TEXT: Written by Walt Ciechanowski, Scott Dorward, Paul Fricker, 
  Andy Nicholson, Nick Robinson and Matthew Sanderson.
  
  2
  Line Developer: Scott Dorward
  Creative Director: Dominic McDowall
  Art Director: Jon Hodgson
  Writing: Walt Ciechanowski, Scott Dorward, Paul Fricker, Andy Nicholson, 
  Nick Robinson and Matthew Sanderson.
  Cover Art: Jon Hodgson
  Interior Art: Jon Hodgson and Scott Purdy
  Layout and Graphic Design: Paul Bourne
  Editing: Andrew Kenrick
  Publisher: Dominic McDowall
  Playtesters: James Adamson, Paul Betty, Gareth Clifford, Katrina Clifford, John Gathercole, Ian Goolding, 
  Jessica Hancock, Arron Mitchell, Rhona Robson, Marcus Oliver, Peter Oliver, Ian Pollard, Helena Ciechanowski, 
  Michael Colön, Kevin Forst, Lucy Fricker, Edgar Fricker, Emily Fricker, Lynn Yin, John Ruddy, Mike Mason, 
  Ara Kooser, Paul Watts, Carl McGar.
  Special Thanks to Matt Nott for his help with military research and Elina Gouliou 
  for her help with Greek cultural background.
  Published by Cubicle 7 Entertainment Ltd
  Riverside House, Osney Mead, Oxford OX2 0ES, UK Reg. no 6036414
   
  Call of Cthulhu is the Registered Trademark of Chaosium Inc., and is used with their permission.
  http://www.chaosium.com
  This book, including all art, concepts, characters, text, and intellectual properties 
  (besides those belonging to Chaosium and used under license) 
  © 2014 Cubicle 7 Entertainment Ltd.
  Any unauthorised use of copyrighted material is illegal.
  Any trademarked names are used in a historical or fictional manner; no infringement is intended.
  Find out more about World War Cthulhu and our other games at www.cubicle7.co.uk
  Printed in the USA
  • c r e d i t s •
  E U R O P E  A B L A Z E
  
  3
  introduction 
  4
  sleeper agents 
  5
  Background 
  5
  Introduction 
  5
  The Briefing 
  5
  Hurn: The Gateway to Europe 
  7
  Non-Player Characters 
  8
  Key Locations in Rennes 
  15
  Events 
  16
  Aftermath 
  27
  Handouts 
  31
  the play is the thing 
  35
  Introduction 
  35
  Background 
  36
  Running this Scenario 
  37
  Insertion 
  38
  The Haunted Wood 
  44
  Field Hospital 
  49
  Bait and Switch 
  50
  The Final Ritual 
  55
  Extraction 
  61
  we will remember them 
  62
  Introduction 
  62
  Background 
  62
  Opening Scenes and Flashbacks 
  64
  The Research Facility 
  72
  Optional Outcome: Changing Places 
  77
  Non-Player Characters 
  78
  lift not thy hands 
  81
  Introduction 
  81
  The Briefing 
  81
  On Arrival 
  86
  The Marten’s Farmhouse 
  87
  Making Plans with the Resistance 
  88
  The Antagonists 
  89
  Researching the Local History 
  93
  The Evidence at Ritual Sites 
  93
  Events 
  94
  Appointment with a Sorcerer 
  97
  The End of the Beginning... 
  99
  Handouts 
  100
  the angel of the abyss 
  102
  Introduction 
  102
  Background 
  102
  Non-Player Characters 
  103
  The Briefing 
  111
  Journey 
  113
  Arrival 
  113
  Distraction Sites 
  116
  Investigating the Killings 
  118
  The Trap is Sprung 
  119
  The Monastery 
  120
  Aftermath 
  121
  stowaways 
  122
  Introduction 
  122
  Background 
  122
  The Briefing 
  125
  HMHS Tairea 
  128
  Timeline of Events 
  138
  Wrapping it all Up 
  138
  Handouts 
  141
  index 
  142
  • c o n t e n t s •
  E U R O P E  A B L A Z E
  
  4
  setting europe ablaze
  On the 16th July, 1940, Winston Churchill told Hugh 
  Dalton, the newly appointed head of the Special 
  Operations Executive, to “set Europe ablaze”. With this 
  simple instruction Churchill set in motion some of the 
  most dangerous and brilliant actions of the Second World 
  War. The men and women of SOE performed acts of 
  sabotage, subversion and espionage so extraordinary that 
  if they were portrayed as fiction, they would beggar belief. 
  These agents pushed bravery and human endurance past 
  limits that most of us can only imagine.
  Europe Ablaze presents six missions demanding such 
  resourcefulness and determination, all set in the European 
  theatre of operations. Some are inspired by SOE missions 
  or historical events, while others take a more imaginative 
  view of the conflict, but all are rooted in the all-too-real 
  horrors that the Second World War brought about. All 
  of them also add that special twist that being part of N’s 
  network demands, and the dangers of the Mythos will 
  prove at least as deadly as a bullet from the Gestapo.
  We hope that you will find plenty here to keep your 
  players on their toes, and to fill them with excitement 
  and terror as they set Europe ablaze. 
  the missions
  Sleeper Agents 
  Nick Robinson presents the machinations of a small network 
  of occultists in northern France who have had their minds 
  touched by a lost Mythos deity. N has dispatched a team to 
  contain the situation at all costs. Keeping the true nature of 
  this mission hidden is the tricky part, and the investigators 
  will soon be drawn into a large-scale programme of 
  assassinations.
  The Play is the Thing
  Walt Ciechanowski takes us to Italy, where a troupe of players 
  prepares to perform a radio adaptation of a supposedly 
  harmless derivation of The King in Yellow. Of course 
  nothing relating to the Mythos is ever harmless, and the 
  agents will have to avoid the watchful gaze of the Italian 
  authorities as they try to stop the creation of a permanent 
  gateway to Carcosa.
  We Will Remember Them
  Paul Fricker presents a mission to sabotage a power plant in 
  Norway, inspired by the real SOE Operation Musketoon. This 
  is only the beginning, as the team is diverted to investigate a 
  Norwegian scientist’s unwholesome experiments with alien 
  technology, and what the agents discover will leave them 
  changed forever.
  Lift Not Thy Hands 
  Andy Nicholson sends the investigators into occupied 
  Belgium, ostensibly to help the Belgian resistance wiretap a 
  telephone exchange and learn the plans of the local Gestapo. 
  Being part of N’s network, things are not so simple, and 
  they also need to recover a lost Mythos artefact. This would 
  be hard enough, had said artefact not resurrected a long-
  dead evil in the Wallonian countryside.
  The Angel of the Abyss 
  Matthew Sanderson takes inspiration from the real 
  Operation Harling, when SOE united disparate factions 
  of the Greek Resistance, ahead of the assault on the 
  Gorgopotamus Bridge. In this version of events, the mission 
  is complicated by the resurgence of a forgotten death cult 
  and their inhuman allies.
  Stowaways
  Scott Dorward offers a spin on the first exchange of Allied 
  and Axis prisoners in neutral Spain. The Intelligence Corps 
  in Alexandria believe that they have uncovered a plan to 
  sabotage the British vessel repatriating German POWs, and 
  N has had reports that there may be a hitherto-unknown 
  alien parasite on board. The investigators need to find a way 
  of containing both threats without creating a diplomatic 
  incident.
  • i n t r o d u c t i o n •
  E U R O P E  A B L A Z E
  
  5
  Date:  Mid-1941
  Location: Rennes, France
  background
  It was a pleasant, early summer morning as the trains 
  made their way slowly into the station, hoping to 
  pass through quickly on the way to the coast and the 
  waiting ships. France was lost with the remnant of the 
  British Expeditionary Force still on French soil, trying 
  desperately to escape alongside terrified refugees fleeing 
  from the German advance. The trains were crammed full 
  of stinking humanity, several contained British troops 
  and one held refugees from the north of France. They 
  looked out of their carriages as another train slowly pulled 
  alongside those already present, this one containing part 
  of a French artillery unit.
  The three Dornier bombers flew low towards the centre 
  of the town and up ahead they spotted the target they 
  were seeking. If the enemy was denied the use of the 
  railways many more of them would become trapped on 
  the wrong side of the English Channel and would be 
  captured. Surprise was total, no air raid warning had 
  been given and there was barely any fire coming up from 
  the ground to distract the bomb aimers. One-by-one the 
  planes released their bombs…
  The train carrying the artillerymen took a direct hit, 
  moments after the bomb struck there was a gigantic 
  blast as the munitions in the carriages went off in a 
  massive fireball. The trains alongside were ripped apart 
  and nearby buildings were flattened, a kind of hell had 
  suddenly arrived in Rennes. As many as one thousand 
  people lost their lives in an instant, a horrendous 
  butcher’s bill, with many more injured. The planes turned 
  for home looking down upon the destruction they had 
  caused, the happy crews admiring their bloody work. 
  The death and misery inflicted caused something sleeping 
  nearby to slowly wake to semi-consciousness. The 
  suffering evoked ancient memories and in a dreamlike 
  state it began to send out feelers; for many hundreds of 
  miles those sensitive to such things were affected. Most 
  merely had no idea as to what the nightmares intimated. 
  Other, less gentle souls, knew all too well and began 
  to make plans to move to where it was calling them. If 
  they were to awaken the sleeper fully hell would once 
  again visit the Breton town, but this time the death and 
  suffering would be so much greater…
  introduction
  Sleeper Agents is a scenario set in the town of Rennes, 
  in the north-west of occupied France. The scenario is 
  designed to take place in early to mid 1941, although 
  with a little work it could be set at another time. The 
  scenario is designed for four to six investigators.
  The mysterious N sends the investigators on a mission 
  to find out what a number of dangerous occult figures 
  are doing there. N has some inkling that something bad 
  happened in the town in June 1940, but beyond the 
  reports of the air raid he has little idea as to the nature 
  of the Mythos threat, for once, other than he is certain 
  there is one. The investigators are to make contact with 
  the local Resistance and then try and discover what their 
  targets are doing.
  They will find that the three villains are attempting to 
  free a pernicious Mythos being and will initially have 
  to sabotage their plans, putting the being back to into 
  a dormant state. However, this still leaves one or more 
  very dangerous men on the loose, all of whom have the 
  ability, knowledge and desire to unleash the being. N 
  will instruct the investigators to eliminate them all, but 
  also to assassinate others, distracting the occupying 
  authorities so they will never realise who the real targets 
  are and, more importantly, why they were removed.  
  the briefing
  The weather in London is bright and sunny, with only 
  the queues at the shops and the slight smell of smoke 
  – the result of a night’s work for the few raiders that 
  had disrupted everyone’s sleep by unloading their high 
  explosive cargoes on the East End – giving any indication 
  that London is a capital under siege. Still, the day had 
  been pleasant enough, until the investigators received the 
  telegram from N. All it said was ‘Report Immediately’, 
  but that was enough to send a shiver down their spines. 
  Still, less than an hour later, here they are in the briefing 
  room with several other members of N’s little group, 
  • s l e e p e r  a g e n t s •
  S L E E P E R  A G E N T S
  
  6
  hoping that this time N will be wrong and that there will 
  be nothing more dangerous than Nazis to face.
  N enters the room with an assistant, one they have not 
  seen before; a young lady in uniform, who would be 
  attractive except for the nasty scarring on her neck. They 
  shudder to think what could have caused those particular 
  marks…
  “Oskar Kalb, Gottfried von Laue, René Celle. Three very 
  dangerous individuals. All with connections to the real 
  enemy. All in the French city of Rennes. This concerns me 
  enormously.” N does not bother with the usual niceties, 
  getting straight down to the details of the mission ahead. 
  “Kalb, von Laue and Celle have all been persons of interest 
  for some time. Kalb is a Gestapo stooge with links to the 
  Thule Society; von Laue is an officer of the Dienststelle 
  Westen, busily looting the treasures of Western Europe, 
  while Celle is a collaborationist who has had personal ties 
  with several top Nazis since before the war. Close enough 
  that he spent the early part of it rotting in a French gaol 
  until he was liberated by his friends. We have no evidence 
  of any ties to one another until recently; they appear to 
  have arrived in Rennes separately. Even in Rennes there is 
  no real evidence that they are cooperating, but given our 
  limited resources we cannot be certain if they are or not.
  “Last summer, during the chaos of the German Blitzkrieg, 
  several sensitives began having deeply disturbing 
  dreams; I have determined at least some of those dreams 
  had images consistent with the French city of Rennes. 
  They started soon after the Nazis overran that city and 
  continue to this day. I do not think this is a coincidence. I 
  believe our trio are in Rennes as a direct result of having 
  those self same dreams.
  E U R O P E  A B L A Z E
  1
  2 3
  4
  5
  6
  1. Museum of Fine Arts
  2. Café Morvan
  3. Hotel Cassard
  4. Gestapo Headquaters
  5. Prisoner of War Hospital
  6. Ruined industrial buildings and cult hideout
  
  7
  “You are to enter France, make contact with members of 
  the local Resistance and find out what these three fiends 
  are up to. Your cover is to help train the local operatives 
  to set up a fully fledged network. While you can do this, 
  and by all means help them in any way you can, your real 
  purpose is to halt whatever it is these individuals are up to. 
  It would have to be something major for them to pull the 
  necessary strings to get them to the city in the first place. 
  “You will leave from RAF Hurn a week from now in a pair 
  of Lysanders, landing at a site prepared by the Resistance. 
  Once there you are to follow their instructions until you 
  are settled in your safe houses and are then to put as much 
  effort as you can to find out what it is that has made Rennes 
  so interesting. You may contact me for further instructions 
  via your wireless if you find anything out of the ordinary 
  and updates will be required, but be prepared to use it as 
  little as possible, the Germans have gotten damnably good 
  at finding transmitters and turning up unannounced with 
  a party of Gestapo thugs and their stormtroopers.
  “Good luck.”
  N leaves the room and his assistant hands out folders 
  to each of the investigators. Inside each are various 
  documents describing the city, the targets and the 
  dreams, which feature a vague but terrifying threat 
  hovering over the city. Also included are their written 
  orders, both those from the SOE and from N himself.
  “You are to hand me the files before you leave. 
  Refreshments are on the table at the back of the room. 
  I’ll be outside if you need anything else, but everything 
  should be in there.”
  At this point the Keeper should give the players the 
  following handouts, letting them have enough time to 
  read them and make notes:
  Handout 1: Oskar Kalb (page 31)
  Handout 2: Gottfried von Laue (page 31)
  Handout 3: René Celle (page 31)
  hurn: the gateway 
  to europe
  The investigators are given travel orders to RAF Hurn, 
  a fighter base near the south coast of England, close to 
  the small town of Christchurch in the county of Dorset. 
  Leaving from Waterloo station the train journey takes a 
  couple of hours and the group are met at Christchurch 
  Station by an RAF Sergeant driving a small, dilapidated 
  bus. After identifying the party he sets off past the defaced 
  signposts towards the airbase. Sergeant Pilkington is not 
  a communicative person and stops the bus at a farm just 
  outside the base perimeter. 
  “This is your stop. Sergeant Melrose will now look after 
  you, sirs. This is where we put up all the 1419 characters 
  that come through here.”
  Pilkington helps you carry your luggage to the main 
  farmhouse, a large building in good repair. Inside, the 
  efficient Sergeant Melrose will show you to you rooms 
  and ensures you know what your duties will be.
  “You’re all scheduled to leave tomorrow night. The 
  weather boys say the good conditions will last a few more 
  days yet so it should be an easy ride. Make yourselves 
  comfortable and good luck.”
  The brief stay at Hurn is uneventful and you take off the 
  next night, leaving behind the shores of Blighty. There are 
  few clouds and the weather is good, and soon you are 
  circling a field near Rennes. You can clearly make out the 
  ‘L-shape’ landing lights set out by the Resistance and after 
  their flashed signal the pilots are satisfied the landing sight 
  is not a trap and land on a bumpy field.Several men quickly 
  run up to the Lysander and help you remove your luggage 
  from the very cramped cockpit and you descend one by 
  one. You notice the pilot talking to one of the men on the 
  ground, who hands him several small boxes and bottles 
  of wine. In return the pilot hands over a tin of something. 
  “Coffee.” A nearby figure, noting your interest, informs 
  you of the tin’s contents. “You have no idea how bad the 
  awful filth we have to drink since the Boche came. I’m 
  Yves, N told me to expect you. Follow me, please.”
  You reach the edge of the field and look back, the 
  Lysanders are already taxiing, getting ready to take off 
  and the Resistance fighters are gathering their lights. 
  Soon the planes are airborne, taking with them their 
  booty and a pair of distinguished looking passengers, 
  possibly other agents, politicians or members of the 
  defeated French military; whoever they are you know 
  better than to ask your guide.
  “Welcome to France. Now if you don’t mind climbing 
  behind the hay bales in the back of this truck, we’ll take 
  you to the farm.”
  And with that, your mission in France has truly begun.
  S L E E P E R  A G E N T S
  
  8
  non-player characters
  the resistance
  The local Resistance cell is small but keen. Although 
  part of the Carte organisation operates from Rennes, N 
  has deliberately avoided using it, feeling Carte is, at best, 
  unreliable, and he is using his own personnel. None of 
  these are aware of N’s exact role in British Intelligence 
  and they are unaware of the Mythos threat. 
  Yves le Pennec, Resistance Leader
  The leader of the cell is Yves le Pennec, a man who loathes 
  both fascism and communism after his experiences in 
  Spain during the civil war there. He is an idealist and 
  longs to see the French Republic become a reality once 
  again, but he is also nobody’s fool and is both careful 
  and deadly, an ideal combination for a Resistance leader 
  at this time. 
  He will be as helpful as possible if the investigators ask 
  for the aid of his group when dealing with the Mythos 
  threat, but only in a supporting role. He will provide 
  transport, documentation, safe houses and surveillance, 
  but he knows his cell needs to build its strength and not 
  become involved in any military action at this time.
  STR 13 
  CON 12 SIZ 14 
  INT 15 
  POW 12 
  DEX 10 APP 13 
  EDU 16 SAN 60 HP 13 
  Damage Bonus: +1D4
  Weapons:  Fist/Punch 70%, 1D3+1D4
   
    Knife 80%, 1D4+2+1D4
   
    Sten SMG 75%, 1D10
  Skills: Command 70%, Demolitions 60%, Drive Auto 
  60%, First Aid 45%, Throw 65%. 
  First Impressions: Intense, thoughtful.
  Personal Details: Yves has managed to keep his time in 
  Spain secret, after the triumph of Franco and the rise of 
  fascism elsewhere he thought he best keep his opinions 
  known only to those friends and family closest to him.
  Secrets and Goals: His life is dedicated to the removal of 
  the occupiers and to this end he is busy organising the 
  Resistance in the Rennes area at the behest of N.
  Playing Yves le Pennec: Yves is passionate about the 
  future of his country, and believes that when the hated 
  Boche are driven out the Republic will rise once again 
  from the ashes of occupation. He is dismissive of the 
  communists, having seen their treachery first hand in 
  Spain, his cynicism towards them left him less surprised 
  than most with the Ribbentrop-Molotov pact and Soviet-
  Nazi collaboration in the invasion and partition of Poland.
  Maelys Hamon, Second in Command
  Yves’ right hand man is his sister, Maelys Hamon. 
  Her husband was one of those sent as slave labour to 
  Germany after France’s defeat and she knows nothing of 
  his fate. She is the group’s driver; as a registered nurse 
  she can gain access to many areas where transport would 
  otherwise be difficult. 
  STR 9 
  CON 14 SIZ 9 
  INT 16 
  POW 13 
  DEX 12 APP 10 
  EDU 17 SAN 65  HP 12 
  Damage Bonus: +0
  Weapons: Fist/Punch 30%, damage 1D3
   
   Browning HP-35 65%, damage 1D10
  Skills: Drive Auto 55%, Fast Talk 40%, First Aid 85%, 
  Library Use 55%, Medicine 65%, Operate Radio 60%.
  E U R O P E  A B L A Z E
  
  9
  First Impressions: Friendly, eager.
  Personal Details: A respected local figure, Maelys knows 
  many people throughout the area due to her work. She 
  has access to many places where others are prohibited, 
  including the PoW hospital where she helps out on 
  the top floor, where the German injured are treated. 
  She will often smuggle desperately needed supplies for 
  the patients whenever she can. Stabsarzt Lumpf, the 
  hospital’s commander, is aware of this activity and will 
  protect her from the consequences if he can, knowing 
  that she is ultimately helping to minimise his own 
  failings.
  Secrets and Goals: If anything Maelys is more passionate 
  about the future of France than her older brother, who 
  she admires for his bravery. She is constantly worried 
  about the fate of her husband, about which she has heard 
  nothing since the day he was taken away, but hides this 
  well with her drive and single-mindedness towards to the 
  liberation cause.
  Playing Maelys Hamon: Take a no-nonsense approach to 
  any problem. If a solution cannot be found then it is not 
  worth thinking about and it is time to move onto other 
  things where it is possible to do something.
  Yann Abgrall, Resistance Contact
  Yann Abgrall is the third key member of the group. A 
  muscular lieutenant, he can step in if anything happens to 
  the others and is a fierce Breton Nationalist. Unlike many 
  other nationalists he sees the Germans, and specifically 
  the Nazis, as a worse threat to Breton interests than the 
  government in Paris ever has been. As a result he loathes 
  other nationalists who have turned collaborator. 
  His contacts in the Breton nationalist/collaborator 
  movement means he is a good source for intelligence for 
  the group, since he is trusted by his former comrades 
  in the Breton cause not to pass on their secrets as he 
  has kept his thoughts on the occupying forces to himself. 
  He is the main contact for the investigators once they 
  have been safely ensconced in their safe houses.
  STR 16 
  CON 14 SIZ 15 
  INT 14 
  POW 11 
  DEX 12 APP 12 
  EDU 13 SAN 55 HP 15
  Damage Bonus: +1D4
  Weapons: Fist/Punch 65%, damage 1D3+1D4
   
   Sten SMG 55%, damage 1D10
  Skills: Bargain 55%, Climb 70%, Conceal 80%, Drive 
  Auto 65%, Mechanical Repair 75%, Sneak 60%.
  First Impressions: A strong young man, friendly to 
  investigators.
  Personal Details: Unlike the other members of the 
  Resistance Yann is disliked by the majority of those he 
  comes into contact with; since so many of his known 
  friends are collaborators, he suffers from guilt by 
  association. He knows he plays a dangerous game but 
  realises no one else can do what he does.
  Secrets and Goals: Yann wishes for an independent 
  Brittany free from French rule but loathes the Nazis and 
  Other MeMbers Of the resistance
  there are a half dozen other members of the group at this point in time. all are known 
  personally to Yves and he has absolute confidence in their loyalty. With the arrival of 
  help from the british in the form of the investigators Yves hopes to recruit some more 
  fighters, splitting his organisation into several parallel cells to help security. Use 
  the Partisan statistics on page 110 of World War cthulhu: the Darkest hour for these 
  men and women.
  S L E E P E R  A G E N T S
  
  10
  those who work alongside them more. He is happy to 
  work alongside more Francophile locals even though he 
  disagrees with them on many levels.
  Playing Yann Abgrall: Smile a lot, Yann has to in order 
  to mix with those he hates. While he will talk to the 
  investigators about many things pertinent to his 
  Resistance activities he will not divulge his personal 
  beliefs or thoughts.
  opposing forces
  There are numerous opponents for the investigators, 
  some are part of the occupying forces and their allies, 
  while others are Mythos related. All could prove deadly.
  Gottfried von Laue, Local Commander of 
  the Dienstelle Westen
  v. Laue is the local commander for the Dienststelle 
  Westen and holds a rank equivalent to a major. He 
  managed to get stationed in Rennes by paying sizeable 
  bribes to the right individuals, who suspect he has 
  knowledge of some otherwise unknown cache of French 
  art worth a small fortune within Brittany (it is the only 
  reason they can think for his willingness to pay the 
  bribes).
  He has an advantage over the others searching for 
  the Sleeper in that he has been able to set up his 
  headquarters in the Museum of Fine Arts and has access 
  to all the relevant records. He will discover the sculpture 
  and begin to remove the bindings keeping it dormant 
  while the investigators are in Rennes. To stop him they 
  will have to infiltrate the museum and kill the major 
  and his men.
  STR 12 
  CON 12 SIZ 13 
  INT 17 
  POW 16
  DEX 9 
  APP 17 
  EDU 20 SAN 19 HP 13
  Damage Bonus: +1D4
  Weapons: Fist/Punch 33%, damage 1D3+1D4
   
   Walther P38 38%, damage 1D10
  Skills: Art 85%, Command 20%, Credit Rating 65%, 
  Cthulhu Mythos 47%, History 45%, Library Use 65%, 
  Occult 65%, Spot Hidden 40%.
  Spells: Contact Deep One, Gate, View Gate.
  First Impressions: Arrogant, proud, aristocratic.
  Personal Details: v. Laue has already sent some choice 
  items back to Germany, with several occult pieces being 
  diverted to his own collection. He is slowly working his way 
  through the museum with the assistance of his underlings 
  and whenever he can he spends time in the basement. He 
  knows the Sleeper is somewhere down there but so far the 
  wards have kept him from recognising it.
  Secrets and Goals: v. Laue is descended from a degenerate 
  line that the main part of the v. Laue bloodline long 
  ago cut off and chose to ignore. Like his forefathers he 
  seeks personal power via the Mythos and the dreams 
  the Sleeper has sent him promise so much more than 
  he previously wanted. He prefers to keep the Sleeper’s 
  rewards for himself, although he will share the spoils 
  with like-minded souls if he has to.
  Playing Gottfried v. Laue: Look down your nose at the 
  investigators, after all you are descended from nobility 
  and they are merely French.
  Oskar Kalb, Gestapo Captain
  Kriminalrat Kalb holds a rank equivalent to a captain in 
  the Gestapo and is a senior figure within Brittany. His 
  career has recently taken off due to his ability to ferret 
  out enemies of the state and to get them to confess their 
  crimes while implicating their confederates. As such, 
  when he applied to a post in Brittany he was initially 
  questioned about leaving a position where he was having 
  such success but he indicated he had heard rumours of a 
  Resistance network there and would need to follow these 
  leads up himself. Keen to allow a rising star within the 
  Gestapo ranks a further chance to shine, his superiors 
  were more than happy to allow him to investigate.
  Of course this is just a cover story. Kalb is aware of the 
  Sleeper and is a rival to the others who seek it out. As 
  a Gestapo officer he is able to go places the others will 
  find it difficult to visit, however his initial dreams were 
  E U R O P E  A B L A Z E
  
