respond.
  • Talons: Str+d8, can only be used when a halja is 
  corporeal.
  • Vulnerability (Light): Due to the Black Sun binding 
  ritual, this halja is very susceptible to light sources. It 
  cannot enter an area of bright light and must leave the 
  area or suffer 2d4 damage (ignoring armor).
  The Halja
  glow and a high pitched whine which should be sufficient 
  to wake sleeping investigators or alert any on watch. Some-
  thing can be seen moving along the high side of the ridge,  
  about human-sized but glowing faintly with a green light. 
  If viewed through binoculars, it can be made out as an 
  indistinct human figure. This is a human slave raised spe-
  cifically for the Halja’s consumption and to observe its  
  hunting behaviour.
  It is not moving quickly but is visible in the moonlight 
  as it staggers down towards the plane. There’s a moment as 
  the clouds cover the stars and a second figure can be seen 
  emerging from the cross, though this one is very different: a 
  tall, vaguely female glowing humanoid creature with over-
  long arms and wild hair. This is the investigators’ first view 
  of the monstrous Halja.
  The first figure turns and its torchlight stabs outwards, 
  causing the creature to recoil as if burned. A cat-and-mouse 
  game ensues as the creature continues to hunt, avoiding 
  the strobing torchlight and swiping at the glowing figure. 
  After a few minutes, the torch begins to blink, then fails 
  and the creature glides forwards and reaches out with a long 
  shadowed appendage. The figure stiffens and its movements 
  become sluggish; it thrashes around in slower and slower cir-
  cles as its limbs harden, and then the Halja pounces.
  The Halja, having consumed the glowing figure as an 
  aperitif, will now come to hunt its true prey, the scientists, 
  and can only be prevented by light sources which drive it 
  back. Observers will probably have a couple of minutes’ grace 
  to figure this out and prepare their defence. The batteries in 
  the Iapetus Ascendant II are still intact and will provide a few 
  hours’ light if investigators make a Repair check, but not 
  enough to keep the Halja at bay indefinitely. There are hand 
  torches and flares within the rear compartment and it’s also 
  possible for resourceful characters to tear up the fittings in 
  the plane to make burning torches. If no measures are taken 
  to drive it off, the creature will be able to leap in and take 
  new victims with impunity. 
  Even if a light burns within, the entire hull of the plane 
  will get colder and colder, with the windows frosting over as 
  the creature stalks around outside. Anyone with bare skin 
  touching against the hull will take 1d4 cold damage on the 
  first round, +1 cumulative for every round after the first.  
  The roll can Ace. Any time a character becomes Shaken 
  in this manner, there is a possibility that frostbite will set 
  in. The injured party will need to make a Vigor check or 
  receive Healing to prevent this. Failing the Vigor or Heal-
  ing check will cause their skin to go pale, then take on 
  the terrible bluish red of frostbite. They take 1d8 damage,  
  
  — 11 -
  A LIGHT ON THE MOUNTAIN
  A Deadly Descent
  If the investigators decide to try and make a run for it and 
  descend through the darkness, it is two miles across steep 
  uncertain ground and deep snow and there is only way 
  through: a steep pass in the rock face that encircles the 
  mid mountain above the dense treeline (see map, p.8). 
  In the daylight, anyone with skills in Climbing will have a 
  reasonable chance of making it down without falling to their 
  death. If the investigators go for a descent at night, they will 
  have to contend not only with the creature, but with the 
  danger of not seeing the way. Over this treacherous ground, 
  they will have little way of outrunning their pursuer and a 
  running battle will increase the chances of falling by an order 
  of magnitude. 
  When descending, Survival or Navigation rolls should 
  be requested four times, one for every nine hundred yards 
  or so of descent. In the daytime, the test can be made using 
  Climbing, with a -2 penalty in the absence of appropriate 
  gear. If the same route is attempted at night, the rolls will 
  be made at standard skill level with the climbing gear or 
  at a Climbing roll at -2, or a -4 if attempted at night in the 
  absence of appropriate gear. The first fail will do 1d6 damage, 
  the second is a longer fall, doing 2d6 damage, and a third 
  consecutive fail will do 3d6 damage for every nine hundred 
  yards left to fall. These rolls can Ace as normal.
  The scientists will need to be guided down on an at least  
  a one-for-one basis, though they seem to display a familiarity 
  and knowledge of the terrain which might seem suspicious.  
  If the scientists are led down by an investigator, the skill  
  roll for the investigator covers both of them if it is superior  
  (if not, they have to use their own skill in Climbing with a 
  -2 penalty). Even with the equipment and knowledge it is a 
  daunting looking descent and this should be made apparent  
  to the investigators. If they make it down, any survivors will 
  regroup at the Kursingerhutte.
  +1 for each round after the first, until they pass a Vigor 
  check or perish, at which point their body will be nothing 
  more than a block of ice. Pulling someone away from the 
  window will stop further damage, but not cure any damage 
  that has already been done.
  The creature will make multiple attempts to snatch 
  fresh victims unless driven off or seriously wounded and the 
  investigators must survive for a good few hours (determined 
  by what time it appeared) before the sun comes up and it 
  retreats back to its lair. The Halja is a remorseless and deadly 
  hunter but enjoys toying with its victims, so it is suggested 
  the Keeper use this time to build tension, baiting and ter-
  rorising the party with each fresh attack, as they use their 
  limited light resources to desperately try and fend it off.
  EPISODE THREE:ANY 
  PORT IN A STORM
  A Temporary Refuge
  If they make it down, any survivors will regroup to the 
  Kursingerhutte, the name of a huge stone-built house from 
  the late eighteenth century. Originally used as a base camp 
  for scaling the mountain, it has been rebuilt many times over 
  the years. 
  The house is strong and sturdy, with a huge wooden door 
  in the front and a basement chute where barrels of drink 
  and crates of food were delivered. All the doors are locked, 
  but there’s an unlit fire in the main lounge downstairs. The 
  door could be picked or broken down without difficulty, or 
  entrance could be forced through one of the windows. The 
  bar is well-stocked with a pantry full of cured meats and pre-
  served foods, while the upstairs rooms are full of bunks that 
  are made up and ready for guests. 
  The upper floor consists of a single large unremarka-
  ble dormitory bedroom and a side study that shows signs of 
  recent use. There is a large fireplace in the corner and sev-
  eral journals and loose documents on the table. There are 
  a number of badly burned documents written in German, 
  and the language used is an archaic dialect. Anyone with 
  Knowledge (German) could make a roll at Hard difficulty 
  to try and decipher the scraps that remain. A successful roll 
  will indicate plans for some sort of biological experiment 
  involving the replication of tissues. 
  If the investigators explore the basement, there is a strong 
  smell of preservatives coming from the right and the heat 
  from the upstairs gives way to bitter glacial cold radiating 
  from the walls on the left. The staircase is lined with ice and 
  investigators should take care in getting to the bottom. The 
  There is a strong smell of preservatives 
  and the heat from the upstairs 
  gives way to bitter glacial cold.
  
