TEXT: Deutschland Über Alles
  Scene 1: The Mission
  The scene opens with the team assembled in a meeting room. The commander has a
  screen up with pictures of several people in 1940’s era clothing and several in Nazi
  uniforms. There is a map with a big red dot on it over Berlin.
  The commander will say:
  “What if… Hitler got the bomb before the US? It’s 1944 and Hitler’s iron fist has a firm
  grip on the entirety of Europe. Pearl Harbor was never attacked and the US, entered
  the war far too late. Germany has developed the atomic bomb and has used it to
  paralyze the world into submission. Nations not under the direct control of the Third
  Reich or their lap dogs, Japan and Italy, are powerless to do anything for fear of another
  V2 A-Bomb strike. New York, Moscow, & Beijing already lie in radioactive ruins as a
  sign of what happens to those who oppose the “Master Race”. 
  All seemed lost but a new hope has arisen. French resistance spies have uncovered a
  vital secret. The Germans only have enough plutonium to power 3 bombs and they only
  have one facility that can produce more plutonium. Best of all, the resistance has found
  its secret location.
  Your team is being activated as an assault team to Node X, Door 3; aka “Pulp Earth”.
  This mission is of great importance and is exceptionally dangerous. You will travel deep
  into German territory. You will then infiltrate a plutonium factory, liberate the scientists,
  steal the remaining plutonium, and destroy the factory.”
  He will change the screen to a few more faces, half of which will have the designation
  MIA under them and will continue.
  “This is not the first visit to this world. Six years ago an exploration team was sent in to
  gather information. Shortly after arriving they sent home one of their members to report.
  The rest of the team continued to survey. Upon reviewing the data, it was determined to
  be an exceptionally close alternate to Earth Prime only in the year 1938. Unfortunately,
  the only portal that was not locked down, opened into Paris France.
  It was quickly determined that first contact was of utmost importance. A First Contact
  team was immediately sent to make contact in an effort to slow or stop WWII. This team
  was never heard from again. It was determined that something in the world had gone
  terribly wrong and it is possible that the portal has been discovered by hostile elements.
  
  Yesterday, David Ferbert, a member of the First Contact team, walked through the
  Hatsumi portal with an incredible story of events.
  When his team entered the portal an explosion went off, killing everyone but him.
  However, he was so badly injured that he had been left for dead. He managed to crawl
  out of the cave and make it to the road. He was picked up by a French family who took
  him back to their farm and secretly nursed him back to health. During that time, he told
  the family who he was and where he was from. He made predictions about world
  events that no one could have known and the family came to believe him. They put him
  in contact with the French Resistance. After working with them for several years an
  opportunity finally presented itself and they were able to help him escape through the
  heavily guarded portal.
  As you can see, this mission is of utmost importance. IDET has the opportunity to shift
  the balance and put the Nazis on the defensive. IDET high command has decided to
  take on this mission out of a debt of obligation. It is possible, given the chain of events,
  that IDET has somehow interfered with this world’s progression and possibly caused
  some of the current events. Most importantly, no one wants the Nazis to figure out how
  to gain access to the Fringe Path.”
  The team is equipped with German uniforms and weapons. The leader is given a rank
  of Oberleutnant (1st Lieutenant).
   
  Scene 2: Paris in the Spring
  David will accompany the party which should allow entry in a relatively safe manner.
  The Nazi’s have no crystal and the door remains locked, thus they will have no access
  to the platform. David will bring the crystal he used to lock it.
  Entry will be dicey but the team will have the advantage. They will know that their is a
  squad assigned to watch the portal but they will not know the configuration or the
  number of guards. David slipped in in the middle of the night in the midst of a major
  distraction. He knows that their are at least 6 guards stationed at this post; maybe more.
  Camped at the entrance are one German officer and his two Lieutenants. Also include 3
  German soldiers and one German Shepherd per party member. It will be nighttime and
  the Officer and his two Lieutenants will be sitting in front of a fire across from the ramp
  facing the portal. The fire is roughly 4 meters from the bottom of the ramp. The
  additional soldiers will be spread out around the camp and each of the dogs will be on
  patrol with a soldier. There are tents off to the left and to the right; the number will vary
  based on how many soldiers there are. Behind one of the tent groups are a truck, a car,
  and a motorcycle with a side car.
  