  11
  not as clear as those of v. Laue and Celle, as such he will 
  find it more difficult to discover where the Sleeper may 
  be found.
  Kalb is probably the most dangerous of the investigators’ 
  enemies in Rennes: not only is he tied to the Mythos 
  but he is actively trying to hunt down members of the 
  Resistance and SOE agents in his role at the Gestapo 
  headquarters.
  STR 16  CON 12 SIZ 14 
  INT 13 
  POW 15
  DEX 13 APP 14 
  EDU 16 SAN 8 
  HP 13
  Damage Bonus: +1D4
  Weapons: Fist/Punch 62%, damage 1D3+1D4
   
   Walther PPK 58%, damage 1D10
  Skills: Command 50%, Cthulhu Mythos 51%, Disguise 
  70%, Fast Talk 65%, Law 35%, Occult 55%, Psychology 
  45%, Sneak 60%, Tradecraft 80%.
  Spells: Detect Enchantment, Elder Sign, Sense Life, Wrack.
  First Impressions: Calm, indifferent to the fate of others, 
  bored.
  Personal Details: Kalb is an efficient interrogator but 
  in Rennes he prefers to let the thug Todt do most of 
  his day-to-day work while he attempts to discover the 
  whereabouts of the Sleeper. He suspects there are clues 
  to its whereabouts which may be within the museum 
  but despite his authority he has little reason to visit the 
  building. He is getting frustrated that the Dienststelle 
  Westen is preventing his thorough investigation of the 
  place and has no idea that v. Laue is after the same thing 
  he is and is the one blocking him.
  Secrets and Goals: A wicked man in any age, Kalb long 
  ago abandoned his humanity in favour of worshipping his 
  dark gods. the Sleeper has drawn him to Rennes and he 
  is curious as to the identity of this ‘new’ power. It offers 
  much in his dreams and he is keen to find out if it will 
  keep its promises to him.
  Playing Oskar Kalb: Never show any emotion. Smile 
  weakly at any joke, you do not find them funny in the 
  slightest but know some reaction is required. Even in 
  triumph Kalb will show no emotion; he is incapable of it.
  René Celle, Collaborator
  René is a nasty piece of work from the town of Colmar 
  in Alsace, where he was well known to the local 
  gendarmerie and the prime suspect in a series of crimes 
  in the area. Unfortunately for them, no case was ever 
  proven against Celle largely due to the airtight alibis he 
  was able to produce with well known and respected 
  citizens (including, on occasion, senior police officers and 
  magistrates) corroborating them. Besides several (still 
  unsolved) gruesome murders he was also suspected of 
  involvement in the trade in stolen goods, one informant 
  (later found murdered) insisting Celle had missing items 
  from the Colmar Treasure kept at his home in a safe. 
  When the house was searched the gendarmes were 
  unable to locate the safe, let alone any illicit contents.
  Celle had kept in contact with a German family who were 
  exiled to Germany after the Treaty of Versailles, a number 
  of whom later became respected members of the Thule 
  Society. He was arrested and thrown into gaol due to 
  S L E E P E R  A G E N T S
  
  12
  these contacts upon the outbreak of war and was only 
  freed when the German panzer divisions overran France 
  the following summer. Since then he has been active 
  in his support for the occupying forces; his twin sons 
  even volunteered to join the Waffen SS and are stationed 
  elsewhere in Europe. He was able to use his contacts to 
  get a pass allowing him to travel to Rennes but now he 
  is there he is finding it difficult to operate effectively 
  in the city and is busy trying to make friends among 
  the Breton nationalists supporting the Nazis. He is also 
  contacting the local criminal underworld in the hope 
  that they can be of use.
  STR 10 
  CON 10 SIZ 11 
  INT 16 
  POW 15
  DEX 12 APP 13 
  EDU 19 SAN 12 HP 11
  Damage Bonus: +0
  Weapons: Fist/Punch 50%, damage 1D3
   
    P’08 Luger 60%, damage 1D10
  Skills: Credit Rating 40%, Cthulhu Mythos 52%, 
  Fast Talk 60%, History 80%, Law 70%, Occult 60%, 
  Persuade 80%.
  Spells: Contact Ghoul, Dominate, Reach, Summon/Bind 
  Ghoul.
  First Impressions: Short, dark, unkempt, but wearing 
  quality clothing.
  Personal Details: René is mostly concerned with how to 
  increase and protect his considerable wealth, although he 
  hoards most of it he lives very comfortably. The Sleeper 
  has promised to show him ways to make a vast fortune 
  and Celle was eager to serve this new master as a result. 
  With contacts in the underworld across France he can 
  call in favours and get a number of criminals to aid him 
  in his endeavours, however he would rather not attract 
  attention by using such men and prefers to find other 
  henchmen, hence his interest in the Breton nationalists 
  around Café Morvan.
  Secrets and Goals: Celle does have possession of several 
  Mythos artefacts, including items from the Colmar 
  Treasure. While his greed has bought him to Rennes so 
  he can hear what the Sleeper offers he is wary enough to 
  ensure he has plenty of protection from the being should 
  it prove false (or so he thinks).
  Playing René Celle: Celle is nervous, knowing he is far 
  from home and his activities might bring unwanted 
  attention from those who are not his friends. Act 
  uncomfortable, squirm and shift in your chair. Never look 
  directly at whoever you are speaking to.
  Stabsarzt Lumpf, Hospital Administrator
  Lumpf is a man out of his depth and an incompetent 
  administrator occupying a minor position, a long 
  way away from anywhere he can do any real harm. 
  His superiors know he is incapable of performing his 
  current duties to the standards they would normally 
  expect, however there are no other available officers for 
  the role and as such he remains in place. As a result 
  his patients have insufficient supplies for their care. 
  The food is very limited in both quality and quantity, 
  medicines are in short supply and even bedding and 
  clothing is inadequate. The local staff do the best they 
  can to smuggle in much-needed supplies and the Red 
  Cross parcels that do arrive are vital. 
  Part of Lumpf’s difficulties is that he is a man who hates 
  the local Gestapo and abhors the worst excesses of the 
  Nazi regime, so he is forever looking over his shoulder 
  and trying not to bring attention to himself. His dislike of 
  the Gestapo is enough for him to allow treatment to be 
  given to tortured prisoners who are occasionally dumped 
  in the hospital to die, but only if he thinks there is a 
  chance the prisoner’s life can be saved.
  STR 12  CON 9 
  SIZ 12 
  INT 11 
  POW 8
  DEX 14 APP 13 
  EDU 17 SAN 40 HP 11
  Damage Bonus: +0
  Weapons: Fist/Punch 30%, damage 1D3
    
    P’08 Luger 30%, damage 1D10
  Skills: Accounting 25%, Biology 20%, First Aid 35%, 
  Medicine 60%.
  First Impressions: Nervous, scruffy, clumsy.
  E U R O P E  A B L A Z E
  
  13
  Personal Details: Lumpf was an undistinguished 
  administrator in a regional hospital when several of 
  his colleagues fell foul of the Nazi regime. After this 
  unearned and unwanted promotion he was drafted into 
  the Wehrmacht’s medical branch and has been posted 
  here where it is felt his limited talents can do the least 
  harm.
  Secrets and Goals: Lumpf loathes the Nazis. His 
  disappeared superiors were his friends and he never had 
  any real problem with the fact they were socialists. He 
  does what he can to aid those persecuted by the Nazis 
  but in this, as in all things, his efforts are feeble.
  Playing Stabsarzt Lumpf: Look over your shoulder 
  frequently, act jumpy.
  Wolfgang Todt, Gestapo Henchman
  Todt is a lieutenant (Kriminalobersekretär) within the 
  Gestapo and a leading figure in the fight to hunt down 
  spies and members of the Resistance. A powerfully built 
  man in his early thirties, he also holds a commission in 
  the SS, but he is currently fully employed by the internal 
  security service. 
  A thoroughly repellent character and a sadist, it is during 
  his watch that prisoners suffer the worst of tortures and, 
  often, fatal injuries as a result. He likes inflicting pain 
  personally and those serving under him fear his bouts of 
  temper. While this makes him a useful tool of the local 
  Gestapo it has also meant that his career has stalled; his 
  immediate superiors would rather not see him rise further 
  in the ranks. Oskar Kalb considers Todt to be useful but 
  thoroughly disposable, and will happily sacrifice him if it 
  helps Kalb achieve his goals.
  Todt will likely head any force of Gestapo thugs the 
  investigators come up against.
  STR 16 
  CON 14 SIZ 15 
  INT 12 
  POW 11
  DEX 14 APP 15 
  EDU 14 SAN 55 HP 15
  Damage Bonus: +1D4
  Weapons: Fist/Punch 65%, damage 1D3+1D4
   
   Walther PPK 55%, damage 1D8
  Skills: Command 60%, Disguise 40%, Fast Talk 45%, 
  Law 45%, Sneak 30%, Tradecraft 60%.
  First Impressions: Tall, strong, sneering.
  Personal Details: If there is unpleasantness to be done 
  Todt is someone the local commanders know they can 
  rely on. He probably enjoys his job too much, in their 
  minds, but his appalling character serves a purpose.
  Secrets and Goals: Todt feels he has been unjustly 
  overlooked for promotion on more than one occasion and 
  this only makes him more vicious. If he could get his own 
  back on those promoted instead of him or his superiors 
  he would, but he fears they may be even more vengeful 
  and sadistic should they find out. This frustration makes 
  him all the more unpleasant and unlikely to achieve 
  advancement.
  Playing Wolfgang Todt: Todt is an obvious villain and 
  straightforward to play. He will enjoy making threats and 
  it is obvious all those of a lesser rank hold him in fear.
  the bubry cult
  The remnants of an ancient cult that was once centred 
  on the small village of Bubry can now be found 
  within Rennes. These depraved individuals have been 
  quietly murdering people as part of their blasphemous 
  ceremonies for untold centuries but moved to Rennes 
  only in the mid 19th century. Few have ever suspected the 
  existence of this tiny cult although individual members 
  have been found and executed by the authorities, the 
  most notable being the mass murderer Hélène Jégado, 
  who was guillotined in 1852 in Rennes for two murders, 
  although she was suspected of many more.
  The traditional method for disposing of enemies of the 
  cult is by poisoning, using arsenic. Should cholera ever 
  strike Rennes then it is likely the cult will strike out at 
  its perceived enemies at that point, using the disease’s 
  similar symptoms to hide their activity.
  S L E E P E R  A G E N T S
  
  14
  The cult has been searching for their lord for countless 
  years and it was the insane Jégado who brought them to 
  Rennes, convinced he would be found there. When she 
  was caught they lost the ability to find the Sleeper but 
  with its recent stirrings they are in a state of excitement. 
  Fortunately for the rest of the city the cult is very small 
  and largely powerless, but they will become a nuisance 
  that will have to be dealt with one way or another by the 
  investigators. 
  Yvonne Caradec, Cult Leader
  STR 10 
  CON 13 SIZ 8 
  INT 14 
  POW 17
  DEX 12 APP 9 
  EDU 12 SAN 0 
  HP 11 
  Damage Bonus: +0
  Weapons: Fist/Punch 30%, damage 1D3
   
    Knife 40%, damage 1D4+2
  Skills: Cthulhu Mythos 22%, Sneak 40%
  Spells: Call / Dismiss the Sleeper, Contact the Sleeper, 
  Gate, Send Dreams, Summon / Bind Byakhee.
  First Impressions: A middle aged woman, short cropped 
  hair, harmless.
  Personal Details: Caradec has led the cult for some 15 
  years and until recently was the only one who received 
  dreams from the Sleeper. These may or may not have 
  been true and might have been wishful thinking on her 
  part but since the air raid they have been real enough. 
  Furthermore the recent dreams have been shared with 
  others among the cult. Thoroughly in thrall to the Sleeper 
  there is nothing Yvonne or the others would not do in 
  order to bring back their god.
  Secrets and Goals: Caradec’s aims are simple: to obey her 
  god and to direct others in the cult to obey it. 
  The cult has been frustrated in its search for their god, 
  but with the recent dreams it has sent out they have 
  renewed heart. They feel certain the Sleeper is within the 
  museum but have not yet acted upon this information; 
  their god has other roles for them and they are happy 
  to obey their strange, new dreams. Caradec directs the 
  activities of the cult in carrying out these orders.
  Playing Yvonne Caradec: The other members of the cult 
  are totally expendable. Even you are expendable. Nothing 
  else matters other than the will of your god. Obey him 
  and destroy his enemies!
  the sleeper in the museum
  A potent Mythos creature, when fully awakened it poses 
  a severe threat. Fortunately it has been in a dormant state 
  for many centuries, the result of wards placed upon it by 
  Saint Pol de Léon, one of the seven founding saints of 
  Brittany. The Sleeper’s human followers were never able 
  to assassinate Saint Pol, their preferred method was (and 
  sill is) to use poison but the saint’s simple, vegetarian diet 
  was always prepared from fresh ingredients gathered by 
  Pol himself or his closest followers. This diet may well have 
  been influenced by his knowledge of the cult’s practices.
  Even in its current, mostly dormant, form the Sleeper 
  is dangerous, sending out disturbing dreams to those 
  receptive to them. This would include any who have had 
  contact with the Mythos in the past (and hence all the 
  investigators). The being is only able to project these 
  dreams over a few miles unless exceptional conditions 
  occur, such as the mass slaughter of the bombing raid.
  What is the sleePer?
  although n has identified there is 
  Mythos activity in rennes and the 
  investigators will (hopefully) uncover 
  the sleeper and return it to its dormant 
  state it is likely that the players 
  will try to identify what the sleeper 
  actually is. the Keeper should allow 
  them to make any guess they like, but 
  should neither confirm nor refute any 
  theories they may form. the sleeper 
  might be unique or one of many similar 
  creatures or it might even be an avatar 
  of a Mythos deity. Part of its mystique 
  is its unknown provenance.
  E U R O P E  A B L A Z E
  
  15
  Key locations in rennes
  Although a small city, Rennes is an important junction 
  for the railways leading to the ports of the Atlantic coast. 
  The Germans are well aware of this and have reasonably 
  strong forces in the area, as well as both Abwehr and 
  Gestapo personnel on the ground. They also have the 
  assistance of some of the local nationalists, those who 
  are fascistic in their political outlook.
  gestapo headquarters
  The Gestapo headquarters is located on the rue Jules 
  Ferry at the Cité des étudiants, a school that suits 
  their purposes well enough. The local Gestapo are a 
  particularly brutal bunch and have gotten in trouble for 
  their overzealous interrogation of suspects. In order to 
  hide their activities as much as possible they have taken 
  desperately injured prisoners to the PoW hospital nearby 
  where they can die away from their buildings, and thus 
  hide their appalling activities from their superiors. As 
  such the official death in custody rate is more in line with 
  other Gestapo locations of a similar size found elsewhere 
  (as awful as that rate is).
  prisoner of war hospital
  The Prisoner of War hospital, Frontstalag 221W, is run 
  by Captain (Stabsarzt) Lumpf. Lumpf is an incompetent 
  and conditions in the hospital are very poor with not 
  enough supplies of anything (linen, clothing, decent food, 
  medicines and medical equipment) but Lumpf does little 
  about it other than fret, as he does not wish to highlight 
  his own lack of ability to his superiors. The hospital 
  staff are mostly PoWs themselves, with French, British 
  and Polish doctors, aided by local French volunteer 
  nurses, although most of the latter are not professionally 
  trained. The orderlies are mostly drawn from Senegalese 
  prisoners usually confined to a nearby PoW camp to the 
  south-west of Rennes. The latter do bring in some food 
  for the patients plus whatever clothing and medicines 
  they can safely sneak past the hospital guards. The 
  guards themselves are either Austrians or Germans too 
  old for front line work, none of whom are happy with 
  their lot. Most of the patients are either horridly mangled 
  survivors of the 1940 air raid or captured allied aircrew. 
  The hospital is located on the rue Jean Macé.
  museum of fine arts
  The Museum of Fine Arts (Musée des Beaux Arts) is a 
  pivotal location in this scenario. Within its large basement 
  is stored an odd artefact from the original collection, 
  having been confiscated from one of the local churches 
  during the Revolution. The statue is considered to be 
  ‘oriental’, although there is not even a tentative guess as 
  to its exact origin. Indeed there is little information within 
  the museum’s records and it is listed as ‘Statue: Oriental. 
  Seven foot high, stone. Unknown origins.’ In fact, no one 
  has sought to examine it too closely due to the wards 
  placed upon it and whenever a new caretaker comes 
  across the piece it is never put on display, remaining 
  hidden in storage ever since the museum’s founding. 
  Gottfried von Laue spends a considerable amount of time 
  in the museum (as might be expected, given his position), 
  but both of the others do visit on occasion, trying to 
  discover where the statue is located.
  cafe morvan
  Café Morvan is a small, family-run affair on the rue Paul 
  Bert and is favoured by members of the Bagadou Storm, 
  a Breton nationalist militia, members of the Breton 
  Nationalist (Parti National Breton) movement and staff 
  of L’Heure Bretonn. The latter is a pro-Nazi newspaper 
  that publishes much propaganda. René Celle is a frequent 
  visitor, hoping to cultivate some contacts amongst the 
  clientèle.
  hotel cassard
  A small hotel, named after a previous proprietor, also on 
  the rue Paul Bert. The hotel is important because one of 
  the investigators’ targets, the Alsatian villain René Celle, 
  has taken up residence here. It is a cheap but clean place: 
  the main advantage for Celle is its close proximity to the 
  Café Morvan.
  The Hotel Cassard is an unexceptional building, nestled 
  between two similar establishments. The exterior of 
  the building is looking a little shabby, it was due to be 
  repainted in the last year but the war came and as a result 
  it looks poorly maintained from the outside, something 
  its proprietors dislike intensely. Inside, though, it is kept 
  in a good condition with the owners (the le Hénaffs) 
  busying themselves with its upkeep whenever they are 
  not looking after the wellbeing of their guests.
  Unlike many of the other nearby hotels it has not been 
  taken over by the German military and used as billets 
  for their personnel. Business is not good as there are few 
  visitors to Rennes these days. The le Hénaffs are using 
  a number of otherwise empty rooms to house some 
  refugees who fled to Rennes but made it no further 
  -
  S L E E P E R  A G E N T S
  
  16
  when German travel restrictions made it difficult to 
  return home. Several local families whose homes were 
  destroyed in the air raid are also in residence. While their 
  custom is hardly making the Cassards rich it does help 
  cover their costs.
  the le moal farmworKer’s house
  The investigators will be put up at the Le Moal 
  farmhouse, in one of the otherwise disused farmworkers’ 
  houses at the edge of the farm. The building is located 
  at the end of a dirt track and as such does not normally 
  get much traffic. There is a small copse at the back of 
  the house, allowing investigators to slip out unnoticed 
  by any watchers if they are careful. Unfortunately its 
  isolated position and the copse do allow the place to 
  be approached stealthily should hostile forces wish to 
  attack. Located to the north of Rennes it is about two 
  kilometres away from a second location where some of 
  the investigators will be put up. 
  The Le Moals are aware the property is being used by 
  the Resistance but only know a single member of the 
  local group, that way if anything goes wrong they are 
  less likely to reveal information to the Gestapo. Only 
  their friend in the Resistance and the three leaders of the 
  group know how the property is being used.
  the house in betton
  The second safe house available to the investigators is 
  in the village of Betton, about eight kilometres north of 
  Rennes. The village itself has a population of 1700 or so, 
  with a number of refugees and those who lost their homes 
  in the air raid also reside there. The house is a two storey 
  affair on the western edge of the place and is normally 
  inhabited by a middle-aged married couple who lost their 
  son in the invasion of France in 1940. They are not members 
  of le Pennec’s Resistance cell although they are eager to 
  help any who oppose the Germans. They are happy to 
  have guests stay in secret at their home and are brave and 
  loyal; they will never reveal any information unless under 
  torture. They are polite hosts who will not discuss anything 
  specific with their guests regarding what they are doing, 
  understanding that the less they know the better.
  events
  During their stay in Rennes the investigators will have 
  numerous minor encounters with the occupying forces, 
  with them being stopped in the street and asked for 
  papers, witnessing arrests or just observing troop 
  movements. The Resistance will also call on their 
  expertise, they will potentially need to provide training 
  for existing and new recruits, arrange for a parachute 
  drop of supplies or perform minor acts of sabotage. All 
  these, and more, can be handled by the Keeper but there 
  are specific encounters that might occur that are more 
  important in resolving the situation with the Sleeper.
  bad dreams
  Soon after the investigators try to find out what the 
  three occultists in Rennes are up to they will come to 
  the attention of the Sleeper. Fortunately it is still mostly 
  dormant and its assault on their senses is limited, but 
  one by one they will start to suffer from its attacks.
  The Sleeper will begin to project dreams into the 
  investigators’ sleep, causing them restless nights and, 
  worse, slowly leaching them of their sanity, so disturbing 
  are the visions. To begin with they will awaken from a 
  dream and feel thoroughly disturbed, although with no 
  memory of what it was that caused them discomfort. As 
  the attacks continue and they lose more and more sanity, 
  and memories of the dreams will come in snatches. These 
  visions are thoroughly disturbing on an emotional level 
  and often they will not be able to tell what it was in the 
  dream that made them feel so wretched, only that they 
  are aware that it is the dream that is affecting them.
  E U R O P E  A B L A Z E
  
  17
  The Sleeper is initially attracted to those who pose the 
  most threat to it (those with the highest POW). The 
  investigator with the highest POW will be targeted first; 
  after several nights the investigator with the second 
  highest POW will also begin to suffer the dreams and so 
  on. As the nights pass more and more investigators will 
  be affected until the entire party suffer from the dreams 
  every night.
  Every time they dream (and after their first dream they 
  will have a disturbing dream every night they sleep until 
  the Sleeper is stopped) they will lose a point of SAN. A 
  character can avoid sleep, but will suffer a -10% penalty 
  to all skills after one night’s lack of sleep, and this penalty 
  will increase cumulatively by 10% for every night they 
  avoid sleep. They will also need to make a CON roll to 
  remain awake, on the first night it is CONx5, the second 
  it is CONx4 and so on. By the fifth night they will need 
  to make a CONx1 roll, and it will remain at this level until 
  they finally succumb to their less than sweet dreams.
  However staying awake has no long term benefit for their 
  Sanity. By avoiding sleep they become more and more 
  exhausted, so that when they do finally go to sleep the 
  Sleeper’s attack will be much more effective as they will 
  be unable to awaken from the dream and will be subject 
  to a far more sustained and damaging attack on that 
  night. The loss of SAN on that night will be equal to the 
  number of nights they avoided sleep +2.
  You can provide Handouts 4-8: Bad Dreams (page 32) to 
  the players to describe their dreams, as desired.
  finding the targets
  Both of the German officers will be easier to find than 
  Celle, since the investigators will not be able to show 
  pictures of the trio to locals without attracting attention 
  from the occupying forces. 
  Since Kalb is based at the Gestapo headquarters he 
  will be known by sight by Maelys, who works nearby. 
  v. Laue’s men are the only members of the Dienststelle 
  Westen based within Rennes. It would be a simple 
  matter of looking out for their insignia within the town 
  and sooner rather than later word will come back to the 
  Resistance that they are spending a lot of time in the 
  Museum of Fine Arts. 
  Celle is far more difficult to find, but as an outsider it 
  is possible to track him down by asking around for an 
  Alsatian stranger. Should the investigators spend any 
  major amount of time casing the museum both Kalb and 
  Celle can be spotted on different occasions watching the 
  place in the hope of gaining access (Kalb can do so but 
  unfortunately he cannot get access to the more restricted 
  areas under v. Laue’s direct supervision since he will not 
  be able to get the right permit to do so).
  following the targets
  Kalb may be the easiest of the three targets to find but he 
  is also the best protected, spending much of his time at 
  Gestapo Headquarters. When going anywhere he always 
  has several Gestapo agents to do any dirty work he needs 
  done, and on occasion he will have additional support 
  from SS or Heer troops when making arrests.
  He is also very alert to anyone trying to follow him; he 
  is a paranoid Gestapo thug who has more enemies than 
  most thanks to his history of dabbling in the Mythos. He 
  will travel the town and examine local records kept at 
  town halls, churches, museums and libraries. While he 
  does so he is at his most vulnerable, but there will always 
  be one or more guards nearby.
  v. Laue spends his time at the Museum of Fine Arts, 
  at the hotel where he and other German officers are 
  billeted and travelling between these locations. While he 
  is conducting his search for the Sleeper he has had the 
  museum shut down, there are various Heer troops under 
  his control who guard the building, but these are of a 
  decidedly inferior quality. He does send items back to 
  Germany for the private collections of top Nazis but is 
  getting frustrated at his lack of progress in finding what 
  he is really after, with the various seals keeping it hidden.
  Celle is by far the most accessible of the three: he attempts 
  to find friends among the local Breton Nationalists and 
  can be often found in bars and cafés they frequent. It is 
  even possible to get a room in the same hotel where he is 
  staying. Besides trying to make local contacts Celle will, 
  like Kalb, visit various local sites where he can examine 
  records; unfortunately for him Kalb has placed orders to 
  prevent others from examining town hall records.
  Kidnap and interrogation
  It is possible that the investigators will decide to capture 
  one of their targets and discover exactly what they are 
  up to. To try to kidnap Kalb is almost suicidal, as he is 
  always in the company of others and unlikely to be taken 
  by surprise. The only real hope is if he is lured away 
  from Gestapo headquarters into some sort of trap, but 
  S L E E P E R  A G E N T S
  