  — 12 -
  LIVING CAMPAIGN
  basement is unlit, though there are lights that the investiga-
  tors can switch on after blundering around in the dark and 
  the staircase leads left to the main area beneath the house. 
  On the left hand side of the basement are a couple of 
  metal tables with a variety of surgical tools on magnetic rods 
  attached to the wall, one of which still has a body covered 
  by a white sheet. The body beneath appears to have the skin 
  peeled off the skull, but the head is still attached. It is appar-
  ent that the brain has been removed. The basement chute 
  leads into this room and it is possible to unlock the doors from 
  down below to allow access to the outside. There is a faint 
  hum from a door at the back of the basement. Locked with a 
  simple padlock, the smell of preservatives is particularly strong 
  when approaching this door. The lock can be smashed open 
  without any real difficulty and there is a second set of stairs 
  leading down to another room, this one is dimly lit by the 
  glow of instruments from a number of panels on the side. 
  As the investigators go through into the second room, 
  there is a strong smell of chemicals and on the walls illu-
  minated glass cylinders containing what appears to be a 
  collection of human hands of various different shapes, sizes, 
  and genders. There are a number of other cylinders if the 
  investigators continue into the room, containing arms, legs, 
  and feet. The final cylinders are far larger and contain indi-
  vidual torsos. All of the cylinders are bitterly cold to the touch 
  and the liquid within them moves like it is composed of half 
  ice and half water. Investigators beholding this gruesome 
  sight need to make a Sanity check against Nausea. There are 
  a number of trolleys within the room, carrying a number of 
  tools upon them, the likes of which neither the investigators 
  nor the scientists have ever seen.
  At the very far end of the room is a closed metal locker 
  where slight noises, like muffled words, can be heard from 
  within. The locker has a simple metal lock over the clasp 
  which can be broken off with little effort, but each of the 
  three to four strikes against the lock it takes causes the noises 
  from within to increase. As the lock is broken and the seal 
  disengages, the noises within can be heard clearly, voices, all 
  crying for help.
  If the investigators open this locker door, they will find a 
  series of small cubicles within it, each of which bears a name 
  and the date of 14/04/1933. The names are Nathaniel James, 
  Elias Smith, Michael Matheson, and Marvin Jensen. If the 
  cubicles are opened, each contains a single human head, still 
  apparently alive, attached with a variety of tubes and wires 
  that mimic the functions of a human body. These are the 
  heads of the original scientists from which the current copies 
  were made. Looking upon the heads as they sit within the 
  framework and plead for their freedom will provoke a Sanity 
  check against Horror.
  In the event that any scientist copies survive and witness 
  these aberrations, their eyes will roll up inside their head as 
  the truth weighs in on them. “They promised…” one will 
  say, “They said we were different, they were going to take 
  Kursingerhutte, ground floor
  There are a number of other cylinders if 
  the investigators continue into the room, 
  containing arms, legs, and feet.
  
  — 13 -
  A LIGHT ON THE MOUNTAIN
  care of us, this wasn’t supposed to be… they… oh no… no 
  I can’t be…”
  They will reach up to the back of their head and when 
  they find the hairline crack in their skull and the thick knot 
  of scar tissue at the back, as they are consumed with the need 
  to know. If not stopped, they will dig into the side of their 
  heads with inhuman strength, the plates of the skull opening 
  coming away in their hands, revealing a mass of wriggling 
  horror and mulch in a horrific chain reaction. Seeing these 
  events provokes a Sanity check against Horror at a -2 per 
  investigator for each head removed this way.
  The heads within the cubicles are the original scientific 
  team and have a pale colour to them, as if the blood has been 
  replaced with something else. They are mounted in such a 
  way that they cannot see the cylinders of body parts or their 
  compatriots beneath and to the side of them, and as such 
  do not fully understand the nature of what has happened 
  to them. The investigators do not have the facility or the 
  knowledge to remove the heads from the framework without 
  killing them, but killing them at this point will be a mercy. 
  If the heads realise what has happened or it is explained to 
  them, or they see their copies and especially if they see them 
  unpeeling their brains, they will go irretrievably insane and 
  begin howling and moaning, calling for a further Sanity roll 
  from the investigators with a Nausea check. 
  If the room is searched further, there are several steamer 
  travel chests in the back corner of the room, each bearing 
  one of the names of the scientists and their personal effects, 
  including passports and invitations for each of them to travel 
  from England for the purpose of sharing their knowledge 
  with an interested party. Each of the notes is accompanied 
  by a note of transfer for the sum of a thousand pounds from 
  the same numbered Swiss bank account. 
  There are notes and files written in German, identifying 
  the nature and requirements of the procedure to make an 
  exact copy of a human. Reading and understanding these 
  notes requires a Healing check, and their comprehension 
  also provokes a further Nausea check at -2. Anyone under-
  standing the true nature of these notes will realise that the 
  procedure is a long and extremely expensive process, as it 
  marries arcane sorcery with an extremely complicated and 
  rare piece of Atlantean technology. The original success with 
  the “scientist protégés” has now been deemed “almost acci-
  dental ... a unique product of the time and circumstances”. 
  Despite many attempts on Black Sun’s part, the procedure 
  has not been replicated successfully and has long since been 
  abandoned as a viable method for planting sleeper agents.
  There are references in the notes to the work of the sci-
  entists who are trapped here, together with the subsequent 
  replacements of those that were sent back as copies with no 
  knowledge of what had happened. These might be of benefit 
  to the medical and biological programmes that the British 
  government are working on and the characters would be 
  rewarded in a manner befitting their diligence. The notes 
  could be easily transported in one of the investigators’ packs 
  if required.
   A separate journal will disclose the truth of more recent 
  events regarding the faked accident of the second plane and 
  the scientists’ doomed plans to escape and the plan to kill 
  them with the Halja (see Keeper’s Notes, p.2). It will also 
  damningly reveal the identify of the scientists’ handler as a 
  Black Sun agent named Carlton John Smythe! 
  Kursingerhutte, first floor
  