  If the party comes out of the portal shooting, they will automatically get the drop but they
  will suffer hip shooting modifiers as they desperately try to acquire their targets while
  moving and firing. If they take a round to get their bearings, they will need to pull
  initiative and will have the drop so long as they win. They will lose the drop, the second
  it hits the first enemy's initiative.
  On the third round one of the Germans who cannot be seen from the platform will jump
  on the motorcycle and fire it up. At his initiative the next round he will pull out into view.
  He will have a -2 to hit due to dust, darkness, and movement. Every round there after
  he will gain a -1 to hit until someone disables him or jumps into the truck or the car and
  makes chase. If he gets away, this will come around during Scene 4.
  Assuming the team wins. They should try to dispose of the bodies (fringepath would be
  ideal) and police the area so as to not give away the conflict. They will now have
  enough transportation to get to town. If they really mess up and don’t have any vehicles
  left, it is a 2 hour walk to town and it's 7p.m. If they don't clean up the scene it will come
  around in Scene 4.
  David will be able to lead them to the resistance who are expecting them.
  Scene 3: The Resistance
  David will lead the party to the restaurant. The resistance will recognize David and lead
  them to a back room that has a hidden staircase. This secret passage decends into the
  basement 
  This is the headquarters of the French Resistance where they will meet up with Sophie.
  They will greet the party and will get photographs of each person. This is also an
  opportunity to have any damaged clothes replaced, repaired, and/or cleaned and to
  receive any needed medical care.
  This is a good opportunity to allow some conversation to occur. The party can ask and
  answer questions. They may also restock on ammo, get a few grenades and any
  weapons they may need.
  After about an hour they will be handed their IDs and Sophie will need to get moving to
  avoid any suspicion of her whereabouts.
  If the vehicles are in decent shape, they can take them to the airfield. Sophie will ride
  with them. Otherwise, the Resistance will begrudgingly loan them a truck.
  
  Scene 4: Have a Nice Trip
  Once at the air strip they will board a zeppelin and will arrive in Berlin in about 6 hours.
  A German soldier will come around checking papers. So long as no one fumbles
  Persuasion Check their will be no problems. Otherwise a fight is eminent.
  If they let the guard on the motorcycle get away, and/or didn't police the camp properly,
  or if things are getting slow and you want to force a fight to break out, you can by simply
  having one of the non-German speakers get approached while on his way to the
  bathroom. The guard he meets will ask him a question that he simply has to answer.
  When he can't, it's on.
  If the group has to fight it will get ugly real fast. There are 10 armed German soldiers on
  the zeppelin. Movement is tight and they will come out from all directions. Every time
  they enter the fight, they will have the opportunity to get "the drop". There will also be 2
  unarmed German citizens per party member who will engage the party. Sophie will tell
  them that they need to get to the radio room to stop the soldier from broadcasting a
  distress signal. Fortunately, he is trying to fix a malfunction and so long as they don't
  fool around too long they can make it to him before he gets a call out will derail the
  entire thing so unless you want to go down that road, just assume they make it.
  Of course, they’ll have to fly the zeppelin in their selves. A Persuasion Check of 6 by a
  German speaking radio operator, with the guidance of Sophie, will allow the party to
  bluff their way to a safe landing with no issues. They won’t be figured out for about an
  hour.
  Not making this check will bring fighters to intercept. Run this anyway you see fit but
  make sure that the zeppelin goes down on a farm at night within a few driving hours of
  Berlin. Here they will be able to secure a car and continue with the mission.
  Sophie will have two cars waiting at the air strip to take everyone to a safe house to
  clean up and eat. There is some ammunition there for any SMGs and pistols.
  If they have made it this far, give everyone a bennie, they have earned it and probably
  need it.
  Scene 5: The Castle
  The party will leave the safe house and head directly to the castle.
  The castle is from the 17th century and is in great condition. It’s huge and sits on top of a
  hill. There is a long winding road up to the entrance. There are three guard stations to
  pass through but these will post no problem to the party. At the front entrance there are
  6 guards and one SS officer (Captain Krauss) on patrol. There are also two guard
  