  18
  even then he will have plenty of other Gestapo agents, 
  and possibly Heer or SS troops, with him. Should he 
  be captured he is the easiest to break, however. He 
  is someone willing to inflict harm on others but his 
  knowledge of torture makes him dread it all the more. 
  As a result he will fold quite easily, believing he has a 
  greater chance to survive that way.
  v. Laue is also difficult to ensnare. Like Kalb he is 
  accompanied most of the time and is pretty secure when 
  holed up in the museum. He is also unlikely to go anywhere 
  where there are no German troops within shouting 
  distance and in some ways may be even more difficult to 
  secure than Kalb. More resilient than the Gestapo man, 
  he will think he has no chance of surviving if captured, 
  believing that he is in the hands of the Resistance. As 
  such he will try to withhold any information for as long 
  as possible, hoping against hope that he will be rescued 
  by German troops searching for him.
  Celle is the easiest to catch, as he is on his own in the city 
  and largely powerless. He will make claims that he is only 
  here to investigate the dreams he has been suffering from 
  and nothing else. 
  All three will confirm details in N’s dossiers about them, 
  if asked. They will also provide the information in the 
  following handouts. Should one of them be captured the 
  Sleeper will make the others aware there are enemies 
  after them via new dreams. As a result they will start to 
  take extra precautions and become even more paranoid, 
  making capture without raising the alarm nearly 
  impossible.
  Handout 9: The Promise to Celle (page 33)
  Handout 10: The Promise to Kalb (page 33)
  Handout 11: The Promise to v. Laue (page 33)
  incriminating papers
  All three of the men keep personal records. Celle has 
  a diary and the others have official notebooks they 
  use. These books may come into the possession of the 
  investigators by several possible methods. They might 
  pickpocket or mug one of the men, break into a vehicle 
  they are using or their private quarters, or they may 
  remove it from the corpse of a villain. 
  The Keeper is encouraged to show the relevant handout 
  whenever the investigators have successfully performed 
  a task that could reasonably result in them getting hold 
  of one of the books.
  Handout 12: The Celle Diary (page 33)
  Handout 13: The Kalb Notebook (page 33)
  Handout 14: The v. Laue’s Dossier (page 33)
   
   
  celle’s room
  The location of Celle’s room can be gained by subterfuge 
  or bribery. A quick peek at the guest register should one 
  of the investigators take a room here is probably the 
  easiest method, although the owners or staff will also 
  reveal the location for a small bribe or if threatened (they 
  suspect that anyone offering money or making a threat 
  is somehow tied with the Resistance or local criminals, 
  neither group being one they would wish to anger over 
  the unpleasant M. Celle). 
  The room is on the first floor, overlooking the rue Paul 
  Bart. The lock is simple and can be picked relatively 
  easily. Alternatively bribing or threatening the owners or 
  staff to open the door will also work, such is their desire 
  to avoid getting between Celle and his enemies. Forcing 
  open the door is also possible but will make unwelcome 
  noise and alert any on this floor of the hotel. It also makes 
  it obvious that someone has entered the room.
  It is furnished with a neat bed, a writing desk, chair, 
  sidelight, ashtrays, bedside table, drawers and a wardrobe. 
  There is nothing apparently unusual in the room unless 
  the bottom of the wardrobe is checked, here Celle has 
  hidden an old French revolver dating from the last century 
  (plus ammunition), several thousand francs worth of gold 
  (for bribing the right people, once he can figure out who 
  they are) and an old tome. The latter has a fake cover 
  indicating it is in Arabic, however inside is a Mythos tome 
  written in Hebrew (Celle would hope to deflect the ire of 
  any Nazi discovering it by claiming it is in Arabic script, 
  not in Hebrew). Both the gold and the tome are stolen 
  from the Colmar Treasure. The gold jewellery is obviously 
  medieval Jewish work to an expert (such as v. Laue); it 
  would leave Celle with a lot of questions to answer. 
  Mythos Tome (untitled): Four weeks’ study. 
  Sanity Loss: 1D3/1D6. 
  Cthulhu Mythos: +4%. 
  Spells: None.
  rescue!
  At some point the investigators will learn through Maelys 
  that Kalb has a prisoner (Paol Bosser – see below – 
  although Maelys is unaware of his identity) that he has 
  been ‘interrogating’. The prisoner has been taken to the 
  E U R O P E  A B L A Z E
  
  19
  PoW hospital as he is dying from his injuries. Lumpf is 
  allowing one of the Polish doctors to help the man, whose 
  injuries are severe and life threatening but he may recover 
  (although this will only lead to him being returned to the 
  care of the Gestapo). What is unusual about this case is 
  that the prisoner is being guarded not by an orderly at the 
  hospital but by one of the Gestapo men from across the 
  road, an unheard of occurrence that indicates the value of 
  the injured man to Kalb.
  The investigators should seriously consider rescuing 
  this man as he leads them to some information about 
  the Mythos threat. Maelys will not help them directly 
  in this – she does not wish to compromise her position 
  at the hospital –  but will provide details on the 
  guards at the hospital, its layout and the best escape 
  routes. Once the prisoner is secured he will point the 
  investigators in the direction of Chateaubourg and the 
  Saint Pierre church.
  Gestapo Stooge
  Terrified of his superiors (Kalb and Todt) this guard will 
  nervously walk back and forth outside the room, sit down 
  and then rapidly stand up, open the door and check on 
  the prisoner every few minutes. This all makes it difficult 
  to take him completely by surprise but it is also likely the 
  investigators can get the drop on him.
  STR 13 
  CON 11 SIZ 13 
  INT 10 
  POW 12
  DEX 15 APP 10 
  EDU 12 SAN 40 HP 12
  Damage Bonus: +0
  Weapons: Fist/Punch 45%, damage 1D3
   
   Walther PPK 45%, damage 1D8
  Skills: Dodge 45%, Listen 40%, Spot Hidden 55%
  Hospital Guards
  These are older men or those suffering from some 
  condition that keeps them from frontline duties. Most just 
  want the damn war to be over so they can go back to their 
  homes and families. They patrol the hospital irregularly 
  and a couple are always on duty at the front entrance. At 
  any point in time there are five or six of these men on 
  duty, with the PoWs all quite badly injured there is little 
  chance of them attempting to escape, keeping the guards’ 
  numbers and vigilance at a low level.
  Use the Soldier (Recruit) statistics on page 110 of World 
  War Cthulhu: The Darkest Hour.
  Paol Bosser
  A short, ugly, middle-aged man, Paol lives at the Manoir 
  de Bourchevreuil in Cesson-Sévigné, which is a small 
  town on the eastern edge of Rennes. He is one of two 
  men who have some knowledge of the threat to the city, 
  although he believes it to be some sort of Satanic cult 
  rather than of Mythos origin. He knows Kalb has gone to 
  arrest his associate, Francois Omnes, who he is terrified 
  will be unable to resist the torture; he was barely able to 
  do so himself. 
  Once he is certain that any rescuers are not part of a Nazi 
  trick he will happily divulge what he knows in order to 
  keep his secrets safe, passing on details on where to find 
  the documents relating to the imprisonment of a demon 
  at a local abbey. These documents are at the Church 
  of Saint Pierre in Chateaubourg, a little further east of 
  Rennes than Cesson-Sévigné.
  STR 9 
  CON 12 SIZ 13 
  INT 15 
  POW 13
  DEX 11 APP 8 
  EDU 17 SAN 61 HP 13
  S L E E P E R  A G E N T S
  
  20
  Damage Bonus: +0
  Weapons: None (too badly hurt even to raise his arms to 
  defend himself)
  Skills: Library Use 65%, Occult 75%
  Francois Omnes
  M. Omnes lives in Montgermont to the north-west of 
  Rennes, a small village of several hundred people. When 
  Paol Bosser is taken by the Gestapo he immediately 
  attempts to leave, making his way to friends in Rennes. 
  While there he will attempt to make contact with the 
  Resistance in order to leave the country, although he is 
  unaware who to ask. Eventually he will come into contact 
  with the notoriously incompetent Carte organisation. This 
  only increase the threat from the Gestapo who will be 
  out looking for him since Carte has no real security and it 
  becomes widely known that Omnes has asked them for help.
  Omnes should only come into play if the investigators fail 
  to rescue Paol Bosser. Yann Abgrall will hear from his 
  militia friends that they are on the look out for Omnes on 
  the instructions of the new Gestapo officer, Kalb. He will 
  pass on this information to the investigators who should 
  then set about looking for him. Abgrall can find out some 
  facts about him, where he comes from and the fact he is 
  known to have friends in Rennes, the party will eventually 
  be informed that one of the Carte organisation is in 
  contact with Omnes and will have to arrange a meeting. 
  This will lead to them going to where Omnes is hiding, but 
  the Gestapo will not be far behind them and they are likely 
  to have to deal with at least a couple of inquisitive secret 
  policemen before escaping with their new ally. Omnes is 
  not in the best of health, but is happy to provide the same 
  information as Bosser, leading the investigators towards 
  the Saint Pierre church. Omnes has the same statistics as 
  Paol Bosser.
  church of saint pierre
  Located at the heart of the village of Chateaubourg, the 
  Church of Saint Pierre is an attractive building that is 
  well kept by the local population. There are no Germans 
  permanently stationed in the village although patrols 
  regularly pass through several times a day. When the 
  church was built a secret hollow was created under a 
  stone bench within the vestry. To get at it the slab of 
  stone that rests atop it will need to be smashed, as will 
  the bench; something Fr. Kerviel, the church’s priest, will 
  be very unhappy about.
  Paol Bosser or Francois Omnes will tell the investigators 
  where exactly they can find the hidden material and it 
  will be up to them to recover it by any means they feel 
  necessary, although their Resistance contacts will be 
  extremely unhappy should they harm Fr. Kerviel, who 
  they consider to be a good man and a potential friend 
  to the cause.
  If the investigators break through the slab (a couple of 
  decent blows will do it) and reveal the contents hidden 
  beneath it, Fr. Kerviel will cease his objections. He will 
  be very curious, but not so upset as it is obvious these 
  strangers know secrets about his little church. Indeed 
  it is possible, if he had not been too badly handled 
  beforehand, that the priest will become quite helpful, 
  offering to translate any of the texts should they need 
  help (the texts are in Breton, which Fr. Kelviel has learnt 
  for the benefit of his parishioners).
  If the investigators are not careful Fr. Kerviel may summon 
  Chateaubourg’s lone gendarme, who will challenge them, 
  and who will be backed up by a number of, potentially 
  very angry, locals. An additional problem might occur 
  should Kalb discover the location of the stash, as Todt 
  and a car load of Gestapo turn up to recover the material. 
  If the investigators end up in a firefight with the Gestapo 
  then German reinforcements will make their way towards 
  them from Rennes. They should flee at the earliest 
  opportunity and get away from the village, re-entering 
  Rennes from some other direction. Hiding out or staying 
  put are not good options and will leave them doomed as 
  more and more Gestapo and Heer forces arrive.
  The consequences for the villagers would be more 
  serious were it was not for Oskar Kalb. He will come to 
  the scene and see the damage to the church. Both Pichon 
  and Fr. Kerviel will state that it was a gang of thieves 
  who were responsible for the fight and after examining 
  the damaged vestry and questioning survivors among his 
  E U R O P E  A B L A Z E
  
  21
  own men he will come to the conclusion that the priest 
  and gendarme are correct and will order his men to leave. 
  They will not be happy about this but Kalb will now be 
  aware he has opposition and is more keen to use his 
  resources to find them rather than to punish the locals 
  for something he thinks them ignorant of.
  The Demon’s Bane is a written account of Saint Pol’s 
  conflict with the ‘demon’, with instructions on how to 
  reinforce the wards to strengthen them. These instructions 
  are necessary if the Sleeper is to be returned to a dormant 
  state. It counts as a Mythos Tome as it touches on more 
  than just the conflict between Saint Pol and the Sleeper, 
  and although much of its advice in dealing with various 
  demons is unusable there is enough information here to 
  increase a reader’s Cthulhu Mythos skill.
  Give the players Handout 15: Saint Pol de Léon and the 
  Demon of Amorica (page 34).
  Mythos Tome: The Demon’s Bane 1 week’s study. 
  Sanity Loss: 1D2/1D4. 
  Cthulhu Mythos: +2%. 
  Occult: +5%.
  Spells: Elder Sign.
  Father Kerviel
  Kerviel is a passionate man who dearly loves his flock 
  and the Church of Saint Pierre. In his early thirties, the 
  role at Saint Pierre is his first independent position within 
  the church. 
  He will be outraged should anyone damage the building 
  and will need to be restrained should he interrupt the 
  investigators as they recover the stash. He knows Paol 
  Bosser as someone from outside his parish who travels 
  to the church due to some dislike of his own parish priest. 
  He has never met Francois Omnes as the latter leaves it to 
  Bosser to keep an eye on the church and its secrets. Kerviel 
  is protective of those under his spiritual care and dislikes 
  the arrogant Nazis, seeing them for the evil men they are. 
   
  STR 12 
  CON 14 SIZ 12 
  INT 15 
  POW 13
  DEX 10 APP 15 
  EDU 17 SAN 65 HP 13
  Damage Bonus: +0
  Weapons: Fist/Punch 30%, damage 1D3
  Skills: Library Use 65%, Occult 40%, Persuade 75%.
  Luc Pichon
  In his early forties and his once fit form has long since 
  surrendered to flab, Pichon is the local gendarme 
  responsible for Chateaubourg and several other villages to 
  the east of Rennes. He rarely has any trouble in his patch, 
  just the occasional poacher or drunk who needs to be led 
  home. Since the invasion he has continued in his old role, 
  but is unhappy about the whole thing, for one thing the 
  Boche poke their noses in his work and often manage to 
  make matters worse. He tries to keep an eye on things but 
  without strong direction from his superiors he is at a loss 
  as to what he should do most of the time.
  STR 13 
  CON 15 SIZ 16 
  INT 10 
  POW 14
  DEX 12 APP 12 
  EDU 11 SAN 70 HP 16
  Damage Bonus: +1D4
  Weapons: Fist/Punch 40%, damage 1D3+1D4
   
    Revolver 45%, damage 1D8
  Skills: Hide 45%, Sneak 50%, Spot Hidden 70%.
  Angry Farmers
  A mixed group of men who are angry at the fate of their 
  country and outraged over any perceived attack on their 
  S L E E P E R  A G E N T S
  
  22
  local church. Although they will follow the instructions 
  of Pichon or, more obediently, Fr. Kerviel. It is possible 
  one of the more trigger-happy members of the group 
  will fire on the investigators if they do something too 
  provocative.
  If the Gestapo arrive these men will mill around unless 
  any conflict occurs, when they will scurry back to their 
  homes, none will wish to get involved in a gunfight which 
  could bring real trouble to their homes.
  STR 13 
  CON 14 SIZ 13 
  INT 14 
  POW 10
  DEX 12 APP 12 
  EDU 10 SAN 50 HP 14
  Damage Bonus: +1D4
  Weapons: Fist/Punch 45%, damage 1D3+1D4
   
   Shotgun 55%, damage 4D6/2D6/1D6
   
    Rifle 60%, damage 1D6+2
  Skills: Hide 30%, Sneak 35%, Spot Hidden 60%.
  Gestapo Unit
  Arriving in a couple of cars these men in overcoats are 
  grim and dangerous. They are led by the despicable Todt, 
  who will allow his men to take all the risks. Should it 
  appear they are in danger of being defeated, Todt will call 
  a retreat, regrouping outside the village. Should his men 
  be overwhelmed Todt and any other survivors will scatter, 
  but will be keen to exact revenge on the investigators at 
  a later date.
  Use the Secret Police statistics on page 110 of World War 
  Cthulhu: The Darkest Hour.
  rennes library
  It is quite possible the investigators might wish to visit the 
  Rennes library to see if they can dig up any information 
  on cults or strange local legends. This will require a 
  successful Library Use roll for each piece of information, 
  with each success resulting in one of the two relevant 
  references being found. 
  The first is a reference to a cult in a local history book; 
  the book’s writer has a small article written about him in 
  the paper and died at the end of the last century. Several 
  copies of his book are on the library shelves as he deals 
  with all kinds of mysteries in the Brittany area, his musing 
  on the Poisoners’ Cult were quite scandalous at the time, 
  since the poisoner discussed was a local mass murderer 
  who had been executed only a few decades before the 
  book was published (see Handout 16: The Poisoners’ 
  Cult on page 34)
  The second document is in a collection called Letters 
  of the Revolution in which a Revolutionary describes a 
  sculpture found in a local church and its removal, with 
  the death of the priest who attempted to prevent this (see 
  Handout 17: Letter from Citizen Tanguy on page 34).
  abbeY De saint POl 
  in brUz
  it is possible the investigators will 
  try and find out more about the abbey, 
  however a brief visit to bruz or a 
  look at local records will find that 
  the place was burnt down during the 
  revolution and never refounded. nothing 
  remains of the site today, just a few 
  burnt bricks in an overgrown field at 
  the edge of the village. 
  investigating the order that lived 
  there might prove more beneficial. if 
  the Keeper allows it the investigators 
  may gain the help of a local member of 
  the clergy who will aid them in finding 
  out what happened to the small order 
  based there. here they will discover 
  the names of two local members, Paol 
  bosser and francois Omnes, although it 
  is unlikely they will meet with either 
  before Kalb gets his hands on bosser and 
  Omnes goes into hiding.
  assassins!
  At some point the Cult of Bubry will make an appearance. 
  Their first attack will be a harassing affair, when one of 
  them takes a pot-shot at one of the investigators. As 
  the investigators make progress the cult will attempt 
  something more daring. Those members of the party at 
  the safe house in Betton will be attacked, with the cult 
  attempting to kidnap one or more of them one night. As 
  they make their move the cultists will awaken a dog, 
  allowing the investigators to be alerted by the barking. 
  The noise of someone stumbling over an obstacle should 
  put them on full alert. If the investigators are smart they 
  should attempt to flee, after all they are likely to suspect 
  anyone coming after them in the dark is likely to be the 
  Gestapo, not the members of a previously unknown cult.
  As they flee they should have the chance to shoot one or 
  more of their attackers; while they may not recognise the 
  E U R O P E  A B L A Z E
  
  23
  group they should come to realise they are not dealing 
  with Germans but some sort of local force as at least one 
  of their assailants is a woman and they are all speaking 
  in Breton. 
  There will be too many cultists to fight off and as they 
  flee the cult will summon a Mythos agent after them. 
  After outpacing their pursuants they should arrive at the 
  other safe house where the rest of the party will be holed 
  up. At this point a large, leather-winged creature will 
  attack. The investigators will have to kill it or drive it off 
  long enough to flee again.
  Both safe houses will be compromised and the group 
  will need to go back to their Resistance contacts to 
  find somewhere else to hole up. Fortunately one of the 
  Resistance group is (unknown to the party) based in 
  Betton and will quickly arrive at the scene of their fight 
  with the byakhee to lead them to an emergency safe 
  house several miles away, taking them there in the back 
  of a delivery van.
  Should the investigators try to hold their ground then 
  the nearest member of the Resistance will arrive at 
  some point and urge them to retreat to safety, for the 
  Germans are sure to send a patrol this way to investigate 
  the firefight. They should then escape and face the 
  byakhee, and have to flee once again with their ally to 
  the emergency safe house. This is a great opportunity to 
  deprive them of as much of their equipment as possible 
  (especially any explosives they may have), which should 
  limit their options later on and give them an added 
  incentive to track down their attackers.
  The German authorities will officially attribute the 
  firefight to warring black marketeer gangs and nothing 
  to do with the Resistance. This is due to Kalb’s influence, 
  which he uses to keep the investigation to a minimum 
  as the evidence of a Mythos creature and occult 
  paraphernalia on any cultist’s body left behind will make 
  him more paranoid than ever. He will manage to convince 
  his superiors that this is to do with his current investigation 
  in Rennes and it is vital that no one endangers his 
  progress by looking too closely at the firefight. The only 
  noticeable effect of the night’s activities will be a slight 
  increase in the number of German patrols in the area.
  Cultist Attackers
  An ancient sect who worship the Sleeper, the cult has 
  been made aware by their ‘god’ that the investigators are 
  enemies who need to be dealt with. They are fearless, 
  if untrained,  opponents and their relentless nature will 
  mean the characters have to stay alert for future attacks. 
  While even just one of the cult remains alive they will 
  make it their business to eliminate the investigators.
  They have a variety of weapons available to them, from 
  double barrelled shotguns to old pistols or hunting rifles. 
  STR 13 
  CON 13 SIZ 14 
  INT 12 
  POW 9
  DEX 12 APP 12 
  EDU 11 SAN 0 
  HP 14
  Damage Bonus: +1D4
  Weapons: Fist/Punch 30%, damage 1D3+1D4
   
   Shotgun 60%, damage 4D6/2D6/1D6
   
   Revolver 35%, damage 1D8
   
   Rifle 40%, damage 1D6+2
  Skills: Hide 35%, Sneak 40%, Spot Hidden 50%.
  Byakhee
  STR 20 CON 14 SIZ 20 
  INT 8 
  POW 12
  DEX 15 APP - 
  EDU - 
  SAN - 
  HP 17
  Damage Bonus: +1D6
  Weapons: Claw 40%, damage 1D6+1D6
   
    Bite 45%, damage 1D6+ blood drain
  Armour: 2 points of fur and tough hide
  Skills: Listen 60%, Spot Hidden 55%.
  Sanity Loss: 1/1D6 Sanity points to see a byakhee.
  S L E E P E R  A G E N T S
  
  24
  although the cult has historically 
  poisoned its enemies with arsenic this 
  method is impractical when dealing with 
  the investigators as they are unlikely 
  to be in a position to be served 
  poisoned food or drink. however, if one 
  of the cult has become a trusted source 
  for an investigator, providing him with 
  clues that will not hurt the cult, for 
  example, then there is a chance that 
  this method will be used to try and 
  eliminate one or more of them.
  tracKing down the cult
  With the cult hunting them it is probable the investigators 
  will want to find out who their new enemies are. There 
  are several potential routes of enquiry they might take.
  One possibility is to try and find if there are any groups 
  of newcomers to Rennes who arrived after the air raid. 
  This is, unfortunately, a waste of time. Not only are there 
  many outsiders who have found themselves virtually 
  trapped in Rennes the cult is not among their number, 
  having been in and around the city for a century. Asking 
  around might only raise suspicions amongst the locals or 
  occupying forces that the investigators are up to no good.
  If they shoot a cultist they can try to find out where they 
  have been treated for their injuries. Maelys knows most 
  of the local doctors and can find out if they have treated 
  anyone who was shot recently. If the characters do have 
  Maelys ask around then they will be given a name and 
  address.
  The party may also try and take counter-surveillance 
  measures. If they are careful they might, spot a child who 
  seems to always be nearby. The child, Anton Ollivier, is 
  a member of the cult and can be followed back to their 
  temporary base of operations, among the buildings 
  ruined in the the air raid.
  Anton Ollivier
  A child who appears to be around nine years of age 
  (he is in fact thirteen), Anton is a fanatical agent of the 
  cult. He watches the investigators and is one of those 
  most suited for this task, however the small numbers of 
  cultists means they have only a few who are capable of 
  such work and sooner or later this will cause one of them 
  to be recognised as a spy. Investigators may be lulled 
  into thinking he is a harmless pawn but little Anton is as 
  deranged and vicious as any in the cult.
  STR 7 
  CON 12 SIZ 8 
  INT 13 
  POW 13
  DEX 10 APP 11 
  EDU 9 
  SAN 0 
  HP 10
  Damage Bonus: -1D4
  Weapons: Fist/Punch 35%, damage 1D3-1D4
   
   Knife 45%, damage 1D4-1D4
  Skills: Hide 50%, Spot Hidden 50%, Sneak 60%.
  the house of louis stephan
  If the investigators manage to track down a cultist who 
  they injured then they will be directed towards the home 
  of Louis Stephan. The house itself is an old farm located 
  on the outskirts of Chevaigne, to the north of Rennes. 
  Stephan is in a terrible state, his wound has become 
  infected and the cult realises that if they take him to a 
  hospital it is likely they will be asked awkward questions, 
  perhaps leading to the cult’s exposure. As a result Louis 
  is slowly dying in agony, causing his family members no 
  end of heartache and making them hate those responsible 
  for his injuries.
  There are several members of Stephan’s family guarding 
  his home. The farm itself is well maintained and looks 
  relatively prosperous; although much of the work is 
  carried out by hired hands, the Stephans are competent 
  farmers in their own right. It is possible that one of those 
  in the place will be recognised by an investigator as being 
  among their attackers at Betton.
  To investigate the house the family members will need 
  to be somehow removed. They will need to be killed or 
  incapacitated, as all are fanatically loyal to the Sleeper 
  and would rather die than surrender. Fortunately for 
  E U R O P E  A B L A Z E
  
  25
  the investigators any gunfire at the farm will not be 
  investigated; this is due to enchantments placed by the 
  cult, spells taught to it by the Sleeper.
  A cult document describing the horrid teachings and 
  activities of the Sleeper and its cult can be found within 
  the house.
  Mythos Tome: Giver of Dreams 8 weeks study. 
  Sanity Loss: 1D3/1D6. 
  Cthulhu Mythos: +4%. 
  Spells: Call/Dismiss the Sleeper, Contact the Sleeper, 
  Gate, Send Dreams, Summon/Bind Byakhee.
  Stephan Family Cultist (3)
  The cultists believe themselves to be trapped; if their 
  enemies have tracked them here it is better to die than 
  to risk capture and betrayal of their god. They are armed 
  with double-barrelled 12-gauge shotguns, which they 
  normally use to hunt.
  STR 13 
  CON 13 SIZ 14 
  INT 12 
  POW 9
  DEX 12 APP 12 
  EDU 11 SAN 0 
  HP 14
  Damage Bonus: +0
  Weapons: Fist/Punch 35%, damage 1D3+1D4
   
    Shotgun 60%, damage 4D6/2D6/1D6
  Skills: Hide 35%, Sneak 40%, Spot Hidden 50%.
  the cult of the sleeper
  The cult is based in the ruined buildings just south of 
  where the air raid took place. These blasted buildings 
  were once small factories and workshops, but were 
  severely damaged when the ammunition train exploded 
  and many were killed or injured. After initial salvage and 
  rescue efforts the area has remained in a state of ruin, 
  with events elsewhere hindering the provision of supplies 
  needed to rebuild. It has become the centre of worship 
  for the Bubry Cult. The threat of unexploded ordnance 
  and the general state of ruin in the area keeps normal 
  folk from entering. The area is full of unstable ordnance 
  that does, on occasion, cause a small explosion, so the 
  locals and the occupying forces are likely to ignore all 
  noises from all but the most sustained of gunfights in the 
  area. Even then the Germans will try to seal the area and 
  wait until sunrise before entering the ruins, since they do 
  not wish to risk losing men unnecessarily. 
  Within a mostly intact old warehouse is the cult’s 
  headquarters. Half a dozen of them now reside here, 
  protecting it and preparing to move against the cult’s 
  enemies at a moment’s notice. Another handwritten copy 
  of Giver of Dreams is among their possessions (see The 
  House of Louis Stephan for details of this tome). 
  Cult Guards
  These men and women will be distraught that they have 
  been discovered by their enemies and only the death of 
  their foes will satisfy their god. They are reckless in their 
  attacks, thinking they have failed somehow. The racket 
  they make should make the investigators fear attracting 
  the attention of the German troops; however the cult’s 
  enchantments will keep their activities unnoticed.
  STR 12 
  CON 11 SIZ 12 
  INT 11 
  POW 10
  DEX 10 APP 12 
  EDU 12 SAN 0 
  HP 12
  Damage Bonus: +0
  Weapons: Fist/Punch 32%, 1D3
   