  — 14 -
  LIVING CAMPAIGN
  Flight from Danger
  These shocking revelations, will most likely lead to any sur-
  viving scientist copies being made prisoner if any survive, 
  but even if the disturbing truth is not uncovered, the inves-
  tigators’ next major decision will be where to go next. If they 
  remain within the hut, the Halja will descend at nightfall 
  again and continue to assault them. There is sufficient flam-
  mable material to generate light for a whole evening in a 
  single room, or a whole week if they burn everything like the 
  bunk beds and bar. However with food supplies diminishing, 
  the investigators’ primary mission remains to get these sci-
  entists and any evidence back home.
  The footpath to the north of the hut leads down the 
  mountain and is covered in loose gravel but would not be 
  suitable for vehicles. It leads down the side of the mountain 
  for several hundred feet before becoming a solid stone road 
  that reaches a redoubt, a series of bunkers built directly into 
  the side of the mountain. Virtually unmanned at this time, 
  due to the Black Sun evacuating the base, it is clear that the 
  bunkers were designed to hold both personnel and vehicles. 
  There are a variety of electrical devices and vehicles 
  inside the redoubt though most are in disrepair. With suffi-
  cient technical knowledge like Repair, it would be possible 
  to build a rudimentary radio or light source, possibly even 
  jump-start a vehicle and take the fuel from other vehicles to 
  get out of there. The batteries required to power the equip-
  ment would be in a state of disrepair like everything else, 
  but there should be sufficient materials to fashion a few 
  functional batteries. Anyone spending some time exam-
  ining the building structure will see that there are cables 
  that run from the top of the redoubt to the snow drifts 
  above and anyone who has been to the cross will be able to 
  verify that they are the same types of cables. It is possible 
  to restore power to the building, but that will require trav-
  elling into the deep tunnels to do so.
  EPISODE FOUR: 
  THE HEART OF THE 
  MOUNTAIN 
  Going Underground
  Those who choose to investigate deeper into the redoubt 
  will note a quiet humming noise coming from deep inside 
  the tunnels, far below where they are now. If the investi-
  gators choose to head further into the redoubt, there is 
  nothing except the humming for several hundred yards, and  
  the noise gets stronger as they go down the stairs. The 
  redoubt is in an excellent state of repair due to only recently 
  being abandoned.
  At the steps to the third level, there are signs of light 
  and other noises. Investigators should roll a Notice check 
  (with a -2 penalty if they have no light sources) to see the 
  Kursingerhutte, basement
  Those who choose to investigate deeper 
  into the redoubt will note a quiet 
  humming noise coming from deep inside the 
  tunnels, far below where they are now.
  
  — 15 -
  A LIGHT ON THE MOUNTAIN
  trip wires that have been laid along the base of the stairs and 
  at random intervals along the corridor leading to the lit area. 
  Tripping one of these will sound an alarm and the guards in 
  the next area will investigate while the Black Sun Novices 
  on the lower level will flee at once. 
  An Experiment in Darkness
  If the investigators make it past the trip wires, they come to 
  an open area which would at one point have been the main-
  tenance bay for the larger vehicles that are brought in at the 
  ground level of the mountain. Now, there six transparent 
  tanks, each with wires and cables attached at the lower levels 
  leading to monitoring dials and readouts. 
  Five of these tanks are lifeless and empty, but the sixth 
  contains a mass of writhing flesh held within a containing 
  field. The power to the field is being supplied from some-
  where deep within the mountain, the cables on the outside 
  attached to some form of monitoring device, several dials 
  and charts are next to this tank, all of them recording on 
  continuous paper with ink. The creature within is in a con-
  stant state of flux, multiple eyes changing position within 
  the flesh, dozens of maws turning and chomping, devouring 
  its own flesh even as it regenerates new organs and limbs. 
  The creature seems unaware of anything beyond the cage 
  as it continually probes the edges of the field. Those examin-
  ing it should make a Sanity check against Horror and then a 
  Knowledge (Mythos) check to determine the nature of the 
  creature within the field. A successful roll will note that the 
  creature has similarities to a shoggoth, though it is much 
  smaller than those they will have read about or encountered 
  before, but the flesh within is brighter, almost as if charged, 
  the eyes changing colours as it writhes within its container. 
  It is in fact an example of a shoggoth schocksoldat, a 
  smaller version of the Elder Things’ pet creations, bred and 
  engineered by Franz “The Blackbird” Amsel, a Nazi scientist 
  Kurt, 
  Exercise extreme caution 
  with the specimen I have provided 
  for you and do not under any 
  circumstances allow it out of its 
  confinement. It has been implanted 
  with the correct genetic coding, 
  but the control mechanism remains 
  unstable - and it may lash out 
  at friend as well as foe, as we 
  have learned to our cost. However, 
  its unique physiology may provide 
  some of the answers you seek from 
  this Halja, this creature of ice. 
  I will be intrigued to learn more 
  when you complete your analysis.
  – Blackbird
  Redoubt, corridor
  The creature seems unaware of anything 
  beyond the cage as it continually probes 
  the edges of the field.
  
  — 16 -
  LIVING CAMPAIGN
  who intends to use it as a new battlefield shock weapon. This 
  will be unknown to investigators at the time and is their first 
  proper glimpse into the larger Forest of Fear campaign. On 
  a nearby lab table, there are various papers full of esoteric 
  undecipherable symbols and scientific formulas, but there is 
  one item of note which investigators should find relatively 
  easily. It is a note attached to a shipping log for the creatures, 
  written in German, but easily translatable for those with the 
  language skill (see sidebar). 
  The tank is solidly constructed, bullet proof and is imper-
  vious to anything the investigators can throw at it. Anyone 
  recognising it as a shoggoth will also recognise its potential 
  danger and would caution strongly against any attempt to 
  release it.
  A Creature of Ice and Hate
  Beyond, a larger area that was once the staff quarters and 
  mess hall has now been converted into an arena with a huge 
  bowl with large metallic pillars of golden metal surrounded 
  by coils of a copper coloured metal. It is extremely dark due 
  to the Halja’s aversion to light, but between these pillars 
  is a raging storm of electricity that arcs from one pillar to 
  the next forming an impassable barrier between the outside 
  and the contents of the bowl. There is a walkway leading 
  around the upper areas of the bay and it is possible to see two 
  humans, who are Black Sun Novices, operating machinery at 
  the far side of the bowl talking to each other. 
  BLACK SUN NOVICES
  The scientists orchestrating the events upon the mountain 
  are non-combatants usually and rely on their guards for pro-
  tection. If engaged in any form of combat, they are unlikely 
  to last long and will prefer to flee rather than fight. 
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d8. 
  Skills: Investigation d8, Knowledge (Archaeology) d8, 
  Knowledge (Anthropology) d8, Knowledge (Astronomy) 
  d6, Knowledge (Biology) d6, Knowledge (Chemistry) d6, 
  Knowledge (Choose Language) d8, Knowledge (Geology) 
  d6, Knowledge (History) d8, Knowledge (Mythos) d4, 
  Knowledge (Natural History) d6, Knowledge (Physics) d6, 
  Notice d6, Shooting d6. 
  Charisma: -6; Pace: 6; Parry: 2; Toughness: 6; Sanity: 5. 
  Hindrances: Bloodthirsty, Fanatic, Mean, Vow (The Black 
  Sun). 
  Edges: none. 
  Gear: Luger P08 Pistol (12/24/48, 2d6-1, Shots 7, 
  Semi-Auto). 
  Redoubt, maintenance bay
  