  towers with heavy machine guns that can shoot down into the entrance. Two of Krauss'
  guards have German Shepherds.
  Upon approaching the entrance, Sophie will be greeted by Krauss. He will be his usual
  arrogant and suspicious self. He will ask her how her trip went and what she did on
  vacation. He will make several comments about the filthy French and how he is glad
  she made it back without succumbing to some horrible disease.
  He will then ask about her escorts and talk to each one of them. He will remark on how
  shabby they look (they do at this point). He will talk to each one of them. 
  Sophie will attempt to intimidate him into leaving her people alone and find someone
  else to bother. You should evaluate the players and the stress level you would like to
  maintain. If you feel they need a break from all of the action, she succeeds and you
  should go to Safe Entry otherwise go to Running Fight.
  Safe Entry
  The party has made it into the castle safely. The castle is completely restored and the
  inside is decorated with the finest furniture, draperies, and art. Nothing above the
  basement is of concern to the adventure. There is an elevator down the hall from the
  front entrance that leads to the labs below. It is easy enough to make it to the elevator
  without hassle. There are two guards at the elevator door who will not allow the party
  into the elevator for any reason. They will need to be subdued. This should be easy
  enough to make it a gimme. Go to The Lab.
  Running Fight
  Krauss will instantly become suspicious and draw his pistol. The two guards with him
  will raise their SMGs. He will start asking the party for their papers and will begin a
  detailed interrogation. This is going to lead to Krauss arresting everyone or the party
  fighting their way inside.
  If they are arrested, they will be taken to the basement and put in cells for further
  questioning. You can run this anyway you want but it's best to make them sweat a bit
  and allow them to escape with whatever hair brain scheme they come up with. Go to
  The Lab.
  If the party fights they are close enough to the front doors to make it inside in two
  rounds. They are not locked but can be easily. It will take 6 rounds for the enemy to
  break down the doors.
  
  Once  inside,  the  party  will  burst  onto  the  main  floor  of  the  castle.  They  will  be
  immediately set upon by the two elevator guards. From the other direction they will hear
  four more guards coming. If they stay and fight, guards will keep coming until the party
  looses. The idea is to get the key from one of the elevator guards and get into the
  elevator. Once down into the lab below, a Repair Check of 6 will allow the party to short
  out the elevator and buy them at least 30 minutes.
  The Lab
  It is fairly high tech in a 50’s sort of way. They party will have little problem finding the
  main lab where the plutonium is located. In this room there are a bunch of squirrely
  scientists who will leave the room as soon as the party enters. Only the three (Einstein,
  Oppenheimer, and Fermi) will remain. They have been expecting the party.
  Sophie will tell everyone to head to the tram and the scientists will pick up their bags
  from the corner and walk out. The party will need to gather up the plutonium. At this
  point Sophie will ask how they intend to destroy the factory.
  A quick look around will reveal two options. The first is a large amount of hydrogen
  tanks and several liquid oxygen tanks.
  There's also an H-Bomb ready to be fitted with plutonium.
  A Science Check and a Repair Check of 6 will allow the party to rig either of these within
  15 minutes. The conventional explosion will destroy the building while the H-Bomb will
  also take out a good chunk of Berlin.
  Sophie will add that Hitler is in town at this very moment. The party might even be able
  to catch him as well.
  A Repair Check of 4 and utilizing an IDET watch will allow the team to set up a timer
  system for either option.
  It’s up to the party what they do at this point. Either way the party will need to use the
  tram to escape.
  To add to the confusion Einstein will point across the room to what looks like a crazy 50-
  ish sci-fi device with a screen in its center. He'll say that the Germans have been using it
  to speak with someone who claims to be on Mars. No matter what they do, the l n be
  able to get it working.
  
  Scene 6: The Escape
  The tram rockets down the secret tunnel for about 15 minutes before it exits onto an
  airfield. There is a plane waiting and already started up. Sophie will tell everyone that
  the ground crew gets a signal as soon as the tram takes off. Taking over the plane is a
  fairly simple affair as the pilots are not good fighters and the party will have the drop on
  them.
  The party will not have the proper codes to take off and a chase will ensue. Two fighters
  will scramble and will chase the bomber. The bomber cannot outrun the fighters so the
  party will have to shoot them down. There are two turrets on the bomber. Once the
  fighters have been dispatched, the adventure is over.
  Wrap Up
  The plane lands on a secret base off the coast of Norway where everyone will board a
  submarine. The party will then be taken back to the portal that has been recaptured and
  is currently being held by the French resistance.
  
SOURCE: textdata/thevault/Fringeworthy/3rd Party/Scenarios/Fringeworthy - Deutschland _ber Alles.pdf