   Revolver 34%, 1D8
   
   Rifle 42%, 1D6+2
   
   Shotgun 59%, 4D6/2D6/1D6
  Skills: Hide 35%, Sneak 40%, Spot Hidden 50%
  the museum of fine arts
  The museum is where the Sleeper has lain undiscovered 
  for many years. Locked away in a basement room the very 
  enchantments the Mythos creature used to protect itself 
  and its cult now work against it, making it impossible to 
  discover without the right knowledge. If the investigators 
  uncover either Giver of Dreams or Saint Pol de Léon and 
  the Demon of Amorica they will be able to both find the 
  Sleeper and return it to a dormant state.
  The museum is a fine building with two floors dedicated 
  to various displays. The museum’s portfolio (including the 
  Sleeper) was originally gathered from churches during 
  the Revolution but since then has grown significantly 
  with bequests from private collections. The top floor of 
  the building is dedicated to offices and workshops where 
  restoration work can be carried out. Beneath the museum, 
  in its basement, are several large storerooms where the 
  bulk of the collection can be found. It is here, in a small 
  storeroom, that the Sleeper is kept. The creature has been 
  entrapped and appears as some sort of statue, however 
  when not looked at directly it appears to move ever so 
  slightly. The ‘statue’ is disturbing to look at, which is one 
  of the reasons it was locked away.
  Most times of the day v. Laue can be found in the 
  building. He spends most of his time cataloguing the 
  pieces in the basement, occasionally deciding that one 
  S L E E P E R  A G E N T S
  
  26
  is of high enough quality to send back to his superiors 
  in Berlin. His lack of success in finding the Sleeper 
  frustrates him, but he fears stopping in case someone 
  else beats him to it.
  Beside v. Laue there are a number of French civilian 
  employees. Most of the time they are kept out of the 
  way on the third floor while v. Laue continues his search 
  although he will consult with the experts there once 
  in a while. Guarding the building are a small number 
  of garrison troops. None are particularly alert and are 
  unlikely to respond to trouble in the basement, any noise 
  there will not reach them. It is possible the investigators 
  will try to attack them and, while they can be easily 
  overwhelmed or routed, such a direct approach is bound 
  to attract more capable opposition.
  v. Laue is not alone in his search as there are another three 
  more junior members of the Dienststelle Westen aiding 
  him in picking out the best works of art. These are most 
  often found in the basement with orders that if they find 
  anything unusual to let v. Laue know immediately. None 
  are competent fighters, but they may put up resistance if 
  encountered.
  Finally Oskar Kalb sometimes visits the place. 
  Unfortunately for Kalb he has no real reason to enter the 
  basement and v. Laue has no fear of the Gestapo man, 
  having his own strong politcal allies, standing his ground 
  against any threats made towards him. This makes Kalb 
  all the more furious, he plans on entering the museum 
  one night when his rival is away and searching the place 
  thoroughly then. However, he suspects he will need to 
  find out more on the Sleeper before he is able to locate it, 
  hence his activities in Rennes to try to find clues.
  Museum Staff
  Use the Dienststelle Westen Personnel statistics below, 
  but with no firearm.
  Dienststelle Westen Personnel
  STR 11 
  CON 11 SIZ 13 
  INT 16 
  POW 12
  DEX 12 APP 10 
  EDU 17 SAN 60 HP 12
  Damage Bonus: +0
  Weapons: Fist/Punch 35%, damage 1D3
   
   Walther PPK 35%, damage 1D8 
  Skills: Art 75%, Library Use 70%.
  Guards
  Use the Soldier (Recruit) statistics on page 110 of World 
  War Cthulhu: The Darkest Hour.
  the locKed room
  Within the museum’s basement is a locked room that is 
  not on any plans. It was an addition to the place many 
  years ago by a man who was just the latest in a long 
  line who have been attempting to ensure the Sleeper 
  never again threatens Brittany. Paol Bosser is aware that 
  the room exists but not of its location; its enchantments 
  ensure it remains concealed, although it is only a matter 
  of time before v. Laue or one of the others will be able 
  to find it thanks to the dreams the Sleeper sends them. 
  To find the room and seal the Sleeper for another 
  thousand years the investigators will need first to retrieve 
  the documents from the Church of Saint Pierre. Within 
  these ancient texts are instructions on how to find the 
  room and reinforce the wards that will cause the Sleeper 
  to return to its dormant state.
  E U R O P E  A B L A Z E
  
  27
  Once the door is discovered it is a simple matter to enter 
  the small side chamber where the Sleeper is currently 
  hidden. the Sleeper is an entity trapped between two 
  gates that face one another. Saint Pol de Léon was aware 
  of the cult and how it could call their god to earth to create 
  havoc among their enemies and led a force of warriors to 
  seize the cult’s headquarters. There he discovered their 
  blasphemous writings and the gate through which the 
  entity would enter this world. Reading the texts Saint Pol 
  realised he might be able to entrap the being if there was 
  a second gate ready to receive it. 
  Spending several years to prepare the trap, all the while 
  persecuting the remnants of the Sleeper’s cult, he was 
  able to fashion the twin gates and then summoned the 
  creature, sealing it between the two, trapping it in a 
  sort of limbo. 
  The gates themselves were of a size that allowed their 
  transportation and were placed in the vaults of an abbey 
  near Bruz. The Revolution led to the abbey being looted 
  by anti-church forces and the contents were removed, 
  becoming the first items in the museum’s collection, 
  where they have remained ever since.
  The gates themselves seem to move ever so slighly, 
  warped by the presence of their prisoner. This effect is 
  only apparent when not looking directly at them. With 
  the Saint Pierre documents, the Elder Signs sealing the 
  gates can be correctly reinforced, although the characters 
  will need to learn the spell from the papers. The greatest 
  threat to the characters sealing the gates in this way is if 
  they are discovered by the German guards, the situation 
  will become very dangerous.
  If the investigators decide to destroy the prison with 
  explosives the results will be very bad indeed. They 
  will succeed, but the first thing that happens is that the 
  Sleeper will be freed. It will then find the investigators 
  when they next sleep and drag them back into its own 
  home. Here they will be tortured as the Sleeper enters 
  their minds and inflicts upon them a near endless series 
  of nightmares, as it takes revenge upon those who sought 
  to thwart it. It will also be free to prey upon the people 
  of Brittany once more and any of the surviving trio of 
  villains will become its high priests, taking over the 
  remnant of the cult and sacrificing any they can over the 
  coming years.
  Viewing the Sleeper’s prison costs 1/1D6 Sanity.
  aftermath
  The investigators will hopefully have been able to 
  discover the Sleeper and put it back into a dormant 
  state. If they have been fortunate they may even have 
  eliminated one or more of the three men they came to 
  Rennes to investigate. It is probable they will think their 
  mission complete once they have dealt with the Sleeper, 
  but unfortunately for them N has other plans. When they 
  report back to N, they will be directed to meet with an 
  SOE agent who will provide their new orders.
  It is important that by this stage that at least one of the 
  three original targets is still alive. Have one escape at 
  the first opportunity if the investigators are too efficient. 
  They will get their chance to tidy things up very shortly 
  afterwards.
  another briefing
  You are gathered in your safe house when there is a knock 
  on the front door, you open it to reveal a short, nondescript 
  man wearing a slightly worn suit. He provides the correct 
  identification code and you all take your places to listen 
  to the new orders from N this man has brought. Clearing 
  his throat he stands and faces you all.
  “Gentlemen, I am told by our superiors you are capable 
  agents in the field and because of this you are being 
  given additional responsibilities. You came to Rennes 
  looking for three individuals and it is imperative that all 
  three are eliminated. None of these men can be allowed 
  to live. Unfortunately we do not wish to bring attention 
  to the fact that these three men were our sole targets, the 
  local Gestapo might get suspicious and delve into their 
  backgrounds. This would not be good.
  “As a result you are to disguise the real targets of your 
  assassinations by killing additional figures that are 
  important to the occupying forces. These include local 
  garrison officers, Gestapo agents and collaborators. Try 
  to eliminate as many as you can before you leave the 
  city. You have just over a month to target these men, you 
  do not have to kill them all but enough to make things 
  difficult. After this time you will be collected by Lysander 
  and transported back to England.
  “N has provided me with files on potential targets to pass 
  on to you. Now I really must be going, I have plenty of 
  others I need to speak to.”
  S L E E P E R  A G E N T S
  
  28
  With that the agent leaves, and you examine the thin file 
  detailing various Nazis and their friends, from amongst 
  whom you have to decide who to kill.
  OPeratiOn ratWeeK
  in January 1944 the sOe conducted a 
  well coordinated series of operations 
  throughout occupied europe. Members of 
  the Gestapo, collaborators, informants 
  and double agents were all targeted for 
  assassination and scores were killed. 
  the aim was to degrade the ability of the 
  occupying forces to interfere with the 
  build up of the resistance in the run-up 
  to Operation Overlord. 
  the success of ratWeeK varied from place 
  to place; in france the operation had 
  limited returns. Only in lyons was there 
  any real benefit to the allies, where 
  the arMaDa network’s driver, codenamed 
  chaland (whose cover as a taxi driver 
  greatly helped him in this task), 
  successfully eliminated eleven senior 
  Gestapo figures.
  the targets
  N has been generous in the potential targets he has 
  provided. Some will be very difficult to kill, others will 
  be far easier. They include the following:
  Kriminaldirektor (Major) Karl Krause
  Krause is a Gestapo officer stationed at the Château de 
  Trevarez on the outskirts of the city. This building is used 
  to hold prisoners in a degree of secrecy; the château itself 
  is disguised as a Rest and Recuperation centre for the 
  U-boat crews that now operate out of ports on the French 
  Atlantic coast. He is suspected of being an interrogation 
  officer of some skill. 
  Use the Secret Police statistics on page 110 of World 
  War Cthulhu: The Darkest Hour. Krause is armed with a 
  Walther PPK pistol.
  Kriminalassistentanwärter (Corporal) 
  Werner Mayr
  Mayr is an expert technician, vital to the smooth running 
  of the Rennes Gestapo. He is skilled in tracking down 
  radio transmitters, being able to do so far more quickly 
  than most. 
  Use the Secret Police statistics on page 110 of World 
  War Cthulhu: The Darkest Hour. Mayr is armed with a 
  Walther PPK pistol.
  Kriminalassistent (Staff Sergeant) 
  Hans Möller 
  An important administrative figure, Möller is a key agent 
  in Rennes. His loss would severely hamper the efficiency 
  of the Gestapo in the city until a suitable replacement 
  can be found. 
  Use the Secret Police statistics on page 110 of World 
  War Cthulhu: The Darkest Hour. Möller is armed with a 
  Walther PPK pistol.
  Kriminalkommissar (Captain) 
  Günther Hoffman 
  A Gestapo field commander, Hoffman often leads his 
  men on raids of suspected members of the Resistance and 
  enemies of the state. While he is personally very brave 
  he is an utterly committed Nazi who acts with complete 
  ruthlessness towards those he sees as his enemies. 
  Use the Secret Police statistics on page 110 of World 
  War Cthulhu: The Darkest Hour. Hoffman is armed with 
  a Walther PPK pistol and his skill with it is exceptional 
  (increase it to 85%).
  Kriminalobersekretär (Lieutenant) 
  Wolfgang Todt
  Oskar Kalb’s right-hand man in Rennes and an example of 
  the worst of the worst of humanity, Todt’s elimination is to 
  be encouraged as he has some ties with the Sleeper and is 
  a well known and loathed member of the local Gestapo. 
  Todt’s statistics can be found on page 13.
  Josse Robillard, Breton Nationalist Militiaman
  While the leadership of the pro-German militia are 
  difficult to target some of their more competent 
  henchmen are far easier to eliminate. Robillard is a very 
  nasty piece of work; he has a couple of cousins who have 
  volunteered to join the SS and often goes on raids with 
  the local Gestapo. His local knowledge makes him a real 
  thorn in the side of the Resistance and he is a dangerous 
  man to cross. 
  Use the Soldier (Recruit) statistics on page 110 of World 
  War Cthulhu: The Darkest Hour.
  E U R O P E  A B L A Z E
  
  29
  Tanguy Hinault, Breton Nationalist Militiaman
  A committed Nazi, Hinault wishes to see an independent 
  Brittany fighting alongside the Germans in a war 
  against the common enemy (in his case he considers 
  this to include communists, the British, Jews and other 
  Frenchmen). A cruel man, he is known to have tortured 
  one member of the Resistance to death and he frequently 
  bullies members of the gendarmerie, confident that his 
  close friendship with a number of Gestapo agents will 
  protect him from any repercussions. 
  Use the Soldier (Recruit) statistics on page 110 of World 
  War Cthulhu: The Darkest Hour.
  Armel Goff, Breton Nationalist Propagandist
  Goff is a talented speaker for the Breton cause who 
  is now collaborating fully with the occupying forces, 
  encouraging Bretons to throw off the chains of France 
  and look towards Germany for friendship. 
  He writes regular pieces for L’Heure Bretonn, the local 
  Breton newspaper that acts as a mouthpiece for the 
  Nazis. He is capable of turning popular opinion around to 
  some degree, making it more difficult for the Resistance 
  and SOE agents to operate in this region of France by 
  reducing the number of locals willing to help the anti-
  Nazi cause. 
  Use the Informant/Collaborator statistics on page 110 of 
  World War Cthulhu: The Darkest Hour.
  Yann Caradec, Informant
  Caradec is a suspected informant. He has been seen in the 
  company of Gestapo agents on more than one occasion 
  when arrests followed shortly afterwards. Surprisingly he 
  takes few precautions, believing his friends will protect 
  him from any retribution. 
  Use the Informant/Collaborator statistics on page 110 of 
  World War Cthulhu: The Darkest Hour.
  Erwan le Bris, Informant
  An avid communist, le Bris is following the Stalinist 
  instructions to cooperate with the Nazis in the aftermath 
  of the Ribbentrop-Molotov agreement to partition Poland. 
  While many communists have merely been muted in 
  their opposition to Hitler and his troops le Bris has been 
  positively helpful, having pointed out (non-communist) 
  notables likely to cause trouble. He always carries around 
  a pistol to protect himself from retribution, something 
  he is allowed to do by the authorities on account of the 
  assistance he has given. 
  Use the Partisan statistics on page 110 of World War 
  Cthulhu: The Darkest Hour. He will be carrying a Beretta 
  Modello 1934 handgun rather than a rifle, and has a skill 
  of 55% with it.
  Oberstleutnant (Lieutenant-Colonel) 
  Dieter Ahrends, Heer Officer
  A staff officer considered to have a bright future in the 
  upper echelons of the military, Ahrends is an efficient 
  officer and planner. Removing him will prove of great 
  benefit as any replacement will be far less capable. He 
  will often have a staff officer and a driver in attendance, 
  although he does not have a bodyguard. Ahrends spends 
  most of his off duty time mixing with other officers at 
  various restaurants and cafés across Rennes. 
  Use the Soldier (Elite) statistics on page 110 of World War 
  Cthulhu: The Darkest Hour. He is armed with a Walther 
  P38 rather than a rifle and has a skill of 70% with it.
  Herve Ollivier, Factory Owner
  M. Ollivier owns a small factory on the outskirts of 
  Rennes producing quality machine tools that he sells on 
  to the Wermacht for a good profit. He was approached 
  in an attempt to get him to reduce the supply of these 
  vital tools but went on to betray his contact, who died 
  resisting arrest. His refusal to cooperate would mark 
  him down as a figure to be dealt with at some point but 
  his betrayal of a brave Resistance fighter has led to him 
  needing to be killed quickly. 
  Use the Informant/Collaborator statistics on page 110 of 
  World War Cthulhu: The Darkest Hour. Ollivier is armed 
  with a Beretta Modello 1934 handgun and has a skill of 
  35% with it.
  Sous-Lieutenant Stephan Seznec, 
  Gendarme Officer
  While most of the gendarmerie have just gotten on with 
  their day-to-day duties or even helped the Resistance 
  by ignoring or losing evidence, Seznec has been of 
  great assistance to the occupiers. A keen fascist he 
  applauds Hitler and helps in any way he can. He often 
  has a gendarme bodyguard and it is preferable he is 
  unharmed if Seznec is targeted. Seznec is attached to 
  the regional headquarters of the Gendarmerie Nationale, 
  which is currently based in Rennes, helping to oversee 
  their operations in the small towns and villages across 
  Brittany. 
  Use the Secret Police statistics on page 110 of World War 
  Cthulhu: The Darkest Hour.
  S L E E P E R  A G E N T S
  
  30
  Luftwaffe Personnel
  With the ongoing battle above the skies of Britain the 
  Luftwaffe forces based at local airfields are a good 
  target. An attack on aircrew, perhaps when travelling 
  between the local Rennes airfield and the city, could be 
  an effective way of hurting the German war effort aimed 
  against English shores. 
  Use the Soldier (Regular) statistics on page 110 of World 
  War Cthulhu: The Darkest Hour. They can be armed 
  with almost any weapon available to the German forces, 
  depending upon where they are attacked, but are most 
  likely to be using Walther P38s with a 40% skill.
  elimination
  The investigators may approach their targets in a number 
  of ways. They may wish to begin by targeting collaborators 
  first since these are more exposed to danger than 
  members of the occupying forces. Unfortunately for the 
  investigators there are no suppressed firearms available 
  for them to use, so they will find it difficult to quietly 
  shoot their targets and then escape.
  Kidnapping individuals and driving them elsewhere to 
  be killed is one option that may occur to the players. 
  They may also decide to use knives if they can get close 
  enough to a target.
  The use of explosives could produce results, although 
  these are notoriously bad at eliminating the target, often 
  causing many collateral casualties. Another option is to 
  lure a target somewhere and then eliminate him there. 
  How the investigators manage this and what their lure 
  will be depends on the group.
  A major problem with this part of the mission is the local 
  garrison. German troops, Gestapo and gendarmes are all 
  likely to respond to violent attacks, the number and speed 
  of responding forces will increase depending upon how 
  close to the centre of Rennes the attacks occur. Stealthy 
  attacks are the best, but failing that a well thought out 
  plan of escape will be crucial. Any investigators captured 
  during an assassination attempt (whether successful 
  or not) will be treated without mercy; there is a high 
  likelihood the first responding troops will shoot any 
  prisoners out of hand.
  Once the first attacks against German personnel have 
  been successfully carried out it will become more difficult 
  to continue with the killings. There will be more patrols 
  and checkpoints and the potential targets are more likely 
  to be on alert. Such a crackdown will be centred on where 
  the attacks have taken place. 
  Should the investigators have initially targeted Germans 
  outside of Rennes (either dumping bodies or setting up 
  ambushes some distance away) they may actually make 
  it easier for attacks in Rennes itself as troops will be sent 
  on patrols and checkpoints away from the city.
  The three main targets might well use their spells to 
  protect themselves. Of course, a summoned servitor 
  could also wreak havoc amongst the targets and cause 
  panic among the occupying troops. While such steps 
  could be effective they will also anger N; after all he 
  does not want there to be widespread knowledge of the 
  Mythos in such troubled times.
  escape
  If the investigators kick up a storm they will need to 
  get out fast. If they can survive for long enough, the 
  Lysander pick up will go smoothly, allowing them to 
  escape back to England. However. it is possible that they 
  will be discovered by a Gestapo or military patrol as 
  they prepare to leave and be forced to engage in a brief 
  firefight before taking off…
  E U R O P E  A B L A Z E
  
  31
  handouts
  Handout 1: Oskar Kalb
  -Special Operations Executive Report-
  * * * * * * * *
  Summary: Oskar Kalb is a repellent but highly efficient Gestapo officer, a rising star in 
  their counter-espionage operations, and that alone would mark him out as an enemy worth 
  eliminating. Little is known about his early history; he hails from southern Bavaria and 
  there were whispers of a cult operating in that region during his youth. Kalb was an early 
  convert to the Nazi cause and a keen recruit into the Gestapo; however it is his success in 
  hunting down degenerates that kick-started his career. most of these early successes were 
  against small cults or known sorcerers, and it is likely Kalb was busy eliminating potential 
  rivals or those that would not cooperate in helping him acquire power. N has confirmed 
  Kalb requested a transfer to rennes, away from his usual hunting grounds, for him to do 
  this is a clear indication that there is something within that city which is dangerous. 
  Handout 2: Gottfried von Laue
  -Special Operations Executive Report-
  * * * * * * * *
  Summary: Gottfried von Laue is from a long line of debased aristocrats, the black sheep 
  of the v. Laue family. Whispers about the practices of these v. Laues have been common 
  currency of rest of the family, and Gottfried may well be the most despicable of the lot. 
  He, like his forbears, has used his knowledge of the otherworldly to live in a grand style, 
  flaunting their successes to their more honourable, but never as wealthy, cousins. a 
  member of the Dienststelle Westen, his rank is largely nominal as far as the rest of the 
  Wehrmacht is concerned. Originally assigned to Paris his transfer to rennes was sudden 
  and unexpected as he was previously cataloguing some major art collections in Paris, 
  rennes was not previously seen as a major priority as far as looting art was concerned.
  Handout 3: Rene Celle
  -Special Operations Executive Report-
  * * * * * * * *
  Summary: rene Celle is a dangerous criminal, well known and feared in his native 
  alsace. He has many criminal contacts as well as some within the Nazi hierarchy, notably 
  including several members of the Thule society. He is also believed to have access to several 
  dark tomes that were originally part of the Colmar Treasure; it is these that are the source 
  of his real power. It is almost unknown for him to travel outside of alsace, although he is 
  suspected of visiting Paris before the war to meet with a well know occultist.
  S L E E P E R  A G E N T S
  
  32
  Handouts 4-8: Bad Dreams
  baD DreaMs: a restless niGht
  You wake with a start, your sweat causing your nightclothes to stick to your body. 
  You feel physically weak, although this soon passes. You feel as if something knows 
  you are in rennes and it will do everything in its power to destroy you and your 
  allies.
  __________________________________________________________________________
  baD DreaMs: DistUrbinG VisiOns
  You find yourself running from something you fear greatly. behind you there is an 
  inhuman cry that assaults your senses. You are both an enemy and prey to the thing 
  at your heels. all around you can see people looking curiously at you: men, women, 
  children. You know that they are all as doomed as you as the horror gains ground; 
  you feel its sickening breath upon your nape, just before it has you in its grasp 
  you wake and find yourself shuddering despite the warmth in your hideaway.
  __________________________________________________________________________
  baD DreaMs: a baD triP
  there was nothing that you could have done to save the child. she was being led to 
  an altar with the three sorcerers grinning at their sacrifice to their god. their 
  giant, misshapen heads barely able to stay upright on their thin necks, but you 
  recognise these three men and know them to be your enemies. You run, and are always 
  running, from what happens next. there is nothing you can do to save her. to save 
  yourself. to save brittany. 
  __________________________________________________________________________
  baD DreaMs: a niGhtMare reVealeD
  the small child walks towards you, fear in her eyes. her fate is sealed, though, and 
  you will have no mercy. the two men either side of you nod sagely as she approaches. 
  they have accepted, as you have done, the prize and now you rule over the shattered 
  land. a small part of yourself screams at what you are about to do, but you are long 
  lost. You eagerly await the return of your lord as the sacrifice is made; soon you 
  shall have all your dreams come true.
  __________________________________________________________________________
  baD DreaMs: a fUtUre WithOUt hOPe
  the landscape is long ruined; you do not know how long the world has been this way, 
  perhaps it always was like this and everything else you remember is but a dream. the 
  dead and the dying lie everywhere, black puss oozing from their mouths, noses, eyes 
  and ears. all have the same horrified expression, pleading for help, but you know 
  there is no hope here. You have foolishly tried to prevent this, and your punishment 
  is to be the last to fall, when all others have succumbed to the pain and misery of 
  this slow death. then it comes to you, and the agony is intense. it seems to last 
  for days, or weeks and then you can bear no more. and you wake.
  E U R O P E  A B L A Z E
  
  33
  Handout 9: The Promise to Celle
  I came to Rennes because He promised me 
  great wealth. I was to help him and he would 
  give me all the riches I desire. It is right 
  that performing a great service should be 
  rewarded, is it not? You cannot stop him, you 
  should join me and together we shall reap the 
  rewards, no?
  Handout 10: The Promise to Kalb
  He visited me in my dreams, I can 
  see that he visits you too. Can you 
  not see that you are doomed should 
  you resist him. Accept him into 
  your heart and he will grant you 
  your wishes. He has great power 
  and I will serve under him, if you 
  follow Him also I shall be merciful 
  and you can serve under me!
  Handout 11: The Promise to v. Laue
  My forefathers have always followed such as 
  He. He was unknown to them but visits me 
  every night as I lay in slumber. Oh, the prizes 
  He offers to those who serve Him. And the 
  punishment for those who will not bend their 
  knees to him are great. You do not want to 
  anger him. Together we can serve him and gain 
  great prestige as we do so. We shall be like 
  princes. Kings even.  
  Handout 12: The Celle Diary
  Handout 13: The Kalb Notebook
  Another dream last night. I feel 
  I am blessed and the Sleeper will 
  reveal more once I have done its 
  bidding. There are enemies in Rennes, 
  and I have information that may 
  lead to their discovery. With their 
  defeat I will know more of the 
  Sleeper and will gain its favour. That 
  fool v. Laue will not be able to keep 
  me out of the museum after I have 
  done this!
  Handout 14: The v. Laue Dossier
  The vile Gestapo man was hovering around 
  here again, but he is unwilling to push his 
  luck, I think he is well aware of my friends. 
  Meanwhile my search is fruitless, I know 
  what is to be found here is vital, but there 
  is no sign. The records indicate the piece 
  was part of the collection and was put in 
  storage, never leaving the museum. But can 
  I find it? I am sure it is in the basement 
  somewhere, when I do uncover it I will 
  teach that Gestapo fool to fear me!
  My contacts with the local Breton militia are quite cordial, however I do not feel they trust me 
  yet. I believe there are others looking for the Sleeper, however they seem to have limited their 
  search to the Museum of Fine Arts. Judging by the sour looks of the men there I guess they are 
  having little luck. Although I feel the museum is important I suspect there are some within Rennes 
  who know more of the Sleeper, if I can find them and gain their help I feel I will be in a better 
  position than my museum-based rivals.
  S L E E P E R  A G E N T S
  
  34
  Handout 15: Saint Pol de Léon and the Demon of Amorica
   
  … in those times Amorica was plagued by fearful servants of Satan and one of his 
  demons ran amok among the poor folk there. The chieftains of the place were fearful 
  of these most vile of the damned and turned to Saint Pol and begged him to save them. 
  Saint Pol had several of the men and women that had been captured sliced open, so all 
  would know by their screams that he feared not the wrath of their master. He then locked 
  himself in his rooms for days, taking with him the scrolls that had been confiscated from 
  the prisoners. There in deep prayer to Our Lord he was strengthened and came forth ready 
  to face the demon. He took with him twelve of the best and bravest of the folk and from 
  among his own people went off to face the demon. Later he returned, his features haggard, 
  but he said the demon was entrapped and that its prison would be left in the care of one of 
  his people. Only the king viewed the prison and his hair turned white at the sight of it.
   