  — 17 -
  A LIGHT ON THE MOUNTAIN
  The coils on the bowl are active and something is moving 
  within the electrical field, an indistinct humanoid, vaguely 
  female, with elongated limbs made of jagged ice for hands 
  and limbs. It becomes more visible as the electrical field 
  starts to thin. Investigators should instantly recognise this as 
  the Halja, the creature that attacked them on the mountain.
  If left to themselves, the Black Sun Novices will operate 
  the controls and a glowing humanoid figure will eventually 
  be moved to an elevator that rises towards the ceiling. Once 
  the figure is freed, the Halja is also released to hunt it down. 
  If the investigators choose to listen in on the novice’s con-
  versation, anyone who understands German will hear:
  “The creature seems hungry again.”
  “It is always hungry, even though it must have fed well 
  on those foolish scientists. I imagine little remains of them 
  except ice cubes.”
  If Investigators choose to take a shot at the creature in the 
  coils, they will cause no damage to it, but will alert the nov-
  ices: the coils will be deactivated and the creature will attack 
  until driven back. If the investigators shoot at the Black Sun 
  scientists, they will have time for two to three shots before 
  the novices retreat and seal the door behind them (unless 
  killed outright). Shooting will also alert the roving patrol of 
  four Black Sun guards resulting in a fire fight. If the creature 
  is released, the patrol will retreat to safety with the novices, 
  well aware of the Halja’s deadly hunger. If the creature has not 
  been released, the patrol will engage the investigators until 
  defeated. It would be possible to set up an ambush for the 
  patrol, if the investigators maintain a low profile.
  BLACK SUN PATROL
  There are eight guards in total, but only four on patrol at any 
  one time, taking turns on twelve-hour shifts (the other shift 
  are off duty in Neukirchen). Each of them is a true believer, 
  Halja cave
  
  — 18 -
  LIVING CAMPAIGN
  are still on the right track. Four consecutive rolls need to be 
  made to find the exit far below with an incorrect roll resetting 
  their total. It is possible that the investigators will become so 
  lost that they will run out of supplies and die of starvation.
  EPISODE FIVE: 
  HOMEWARD BOUND 
  Once the investigators have either investigated or bypassed 
  the redoubt, the road becomes solid and well-constructed 
  within a half mile. If the investigators are on foot, the near-
  est town is less than three miles and can be reached in less 
  than an hour. If they have got a vehicle working again, they 
  could be to the base of the mountain in a few minutes.
  The town of Neukirchen sits at the base of the moun-
  tain and contains around a thousand Swiss citizens, most of 
  whom hope that the war never makes its way here. There 
  is an off-duty squad of four Black Sun troops billeted in the 
  town, but it is unlikely that the investigators will encounter 
  them unless they deliberately draw attention to themselves. 
  The inhabitants of the town have nothing to do with 
  the events going on up on the mountain, but should prove 
  amenable to helping any survivors. If the investigators are 
  carrying German currency, twenty or thirty marks would be 
  sufficient to buy their passage. Valuables and equipment, 
  could also be bartered with watches, jewellery and other 
  mundane items carrying more value than guns and mili-
  tary equipment. The nearest airport capable of getting the 
  investigators back to England is in Basel, and a few routine 
  precautions should ensure they get there without encounter-
  ing any further Axis forces. Finding a way to get word back 
  to England in advance will find the wheels well-greased as 
  wire transfers can easily be arranged by Section M in very 
  little time.
  While waiting for their transport to arrive, the investi-
  gators will learn that the pre-war mountain was a popular 
  tourist climbing and hiking area, with the Kursingerhutte 
  acting as a base of operations. In recent years there has been 
  a significant drop in the tourist numbers and few who have 
  attempted to scale the mountain have made it back down 
  again. There has not been much call for mountain guides 
  since the beginning of the war, and so few people pay it any 
  heed now. The Kursingerhutte has been out of use for some 
  years, the previous owners having sold it when they moved 
  on, but the new owners haven’t opened it again to the 
  public. If asked about the redoubt, most are aware it exists, 
  but no one in this town knows anything about those who are 
  supposed to administer the buildings and as a result, no one 
  has been up there either. 
  The Price of Betrayal
  In the somewhat unlikely event that any scientists have 
  made it down the mountain, or survived events at the 
  willing to give their life for the Black Sun without hesita-
  tion, understanding that nothing is more important than  
  the cause.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d8. 
  Skills: Climbing d8, Fighting d6, Notice d6, Stealth d8, 
  Shooting d8, Survival d6, Throwing d6. 
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5; Sanity: 5. 
  Hindrances: Bloodthirsty, Fanatic, Mean,  
  Vow (The Black Sun). 
  Edges: none. 
  Gear: P08 Luger Pistol (12/24/48, 2d6-1, Shots 7, Semi-
  Auto), MP38 Maschinenpistole (12/24/48, 2d6-1, RoF 3, 
  Shots 32, AP 1, Auto). 
  Any surviving scientists on the investigators’ side may take 
  this opportunity in the confusion to try and escape and flee 
  to their Black Sun ‘comrades’, though if they hear the nov-
  ices’ conversation they may simply bide their time. 
  If the investigators manage to kill the novices before they 
  release the creature, they will find that they are standard 
  humans, wearing the uniforms or insignia of the Black Sun 
  underneath their lab coats. The technology they were using is 
  all marked in symbols that may be deciphered on a successful 
  Knowledge (Mythos) check. If the technology is deciphered, 
  those who are reading the symbols will be subject to a Sanity 
  check against Horror as they understand that the facility is in 
  place to test the various ways of converting and controlling 
  humans for the purposes of feeding the Halja. 
  The creature held in the Tesla field, referred to only as a 
  Halja, a spirit of ice, has particular resistances to many weap-
  ons and is bound there by sorcerous charms to return each 
  night, while they study it. There are many detailed notes 
  held in the laboratory, but the investigators will not have 
  sufficient time to study them and there are too many books 
  to carry with them. 
  Beyond this area, there is a network of tunnels below 
  the bay leading down further and further into the moun-
  tain. There are no maps of the areas below and investigators 
  attempting to find their way down should make a Knowledge 
  (Navigation) or Survival check every hour to confirm they 
  The creature held in the Tesla field, 
  referred to only as a Halja, a spirit 
  of ice, has particular resistances 
  to many weapons and is bound there by 
  sorcerous charms to return each night, 
  while they study it.
  