  Having seen the demon trapped he fell to his knees and was baptised in the name of Our 
  Lord and his people likewise. In this way Satan was defeated and The Word was spread 
  among the ignorant people of Amorica.
  Handout 16: The Poisoners’ Cult
  (Conclusion)
  …as I have shown, there has been an ancient and evil group of poisoners within Rennes and, I fear, they are still active today. 
  Their witchcraft allows them to operate almost with impunity, it was only with great luck that their leader Hélène Jégado was 
  caught in 1851, if men had not become suspicious her crimes would have gone unpunished, concealed by her charms and 
  magics. With her crimes exposed she was sent to the guillotine but how many more victims are there, even today?
  Handout 17: Letter From Citizen Tanguy
   
  Citizen, I write to you regarding a depraved sculpture we found at the Abbey de Saint 
  Pol in Bruz. It was most extraordinary, when the glorious soldiers of the revolution began 
  to cart off the gold and treasures of the church for the good of their fellow citizens the abbé 
  did nothing, but when the statue was taken he flew into a rage forbidding them to take it. 
   
   
  A good citizen soldier forced back the priest, using the butt of his musket, but the man 
  would not let us depart with our rightful treasures. All he babbled about was the statue and 
  he got a musket ball for his troubles, falling screaming to the ground. Another militiaman 
  stepped forward and bayoneted the wretch; all traitors to the revolution should feel such 
  pointed steel! 
   
   
  As for the statue I believe it should be broken up and destroyed, and it is for this reason I 
  write to you, friend citizen. It is a most disturbing thing; to look upon it is to know evil, I have 
  little doubt the abbé worshipped the foul thing. Why else would he react so? I leave this affair 
  in your capable hands, you will find it among the other items taken.
  Your friend and honest fellow citizen,
  Tanguy
  E U R O P E  A B L A Z E
  
  35
  Date:  Any time prior to 1943, between late autumn and 
  early spring
  Location: Northern Italian village of Pendio, north-east 
  of Milan
  introduction
  Three centuries ago the Yellow Troupe tried to summon 
  Hastur through a portal in a lake. Fortunately they were 
  thwarted by their own hubris and bad timing, as bubonic 
  plague ripped through the region and they simply could 
  not gather enough psychic energy to open the portal. The 
  leader of the Troupe became an Unspeakable Horror and, 
  decimated, the remnants of the Yellow Troupe went into 
  hiding. They would crop up from time to time to try and 
  re-enact the ceremony, but without a true Golden Mask 
  all they’ve managed to do is keep the ceremony alive.
  Today a member of the Yellow Troupe is an up-and-coming 
  Italian actress, Paola De Luca. She is also a mistress of 
  Prime Minister Mussolini and has manipulated him into 
  preparing the ceremony for her through the guise of a 
  propaganda film. She has inserted herself into a local 
  festival as the ‘Sfida Queen’ and hired the rest of the 
  Yellow Troupe, all film industry workers, to join the 
  shoot. Together they plan to complete a ceremony three 
  hundred years in the making.
  Their initial efforts in priming six of the nine monoliths 
  needed to create the gate to Carcosa has released a 
  bubonic-like ‘yellow plague’ that has devastated two 
  villages in the region. This prompts the Italian army to 
  tighten security in the region as it investigates possible 
  Allied biological warfare as well as establish a field 
  medical team to stop the plague from spreading.
  The Yellow Troupe’s preparations are almost complete. 
  All that is left is to prime the final three monoliths that sit 
  in the lake harbour of the village of Pendio. They’ve tied 
  this ceremony to a radio broadcast that, through the new 
  Golden Mask, will touch the minds of many Italians and 
  permanently open the gate. It will also ultimately cost 
  the lives of anyone listening to the broadcast.
  Ironically, Allied Command is also wondering if the 
  plague is the result of biological warfare. Given the 
  presence of noted Italian medical scientists in the region 
  Allied Command believes they may have lost control of 
  an experiment. N sees things differently. Although he is 
  unaware of the propaganda film, he does know that the 
  play is being performed and that, in the past, it was tied to 
  Hastur and created a yellow plague. He wonders if that is 
  happening again and has tasked a trusted agent, Captain 
  Jessica Frost, to put a plan together to insert investigators 
  into the region. Officially, they are to discover whether the 
  • t h e  p l a y  i s  t h e  t h i n g •
  there are many parts of this adventure 
  that tend to paint the italians in a bad 
  light: trigger-happy soldiers, propaganda 
  films, medical experimentation, a captive 
  populace, a mass grave and even the summoning 
  of dark forces. this is intentional; these 
  things add to the feelings of paranoia and 
  dread to the investigators.
  for the Keeper, it’s important to remember 
  that things aren’t always as they seem and 
  the entities of the Mythos rarely care 
  a whit about humans and their wars. in 
  this adventure the italian military is 
  just as in the dark as the investigators 
  and its actions are taken to protect 
  its people, not harm them. the italian 
  authorities believe that the allies, not 
  some unspeakable deity, are responsible 
  for the plague. their actions are designed 
  to contain the threat and determine the 
  cause without unduly alarming the italian 
  people.
  Given this, it’s entirely possible that the 
  investigators can sway captain Gennaro or 
  even colonel caprone to their side if they 
  can be convinced that the brotherhood of 
  the Yellow sign is actually responsible. 
  Of course, it’s unlikely that they’ll 
  pursue this option, at least at first, 
  due to their predisposition to see the 
  italians as the enemy (which, technically, 
  they are!). 
  nO tWirlinG MOUstaches reqUireD
  T H E  P L A Y  I S  T H E  T H I N G
  
  36
  Italians are conducting experiments in biological warfare. 
  Unofficially, they are tasked with investigating the play 
  and ending any cultist activity resulting from its use.
  background
  In the early 17th century Gualtier Rossi was the toast 
  of Milan, a locally renowned artiste who was a true 
  Renaissance man; he was a master of art and theatre, 
  liberally applying science to enhance the beauty of his 
  works. He travelled throughout Europe, taking work 
  from different patrons and performing plays he’d written 
  in local theatres. Unfortunately one day, his creative mind 
  was touched by Hastur. The Yellow King showed him the 
  unearthly beauty of Carcosa and revealed to him that it 
  could be brought to Earth. His mind now snapped, Rossi 
  gathered his most fervent followers to form the Yellow 
  Troupe and hatched a plan to connect Earth to Carcosa.
  The plan required a great lake in which nine monoliths 
  would be installed; it was Gualtier’s brainchild that grand 
  sculptures of the Nine Muses would adorn the monoliths 
  above the water, both for the artistry and as a disguise. 
  He placed the monoliths in the lake on which he built his 
  home, Lago Valtina. He toiled for almost two decades, 
  gaining a reputation as ‘the Mad Sculptor’ both for his 
  exacting attention to detail and his paranoid nature. He 
  finally finished in 1629 and announced that he’d write a 
  play in honour of the feat.
  The play he wrote was called Carcassa, which told the 
  story of a queen in an electrum mask (erroneously 
  remembered as a Golden Mask) who re-forges a kingdom 
  out of its ashes (the ‘carcass’ of the title). Gualtier Rossi, 
  of course, played the lead role (it was common for males 
  to play female roles at the time) as he and his followers 
  performed the play in front of each of the monoliths. 
  Those who attended unwittingly became part of the 
  ceremony to create a permanent dimensional bridge 
  between Earth and Carcosa. Touched by Hastur, they 
  also manifested a unique strain of the bubonic plague. 
  Fortunately for Rossi and his group, they had tattooed 
  yellow signs on their persons and were immune to the 
  disease. Also, a great plague had broken out in and 
  around Milan, leading most to suspect that the strain 
  around Lago Valtina was simply a part of it.
  The last performance occurred at Pendio, where three of 
  the nine monoliths were positioned. It was Rossi’s intent 
  to prime these three at the same time and finally open 
  the gate to Carcosa. Unfortunately for him, in his delirium 
  he’d misinterpreted Hastur’s desires. Hastur had wanted 
  him to place the monoliths in the harbours of port cities 
  throughout the Mediterranean, not some obscure lake in 
  Northern Italy. Without nearly enough psychic energy the 
  ceremony failed, and in retribution Hastur transformed 
  Rossi into an Unspeakable Horror. 
  With the ceremony thwarted and the original Golden 
  Mask destroyed, the remnants of the Yellow Troupe 
  were never able to successfully recreate the ceremony; 
  all they’d managed to do was keep the play alive. Still, 
  the psychic energy they’d generated remained in the lake 
  and slowly bled out over the centuries. People boating, 
  swimming or even standing on the lakeside sometimes 
  had strange visions; a few even went insane. Over time, 
  these incidents gave the lake a cursed reputation even as 
  the psychic energies diminished and Lago Valtina was 
  renamed Lago Bisbiglio (Whisper Lake).
  The Nine Muses, however, weren’t so lucky. While the 
  statues themselves were decorative, the foundations were 
  not and, over time as the statues crumbled so did parts 
  of the bases. Four of the monoliths suffered significant 
  damage during the Great War, when an Austrian incursion 
  was repulsed by Italian forces and several mortar shells 
  damaged them. Without the Golden Masks and nine 
  intact monoliths, the ceremony was useless.
  Fortunately for the Yellow Troupe, one of their descendants, 
  Paola De Luca, cast the Unspeakable Promise and Hastur 
  favoured her, revealing a blueprint for the ceremony and 
  putting her in a position to carry it out. Not only did she 
  become a popular actress but she also caught the eye of 
  Prime Minister Mussolini. Noting that the village of Pendio 
  performs an annual Sfida (Defiance) festival at the very 
  lake that holds the monoliths, De Luca convinced Mussolini 
  to repair them as a gift to the festival. She arranged for a 
  propaganda film adaptation of Carcassa to be made and 
  ensured that the other members of the Yellow Troupe were 
  hired as cast and crew. 
  The plan is simple. Using her celebrity status, De Luca 
  has secured a position as ‘Regina di Sfida,’ a role she 
  is to play both in the play and at the festival in general. 
  Her troupe will perform the play at the uppermost Muses 
  (where two smaller villages are) while filming separately 
  at the other four monoliths above Pendio. She’s arranged 
  for a radio adaptation of the play to be broadcast live 
  in Pendio, where it will potentially reach millions of 
  listeners. She has also prompted her powerful paramour 
  to create a special electrum mask for her, which she’s 
  modified according to Hastur’s whispered messages.
  E U R O P E  A B L A Z E
  
  37
  Fortunately, the actions of the Yellow Troupe have 
  garnered attention. The priming of each monolith 
  requires psychic energy that is drawn from anyone 
  hearing particular verses from the masked Regina di 
  Sfida. Only those protected by the Yellow Sign (which 
  has been secretly incorporated into the identity papers 
  of cast and crew, both for the play and the film) are 
  immune. Those who have their psychic energies tapped 
  manifest a magical form of the bubonic plague that 
  give them jaundice and yellow, scaly scabs. It is also 
  quite lethal; the jaundice manifests within 12 hours of 
  the psychic tapping and death comes within 24 hours 
  after that. Given that the first two performances were 
  in villages, the ‘yellow plague’ outbreak was significant 
  enough to get the Italian military involved.
  Believing this to be the result of an Allied biological 
  attack, the Italian authorities have chosen to keep 
  its effects quiet as it cordoned off the region. 
  Unfortunately, they couldn’t cancel the festival without 
  causing alarm, so hundreds of visitors have poured in 
  from primarily Milan and Brescia over the course of 
  the week. Several of them have attended the rehearsals 
  of film scenes along the lakeside, further spreading 
  the ‘plague.’ Being magical, the yellow plague is 
  resistant to medicine. The medical team involved is 
  very concerned, as they are unaware that the plague is 
  not communicable.
  The entire region is now under the control of Colonel 
  Sergio Caprone, who has made the old Rossi villa his 
  headquarters, while Captain Giacomo Gennaro has set up 
  a field hospital and laboratory in a nearby farm. Military 
  checkpoints have been established and fighter planes 
  and anti-aircraft guns have been positioned to stop any 
  further Allied bombing in the region.
  The plague and its corresponding troop movements have 
  caught the Allies’ attention. Allied Command believes it is 
  the result of Italian biological warfare experiments gone 
  wrong and wants to send a team in to investigate. N has 
  his own reasons for wanting a team in there, as he fears 
  a centuries-old connection amongst play, plague, and 
  Hastur may be playing out again. The investigators are 
  to be inserted into Pendio, where they must ascertain the 
  cause of the plague and stop any biological experiments 
  or cultist activities taking place.
  running this scenario
  Once the investigators are inserted into the Pendio 
  region, The Play is the Thing becomes something of a 
  sandbox and the scenario may progress differently than 
  the assumptions made here. Combined with the many 
  suggested encounters, navigating through the scenario 
  information can be challenging, especially during a 
  session. To help Keepers stay organised, this section 
  maps out the adventure.
  The investigators start with the Insertion. This section 
  begins with the mission briefing in Malta. Following that 
  they are whisked aboard a converted bomber and take 
  off during an air raid. The rest of the flight is uneventful 
  until they reach the Pendio region, whereupon they are hit 
  by anti-aircraft fire and the pilot is forced to drop them 5 
  miles away from Pendio. The investigators must parachute 
  to safety while eluding the chance patrol that spotted them. 
  the sfida festival celebrates Pendio’s 
  (and 
  lombardy’s 
  in 
  general) 
  survival 
  through various plagues and wars over the 
  centuries, including a recent minor battle 
  in the Great War. the theme is defiance 
  and many events involve shooing away 
  demonic creatures representative of the 
  four horsemen of the apocalypse. sfida is 
  a week-long festival with the performance 
  of carcassa as one of its main events. 
  carcassa is significant because it is said 
  that the play defied the plague in 1630 and 
  was to be performed regardless.
  the organisers point to hannibal’s invasion 
  in 218bc as its first ‘event,’ although there 
  is little proof that the festival existed 
  before the 18th century. carcassa, along 
  with several other events, was retroactively 
  integrated into the narrative.
  We’ve given no date for the sfida festival 
  because due to its nature it could easily 
  take place whenever convenient for your 
  campaign, so long as it takes place during 
  the colder months of the year (late autumn 
  through early spring).
  the sfiDa festiVal
  T H E  P L A Y  I S  T H E  T H I N G
  
  38
  At this point, the investigators should head east through 
  the Haunted Wood. There are several routes to take, 
  including the road, the shoreline or directly through the 
  wood. They may also take the high ground to get their 
  bearings. Each route offers its own challenges. The roads 
  are increasingly patrolled, the woods are swarming with 
  wolves (some of whom are infected) and the shoreline 
  plays games with the investigator’s heads. The ghosts 
  of the lake hint at preternatural horror, while infected 
  remains (including mass graves), fleeing civilians and 
  corpse-eating wolves point towards a field hospital not 
  far from Pendio.
  This scenario presumes that the investigators investigate 
  the Field Hospital, where they discover a government 
  cover-up over the extent of the plague while the 
  overwhelmed medical staff tries to deal with it. At 
  this point, the investigators should realise that the 
  Italians aren’t in control of whatever is going on. If 
  the investigators don’t investigate the hospital first, 
  simply skip ahead to Pendio, which is their most likely 
  destination next.
  Bait and Switch finds the investigators entering the 
  village of Pendio and investigating the possible influence 
  of the play. Pendio is a village under siege although few 
  civilians realise the scope of it. The Italian forces in the 
  region, led by Colonel Caprone, are doing their best to 
  keep the full extent of the plague under wraps. Once the 
  investigators get through the checkpoint and inside the 
  festival they’ll likely investigate the play first, as not-so-
  subtle hints abound that Carcassa could be a variant of 
  The King in Yellow.
  The investigators gather evidence that it’s not the play 
  that’s the problem, but the film crew. They may also 
  discover that the film crew has been filming at sites 
  around the lake that correspond to the outbreaks of 
  plague. In any case they’ll realise that they need to stop 
  the radio broadcast from succeeding. This leads to The 
  Final Ritual, where the investigators must infiltrate the 
  Rossi Villa and acquire the Golden Mask from Paola, 
  which can be problematic if she’s transformed into a 
  monster!
  Once the investigators have succeeded or failed horribly 
  enough to warrant an exit then tie it up with Extraction. 
  The investigators are offered an opportunity for an airlift 
  home if they can get to a remote stretch of road near 
  Milan during a bombing raid. If not, then they will have to 
  make their way to Switzerland and wait for N to arrange 
  for their release.
  Once the Keeper has a handle on this outline, it should be 
  straightforward enough to shuffle parts around based on 
  the actions of the investigators. It’s entirely possible that 
  one group may try the shoreline and immediately follow 
  clues to a monolith, while another group may presume 
  that the villa HQ is more important than the festival and 
  infiltrate it first. Most of the encounters can be shuffled 
  around as suits the investigator’s actions; the only fixed 
  event is the radio play that forms the scenario’s climax. 
  Remember, a good Keeper should never force the 
  investigators down a particular path. The investigators 
  have their mission goals; let them decide how to best 
  accomplish them!
  insertion
  N sends orders to the investigators and arranges to have 
  them brought to the island of Malta for a briefing by 
  one of his most trusted agents, Captain Jessica Frost. 
  Under British rule, Malta is currently under siege by 
  Axis forces (this siege is only lifted in November 1942). 
  Given the siege the investigators are transported to the 
  island via submarine, which likely means a cramped and 
  uncomfortable journey (you can even spice this up a bit 
  with some cat-and-mouse against Axis submarines or 
  even Italian bombers dropping bombs in the waters near 
  shore). 
  In spite of the dangers the investigators should arrive 
  unscathed in the early evening. They are given makeshift 
  quarters in town, as N doesn’t want to risk them being 
  bombed in barracks before their mission. Their hosts 
  ensure that they receive a good breakfast and bath before 
  a sergeant arrives to take them to the base to meet 
  Captain Frost. The investigators can cut the tension on 
  the base with a knife. Every aircraft in the sky, no matter 
  how distant, and even some birds, are targeted by soldiers 
  manning anti-aircraft guns. The sergeant helpfully 
  explains that Italian air raids can occur at any time.
  the briefing
  Captain Frost greets the investigators in her office where 
  a young Italian man is also sitting. In spite of her name 
  she is rather warm and friendly, offering them tea and 
  biscuits before getting down to business. She has a map 
  of north-western Italy displayed, particularly a region 
  just north of Milan around Lago Bisbiglio, a lake fed by 
  the Valtina River. Lago Bisbiglio has three ‘fingers;’ the 
  Valtina continues through the westernmost one. Much of 
  E U R O P E  A B L A Z E
  
  39
  the region, including a mile around Pendio and the lake, 
  is covered by woodlands. A few farms and orchards lie 
  further south. The bottom of the easternmost finger of 
  the lake is circled with the word ‘Pendio’ written in large 
  black letters.
  Frost notes that Lago Bisbiglio is considered cursed by 
  the locals; there are numerous tales of ghost sightings 
  and bouts of madness over the last couple of centuries 
  or so. The rumours stem from an outbreak of the 
  Plague back in 1630. Frost then unlocks a drawer from 
  beneath her desk and produces an old illuminated 
  tome. She opens it to a bookmarked page and invites 
  the investigators to read it. It’s written in Latin, and 
  if no investigator can read it she translates for them. 
  Due to troop movements during the Thirty Years War a 
  great plague hit the region around Milan in 1629-31 and 
  killed almost 300,000 people. The book also notes that 
  there was a ‘yellow plague’ in the region around Lake 
  Bisbiglio at the same time. 
  Frost closes the book and notes that a strange plague 
  broke out in the Pendio region a week ago that also leaves 
  yellow scarring and colouration. The Italian military 
  has cordoned off the region and has a medical team in 
  place. RAF Intelligence believes that the Italians may be 
  experimenting with biological warfare agents and the 
  experiment has gotten out of control. Towards that end 
  the SOE wants a team to infiltrate Pendio, determine 
  whether the Italians are performing biological warfare 
  and, if so, terminate the program.
  Of course, Frost notes, that is not why N summoned 
  them.
  Currently, Pendio is host to thousands of visitors that are 
  enjoying the annual Sfida Festival. This festival is popular 
  in the region and Prime Minister Mussolini has recently 
  restored ‘the Nine Muses,’ several statues that stand over 
  the water in the lake. It is believed that thousands are 
  in attendance. N is concerned because the play being 
  performed at the festival is Carcassa, which he believes 
  may have some connection to the King in Yellow, an 
  occult play of infamous repute.
  Frost notes that N is acting on a hunch, but she’s learned 
  over the years to trust his hunches. While determining 
  the cause of the plague and neutralising any biological 
  warfare program is still the investigator’s official mission, 
  N is also ordering them to neutralise any cultist activity. 
  Each investigator is to be given antibiotics that N has 
  specially secured in case the plague is natural. She leaves 
  the implication hanging regarding an unnatural plague.
  Given the amount of security around the region and the 
  possibility that time may be a factor, the investigators 
  are going to be air dropped onto a heavily farmed area 
  just outside Pendio. Frost has ordered Sergeant Moore to 
  take them to the site. Frost has intelligence that an air 
  raid may be coming this evening; she plans to use that to 
  cover their take-off and flight path. Each investigator will 
  be given an identity card that claims they are from towns 
  outside of Turin.
  Frost then turns to the Italian man and introduces him 
  as Enzo Riggoli. He’s an Italian agent from Lombardy 
  who is familiar with the area. He is also well-versed 
  in the best escape routes out of Italy once the mission 
  is complete. He knows several safe houses that the 
  T H E  P L A Y  I S  T H E  T H I N G
  
  40
  investigators can stay in until they can get out of the 
  country. Once the investigators make it to a safe house, 
  they can radio for a pick up under the cover of an air raid 
  on Milan.
  Frost then asks the investigators if there are any lingering 
  questions before she dismisses them, telling them that 
  they need to be back at base by 20:30 hours for take-
  off. The investigators can use this time to ask Riggoli 
  any questions, although the Italian plans to spend his 
  early evening having a good meal and wine – they’ll have 
  plenty of time to talk once they are airborne.
  Captain Jessica Frost, age 48
  Captain Jessica Frost is one of N’s most trusted agents; 
  their association goes back to the Great War. Not that 
  anyone would know about it, of course; if she’s learned 
  anything over the last couple of decades it’s how to keep 
  a secret. Currently she’s one of his most trusted senior 
  operatives.
  Players or investigators with a passing 
  familiarity with the Mythos may quickly 
  surmise that the names ‘carcassa’ and 
  ‘carcosa’ are similar for a reason, and 
  they’d be correct. they’d also be correct 
  in assuming that the play being performed 
  in Perdino serves a similar function as 
  that of the King in Yellow. they’d be 
  correct in that as well. What they may 
  find unusual are the contents of the 
  play itself. carcassa is not some mind-
  bending play that drives its performers 
  and patrons insane; it’s actually a rather 
  innocuous play, technically an opera, 
  and a fairly well-known one at that, as 
  any investigator that makes an art roll 
  can attest. investigators that make a 
  cthulhu Mythos roll recognise carcassa as 
  a harmless variant of the King in Yellow. 
  While the basic plot and themes are the 
  same, the Mythos content has been watered-
  down or excised.
  first written in 1630 by Milano bard 
  ricardo Martel, carcassa is set in a 
  medieval italian village that is occupied 
  by a foreign army during a war. the 
  villagers defiantly take whatever troubles 
  the occupiers give them and refuse to 
  lose hope that they’ll be free again. the 
  previous ruler of the village, Princess 
  camila, sneaks into the village as a 
  travelling bard to better understand her 
  people’s defiant spirit. she falls in love 
  with a peasant and, when her secret is 
  discovered, the peasant sacrifices himself 
  so she can get away. anguished by his death 
  but inspired by his spirit and that of the 
  villagers, Princess camila returns with 
  an army and, together with the villagers, 
  retake the village. 
  What 
  makes 
  carcassa 
  unique 
  is 
  its 
  interactivity with the crowd (who are 
  invited to join in the storming of the stage 
  in the final scene) and relies heavily on 
  italian patriotism and regional humour. the 
  orchestral score is also a bit odd, as it 
  plays more like sound effects for what’s 
  happening on the stage rather than as music 
  in its own right. its patriotic fervour 
  has made it a favourite amongst theatre 
  producers, especially during times of war.
  Unfortunately, carcassa’s structure and 
  its need for a large cast (there are 25 
  distinct roles) have limited performances 
  in its pure form. instead, many playwrights 
  have adapted the opera into a more condensed 
  form, often changing nationalities and the 
  regional humour to accommodate a foreign 
  audience. in some instances, its message 
  was changed entirely; in europe during 
  the 19th century it was adapted into the 
  popular communist play red hearts (in 
  which the queen role was replaced with a 
  villager inspiring the others to revolt) 
  and in pre-World War i america it ran as 
  southern spirit and was set on a confederate 
  plantation, with the stoic southerners 
  being subjected to atrocities under Union 
  occupation (again, the confederates act 
  on their own and they realise that their 
  cause may ultimately be lost).
  carcassa
  E U R O P E  A B L A Z E
  