  — 19 -
  A LIGHT ON THE MOUNTAIN
  The Chessmaster
  If Carlton Smythe is caught, investigators will be invited 
  to observe the questioning of the officer in a facility close 
  to Charing Cross Station in London. Carlton Smythe is 
  adamant that he has no involvement in the matter and 
  protests his innocence up until the point where the 
  documents bearing his name and signature are brought 
  to him. At this point his demeanour changes and he sits 
  back, his accent changing from stiff upper lip British to 
  an accent that has no discernable origin, almost as if he 
  were speaking English for the first time. He looks at his 
  interviewer and then nods at the investigators through  
  the glass of the viewing mirror.
  “You will not win.” He smiles on the right side of  
  his face, the left not moving at all, “You cannot win,  
  not against us. This was only the beginning, we have 
  moved on from there, perhaps further than you could 
  possibly know...” 
  Carlton Smythe will then refuse to co-operate further, 
  saying nothing but keeping the same sardonic smile on 
  his face. There is nothing more to be learned from him, 
  and he will be taken away for a more thorough interroga-
  tion and that will be the last that the investigators see of 
  him—for now…
  Kursingerhutte with their sanity intact, they will realise by 
  now that they have been abandoned by the Black Sun as nei-
  ther the escort they were expecting, nor the safe passage that 
  was promised was waiting. If they overheard the novices, they 
  will know that they have been abandoned. How the Keeper 
  chooses to handle them, depends on a number of factors. 
  Knowing they could be hanged as traitors, their only 
  chance lies in flight to where the British cannot get to them 
  or by pleading innocence and hoping for the best. 
  If there are three or four survivors, they will consider 
  flight to a neutral territory as a viable option, trusting that 
  they will be able to find a way between them. If there are 
  only one or two remaining, they will seek to plead inno-
  cence in the matter. If they become aware of the copies and 
  survive, they will seek to find a way to run for their lives at 
  the earliest opportunity. If the investigators seek to prevent 
  them, they will fight to the death, knowing that there is 
  nothing remaining for them on either side. If, somehow, the 
  investigators get the scientists off the mountain while evad-
  ing the Halja and without the copies being discovered, the 
  scientists will turn on the investigators the moment they 
  get a chance and try to link up with the Black Sun forces 
  at the base.
  Back on the Home Front
  When the investigators get home, their debrief will be car-
  ried out in London. Much will depend on the information 
  and materials they have gathered and if any of the scientists 
  have made it back with them which will ultimately deter-
  mine the success of the mission. 
  If they unmask the scientists and uncover the plot to pass 
  the MHD to the Black Sun, then the mission will be deemed 
  a success. As well as leave and a commendation, it may earn 
  them a reward of the Keeper’s choosing.
  If any of the scientists are unmasked and brought back 
  it will mean considerable additional kudos for the investiga-
  tors, though these traitors will be taken away for a separate 
  interrogation, and will never be seen again. 
  If the team achieve both those previous goals and gather 
  information and intelligence on the Halja, the activities on 
  the mountain and discover the shoggoth shocksoldat, they 
  will be given leave to recover from their ordeal, further 
  rewards and a commendation will be noted in their record. 
  If they achieve all those goals and also manage to unmask 
  Carlton Smythe’s treachery, the mission will be deemed an 
  outstanding success. As well as leave and a commendation, 
  some form of promotion or reward (at the Keeper’s discre-
  tion) may be given, perhaps even a roll on the Promotions 
  Table (Achtung! Cthulhu Investigator’s Guide to the Secret 
  War, p.71).
  ALLIES AND 
  ADVERSARIES
  The Scientist Copies 
  PROFESSOR NATHANIEL JAMES, AGE 59
  Description: Quiet and taciturn by nature, Professor James 
  doesn’t engage much with the investigators unless given no 
  other recourse. He will volunteer what he knows about a 
  situation but will not indulge in theoretical discussions of 
  any sort.
  Appearance: A man broad of shoulder and narrow of hips, 
  with a nose still twisted from too many breaks in the ring 
  as a youth, he retains a youthful complexion despite his 
  advancing years. 
  First Impressions: Intense, driven by purpose. 
  If there are three or four survivors, 
  they will consider flight to a neutral 
  territory as a viable option.
  
  — 20 -
  LIVING CAMPAIGN
  Personal Details: Nathaniel is under massive pressure from 
  the others to deliver and make good the scientists’ escape 
  with the threat of discovery now looming. In his private life, 
  he is normally a rather friendly and open man who likes the 
  company of others, but the thought of being unmasked has.
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength 
  d6, Vigor d8.
  Skills: Climbing d6, Fighting d8, Investigation d8, 
  Knowledge (Battle) d6, Knowledge (Cryptography) d8, 
  Knowledge (Electronics) d8, Notice d6, Repair d8, 
  Shooting d4.
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 6; Sanity: 5.
  Edges: Scholar (Cryptography and Electronics), Gadgeteer.
  PROFESSOR ELIAS SMITH, AGE 65
  Description: Professor James appears jovial and outgoing 
  with a strong set of sympathies towards field agents as he 
  was once one of them. However, this is a mask which lets 
  him analyse any threat to his position. He seems happy to 
  engage in conversation, even to the point of giving away 
  information that he really shouldn’t but it is a bluff and he 
  rarely divulges anything of significance. He, like his fellow 
  traitors, is anxious to flee into the arms of his masters and 
  feels the noose tightening. 
  Appearance: An apparently cheerful man who loves his 
  work, Smith is taller and heavier than Professor James but 
  carries the weight around his middle, not his shoulders and 
  has cultivated a personality to match his physical size. 
  First Impressions: Big, jolly, polymath.
  Personal Details: Elias has been ill in recent months with 
  the ongoing workload taking its toll on his health as well as 
  his good nature though he does his best to keep his jovial 
  mask in place.
  Secrets and Goals: Elias suspects his larger than average 
  size has been contributing to his health issues and has 
  been looking to lose weight for some time, but the ongoing 
  pressure of the job has prevented him from doing so.
  Playing Elias: Always have a joke ready, be very aware of 
  his physical presence and the effect it has on people.
  Attributes: Agility d4, Smarts d8, Spirit d6, Strength 
  d8, Vigor d6.
  Skills: Climbing d6, Fighting d6, Knowledge (Mechanical 
  Engineering) d10, Knowledge (Physics) d10, Notice d6, 
  Repair d8, Shooting d4.
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5; Sanity: 4.
  Edges: Brawler, Mechanically Inclined.
  Hindrances: Quirk (Cheerful).
  PROFESSOR MICHAEL MATHESON, AGE 66
  Description: Professor Matheson is in charge of 
  programming the equipment being used in the flight. He 
  has spent a lot of his time in the labs and in the company 
  of machines and electronics, has limited social skills and 
  excels when left to his own devices. He finds the opposite 
  sex to be a concern at the best of times, intimidating at 
  worst and finds himself quickly flustered if left in the 
  company of women. He will explain technical details to 
  demonstrate his expertise but unlike Professor Smith, he is 
  terse and perfunctory in the information he imparts. Of the 
  scientists, he is the most nervous and twitchy and the least 
  able to conceal his ever growing fear of discovery. 
  Appearance: A short man of very slight build with a 
  history of anaemia and asthma. 
  First Impressions: Reserved to the point of rudeness.
  Personal Details: None, he is absolutely as quiet as he 
  gives the impression of being. 
  Secrets and Goals: To one day be accepted as he is without 
  needing to be anything more.
  Playing Michael: Look terrified when you are actually 
  nervous. Chew mints to cover the shakes in your hands.
  Attributes: Agility d6, Smarts d12, Spirit d8, 
  Strength d4, Vigor d4.
  Skills: Climbing d6, Fighting d4, Knowledge 
  (Anthropology) d6, Knowledge (Physics) d10, Repair d10, 
  Notice d10, Shooting d4.
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 4; Sanity: 6.
  Edges: Jury Rig, Mechanically Inclined.
  Hindrances: Anemic, Quirk (Twitchy and Nervous), 
  Phobia (Women).
  PROFESSOR MARVIN JENSEN, AGE 62
  Description: Professor Jensen is in charge of designing 
  and developing the plane’s avionics and Magnetometric 
  Hyperdimensional Drive systems. He is gregarious but 
  calculating with a great interest in what has been going 
  on in the outside world and is happy to engage with the 
  investigators as long as they are willing to talk to him about 
  subjects of his interest. He was seduced by the Black Sun’s 
  promises of building a scientific legacy that would echo 
  down the millennia, but now bitterly regrets his treasonous 
  behaviour, although not enough to confess his sins.
  Appearance: An injury in the field some years ago left 
  Marvin unable to walk completely upright without pain 
  and while he struggles to present the image that he is still 
  fit for field operations, it’s obvious to all those who spend 
  any time with him that he isn’t in good shape. He has thick 
  hair on one side of his head that is combed over in a way 
  