  41
  Born into a comfortable middle class family, Captain 
  Frost became a field nurse during World War I. It was 
  during this time that she first came face to face with the 
  Mythos intertwined with the horrors of the war. Rather 
  than break her it steeled her resolve and, once the war 
  was over, she continued to ferret out cultists and other 
  horrors both home and abroad.
  When war broke out again N saw to it that she received 
  a senior nurse position and placed her where he thought 
  she could do the most good; right in the thick of things 
  in Malta. Thus far Captain Frost has proven to be more 
  than up for the challenge and coordinates many of N’s 
  operations in the Mediterranean. 
  First Impressions: Friendly, warm, matronly. There’s grim 
  understanding in her eyes behind her smile.
  Personal Details: Beneath her inviting manner Frost is 
  all too aware of the fragility of life and sanity. Her good-
  natured humour and overall cheeriness are her defences 
  against falling into despair over the horrors she’s seen 
  and the fleeting victories that she knows are all too 
  temporary. She occasionally lets slip that her relationship 
  with N is a bit more than professional, but quickly 
  changes the subject.
  Secrets & Goals: Frost’s biggest secret is that she knows 
  (or at least she thinks she knows) N’s true identity. Her 
  only driving goal is to hold back the darkness for another 
  day.
  Playing Frost: Act good-humoured and maternal. 
  bon voyage!
  The investigators are to be flown into Italy in a modified 
  Vickers Wellington from Malta. The SOE plans to use an 
  Italian air raid on the besieged Malta as a distraction 
  and provide a fighter escort for at least part of the 
  journey. Once the low-flying bomber reaches Pendio, the 
  investigators are expected to parachute onto a field near 
  the village.
  The perils begin as soon as the investigators prepare to 
  board the bomber, at 21:00 hours. The airfield is under 
  attack by an Italian air raid and the airfield defences 
  struggle to contain them. Anti-aircraft guns and British 
  fighter planes keep most of them at bay, but the occasional 
  Italian fighter and bomber breach the defences as British 
  pilots and technicians struggle to get the rest of the 
  planes in the air. The investigators may have to drop as 
  the runway is strafed or seek cover as a bomb destroys a 
  nearby aircraft or opens a new crater along the runway.
  At this point there is no actual danger to the investigators, 
  although if you prefer you can get them more involved in 
  the action by making a few Dodge or Jump rolls to keep 
  clear of shrapnel. If they wish, an investigator may even 
  help by manning an anti-aircraft gun, although Captain 
  Frost soon drags them away – their mission is more 
  important than downing an extra plane.
  The pilot and gunner, Sgt Randall Moore and Cpl 
  William Hill, are waiting for them in the plane; Moore 
  has already started the engines. Riggoli is already inside 
  and strapped in when they arrive. Once the investigators 
  are strapped in as well, Moore makes a quick take-off 
  amidst a hail of machinegun bullets. His gunner fires 
  away as one Italian fighter gets dangerously close. Moore 
  tells the investigators to relax –they’re in for a four hour 
  flight. Fortunately, things get considerably calmer after 
  the bomber clears the dogfighting around Malta.
  Things are relatively uneventful for a while after the bomber 
  penetrates the Italian coast; British Intelligence really did 
  find a hole that they could exploit. During this time the 
  adventurers can freely pepper Riggoli with questions 
  about Pendio and the surrounding region. Riggoli can 
  give them the general lay of the land, important people 
  in town, and basic information on the Rossi Villa. Riggoli 
  also knows several safe houses; the closest of which is the 
  Derrico farm just off the road to Milan.
  the linGUa franca
  Most of the social skill checks in this 
  adventure presume that the investigators 
  are speaking italian. thus, when a social 
  roll is called for the investigator 
  uses the lower of that skill or Other 
  language 
  (italian). 
  Other 
  language 
  (italian) rolls are not necessary if 
  the investigators aren’t concerned with 
  maintaining cover and the people they 
  are talking to understand english or 
  another language in common.
  a difficult drop
  Unfortunately, the investigators’ luck runs out when they 
  reach Pendio. While Moore suspects that there might be 
  T H E  P L A Y  I S  T H E  T H I N G
  
  42
  anti-aircraft guns embedded around Pendio, he doesn’t 
  expect them this far afield. Unfortunately, the increased 
  security in the region has stepped up air patrols and two 
  Fiat G.50 Freccia fighter planes are actively looking for 
  agents. When one pilot spots the investigators’ plane 
  flying over Pendio’s airspace, he drops and attacks as the 
  bomber approaches the drop-off point.
  Sgt Moore barely has time to shout a warning before 
  the plane is peppered with machinegun bullets! The 
  investigators hear the bursts and bullet holes appear 
  along the wall of the plane. Several flashes of light 
  momentarily illuminate the interior as bullets bounce 
  against metal. Within seconds there is an explosion and 
  the airplane rocks. A Listen check made at half value 
  enables an investigator to hear a grunt from the cockpit.
  At this point in the mission, the machinegun fire is meant 
  to drive home the point that the investigators are in 
  dangerous territory, not cripple them before they even get 
  started. If you wish to increase the lethality of this attack 
  then each investigator has a 12% chance of being hit for 
  2D6+2 damage (the plane will soak 4 points of this). 
  Moore yells back to them that he lost an engine and the 
  investigators need to jump now! Investigators that make 
  a Spot Hidden check note that there’s a hole in the cockpit 
  glass and Moore is obviously bleeding: he’s been shot 
  somewhere in the torso. He refuses any aid, telling the 
  investigators that their mission is more important. If need 
  be, Moore or even Hill draws his pistol and orders them to 
  jump. Hill remains with Moore aboard the likely doomed 
  plane.
  Due to the shakiness of the damaged bomber the 
  investigators must make a DEX x5 roll to jump clear of 
  the aircraft and pull the ripcord. If this roll is failed the 
  investigator can attempt to rectify it with another DEX 
  x5 roll; a failure in this case means that the machine gun 
  bursts have damaged the chute (the gunman doesn’t 
  necessarily see the investigators, he’s continuing to fire 
  at the bomber). 
  From this point forward the investigators should use 
  the parachuting rules to make it safely to ground; 
  unfortunately they dropped out over the woods, meaning 
  that they need to avoid hitting trees on the way down. 
  Each investigator should also make a Luck roll; on a 
  failure one of the Italian pilots spots him and circles 
  to give local patrols guidance (see Getting to Safety), 
  firing a few rounds at the parachute. Given that the pilot 
  is circling and it’s dark, the pilot only has a 20% chance 
  to shoot an investigator, inflicting 2D6+4 damage on a 
  hit. He only has time to take one shot at each investigator 
  before they hit the tree line. 
  As the investigators drop they have a chance to see their 
  surroundings. Lago Bisbiglio is in the distance cradled 
  in the foothills of the mountains, although some clarity 
  is lost due to a night fog. Pendio can be seen in the 
  distance, as it is alive with revellers enjoying the festival 
  late into the night. The investigators are falling into a 
  wood behind a hill that sits alone between the south-
  western edge of the lake and one of the main roads into 
  Pendio. The bomber shakily heads into the mountains 
  trailing smoke as one of the fighters pursues it.
  the fOG Of War
  the Pendio region is often foggy during 
  the winter, limiting visibility. the 
  Keeper should apply the Dimness and 
  Darkness penalty unless she decides it 
  is particularly clear at that moment. 
  note that the fog works both ways. While 
  an investigator may prove harder to 
  hit, she also has a chance of walking 
  right into a soldier or plague victim 
  without warning!
  E U R O P E  A B L A Z E
  
  43
  getting to safety
  Once the investigators land they’ll want to conceal or 
  dispose of their chutes. This is easier said than done if 
  the chute is caught in the trees; an investigator needs to 
  Climb in order to get it down. A Conceal roll is necessary 
  to hide the parachute, although a Survival roll can be 
  substituted, indicating that the investigator found natural 
  cover, such as a hole in the ground or a pond.
  When the investigators regroup they realise that Riggoli is 
  not with them. A successful Spot Hidden roll locates him 
  hanging from his chute with much of his head missing;he 
  was hit by machine gun-fire as he parachuted. Seeing him 
  in this state causes the viewer 0/1D3 SAN.
  The actions in the air alert the local forces and Col 
  Caprone orders a search. Two Breda TP32 trucks carrying 
  six soldiers apiece travel up the road, following directions 
  given to them from the air. The trucks generally stick 
  to the roads as the soldiers use flashlights to pan the 
  woods. Investigators can use Hide rolls to keep from 
  being spotted.
  If an investigator is spotted then three soldiers leap out of 
  a truck and pursue him into the wood (more jump out if 
  several investigators are spotted). These soldiers believe 
  (correctly!) that the investigators are enemy agents and 
  want to capture them. They shout for the investigator 
  to stop; if he doesn’t then they shoot, hoping a good 
  hit will Shock the investigator into unconsciousness (of 
  course, good hits are more likely to kill). Fortunately, 
  the darkness and fog make investigators difficult to hit 
  without cover. Fleeing investigators that aren’t attacking 
  back can use Hide rolls to seek cover. 
  Investigators that wish to use their cover identities 
  can use Fast Talk or Persuade (assuming they speak 
  passable Italian) to convince the soldiers that they are 
  lost – this may actually get them a ride to the field 
  hospital! Unfortunately, heavily armed ‘civilians’ draws 
  suspicion and such investigators need to make a Special 
  roll (1/5th score) in order to convince the soldiers to let 
  them be (perhaps by claiming they found the ‘discarded’ 
  weapons).
  The patrols are under orders to take any prisoners to the 
  field hospital to ascertain whether they have the plague 
  before escorting them to the villa (see Earlier Visits to 
  the Villa on page 56). Once at the villa any captured 
  prisoners are placed in the basement cells awaiting 
  Colonel Caprone’s interrogation. This takes place first 
  thing in the morning after breakfast.
  Investigators wishing to avoid detection can use Sneak 
  if they are moving or Hide if they are still. Fortunately, 
  unless an investigator was sighted coming down or a 
  T H E  P L A Y  I S  T H E  T H I N G
  
  44
  parachute was left in the trees then the patrols from the 
  convoy are satisfied with finding Riggoli. Even if they 
  realise that someone they were shooting at couldn’t 
  possibly be Riggoli, they rationalise it as a frightened 
  civilian in the wrong place at the wrong time.
  Italian Patrol
   
  STR 
  CON 
  SIZ 
  DEX POW HP 
  DB
  No 1 
  10 
  12 
  8 
  10 
  15 
  10 
  +0
  No 2 
  12 
  11 
  12 
  11 
  10 
  12 
  +0
  No 3 
  9 
  9 
  10 
  12 
  7 
  10 
  +0
  No 4 
  13 
  10 
  9 
  10 
  11 
  10 
  +0
  No 5 
  10 
  11 
  13 
  9 
  12 
  12 
  +0
  No 6 
  8 
  12 
  14 
  10 
  10 
  13 
  +0
  Weapons: Rifle 35%, damage  2D6+2
  Skills: Spot Hidden (40%)
  the haunted wood
  The investigators begin this section 6 miles away from 
  Pendio. It is 01:00 hours (or even later if they had a big 
  problem shaking the convoy). Between them and Pendio 
  is a hill, the lake and the field hospital. The wood itself is 
  full of strange mysteries, from plague-ridden wolves, to 
  body parts and mass graves. 
  In addition, there are ghostly sightings along the coast. 
  Besides these strange events, the mundane problem of 
  increasing patrols and plague-infected civilians poses 
  constant threats to the investigators as they make their 
  way towards Pendio. 
  Fortunately, regular patrols only occur to the right of the 
  westernmost checkpoint on the map; the patrols sent out 
  make a cursory patrol through the woods and, so long as 
  they net Riggoli’s corpse, consider the sweep a success. 
  Once the investigators have made a successful Hide roll 
  they aren’t in danger of being spotted again from the 
  initial patrol. Of course, they don’t know this.
  Once the patrols have left, investigators making Listen 
  rolls hear wolves howling in the woods around them. 
  At this point, the wolves aren’t following them, but 
  investigators that press on during the night may find 
  themselves being followed (see Wolf Pack). The airdrop 
  put them about 6 miles out of Pendio, although the trees 
  and the fog make it difficult to ascertain the direction. 
  Fortunately, since the investigators took note of the 
  area as they parachuted, a Navigate check is enough to 
  generally pinpoint where they are on a map.
  setting up camp
  Should the investigators elect to settle down for the 
  remainder of the night, a Survival roll enables them to 
  find or create adequate shelter. If they brought their 
  own tents and bedrolls they’ll want to camouflage them; 
  the Survival roll can also uncover a hunter’s shack or 
  abandoned shed, perhaps from an old farm that is now 
  overgrown. 
  Overnight, while the investigators are sleeping  is a good 
  time to spring a tense encounter on them. This could 
  be a wolf encounter (see Wolf Pack) or an Escapees 
  encounter, as panicked civilians make their way through 
  the woods. There’s even the opportunity for a patriotic 
  Italian civilian to take to the woods himself in search of 
  enemy agents. Such a hunter isn’t disciplined by war and 
  likely starts panicking and shooting if he encounters any 
  unexpected resistance. The occasional pair of fighters 
  flies overhead, but unless the investigators are being 
  extremely obvious they pass over without noticing them. 
  moving through the wood
  Whether they wait until dawn or start walking in the 
  middle of the night, the investigators are eventually going 
  to move through the wood. They essentially have four 
  avenues to pursue. They can head east and follow the 
  shoreline, they can head south to the road, they can head 
  south-east through the wood, or they can climb the hill 
  to get their bearings. 
  Heading south along the road enables them to use their 
  identity cards, but the fact that they are on foot arouses 
  suspicion, especially if they are carrying weapons (again, 
  requiring Special Fast Talk or Persuade rolls). An Idea roll 
  dissuades the investigators from this option (although by 
  all means let them do it if they are determined!), as they 
  are likely to attract attention, and sticking to the woods 
  keeps them away from soldiers. Investigators that do 
  pursue this option may hitch a ride (see Hitching a Ride).
  There are a number of possible encounters depending on 
  where they are and what time of day it is. The Keeper 
  should read through the encounters in this section and 
  use them when appropriate. Remember that when using 
  these encounters less is more. A couple of preternatural 
  events are enough to drive up the investigators’ paranoia 
  (and cause SAN loss), but the majority of encounters 
  should be with average Italians, both civilian and 
  military. The real threat to the investigators at this point 
  comes from the barrel of a gun, not the machinations of 
  Hastur.
  E U R O P E  A B L A Z E
  
  45
  Investigators heading north likely encounter the village 
  of Buona Pesca (see Ghost Village). If they reach the 
  lake and head along it then they may encounter ghostly 
  spectres (see Lake Spectres). Investigators climbing the 
  hill get a better view of their surroundings and can spot 
  the three villages around the lake, the Rossi Villa and its 
  anti-aircraft guns, and the field hospital.
  Investigators moving in any direction towards Pendio can 
  encounter wolves (see Wolf Pack), body parts or whole 
  plague victims (see Plague Dinners), Army Patrols, or 
  Escapees. Only investigators moving through the deep 
  wood stumble across the Mass Graves, although clues 
  from the plague victims (or frightened descriptions from 
  escapees) can direct the investigators towards them.
  Wolf Pack
  One of the non-human or preternatural threats the 
  investigators have to deal with in the Pendio Woods is the 
  presence of wolves. While dangerous normally, some of 
  the wolves in these woods have been feeding at the mass 
  graves, making them more aggressive towards humans 
  than usual. Fortunately, the frequent military patrols 
  have thinned the wolf population, but more constantly 
  enter from the mountains and surrounding regions.
  Wolves hunt either alone or in small packs (1d4 per 
  encounter). If they haven’t tasted human flesh (which 
  comprise the majority of wolves beyond a half-mile radius 
  of the mass graves), then they growl at the investigators 
  to intimidate them but don’t actually attack unless they 
  feel threatened or the investigators make a run for it. 
  Wolves that have tasted human flesh attack on sight.
  After an encounter with wolves, it might occur to the 
  investigators to check any dead wolves for signs of the 
  plague; there are none, even though the wolves have been 
  feeding on plague victims.
  Wolves
   
  STR 
  CON 
  SIZ 
  DEX POW HP 
  DB
  No 1 
  11 
  11 
  3 
  14 
  14 
  7 
  -1D4
  No 2 
  17 
  5 
  13 
  12 
  14 
  9 
  +1D4
  No 3 
  12 
  9 
  10 
  12 
  5 
  10 
  +0
  No 4 
  16 
  11 
  9 
  9 
  12 
  10 
  +1D4
  Armour: 1 (fur)
  Weapons: Bite 30%, damage 1D8 + 60% 
  Ghost Village
  Buona Pesca is a small village along the lake north-
  west of Pendio that is locally renowned for its fishing. 
  Unfortunately, it also sits between two monoliths and, 
  once the Brotherhood had activated the six furthest 
  monoliths from Pendio, both Buona Pesca and Cresta 
  were swarmed by plague-ridden flies. Without quick 
  access to sulpha and relatively small populations, both 
  villages were ravaged by the plague. The Italian army 
  tried to evacuate them both, although by that point most 
  of the civilians were dead. 
  When the investigators arrive, they are in for an eerie 
  sight. It’s only been two days since the village was 
  evacuated, so it looks as if someone just came by and 
  scooped the people away. The view, coupled with the 
  knowledge of the plague, calls for a 0/1 SAN check. The 
  small town has little of value, although enterprising 
  investigators can find local clothes and operational 
  vehicles (including boats). 
  If the investigators think to look for one then they can 
  find a radio in the abandoned harbourmaster station 
  (which also serves as the police station). While it can’t be 
  moved, the radio can be used to send encrypted messages 
  back to Malta. This can be useful in arranging a bombing 
  raid (if they order it early enough – it takes 4 hours to 
  get there from Malta) or an extraction. Unfortunately, 
  whenever they broadcast there is a chance that the Rossi 
  Radio Station picks it up and realises someone is using the 
  Buona Pesca radio, even if it can’t decipher the message. 
  Whenever the investigators use the radio (which requires 
  T H E  P L A Y  I S  T H E  T H I N G
  
  46
  an Operate Radio roll), roll Col Caprone’s Luck. Success 
  means that the transmission was picked up.
  Given its proximity to the lake, the investigators may also 
  be plagued by Lake Spectres; see the next section.
  Lake Spectres
  The ‘priming’ of the monoliths by the Brotherhood of 
  the Yellow Sign has stirred up the psychic energy within 
  Lago Bisbiglio. Investigators that stray too close to the 
  lake may be affected by the emanations. 
  ‘Lago Bisbiglio’ means ‘Whisper Lake’ and this is 
  the most common emanation. Voices startle sleeping 
  investigators or echo behind moving investigators. The 
  voices speak in an older form of Lombard or Piedmontese 
  (an investigator that knows Italian can make out the 
  basics, but she wouldn’t understand it word for word 
  unless she was born or studied in northern Italy). Any 
  investigator hearing the voices takes 0/1 SAN. The 
  voices are conversations between two or three unseen 
  people talking about the plague and its unnatural effects 
  (yellowed, scabbed skin), claiming it to be the work of 
  the Devil.
  The second most common emanation is a spectre walking 
  along the lakeside. She wears a hooded cloak and yellow, 
  scabby skin can be seen between the bandages over her 
  arms and legs. She looks behind her as if she was fleeing 
  someone as she makes a poor attempt at running (more 
  of a hobble). She only gets a few feet before she vanishes, 
  causing those watching her to lose 0/1 SAN. 
  if the investigators manage to contact an 
  allied base then they could arrange for a 
  pick-up or an air raid. a pick-up is easy; 
  as long as the investigators can get to a 
  designated ‘safe extraction area’ (either 
  the Derrico farm or another location closer 
  to where the investigators need to flee) 
  then they can arrange pick-up within 6 
  hours. for obvious reasons the extraction 
  would probably occur at night so long as 
  italian ‘friendlies’ can light the runway.
  an air raid is a bit more difficult. raf 
  bomber command is going to be hesitant 
  about bombing a largely civilian target 
  with questionable military value; Paola De 
  luca’s presence only complicates that. the 
  investigators have two choices. they can 
  lie and pretend that there is a significant 
  biological threat (well, it isn’t a total 
  lie!) or they can be as honest as possible 
  while convincing bomber command that the 
  raid is necessary. the former requires a 
  fast talk roll and the latter a Persuade 
  roll (which can be troublesome if the 
  investigators don’t have a lot of time). 
  a successful tradecraft roll used in 
  conjunction with these avoids uncomfortable 
  questions 
  later. 
  crafty 
  investigators 
  that want to use an air raid to cover an 
  extraction could suggest limiting bombing 
  to the rossi Villa, leaving out the fact 
  that De luca is staying there.
  at 
  best 
  bomber 
  command 
  can 
  organise 
  an air raid to arrive within 5 hours of 
  communication, so it isn’t going to do 
  the investigators a lot of good if they 
  try to contact bomber command at the last 
  minute. the bombers are also at the mercy 
  of italy’s defences, especially those in the 
  Pendio region. the bombers will rely on the 
  investigators to even the odds a bit through 
  the sabotage of fighter planes and aa guns. 
  investigators that try to infiltrate an area 
  being bombed have a good chance of getting 
  hit themselves. they need to make luck rolls 
  at half value to avoid being hit (they can’t 
  really dodge falling bombs) each round that 
  they remain in the area. if they fail they 
  take 4D6 damage. if they miss the roll but 
  would have made it at full value then they 
  take half-damage. a special result means 
  that they found cover that protects them 
  for the duration of the bombing (assuming 
  they don’t move). the Keeper should keep in 
  mind any uses of cover or other attempts 
  by the investigators to protect themselves 
  (but don’t forget that italian soldiers in 
  the area won’t ignore them either, no matter 
  how many bombs are dropping!).
  arranGinG aerial sUPPOrt
  E U R O P E  A B L A Z E
  
  47
  Other spectres may also be viewed, including 17th 
  century soldiers hunting the sick or concerned friends 
  calling for fleeing loved ones. Spectres commonly appear 
  at night. The rarest and most powerful emanation is two 
  men dressed in 17th century peasant clothing digging a 
  grave along the shore. A body lies wrapped in a bag next 
  to the hole, which the men, once finished digging, pick up 
  and toss into the hole. They then cover the body over with 
  dirt as they offer prayers to God. They then vanish like 
  spectres, causing the same 0/1 SAN loss. If an investigator 
  digs at the spot, he discovers the long-decayed corpse of a 
  plague victim, causing a 0/1D4 SAN loss.
  Investigators that are near a monolith may spot a spectre 
  beckoning to them from the edge of the lake. She has 
  an anguished look on her face and wails as she holds a 
  spectral lamp. She frantically beckons the investigators 
  to her before she looks at the water in horror. Spectral 
  yellow tentacles burst forth from the water and rip 
  the spectre to shreds before dragging its ectoplasmic 
  remains into the lake. Seeing a monolith spectre costs 
  0/1D8 SAN.
  The Nine Muses
  There are nine large (9 foot tall) statues, each of a Muse, 
  strewn about the lake in a rough ‘V’ pattern. Each is 
  gorgeous marble and recently restored. They stand about 
  50 yards into the lake. While these Muses are decorative, 
  what they are standing on are not. These monolithic 
  bases are consecrated to Hastur. The oddly non-euclidean 
  shaped rocks are 9 cubic yards in volume and covered in 
  strange, indecipherable pictograms. They are half-buried 
  in the lake bottom and their tops are several feet beneath 
  the surface of the lake. 
  An investigator swimming in the lake and making 
  a Cthulhu Mythos roll recognises it as a monolith 
  dedicated to the summoning of Hastur. A Special result 
  means that the investigator realises that this monolith 
  is different – the pattern won’t trap Hastur but instead 
  open a permanent gateway between Earth and Carcosa. 
  Understanding the implications of this costs 1/1D8 SAN. 
  The investigator also learns that the Golden Mask is the 
  key. It has a permanent connection with Hastur and 
  without it the gate won’t open.
  The monoliths are made of solid stone and chipping away 
  at them has little effect. It’s doubtful that the investigators 
  have the ordnance with them to significantly damage 
  a monolith. What is perhaps more dangerous are the 
  psychic emanations from the monolith. Any investigator 
  that gets close enough to read the symbols or touch the 
  stone gets psychically attacked. Match the investigator’s 
  POW against POW 13 on the resistance table. If the 
  investigator fails the roll she loses 1D2/1D8 SAN as her 
  head is flooded with images of Carcosa and the King in 
  Yellow.
  Even if the investigators do manage to significantly 
  destroy one or more monoliths, the Brotherhood goes 
  through with the ritual anyway, which will still likely 
  cause the death of millions, not to mention the possibility 
  of unleashing an Unspeakable Horror. 
  Plague Dinners
  As the investigators get closer to the mass grave site, they 
  may come across clues that something is terribly wrong. 
  Have the investigators make a Spot Hidden roll. Success 
  enables them to find a random body part, such as a hand, 
  T H E  P L A Y  I S  T H E  T H I N G
  