  — 21 -
  A LIGHT ON THE MOUNTAIN
  DOCTOR JURGEN SALISWICK, AGE 47
  Description: Doctor Saliswick is in charge of ensuring 
  the team working the aircraft are physically sound. He and 
  Doctor Roberts are a good team, maximising their respective 
  specialities. Despite working closely with them on the latter 
  stages of the project, Saliswick suspects little of his scientist 
  colleagues’ true intentions and motivations.
  Appearance: The only member of the team in better phys-
  ical shape than Professor James, Jurgen shaves his head at a 
  time when it is not fashionable to do so and maintains a strict 
  physical regime to ensure that he is able to do the things 
  that he insists others do to keep themselves fit. He wears 
  clothing cut to fit and takes every opportunity to show off his 
  physicality, most engaging with characters with similar levels 
  of physical skills. He has the mannerisms of a Regimental 
  Sergeant Major without any of the prior military experience 
  and is direct to the point of being abrupt with most people. 
  First Impressions: Stiff upper lip that runs all the way 
  through his body.
  Personal Details: Jurgen is still unsure how he managed 
  to get this job and covers up his insecurities by being louder 
  than everyone around him.
  Secrets and Goals: Jurgen has a bit of a crush on Doctor 
  Roberts and keeps on finding ways to bump into her, even 
  though he’s sure she’s too smart for him. 
  Playing Jurgen: Don’t talk when you can bark, don’t bark 
  when you can shout, and if you get chance to shout...
  Excellent. Always be on time, never pick a fight you can’t win.
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength 
  d8, Vigor d8.
  Skills: Climbing d8, Fighting d8, Knowledge (Anthropology) 
  d8, Healing d10, Notice d8, Stealth d6, Tracking d6.
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 7; Sanity: 5.
  Edges: Brawny, Healer, Medic.
  Hindrances: Quirk (Acts like a Sergeant Major).
  Doctor Saliswick carries a well stocked doctor’s bag and first 
  aid kit, containing common medical instruments, drugs and 
  medicines. 
  DOCTOR MARY ROBERTS, AGE 45
  Description: She is in charge of ensuring the team working 
  the aircraft are in good mental health and haven’t got any 
  festering psychoses. She likes to engage in philosophical 
  discussions and will most engage with investigators who have 
  something in common with her. Her personality is carefully 
  crafted to appear genial whilst being analytical underneath. 
  She and Doctor Saliswick are good friends and will bicker 
  endlessly about which is more important, the mind or the 
  body. Despite her affiliation with the US intelligence agencies, 
  Roberts suspects nothing about her scientist colleagues’ true 
  intentions and motivations.
  Appearance: A woman of larger stature, she keeps herself 
  in good physical condition despite being significantly heavier 
  than would be allowed for field operations.
  First Impressions: Cheerful dominatrix in a nurse’s outfit.
  Personal Details: Mary is only doing this job because there 
  is not very much money in the public sector at the moment. 
  When the war finishes, she will be very likely to go back to 
  helping people who need her help and cannot pay.
  Secrets and Goals: Mary has a number of contacts in the 
  American intelligence agencies and has been working as an 
  agent for them for some time, steadily feeding the Americans 
  what she can. She has often used Doctor Saliswick’s interest 
  in her to help get the information out without him becoming 
  aware that he’s being used.
  Playing Mary: You may not be smarter than everyone 
  around you, but you can pull them to bits without effort if 
  you so choose, maintain a level of aloofness even while being 
  friendly to others.
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength 
  d6, Vigor d6.
  Skills: Climbing d6, Fighting d6, Knowledge (Psychology) 
  d8, Healing d10, Persuasion d6.
  Charisma: 0; Pace: 5 (d4 run); Parry: 5; Toughness: 6; 
  Sanity: 6.
  Edges: Healer, Medic.
  Hindrances: Obese.
  The Doctors
  
  — 22 -
  LIVING CAMPAIGN
  BLACK SUN NOVICES
  The scientists orchestrating the events upon the mountain are 
  non-combatants usually and rely on their guards for protec-
  tion. If engaged in any form of combat, they are unlikely to  
  last long and will prefer to flee rather than fight. 
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d8. 
  Skills: Investigation d8, Knowledge (Archaeology) d8, 
  Knowledge (Anthropology) d8, Knowledge (Astronomy) 
  d6, Knowledge (Biology) d6, Knowledge (Chemistry) d6, 
  Knowledge (Choose Language) d8, Knowledge (Geology) d6, 
  Knowledge (History) d8, Knowledge (Mythos) d4, Knowledge 
  (Natural History) d6, Knowledge (Physics) d6, Notice d6, 
  Shooting d6. 
  Charisma: -6; Pace: 6; Parry: 2; Toughness: 6; Sanity: 5. 
  Hindrances: Bloodthirsty, Fanatic, Mean, Vow (The Black Sun). 
  Edges: none. 
  Gear: Luger P08 Pistol (12/24/48, 2d6-1, Shots 7, Semi-Auto). 
  BLACK SUN PATROL
  There are eight guards in total, four on patrol at any one time, 
  taking turns on twelve-hour shifts. Each of is a true believer, 
  willing to give their life for the Black Sun without hesitation, 
  understanding that nothing is more important than the cause.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d8. 
  Skills: Climbing d8, Fighting d6, Notice d6, Stealth d8, 
  Shooting d8, Survival d6, Throwing d6. 
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5; Sanity: 5. 
  Hindrances: Bloodthirsty, Fanatic, Mean, Vow (The Black Sun). 
  Edges: none. 
  Gear: P08 Luger Pistol (12/24/48, 2d6-1, Shots 7, Semi-Auto), 
  MP38 Maschinenpistole (12/24/48, 2d6-1, RoF 3, Shots 32,  
  AP 1, Auto). 
  The Black Sun
  that makes him appear vain, but if the hair is ever moved 
  back, the burns on his head are visible. 
  First Impressions: Curious in a way that even cats can’t 
  comprehend.
  Personal Details: Marvin is in constant pain from his 
  injuries, frequently taking medication to reduce the level of 
  pain to a manageable level.
  Secrets and Goals: Marvin wants to make something 
  that lasts beyond his own life, his true goal is to have his 
  achievements echo down through the ages, a fact the Black 
  Sun preyed on when recruiting him.
  Playing Marvin: Remain upright at all times despite the 
  pain, occasionally pause while you compose your voice to 
  speak, never betray how bad things actually are.
  Attributes: Agility d6, Smarts d10, Spirit d8,  
  Strength d6, Vigor d8.
  Skills: Climbing d6, Fighting d4, Knowledge 
  (Demolitions) d6, Knowledge (Navigation) d6, Notice d6, 
  Repair d10, Shooting d4.
  Charisma: 0; Pace: 4 (d4 run); Parry: 4; Toughness: 6; 
  Sanity: 6.
  Edges: Mechanically Inclined.
  Hindrances: Lame, Yellow.
  COMMANDER CARLTON SMYTHE, AGE 63
  Description: Carlton John Smythe is a career military 
  man, straight out of RAF Cranwell. He was born of enlisted 
  parents and has never known any life but the service. 
  In the early part of the twentieth century, while still on 
  active duty, he found himself investigating reports of occult 
  German activity, but ended up being recruited by German 
  Intelligence instead. Seeing that the potential of the 
  German occult programme and the rewards of increased 
  longevity, he chose to return to England as a German spy. 
  He has worked his way up the ranks ever since, reporting 
  on allies and covertly handling several Black Sun agents.
  Appearance: Standing 6'2", he has kept himself in shape 
  over the years and while his hair carries more silver than 
  black, his dark eyes have lost none of their intensity. 
  He wears his hair regulation length and style with no 
  deviance from the dress code, he hasn’t been seen in 
  civilian clothing for more than a decade and the running 
  joke amongst the staff is that it’s not his uniform, it’s his 
  skin. While not physically imposing, he cultivates a stern 
  demeanour, the only glimmer of emotion that he allows is 
  when a day has gone very well, or when his displeasure at 
  results needs to be evident. He’s 63 years of age, but carries 
  himself with the poise of a man twenty years younger.
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength 
  d6, Vigor d6.
  
  — 23 -
  A LIGHT ON THE MOUNTAIN
  Skills: Climbing d4, Driving d6, Fighting d6, Knowledge 
  (German) d6, Knowledge (Mythos) d4, Knowledge 
  (Psychology) d6, Notice d10, Repair d8, Shooting d6, 
  Stealth d6.
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5; Sanity: 4.
  Edges: Command, Dodge, Rank (Officer).
  Gear: Webley Service Revolver (12/24/48, 2d6+1, RoF 1, 
  Shots 6, AP 1, Revolver).
  Playing Carlton Smythe: Carlton Smythe is master of his 
  domain, he doesn’t brook interference and disapproves 
  of anything except complete obedience. The staff on the 
  base have learned to accept this and if they need to do 
  something he does not approve of, they know better than 
  to come to him to do it. Over the years, this has fed his 
  paranoia, and he will be suspicious of any newcomers who 
  ask too many (any) questions. He speaks slowly, chooses his 
  words, and holds his composure at all times. 
  The Halja
  Description: Incorporeal most of the time, except when 
  hunting, the Halja is susceptible to certain rituals and 
  occult phenomena, which is how the Black Sun have 
  been containing it, causing it to return to its confinement 
  as dawn nears. When loosed at night, it is a remorseless 
  hunter and stalks and kills everything it comes across, and 
  the Black Sun have conditioned it to seek out and kill 
  targets on the mountain once released.
  The Halja’s one vulnerability is that it is a creature 
  of darkness and is vulnerable to light; it would quickly 
  die from exposure to daylight and naturally shies away 
  from bright light. Exposure to sources like torchlight, 
  electric torches and flares will all deal it damage, causing 
  its skin to smoke and it to recoil. Damage inflicted in this 
  way bypasses the Halja’s armour and wounds it directly. 
  Exposure to any of these sources for more than a couple 
  of seconds will result in 1D3 points of damage, though 
  its extreme agility might cause it to leap away before any 
  damage can be inflicted.
  Appearance: A creature of ice and storms, manifesting as 
  an indistinct humanoid, with elongated limbs seeming to 
  be constructed of ice and shards.
  Attributes: Agility d10, Smarts d4, Spirit d6, Strength d8, 
  Vigor d8.
  Skills: Fighting d8, Stealth d12+1.
  Pace: 8; Parry: 6; Toughness: 9(3). 
  Special Abilities:
  • Armor (+3): Iron hard, icy skin.
  • Ethereal: While ethereal, a Halja is immune to all 
  unenchanted weapons. It must succeed at a Stealth roll 
  to go ethereal, but turning solid is a free action.
  • Horror: Those who see a Halja must make a Spirit test 
  or roll on the Horror Effects table.
  • Incredibly Quick:  If a Halja draws an 8 or less from the 
  Action Deck, it can discard the card and draw again.
  • Swift Reflexes:  Halja only suffer a -1 multi-action pen-
  alty.  Its usual tactic is to attack and then turn ethereal 
  before the target can respond.
  • Talons: Str+d8, can only be used when a halja is 
  corporeal.
  • Vulnerability (Light):  Due to the Black Sun binding 
  ritual, this halja is very susceptible to light sources. It 
  cannot enter an area of bright light and must leave the 
  area or suffer 2d4 damage (ignoring armor).
  Strewth, that thing moves faster than a 
  dingo at dinner time - I hope we've got 
  - Sgt. Geoffrey Thompson
  plenty of spare batteries
  