  48
  foot or eyeball, lying in the grass. It’s chewed but not 
  particularly bloody. This causes 0/1D3 SAN loss.
  A successful Medicine check reveals that the body part 
  was already dead prior to dismemberment and that it 
  was diseased – it is jaundiced and has scaly scabs. A 
  successful Biology roll indicates that the chewing came 
  from a wolf, and a successful Track roll can follow the 
  wolf tracks backwards to the Mass Graves.
  In addition to body parts the investigators could also 
  come across a partially dismembered plague-ridden 
  corpse lying in the shrubs. If the investigators haven’t 
  seen the body parts yet then this is worth 0/1D3 SAN; if 
  they have then they risk no SAN loss. As with the body 
  parts the tracks can be followed to the mass graves.
  Mass Graves
  One back road that has gotten a lot of use is the one 
  that connects the farmstead where the medical team is 
  stationed with the lake. Previously used by the farmstead 
  owners, the Tartaruga family, to take boats to the lake or 
  bring back catches of fish, this mile-long rutted road now 
  serves another purpose: the dumping of bodies.
  Currently three mass graves have been dug, each 
  holding a score of corpses. Two of the graves have been 
  covered over with dirt. A pile of dirt rests next to the 
  third, where half adozen corpses have been somewhat 
  unceremoniously dropped into the hole. Wolves have dug 
  up part of the others; pieces of bone and flesh stick out 
  of paw-dug holes. Seeing the graves causes 1/1D4+1 SAN 
  loss.
  Have the investigator with the highest Luck make a Luck 
  roll. If she succeeds then a Breda TP32 truck drives up 
  the road from the field hospital. Have the investigator 
  with the lowest luck make a Luck roll. If she fails then 
  the driver and passenger spot the investigators. Inside 
  the truck is a driver and three soldiers escorting three 
  more corpses to the grave. All are wearing gasmasks 
  and carrying Glisenti Modello 1910 pistols (use the same 
  statistics for the Italian Patrol under Getting to Safety, 
  but they have Pistol 40% and only inflict 1D8 damage.
  Should any of them be captured and interrogated, they 
  can provide some of the information that the investigators 
  could glean from the field hospital. They honestly believe 
  that the Allies are responsible for this ‘plague warfare’ 
  and they’ve killed dozens of innocent Italians. At the 
  Keeper’s discretion, they could also know anything else 
  that would help move the scenario along.
  Escapees
  While the soldiers staking out Pendio and points north 
  are ‘gently persuading’ most civilians to stay put and 
  enjoy the festivities, there are several civilians that are 
  willing to risk violating martial law to try and get out 
  of the region without risking being tagged as plague 
  carriers or ‘volunteers.’ While most escapees are simply 
  frightened civilians, the investigators may come across 
  an infected individual — the plague isn’t contagious, but 
  the investigators don’t know that! Escapees tend to be 
  individuals or small groups of less than five (1D4). Use 
  the Six Civilians found in the Pendio section.
  While the investigators could simply stay out of their way, 
  they could learn valuable information from the escapees, 
  including the locations of the checkpoints, the general 
  lay of the land, where the Army Headquarters is, and any 
  of the information found in the Gathering Intel section. 
  Unfortunately, there’s also the chance that one or more 
  of the escapees are infected; the investigator with the 
  lowest Luck score makes a roll. If she fails, then one of 
  the escapees is infected. While the victim is unable to 
  pass the disease onto the investigators, they probably 
  don’t know that at this point.
  Besides the plague, another problem with escapees is 
  that they are likely to be pursued. Again, make a Luck 
  roll using the lowest Luck score of any investigator in the 
  area. On a failure a four-soldier squad is in hot pursuit 
  and likely notices the investigators. Even if the roll 
  succeeds, investigators making a Spot Hidden roll note 
  that pursuers are nearby.
  Army Patrols
  Col Caprone has ordered the area to be secure; in 
  addition to setting up a checkpoint on the only road into 
  the village (and other villages in the area as well), his 
  forces have established a perimeter and make routine 
  patrols in the woods, farms, and vineyards between the 
  villages and the perimeter. Most of these are squads of 
  five (including a driver) and use the same statistics for 
  the Italian Patrol above.
  Due to the plague, the soldiers have also been issued 
  gas masks; most soldiers completely bundle up while on 
  patrol. In order to keep the locals from becoming too 
  alarmed, Col Caprone has ordered the soldiers to remove 
  their gas masks while inside the village. As a result, most 
  soldiers stay away from the village centre unless directly 
  ordered otherwise. Because the nature of the plague is 
  unknown, the soldiers have orders to capture rather than 
  kill any suspected agents so that they can be brought to 
  E U R O P E  A B L A Z E
  
  49
  the villa for interrogation. That said most of the soldiers 
  are rather jumpy and would rather shoot first and hope 
  for the best. 
  investigators travelling through the woods have a good 
  chance of crossing paths with at least one patrol, as they 
  are constantly looking for stray festival-goers, wolves, 
  and foreign agents. If the investigators are close to a road 
  then the patrol is in a truck; otherwise they are on foot.
  field hospital
  The field hospital is actually a farmstead converted to 
  military medical use. The Tartaruga family, owners of 
  the homestead, unfortunately went to watch one of the 
  earliest filming rehearsals and caught the plague. The 
  main buildings of the homestead, a farmhouse, a barn 
  and a stable, have been surrounded by barbed wire 
  and converted into a military hospital run by Captain 
  Giacomo Gennaro of the Army Medical Corps.
  The farmhouse is where Captain Gennaro makes his 
  headquarters. It is also where his staff and the army 
  officers of the soldiers are quartered outside stay. The 
  stables make up the main hospital where plague victims 
  in the initial stages are ineffectually treated with sulpha; 
  the laboratories are here as well. The barn houses the 
  dead and dying; it also serves as the ‘garage’ for the truck 
  that takes the bodies to the mass graves.
  Just outside the wire in a fallow farm field is most of 
  the military garrison. Four anti-aircraft Cannon da 90/53s 
  are emplaced around the field hospital to guard against 
  Allied attack while several trucks sit outside the tents 
  that serve as temporary barracks. There are no tanks 
  here, but three fighter planes are parked outside and a 
  makeshift runway has been cleared in the field.
  How the investigators approach the field hospital is up 
  to them and the Keeper should call for appropriate rolls 
  as necessary. investigators playing the role of possibly 
  infected locals are allowed inside to be tested, but they 
  need to make successful Persuade rolls to avoid being 
  discovered as imposters.
  If things go wrong and an investigator gets captured, he 
  is interrogated by Captain Gennaro before being escorted 
  to the Rossi Villa. With a Persuade roll, the investigators 
  may even receive some help from the doctor; he is relieved 
  that this is not an Allied attack and therefore wants to 
  root out the real perpetrators. He’s also very interested 
  in the investigators’ antibiotics. Offering them to Captain 
  Gennaro is akin to treason, but as the investigators are 
  in custody he can take them anyway. In any event he’ll to 
  rule them out as useless, as they don’t work any better 
  than the sulpha drugs (i.e. not at all). 
  The extent of Gennaro’s aid depends on the circumstances. 
  He certainly can’t go against Col Caprone’s orders so if 
  the investigators were captured the best he can do is ‘let 
  them escape’ and keep the antibiotics as a mitigating 
  circumstance. Keepers should remember that while 
  Gennaro can be swayed to help, he certainly isn’t going 
  to buy into any ‘cultists created the plague with the help 
  of an old play’ nonsense. If anything, spouting such is a 
  quick ticket to the Rossi Villa.
  In any event, any investigators that can get into position 
  to observe the goings-on inside the wires can, with a 
  successful Listen check, realise that the medical staff are 
  acting fairly standardly to a plague outbreak; an Idea roll 
  pieces together the various bits of conversation for the 
  investigator to realise that the Italians have no idea how 
  this plague got started; it certainly isn’t an Italian project 
  and, if anything, they are blaming the Allies.
  Inquisitive investigators may learn some interesting clues 
  through conversations with Captain Gennaro or his medical 
  staff. First, the plague seems isolated primarily to the 
  T H E  P L A Y  I S  T H E  T H I N G
  
  50
  north of Pendio, which is odd given the lake in between 
  coasts. Only a few civilians in Pendio have caught the 
  plague thus far. Second, hardly any of his medical team 
  has come down with the plague. Very few soldiers have 
  either. This, of course, is because they need to hear the 
  Regina di Sfida speak and only a few military personnel 
  have. Speaking to the infected soldiers or piecing 
  together overheard information allows an investigator to 
  make an Idea roll. A successful roll enables them to make 
  the connection with the play.
  Captain Giacomo Gennaro, 
  Medical Scientist, age 44
  A veteran of the First World War, Captain Gennaro 
  knows only too well the horrors of biological and 
  chemical warfare. He cheered the Geneva Protocol in 
  1925 and hoped that spelled the end of such horrible 
  weapons in war. Now, he finds two things about this war 
  disconcerting. The first is that Italy’s allies in the Great 
  War are now its enemies and secondly, and perhaps more 
  importantly, those former Allies have disregarded the 
  treaty and are unleashing biological weapons on Italians.
  Currently, he’s doing his best to contain the plague and 
  treat its victims as best he can. He doesn’t recognise 
  this strain of bubonic plague and the sulpha drug isn’t 
  working. He’s waiting to hear from German colleagues 
  about getting new ‘antibiotics’ shipped to him, but he 
  isn’t holding out much hope. For his staff and his patients, 
  Gennaro tries to remain optimistic, but that optimism 
  increasingly comes from a glass of wine.
  First Impressions: Weary eyes that have seen too much, 
  hard to surprise, grim smile
  Personal Details: Gennaro is drinking to relax but he 
  doesn’t have time to retreat into a bottle; he constantly 
  smokes. He genuinely cares about his patients and tries 
  to make their lives more comfortable, even if they only 
  have hours left.
  Secrets & Goals: Gennaro has the research of other 
  scientists from Germany and America. He and his team 
  are trying to develop a strong antibiotic to treat the 
  victims and lower the death toll. 
  Playing Gennaro: Short-tempered but pleasant. Agitated 
  whenever you have to deviate from his routine, no matter 
  how small. Constantly smoke and always look for a few 
  minutes to enjoy a glass of wine.
  STR 9 
  CON 12 SIZ 9 
  INT 17 
  POW 16
  DEX 11 APP 8 
  EDU 18 SAN 60 HP 11
  Damage Bonus: +0
  Weapons: Pistol 25%, 1D8 damage
  Skills: Biology 65%, Command 45%, Credit Rating 55%, 
  English 40%, First Aid 85%, German 40%, Latin 55%, 
  Pharmacy 70%, Persuade 70%, Psychology 40%.
  Four Italian Medical Personnel
   
  STR 
  CON 
  SIZ 
  DEX POW HP 
  DB
  No 1 
  9 
  8 
  14 
  8 
  12 
  11 
  +0
  No 2 
  14 
  14 
  16 
  9 
  10 
  15 
  +1D4
  No 3 
  16 
  3 
  13 
  13 
  7 
  8 
  -1D4
  No 4 
  6 
  10 
  12 
  7 
  7 
  11 
  +0
  Weapons: Pistol 20%, 1D8 damage
  bait and switch
  At some point the investigators are going to want to enter 
  Pendio, probably to approach the people involved with 
  Carcassa. Their first concern is how to get inside the 
  village. Given that the investigators have identity papers 
  and the village is packed for the festival, it’s easy enough 
  to blend in once they break the treeline. Unfortunately 
  there are regular patrols and, if spotted, the investigators 
  will be interrogated and forced through a checkpoint. 
  Again, investigators carrying weapons are going to have 
  problems explaining themselves.
  hitching a ride
  While Col Caprone is doing his best to keep infected people 
  contained, in the interests of keeping up appearances he 
  E U R O P E  A B L A Z E
  
  51
  is allowing travellers to enter Pendio for the festival. Such 
  travellers only have to deal with a cursory search at the 
  checkpoint before being allowed through. In addition 
  to travellers many commercial trucks are also coming 
  through to resupply the festival.
  These vehicles provide the investigators with a perfect 
  way to enter the village undetected, so long as they can 
  find a way to surreptitiously hitch a ride, convince a 
  driver to take them, or steal a vehicle to drive through 
  the checkpoint themselves. There are several farms and 
  vineyards around the woods that contain vehicles open to 
  theft, but investigators should be mindful that it won’t be 
  long until the theft is reported (presuming that the owner 
  doesn’t come running out of his cottage brandishing a 
  shotgun).
  Investigators that make an Idea roll note that there is no 
  railway into the village, but a popular festival probably 
  has a regular bus service. Simply lying in wait long enough 
  (or making a Luck roll) is enough to spot a bus making its 
  way up the road. Presuming that the investigators wave it 
  down a Fast Talk roll is necessary to get aboard.
  Investigators trying to hide aboard a vehicle going 
  through a checkpoint must make a Conceal roll. 
  Investigators actually driving through the checkpoint 
  must make a Fast Talk or Persuade roll (Fast Talk gets 
  them through the checkpoint; Persuade alleviates any 
  lingering suspicions, including if the investigators drove 
  through the checkpoint with a stolen vehicle). 
  pendio
  Pendio is a typical Italian lakeside village with a beautiful 
  view of the lake cradled by mountains on either side, 
  although the frequent winter fogs makes it look a bit 
  haunted. Pendio has all of the amenities typical of a 
  village on a pristine lake, including a small marina, three 
  hotels, a large Roman Catholic Church (St Peter and 
  Paul’s), several small restaurants, and general stores. 
  Pendio Hill overlooks the village from the north-east, its 
  beautiful villa facing the lake. It seems somewhat out of 
  place for a modest fishing village and the sheer 50 foot 
  drop to the lake makes it rather less ideal for a lakeside 
  home. The Rossi Villa adorns its top, built by the ‘Mad 
  Sculptor’ over three centuries ago. It is currently the 
  home of Donna Chezarina De Filippo, a wealthy widow 
  who also serves as Pendio’s librarian, but it is occupied by 
  the Italian Army. The barrels of two antitank guns can be 
  clearly seen from the village. 
  Pendio has a year-round population of about 2000, but 
  the festival has caused that number to swell to five 
  times that much. As such, the streets are overflowing 
  with people. In addition to the fully booked hotels 
  in the village centre every home has boarders and a 
  few warehouses have been converted into makeshift 
  dormitories. Tent cities have sprung up in various points 
  around the village.
  A banner is hung over the main road into the village 
  advertising the Sfida Festival in bold block letters. The 
  main streets are lined with decorations, some official, 
  some home-made, and there is a field to the right of the 
  village that hosts most of the festival kiosks, events, and 
  games. The town square is actually open to the sea and 
  an open outdoor amphitheatre is built right on the lake’s 
  edge. Several advertisements for the nightly performance 
  of Carcassa are plastered on walls and tacked on trees 
  all over town.
  Of all the decorations for the village festival, the most 
  ubiquitous are the posters of Paola De Luca. Practically 
  every street corner has enlarged stills and photographs 
  of her from previous films and interviews, and many 
  promise her participation in the nightly performances 
  of Carcassa or autographing sessions. In short, she is 
  obviously the main draw to the swelling crowds now 
  willing to risk plague for a chance to meet her.
  T H E  P L A Y  I S  T H E  T H I N G
  
  52
  Investigators making a Special Listen roll (1/5th skill 
  rating) overhear some of the festival-goers grumbling. 
  In spite of all the promises to see Paola De Luca, she’s 
  been surprisingly absent. Further inquiries reveal that she 
  initially did perform for the first couple of nights and 
  held an autograph session, but for the last few nights 
  she’s been absent. There is the promise of hearing her 
  voice on the radio broadcast tonight, but the festival-
  goers could have stayed home for that!
  For the festival the entire village has been wired 
  with a public address system with which periodic 
  announcements are made over loudspeakers. While the 
  investigators likely won’t know this the first time they 
  see it, the public address system is wired to the villa and 
  will carry the radio broadcast in the evening. 
  Half a mile outside the town is the checkpoint, which is a 
  makeshift building and some barbed wire that goes into 
  the trees on either side far enough to prevent vehicles from 
  driving past without stopping. A dozen soldiers wearing 
  gasmasks man the checkpoint along with four members 
  of the medical team. Incoming vehicles have a much 
  easier time getting through the checkpoint than outgoing 
  vehicles. Those deemed sick or ‘volunteers’ are escorted to 
  the field hospital. There is also a checkpoint to the west of 
  Pendio, but as this covers a local unpaved road that hugs 
  the lakeside to Buona Pesca, it is lightly guarded by two 
  soldiers and a nurse that checks for plague.
  A few soldiers are on patrol within the village; they are 
  unmasked and simply do their best to look menacing 
  while not actually interacting with anyone lest they catch 
  the plague. 
  Six Civilians
   
  STR 
  CON 
  SIZ 
  DEX POW HP 
  DB
  No 1 
  10 
  8 
  14 
  12 
  7 
  11 
  +0
  No 2 
  9 
  11 
  14 
  11 
  8 
  13 
  +0
  No 3 
  8 
  15 
  13 
  8 
  10 
  14 
  +0
  No 4 
  12 
  10 
  15 
  13 
  6 
  13 
  +1D4
  No 5 
  6 
  5 
  8 
  9 
  8 
  7 
  -1D4
  No 6 
  14 
  7 
  8 
  12 
  9 
  8 
  +0
  Weapons: Club 25%, damage 1D8
  gathering intel
  Once the investigators are inside Pendio they’ll probably 
  want to start talking to the civilians for information. 
  Getting information in this manner generally requires an 
  APP roll on the Resistance Table against the civilians’ 
  POW. Note that losing doesn’t necessarily mean that 
  the investigator was rebuffed, simply that they haven’t 
  gathered any useful intelligence in the time they had with 
  the people she was speaking to.
  Presuming that the investigators succeed, they can learn 
  the following information:
  •	
  The three Muses are now fully restored. Part of the 
  reason for the festival is Mussolini’s commissioning 
  of the restoration of the Nine Muses. It was sorely 
  needed; one of Pendio’s muses was missing an arm 
  and wing. At least two of the other statues were 
  completely destroyed over the years. 
  •	
  The Army is overreacting to the Plague. Most 
  civilians don’t see the need for all the security. 
  They’ve heard that a couple of villages were affected, 
  but why haven’t there been more cases in Pendio? 
  And why are the soldiers so frightened?
  •	
  People are afraid to leave because people have 
  been coerced into ‘volunteering’ for military 
  experiments. This is true, but only because the army 
  wants to keep quiet about the number of cases of 
  plague in the village. Anyone who looks jaundiced 
  is ‘volunteered’ and sent to the field hospital rather 
  than be part of the official tally.
  •	
  Paola De Luca is not performing. While Paola is the 
  lead in the play, she’s claimed that she can’t make 
  tonight’s performance due to the radio broadcast. 
  This is upsetting a lot of people who arrived just 
  to see her. As the festival ends tonight, they feel 
  they’ve lost their chance.
  •	
  There is a radio play tonight. Most of the festival 
  activities cease at 8pm so that the radio play can 
  be heard over the loudspeakers. It’s also being 
  broadcast; anyone that wants to can hear it and a 
  good portion of Italy certainly will be tuning in.
  •	
  The owner of the Rossi Villa is Donna Chezarina 
  De Filippo. Furthermore, it’s mentioned that Donna 
  Chezarina is the local historian and head librarian 
  in town. In fact, she is staying at the Pendio Library 
  while the military uses her home.
  •	
  Did you know that the play was first performed 
  during the Great Plague of Milan? The investigator 
  is directed to Donna Chezarina, who knows all 
  about it.
  E U R O P E  A B L A Z E
  
  53
  •	
  You want to meet someone working on the movie? 
  There’s one right there! The civilian points to Gianna 
  Toscan, who is drowning her sorrows at a sidewalk 
  café.
  •	
  There’s something going on in the wood. Military 
  trucks are constantly driving in and out of the wood. 
  Maybe they are building something?
  •	
  On a Special Roll: The Mad Sculptor had a secret 
  passageway built beneath his home. The investigator 
  is talking to one of De Filippo’s servants who know 
  about the passage. He can be persuaded to tell them 
  where it is.
  the pendio library
  investigators that wish to speak with someone 
  knowledgeable about the Rossi Villa can find Donna 
  Chezarina De Filippo at the library. An avid book reader, 
  the widow fills her time sharing her passion with others 
  and has stocked the modest library with many books that 
  used to be in her home. The library is a small building 
  only a block from the harbour and is open to the public. 
  When the investigators arrive she’s sitting in the reading 
  room knitting while discussing Machiavelli versus Locke 
  with an elderly patron.
  Donna Chezarina welcomes the investigators with a 
  broad smile. She’s a handsome old woman with a hint of 
  the fiery spirit that defined her youth. She enjoys meeting 
  newcomers and asks them what kinds of books interest 
  them. She seems to know more than she’s saying, but she 
  helps them as best she can. 
  As the village’s foremost historian she knows about 
  the original performance of Carcassa. She admits that 
  it is an adaptation of The King in Yellow, although she 
  doesn’t have a copy of that tome. What she does have 
  is an account of the play in Latin written by a Spanish 
  traveller, Felipe Escobar. In it he describes the play as 
  moving around from village to village, performing in 
  front of the Mad Sculptor’s Muses. The Mad Sculptor was 
  like a pied piper, those who saw the play were struck 
  down with a yellow plague distinct from the one raging 
  in Milan. On the night of the final performance, the Mad 
  Sculptor performed in front of the three muses of Pendio. 
  Then something terrible happened; he was possessed by 
  the Devil and gained superhuman strength, snapping the 
  necks of the actors around him. He ripped into the crowd 
  with a mad fury until he was felled by a villager with a 
  pitchfork who ripped the mask off his face.
  The part about the mask is especially intriguing to Donna 
  Chezarina as she notes that she had a fairly ornate mask 
  from performances of Carcassa in the late 18th century 
  and Giorgio Pentelli, the producer of the play, asked to 
  borrow it this morning. Apparently Paola De Luca isn’t 
  going to perform the play tonight and isn’t allowing 
  Pentelli to use the mask she brought with her from Rome.
  If asked about the villa, Donna Chezarina shrugs and says 
  she acquiesced because she could see that Col Caprone 
  is an honourable man and would treat her house with 
  respect. She was allowed to remain but thought it best to 
  relocate in the village; besides, she loves being with her 
  books. With a twinkle in her eye she wonders if the army 
  has found the secret passage. If pressed, she mentions 
  that Gualtier Rossi was paranoid and had a secret exit 
  built into the basement of his home. If asked about the 
  location of the entrance, she simply smiles and says “let 
  music be your guide.”
  Donna Chezarina is invited to the radio performance this 
  evening but has decided against going. With a sly look she 
  notes that she doesn’t have an escort. If an investigator 
  offers to accompany her she changes her mind.
  Donna Chezarina De Filippo, Historian, age 68
  Donna Chezarina claims to be from Brescia, but her 
  accent marks her as Occitan (Southern France) or even 
  Spanish. What is known is that she came to Pendio as 
  a widow and purchased the Rossi Villa to live out her 
  ‘golden years.’ She is friendly with everyone she meets 
  and often seems to know things about them that they 
  don’t know themselves. She’s always willing to help.
  T H E  P L A Y  I S  T H E  T H I N G
  
  54
  First Impressions: Pleasant and disarming, but there is 
  something behind her friendly eyes. 
  Personal Details: Donna Chezarina is knowledgeable 
  about a broad range of topics. She is well-versed in the 
  play as well as (of course) her home on the hill. 
  Secrets & Goals: Donna Chezarina is intentionally an 
  enigma. The Keeper may interpret her coyness as she 
  sees fit. Donna Chezarina may be an occult investigator, 
  the immortal daughter of the Spaniard that recorded the 
  first yellow plague, or simply a helpful old historian. If 
  the investigators are having trouble, Donna Chezarina 
  can put them on the right track. 
  Playing Donna Chezarina: Helpful, coy, knowledgeable. 
  Knows things others don’t.
  disillusioned actress
  With little to do tonight before taking a bus back to Milan 
  and then a train to Cinecittà, Toscano is retreating into a 
  bottle for the night. She accepts any company, especially 
  if an investigator has APP 12 or higher. She spends most 
  of the conversation lamenting her position, but with a 
  Persuade roll she does offer some useful information.
  She notes that as a propaganda film ‘Paola’ thought it was 
  important to shoot scenes in front of all of the muses, 
  as they were restored by Mussolini. Toscano notes that 
  De Luca is ‘a good friend’ of the Prime Minister and 
  that she and her ‘favourites’ (the other members of the 
  Yellow Troupe) seem to be running the shoot. Tarpucci 
  is constantly acquiescing to her demands and Toscano 
  lost several lines and scenes in the film due to her 
  machinations. Toscano isn’t even considered important 
  enough to be on the radio guest list tonight.
  Toscano also notes that the plague seems to follow them. 
  She’s noticed that the first outbreaks were in Buona Pesca 
  and they’d spent the first night performing there and 
  the second night shooting scenes along the lakeshore. 
  The same thing happened after they performed in 
  Cresta and shot a few scenes along the lakeshore there 
  as well. Toscano also notes that several people from 
  Pendio came to watch the shoots. She laments that one 
  of them, Luca, was a soldier who showed an interest in 
  her. Unfortunately, he came down with the plague the 
  next day along with the two soldiers who came with him.
  On top of all this, Toscano mentions that Paola held 
  impromptu radio play readings in front of the muses and 
  closed the set to everyone but her ‘favourites’ (this was 
  to prime the monoliths). Of course these are the actors 
  performing tonight.
  Gianna Toscano, Camera Crewman, age 22
  Ever since she saw her first motion picture as a little 
  girl, Gianna Toscano wanted to be in the film industry. 
  Unfortunately, she wasn’t a very good actor and her 
  appearance, although attractive, wasn’t enough for 
  filmmakers to compensate. She thought she was destined 
  to simply be a background extra until she found a husband 
  and left the industry entirely. Then the war came, and 
  with it new opportunities. Cosimo Tarpucci asked her to 
  join his camera crew for the filming of Carcassa, as she 
  could do double duty as a camera crewman and minor 
  role in the film that actually had a few lines!
  Unfortunately, Toscano’s new job has not turned out to 
  be as glamorous as she’d hoped. As an inexperienced 
  young woman she’s been intimidated by the rest of the 
  film crew and that’s led to some uncomfortable situations. 
  She’s also disturbed by some of the events surrounding 
  the filming and the final insult that, for the radio version, 
  she’s been completely cut out.
  First Impressions: Attractive in a ‘girl next door’ way. 
  Frustrated and depressed, drinking a bit more than she 
  should.
  Personal Details: Toscano has a lot of positive qualities: 
  she’s young, ambitious and attractive. Unfortunately 
  she doesn’t believe any of it, as she feels she falls short 
  in each category. She’s become very demoralised and 
  regrets leaving home for the bright lights of Cinecittà.
  E U R O P E  A B L A Z E
  
  55
  Secrets & Goals: Toscano has no secrets other than that 
  she indirectly knows that the Yellow Troupe is up to 
  something. A small part of her still wants to be a film 
  star, but currently her goal is to find someone to take her 
  out of her current situation.
  Playing Toscano: A devil-may-care attitude that hides 
  behind a bottle and shattered dreams. Enjoy any attention 
  showered on you.
  a suspicious play
  No matter where the scenario takes the investigators it’s 
  likely that they’ll want to investigate the play at some point. 
  If so, it shouldn’t be long before they meet Giorgio Pentelli, 
  the harried producer who’s been spending all day with De 
  Luca’s understudy. Pentelli is upset with De Luca and the 
  film production because De Luca only performed for the 
  small crowds in the two fishing villages. She has not been 
  available for autographs and tonight, on the biggest of all 
  nights, she is skipping the performance!
  Pentelli also notes that he had to scrounge up another 
  mask from Donna Chezarina because De Luca wouldn’t 
  allow him to use hers as she needed it for the radio 
  broadcast. This really upsets Pentelli because wouldn’t 
  any mask do for radio? 
  In spite of his animosity, Pentelli does plan to attend the 
  live broadcast tonight. The play runs from 17:00-19:00 
  hours, so he’ll head up to the villa around 1930. He is 
  allowed to bring a guest and can be persuaded to take 
  an investigator.
  Giorgio Pentelli, Play Producer, age 45
  Giorgio Pentelli’s life is the theatre and the theatre is his 
  life. He doesn’t understand the appeal of film because 
  he believes an actor needs to feed off of the audience 
  – how can you do that if the audience is a camera? He 
  was a fairly popular actor throughout Italy and became a 
  director and producer as he aged. He is well-versed with 
  Carcassa and considers Tarpucci’s desire to translate it to 
  film an affront to artistic integrity.
  Pentelli came to Pendio to produce the festival version 
  of Carcassa because it was a childhood favourite. While 
  he is a Torino, his parents often took him to Pendio for 
  the festival and he enjoyed the theatre productions back 
  home. While Pentelli found De Luca difficult to work 
  with, he is more offended that she lacks the proper 
  dedication to her craft by skipping out on the audience a 
  few performances early.
  First Impressions: Stuffy, haughty, dedicated to the craft.
  Personal Details: While rather arrogant in person Pentelli 
  feeds off his audience and is very funny and dramatic 
  on stage when warming up the crowd. He also sports 
  a couple of bruises from being hit with objects from 
  audience members who didn’t appreciate hearing that De 
  Luca wouldn’t be performing that night.
  Secrets & Goals: Pentelli simply wants to be respected 
  and renowned as a play producer. He feels like the film 
  production is threatening that.
  Playing Pentelli: The consummate artiste. You know of 
  what you speak.
  the final ritual
  The final part of this scenario involves stopping the radio 
  play and taking the Golden Mask. The investigators need 
  to infiltrate the villa to accomplish these goals (the threat 
  of an air raid may do the job), and they are likely to want 
  to retrieve the Golden Mask personally. Unfortunately, 
  this is quite difficult, as the Rossi Villa is heavily guarded. 
  Fortunately, there are a number of ways to disrupt the 
  play.
  The Rossi Villa is a beautiful two-storey home built in 
  the baroque style. A stone wall runs around the property 
  about 50 yards out; the property to the rear of the house 
  is open to the lake. Currently barbed wire has been 
  laced over the walls and across the open section and 
  two Cannons da 90/53 sit at the back, ready to shoot 
  T H E  P L A Y  I S  T H E  T H I N G
  