  — 24 -
  “THE SKIPPER” CAPTAIN JAMES SWANN, AGE 34
  Description: For an officer, Captain Swann can seem rather 
  unprepossessing, even diffident. However, under fire or when 
  a crisis looms, his coolness and calm decision-making come 
  to the fore and his skill in handling the tactical situation 
  mark him out as a true leader of men.
  Appearance: Swann is a grizzled army special forces veteran 
  and has served on many fronts and in many different theatres, 
  although his early experiences in Norway and Finland have 
  honed his expertise in arctic and cold weather warfare. His 
  dark hair and moustache have streaks of premature grey. 
  Attributes: Agility d6, Smarts d8, Spirit d8,  
  Strength d6, Vigor d6. 
  Skills: Climbing d6, Fighting d6, Knowledge (Battle) d6, 
  Knowledge (German) d4, Knowledge (Latin) d4, Knowledge 
  (Navigation) d4, Notice d8, Shooting d8, Stealth d4, Survival 
  d6, Swimming d6, Throwing d4
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5; Sanity: 6. 
  Hindrances: Heroic
  Edges: Command, Rank (Officer), Tactician
  Gear: Fairbairn-Skyes Fighting Knife (Str+d4, AP 1),  
  Webley Service Revolver (12/24/48, 2d6+1, RoF 1, Shots 6, 
  AP 1, Revolver)
  “THE BRUISER” SERGEANT GEOFFREY THOMPSON,  
  AGE 28
  Appearance: Geoffrey Thompson is a laconic Australian 
  soldier, whose huge frame and apparent ease with a variety 
  of weapons marks him out as a natural born killer.
  Description: An expert in survival and covert operations, 
  Thompson has completed many missions deep behind 
  enemy lines, and has a wealth of combat experience. He 
  is no unthinking killer though, capable of displaying both 
  wit and charm, and his bluff Aussie sense of humour often 
  shines through.
  Attributes: Agility d6, Smarts d6, Spirit d6,  
  Strength d8, Vigor d8. 
  Skills: Climbing d6, Fighting d8, Knowledge (Demolitions) 
  d4, Knowledge (French) d4, Knowledge (German) d4, 
  Knowledge (Navigation) d4, Healing d4, Notice d4, Repair 
  d4, Survival d6, Stealth d6, Shooting d6, Throwing d6,
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 7; Sanity: 5. 
  Hindrances: Quirk (Affable), Loyal
  Edges: Brave, Brawler, Brawny
  Gear: Fairbairn-Skyes Fighting Knife (Str+d4, AP 1),  
  Webley Service Revolver (12/24/48, 2d6+1, RoF 1, Shots 6, 
  AP 1, Revolver)
  Pre-generated Characters
  APPENDIX
  Four ready made Achtung! Cthulhu heroes to tackle the horror of the Halja
  NOTE – These characters were not generated using the normal 
  Achtung! Cthulhu system, and are designed for this mission specifically.
  
  — 25 -
  A LIGHT ON THE MOUNTAIN
  “THE FIXER” PRIVATE DANIEL GREGG, AGE 25
  Description: Before the war, Private Gregg worked in 
  a small engineering firm, and while he doesn’t consider 
  himself much of a soldier, he is fascinated by mechanical, 
  electrical and engineering problems and can be relied on to 
  work his magic on most machines.
  Appearance: Daniel is 25 years old and a tall, rather rangy 
  individual with black hair, a small spiv’s moustache and 
  soulful brown eyes. He has a perpetual hangdog expression 
  and an unlit Woodbine hanging from his lips.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength 
  d6, Vigor d6. 
  Skills: Climbing d4, Driving d6, Fighting d6, Knowledge 
  (German) d4, Notice d8, Repair d8, Shooting d6, Streetwise 
  d6, Swimming d4, Throwing d4
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5; Sanity: 8. 
  Hindrances: Curious, Doubting Thomas
  Edges: Jury Rig, Mechanically Inclined, Scrounger
  Gear: Fairbairn-Skyes Fighting Knife (Str+d4, AP 1),  
  Webley Service Revolver (12/24/48, 2d6+1, RoF 1, Shots 6, 
  AP 1, Revolver)
  “THE HISTORIAN” DAPHNE ROGERS, AGE 22
  Description: Daphne Rogers was a post-grad at Durham 
  University before she was recruited by Section M and is 
  fascinated by ancient history, the occult and the mysteries 
  of the Mythos. She has made considerable use of these 
  skills to research ancient tomes and provide valuable insight 
  and intelligence into some of the Black Sun’s most nefarious 
  designs, but bucks against her cloistered academic existence 
  and is keen to get some experience in the field. While she 
  lacks that experience (this mission was meant as a simple 
  way to blood her), she is physically fit and robust and 
  her pre-war love of skiing means she is well used to cold 
  mountain environments.
  Appearance: Daphne is one of Section M’s brightest young 
  things, an attractive woman of 22, with blue eyes and  
  blond hair.
  Attributes: Agility d8, Smarts d8, Spirit d6,  
  Strength d4, Vigor d6. 
  Skills: Climbing d6, Fighting d6, Investigation d6, 
  Knowledge (History) d6, Knowledge (Cryptography) d4, 
  Knowledge (German) d4, Knowledge (Latin) d4, Knowledge 
  (Mathematics) d4, Knowledge (Occult) d6, Knowledge 
  (Psychology) d4, Notice d4, Persuasion d6, Shooting d4, 
  Survival d4, Throwing d4
  Charisma: 2; Pace: 6; Parry: 5; Toughness: 5; Sanity: 5. 
  Hindrances: Bullet Magnet
  Edges: Attractive, College Boy (Girl), Dodge
  Gear: Webley Service Revolver (12/24/48, 2d6+1, RoF 1, 
  Shots 6, AP 1, Revolver)
  I wish I'd known there'd be mountains on my  
  first mission. I'd have packed my skis and poles  
  and been down that slope in a jiffy. 
   Daphne Rogers
  
  — 26 -
  LIVING CAMPAIGN
  Redoubt, composite floorplan
  
  — 27 -
  A LIGHT ON THE MOUNTAIN
  A
  B
  C
  D
  E
  
  TM
  Achtung! Cthulhu needs you! 
  The Perfect Introduction
  to the Secret War
  
SOURCE: textdata/thevault/Achtung Cthulhu/Achtung! Cthulhu (SWADE)/Secrets of the Dust (SWADE)/Achtung! Cthulhu - Forest of Fear 01 - A Light on the Mountain (SWADE).pdf