  56
  down enemy aircraft. Four soldiers patrol the roof while 
  eight are stationed around the perimeter. These soldiers 
  stay in the converted carriage house, which is a separate 
  building to the north of the villa. 12 more soldiers relax 
  here until the next shift.
  In front of the house is a large garden that is dominated by 
  a raised fountain over which a statue of Pan silently plays 
  a flute. The garden actually sits outside the perimeter wall, 
  so it is unguarded. It is here, at the base of the fountain, 
  where the secret entrance to the villa is covered in stone.
  In spite of the plague and perceived allied threat the 
  soldiers are a bit lax – the most action they’ve seen 
  over the last few days is discouraging inebriated 
  festival-goers from trying to get into the villa. Thus any 
  coordinated plan on the part of the investigators is likely 
  to take them by surprise (halving their DEX scores for 
  the first round).
  Some investigators may try to covertly enter the villa with 
  a suitable cover story. As the guards are on heightened 
  alert for the guest list any attempts are made at half skill 
  it’s possible that one or more of the 
  investigators may visit the villa early, 
  either because they are captured or they 
  want to steal the mask at an earlier 
  opportunity 
  (if 
  they’ve 
  guessed 
  its 
  location). col caprone, De luca, and 
  tarpucci remain ensconced in the villa all 
  day. absent troubles, De luca and tarpucci 
  rehearse with the other actors and crew in 
  the salon, while col caprone spends most of 
  the day at his desk, occasionally calling 
  his superiors or checking on captain 
  Gennaro’s progress, or lack thereof. 
  investigators brought in as prisoners are 
  actually treated quite well. col caprone 
  believes that honey is the best way to 
  ensure 
  cooperation. 
  investigators 
  are 
  locked in a guest room on the first storey, 
  with the windows hastily barred to prevent 
  escape. a guard is also posted at the 
  door. the colonel has juice, fresh fruit 
  and bread brought to them, and has hot 
  beverages available on demand. the colonel 
  interrogates them at breakfast (or the next 
  appropriate meal) which he has on the second 
  floor balcony that overlooks the lake. 
  col caprone wants to know whether the allies 
  are using biological warfare, noting that 
  this ‘yellow strain’ is resistant to all 
  treatments. he also tells them that it 
  is only a matter of time before italian 
  medical science discovers a cure and that 
  italy won’t hesitate to use chemical 
  and biological weapons in the future if 
  the allies have truly disregarded the 
  Geneva Protocols. if he knows that the 
  investigator is a soldier, col caprone 
  notes the limitations of interrogation due 
  to the Geneva convention but hopes that 
  the investigator realises the gravity of 
  the situation and cooperates accordingly.
  investigators making a Psychology roll 
  note that the colonel has doubts about 
  allied 
  involvement. 
  captain 
  Gennaro 
  assured him that, given his pre-war 
  contacts with allied scientists, he simply 
  cannot believe that they came up with such 
  a perfect weapon. nor does he understand 
  why the weapon was tested in italy instead 
  of Germany and why tests are limited to 
  this one remote location; wouldn’t it be 
  more effective in Milan, turin or rome?
  should investigators bring up the Golden 
  Mask, col caprone notes that De luca has 
  one and plans to wear it for the radio 
  broadcast in order to lend authenticity 
  to her voice. he does not believe that a 
  play can be behind the plague, although a 
  successful Persuade roll piques his interest 
  enough to investigate. Unfortunately, De 
  luca’s charms are enough to convince him 
  otherwise and she does so out of earshot 
  of the investigators.
  should the investigators confront De luca 
  directly she laughs off any suggestion 
  that the Golden Mask is some type of ‘evil 
  relic.’ this one is a gift to her from 
  Mussolini and no more magical than a gifted 
  necklace or ring.
  earlier Visits tO the Villa
  E U R O P E  A B L A Z E
  
  57
  level, although the Keeper should allow an investigator 
  a normal skill roll if she comes up with a particularly 
  believable cover story. Acceptable cover stories include 
  soldier reinforcement (if the investigator is in uniform), 
  last-minute food or wine deliveries or official guest 
  (if they’ve managed to ingratiate herself with Donna 
  Chezarina De Filippo or Giorgio Pentelli).
  the secret entrance
  If the investigators learned of the secret entrance then 
  they can find it in the garden beneath a statue of a harp-
  strumming cherub standing atop an inactive fountain. 
  They still have to avoid detection, using Hide rolls to stay 
  out of the occasional panning of the spotlight from a 
  soldier at the villa wall. Presuming the investigators get 
  to the fountain with little trouble they may find the secret 
  entrance with a Spot Hidden roll. Removing the stone 
  requires a roll on the Resistance Table against STR 12, 
  as it has been unused for centuries. Once the stone is 
  removed it reveals a slight drop into the ground.
  A barely human-sized passageway is carved through the 
  ground, leading to the basement of the Villa. It is here that 
  the investigators find a ladder and a trapdoor leading into 
  the building. While the trapdoor is not difficult to open 
  it is buried beneath an old empty wine cask, requiring an 
  investigator to make a roll on the resistance table against 
  STR 11 to open it. Because the military is unaware of it 
  there are no soldiers down here, although the occasional 
  servant comes down to grab more wine or other items 
  stockpiled down here. 
  The basement steps lead to the kitchen, where six servants 
  attend to the dining room or prepare refreshments if the 
  radio play has started. They aren’t looking to be heroes; 
  the servants acquiesce to anyone holding a gun. That 
  said the investigators may convince one or more of the 
  servants to work with them, especially if the servants 
  believe that the villa is in imminent danger of being 
  destroyed or riddled with gunfire.
  inside the villa
  The villa is a shining example of baroque architecture 
  and the last architectural project Gualtier Rossi designed 
  before spending the rest of his life chiselling monoliths 
  and performing a play. The main rooms of importance 
  to the investigators are the dining hall, the salon and 
  the radio room. Six soldiers are posted inside the villa at 
  various points; six more may be summoned from their 
  basement ‘barracks.’
  The festivities begin in the dining room across the hall 
  two hours previous, where the tables have been arranged 
  to display a sumptuous buffet of Northern Italian cuisine. 
  All guests (and any disguised investigators) are escorted 
  into this room upon arrival where they are met by Col 
  Caprone and leading members of the production, 
  including Cosimo Tarpucci and Paola De Luca. For the 
  radio play the roles have been reduced to six – all are 
  members of the Yellow Troupe. Two more members act 
  as technical support.
  At 20:00 hours, the radio broadcast of Carcassa begins. 
  The salon itself is arranged with several chairs and 
  couches facing the makeshift stage where the broadcasting 
  equipment is set up. Cables run from the salon to the radio 
  room where the radio operators can broadcast the play as 
  it happens. The radio play actors and staff congregate in 
  T H E  P L A Y  I S  T H E  T H I N G
  
  58
  the room around 19:30. Guests are escorted into the salon 
  beginning at 1945. While the actors aren’t in costume 
  Paola still dons the Golden Mask in order to infuse her 
  voice with the power of the King in Yellow.
  How the investigators choose to disrupt the ceremony 
  is up to them. This is a case where a ‘brute force’ 
  approach would work, as tossing a few grenades or 
  shooting out some windows would be enough to halt 
  the transmission. 
  If the investigators choose subtle or less ‘overwhelming’ 
  means then members of the Yellow Troupe not currently 
  speaking (1D3) and any soldiers present try to stop them. 
  They only resort to gunplay if the investigators do; after 
  all, there are guests in the house. Unfortunately, Paola 
  has already primed the mask for tonight’s performance 
  and any interruption incurs Hastur’s wrath (see Curtain 
  Call).
  Colonel Sergio Caprone, 
  Local Commander, age 55
  A career army officer Colonel Sergio Caprone is a veteran 
  of several wars, including the Great War. An orphan and 
  troubled teenager, Caprone found little solace in the 
  Church that raised him and would have likely spent his 
  life in prison had he not joined the army. For the first 
  time in his life he had order, discipline and respect. While 
  he has little taste for war Caprone is as dedicated an 
  officer as they come.
  He’s completely flummoxed by this plague and wants – 
  some may say needs – an answer that fits. Thus far he’s 
  found it in ‘Allied bombing;’ any evidence to the contrary 
  would shake his nerves. He enjoys hosting Paola De Luca 
  but he is a proud family man; her charms only work so 
  far with him.
  First Impressions: By-the-book military officer. Firm but 
  fair. Not a hair out of place.
  Personal Details: Caprone is not a man who needs 
  luxury; he chose the villa for its strategic location and 
  allowed his subordinates to use it as they see fit. He’s no 
  fool either; while he sticks to his Allied theory as long as 
  possible he will allow contrary evidence and opinions to 
  persuade him otherwise. 
  Secrets & Goals: Caprone wants to solve the mystery of 
  the yellow plague and save as many people as he can.
  Playing Caprone: Efficient, by-the-book, a realist.
  STR 11 
  CON 14 SIZ 13 
  INT 15 
  POW 12
  DEX 18 APP 12 
  EDU 16 SAN 55 HP 14
  Damage Bonus: +0
  Weapons: Pistol 45%, damage 1D8
  Skills: Command 80%, Credit Rating 75%, Dodge 40%, 
  Other Language (English) 35%, Other Language (French) 
  40%, Other Language (German) 25%, Military Science 
  60%, Persuade 65%, Psychology 60%.
  Six Italian Soldiers
   
  STR 
  CON 
  SIZ 
  DEX POW HP 
  DB
  No 1 
  10 
  12 
  11 
  13 
  9 
  12 
  +0
  No 2 
  11 
  10 
  12 
  14 
  12 
  11 
  +1D4
  No 3 
  9 
  12 
  9 
  12 
  10 
  11 
  +0
  No 4 
  16 
  13 
  14 
  11 
  8 
  14 
  +1D4
  No 5 
  13 
  9 
  11 
  15 
  13 
  11 
  +0
  No 6 
  14 
  12 
  13 
  11 
  10 
  13 
  +1D4
  Weapons: (inside) Pistol 35%, damage 1D8
   
    (outside) Rifle 35%, damage  2D6+2
  Cosimo Tarpucci, Film Producer, age 35
  A rising star in Italian film production, Cosimo Tarpucci 
  made the transition from stage to film and was an 
  instrumental part of the founding of Cinecittà. He’s 
  a favorite of Mussolini’s and was thus able to secure 
  funding and cooperation for Carcassa as a nationalistic 
  film. He’s hoping that his production pushes him into the 
  top tier of Italian filmmakers. 
  Tarpucci is enamoured of his star and bends over 
  backwards to accommodate her every whim. He is not 
  E U R O P E  A B L A Z E
  
  59
  a member of the Yellow Troupe, however, and he would 
  be horrified to learn that his film was being used for a 
  ‘demonic’ purpose.
  First Impressions: Perfectionist, needs to frame 
  everything, little time for small talk
  Personal Details: Tarpucci fancies himself as a Hollywood 
  director even though he’s yet to produce a Hollywood 
  film. He acts as if he is in control, even though Col 
  Caprone, and to a certain extent De Luca, can overrule 
  him at any time.
  Secrets & Goals: Tarpucci’s goal is to be a Hollywood 
  director (he speaks openly of this if America is still 
  neutral). 
  Playing Tarpucci: Act overworked and underappreciated. 
  Pretend De Luca’s whims are your own.
  Paola De Luca, Actress and 
  Cult Leader, age 29
  Milanese by birth, Paola De Luca’s great beauty and 
  acting skill has made her the toast of Lombardy. Star 
  of several Italian films, she made her mark on the 
  international stage as the title character of Sabine (1934), 
  an epic about the founding of Rome portraying Sabine as 
  an Etruscan woman whose hand Romulus and Remus vie 
  for , ultimately resulting in Remus’ death. 
  De Luca is married to Italian film director Mario Catalano 
  but she is believed to be one of Mussolini’s mistresses; 
  he certainly lavishes attention on her and she’s had 
  major roles in several Italian propaganda films. This has 
  tarnished her Hollywood star a bit, but De Luca doesn’t 
  mind, for soon it won’t matter. 
  First Impressions: Devastatingly beautiful and playfully 
  shy. An avid smoker. She knows she’s intimidating and 
  tries her best to be disarming.
  Personal Details: De Luca is extremely knowledgeable 
  but feigns ignorance; she knows that men like to be 
  the smartest in the room. She moves as if she is being 
  constantly photographed.
  Secrets & Goals: De Luca is the leader of the members of 
  the Yellow Troupe who have been trying to bring Hastur 
  through the Lago Bisbiglio for centuries. It is her hope 
  that the live radio broadcast of Carcassa finally and 
  permanently opens the gate between worlds.
  Playing De Luca: Smile politely and be flirtatious. You’re 
  calm, the plan is almost complete. 
  STR 12 
  CON 12 SIZ 10 
  INT 16 
  POW 18
  DEX 17 APP 18 
  EDU 17 SAN 35 HP 11
  Damage Bonus: +0
  Weapons: Knife 25% 1D4+2
  Spells: Unspeakable Promise
  Skills: Art 55%, Credit Rating 45%, Cthulhu Mythos 
  20%, Dodge 40%, Fast Talk 70%, Listen 55%, Persuade 
  70%, Psychology 45%.
  T H E  P L A Y  I S  T H E  T H I N G
  
  60
  Five Yellow Troupe Members
   
  STR CON 
  SIZ 
  DEX POW HP 
  DB
  Antonio 
  9 
  11 
  12 
  13 
  14 
  12 
  +0
  Giuseppe 
  13 
  12 
  16 
  10 
  15 
  14 
  +1D4
  Mario 
  11 
  14 
  9 
  14 
  13 
  12 
  +0
  Riccardo 
  12 
  9 
  13 
  11 
  16 
  11 
  +1D4
  Zio 
  8 
  12 
  9 
  14 
  15 
  11 
  +0
  Weapons: Knife 30% 1D4+2+DB
  curtain call
  Once the ritual is disrupted, Paola De Luca screams in 
  horror and claws at the mask covering her face. It now 
  glows with a sickly yellow light. Paola’s skin turns yellow 
  and scaly as well, as if she instantly contracted the worst 
  of the yellow plague. Her skin flays as if they were strips 
  of flesh covering her real form, a wriggling mass of 
  pseudopods beneath. 
  Before anyone can act she stands again, now a full 8 
  feet in height, with inhumanly long arms and legs. 
  Surrounding her is a yellow mist that billows out and fills 
  the room. Everyone in the room must make a SAN check 
  for 1D2/1D8. Everyone in the room, regardless of whether 
  they’re wearing a gas mask, is infected with the yellow 
  plague.
  The Thing That Was Paola attacks before anyone can act, 
  thrusting her hands, fingers now ending in long bony 
  talons, through the eyes of the closest actors. They die 
  instantly as their psychic energies are absorbed by the 
  creature, which grows slightly larger. Most everyone flees 
  the room, although Col Caprone and one or two soldiers 
  remain behind. Outside, the night sky is now a starless 
  amber. Seeing this causes a further SAN loss of 0/1D4 
  (this affects just about everyone in Pendio).
  The Unspeakable Horror is practically invincible; there is 
  little small arms fire can do to damage it. Bullets burst 
  blood vessels from which yellow ichor spurts, but the 
  wounds heal almost as quickly as they are opened. There 
  are only three ways to defeat the creature: 
  The first is to simply wait it out. Hastur’s influence ends 
  at dawn, after which time the Horror dissolves. This 
  leaves the broken skin of Paola De Luca laying on the 
  floor as little more than a bloody sack of loose bones.
  The second way to defeat the Unspeakable Horror is 
  with overwhelming firepower. A bomb from an air strike 
  the GOlDen MasK
  this electrum mask depicts a young woman with roman features and was a gift to Paola 
  De luca from Mussolini. When he gave it to her it was simply a work of art; through 
  her contact with hastur De luca made the inscriptions inside the mask to make it the 
  focal point for the monoliths. it is still an electrum mask and can be melted down or 
  otherwise destroyed as a similar soft metal object.
  if someone other than De luca dons the Golden Mask they are immediately overwhelmed with 
  the psychic energy stored within. they must make a POW roll on the resistance table 
  against POW 15 or be knocked unconscious. in addition the wearer loses 1D4/1D10 san for 
  experiencing the unearthly, mind-bending beauty of carcosa.
  E U R O P E  A B L A Z E
  
  61
  would kill it (or, more accurately, obliterate enough of it 
  that it doesn’t have time to regenerate), while grenades 
  or long arms could slow it down enough to render it 
  harmless while there is enough ammunition to keep it 
  pinned down and regenerating. On a Special success 
  using one of these methods the Golden Mask is torn 
  from the creature’s face, closing the gate to Carcosa and 
  destroying the Unspeakable Horror as if it were dawn.
  Finally, the Unspeakable Horror can be stopped if the 
  Golden Mask can be torn from its face. This requires two 
  consecutive Grapple rolls, although each may be made by 
  a different investigator. 
  If the Golden Mask is removed, then the Unspeakable 
  Horror’s face, which is simply a mass of writhing 
  pseudopods bursting through the broken flesh of De 
  Luca’s face, is revealed. This causes another 1/1D6 SAN 
  loss to anyone in close proximity to the creature. The 
  Unspeakable Horror gets one more round to act, after 
  which it dissolves and collapses into a fleshy bag of 
  bones. 
  Hastur’s influence ends when the Unspeakable Horror 
  is destroyed or at dawn, whichever comes first. At this 
  point, the plague is lifted; skin pigmentation returns to 
  normal and the scabs begin healing. All symptoms of 
  the yellow plague, save for a few scabs and scars, are 
  completely excised.
  Unspeakable Horror
  STR 23 CON 18 SIZ 20 
  INT 5 
  POW 15
  DEX 22 APP 3 
  EDU -- 
  SAN -- 
  HP 19
  Move: 10
  Damage Bonus: +2D6
  Weapons: Claws 1d10+2+DB + Magic Point Drain (1D6)*
  Armour: 12 points of writhing pseudopods
  Sanity Loss: 1D2/1D8
  *Every 3 Magic Points drained add 1 to STR, CON, and SIZ.
  extraction
  How the investigators extract themselves from the 
  situation is up to them. If they know about the secret 
  passage they can use it to slip out of the villa unnoticed 
  and then find some way home while evading capture. 
  If they called in an air strike then Captain Frost may 
  send a transport for them, either another bomber or a 
  seaplane. 
  Investigators that head north into Switzerland will need 
  to turn themselves into the authorities and spend some 
  time in a Swiss prison until N can arrange their release.
  If the investigators decide to use the fail-safe option, then 
  they can make their way to the Derrico Farm and wait for 
  an airlift back to Malta or Gibraltar. 
  PUlPinG the enDinG
  as with World War cthulhu: the Darkest hour, this scenario is designed for a more 
  ‘purist’ style; while there are many dangers, most of them are the result of war and 
  plague – the only truly preternatural events are the ghosts around the lake and, in the 
  climax, Paola De luca’s transformation into an Unspeakable horror.
  there is no reason why a Keeper can’t ‘up the pulp level’ if more appropriate for her 
  campaign. in this case, the brotherhood may have access to several spells that might 
  be used against the investigators, such as summoning a byakhee or a hunting horror – De 
  luca herself could even be a relic of 1630, kept alive by creating a self-ward. imagine 
  the soldiers’ horror as they turn their anti-aircraft guns on what seems to be airplanes 
  heading towards them, only to realise that they are fleshy beasts!
  T H E  P L A Y  I S  T H E  T H I N G
  
  62
  Date:  Throughout 1942
  Location: Norway
  introduction
  The first part of this scenario sees a small group of SOE 
  agents dispatched to Norway, ostensibly to put the Mo i 
  Rana power station out of action. Officially, the agents 
  are then to make their own way out of Norway and in to 
  Sweden, and from there, back to the United Kingdom. 
  The agents are also tasked with the more secret mission 
  to extract a fringe scientist working in the locality of the 
  power plant.
  At the start of the game the investigators are returning 
  to consciousness in the back of a crashed truck. They 
  will already have completed their attack on the power 
  plant and are en route to the research facility. The first 
  part of the scenario is then played out through a series 
  of flashbacks. The game looks back to the investigators’ 
  training, briefing, sea crossing and attempted demolition 
  of the power station. In the second part of the scenario, 
  the investigators find German soldiers at the research 
  facility and must decide how to proceed. Terrible truths 
  lie in the facility: the scientists have extra-terrestrial help. 
  Worse than that is what the investigators discover about 
  themselves. 
  Ultimately this scenario will leave them fundamentally 
  changed, and is brutal in the way that it treats the 
  investigators. It is possible that they will survive to 
  participate in future scenarios, but they will hold a dark 
  secret where their human hearts used to be. An option 
  is presented at the end of the scenario which presents an 
  alternative fate for the investigators: see Changing places 
  (page 77).
  Norwegian recruits were primarily used by the SOE for 
  missions into Norway as they had both the language and 
  the ability to deal with the extreme climactic conditions. 
  For the purposes of this game this restriction can be 
  overlooked and any investigators may be included. 
  Investigators are presented with the opportunity to 
  develop their command of the Norwegian language as 
  part of the scenario (see Flashback 1: Training, page 64). 
  If you are creating characters especially for this mission 
  the skills that would be useful include Norwegian 
  language, Demolitions and Survival. If these skills are 
  not strongly represented by the investigators they may 
  be filled in by the two Non-Player Characters who will 
  accompany the team on this mission. This scenario is set 
  in 1942, but this date could be changed to as early as 1941 
  or as late as 1944.
  background
  The background to this scenario is complicated by a major 
  plot twist. The background that is delivered to the players 
  is incomplete and omits important elements, which will 
  be revealed later in the scenario.
  Events leading to the opening scene from the 
  players’ point of view
  As the game starts, as far as the players know, their 
  investigators arrived in Norway earlier that day. Following 
  their sabotage of the power plant they are driven by a 
  member of the local resistance towards the research facility. 
  The vehicle crashed en route and they are now returning 
  to consciousness. Their likely course of action is to inspect 
  the area then move on to the research facility on foot.
  Events that have actually led to the opening 
  scene
  The investigators were indeed driven in the back of a 
  truck after their act of sabotage. The truck crashed and 
  their bodies were instead discovered by a member of the 
  research team who took them immediately to the facility. 
  This was most opportune for the researchers who wanted 
  human subjects to experiment upon. The investigators 
  were kept sedated. Since then Doctor Magnussen has 
  cloned the bodies of the investigators many times with 
  varying results.
  When Germans arrive at the research facility, Doctor 
  Magnussen realises that she is in trouble and puts her 
  back-up plan in to action. Her backup plan is to put 
  unconscious clones of the investigators at the crash site 
  and hope that they carry out their original mission to 
  rescue her and take her to Britain. 
  For the investigators this means that they are waking 
  up eight months later than they are led to believe. Also, 
  they are in new cloned bodies, a fact that should not be 
  immediately apparent. 
  • w e  w i l l  r e m e m b e r  t h e m •
  E U R O P E  A B L A Z E
  
  63
  doctor magnussen and 
  her research
  Magnussen has a science doctorate from Oslo University. 
  For some years now she has been studying the subject 
  of human biology, searching for that spark of life that 
  sustains biological matter and differentiates a corpse from 
  a living being. At first her work was restricted to animals 
  such as mice, rats and dogs but inevitably she escalated 
  to human subjects. Dr Magnussen may be thought 
  of as a Frankenstein or Herbert West type of character. 
  When Dr Magnussen transgressed university and medical 
  rules concerning experimentation on human subjects, 
  she was dismissed from her teaching post and no longer 
  accepted in academic circles. She sought to continue her 
  work, but such research requires laboratory equipment, 
  assistants or, more importantly, funding. Magnussen’s 
  work had the potential to extend the human lifespan, 
  and so she sought sponsorship from wealthy patrons 
  concerned with their own longevity. Though not especially 
  lucrative, the money did allow her to continue her research. 
  Dr Magnussen’s longevity research continued for several 
  years, but with a lack of results her backers became 
  disillusioned and the funding dried up. That was until 
  Dagstygg Hammer came along. Dagstygg is the owner 
  and founder of the Hammer Mining Company who 
  started in construction in 1908. Hammer took an active 
  interest in Magnussen. He investigated Magnussen’s 
  background and got to know her personally. When 
  Hammer was satisfied that he knew enough about her, he 
  negotiated a deal. He would fund Magnussen exclusively 
  and in return Magnussen would agree to work with 
  Hammer’s scientists. The research project was to centre 
  on the duplication of the human form to create strong, 
  obedient human drones.
  Doctor Magnussen accepted the deal but was anxious to 
  meet Hammer’s scientists. Nothing could have prepared 
  her for the shock of that meeting. Hammer’s associates 
  may be great scientists, but they are far from human. 
  Hammer met the mi-go while prospecting mining sites in 
  the mountains of northern Norway many years ago. After 
  some initial conflict the two parties saw some mutual 
  interest. Hammer gained wealth, while the mi-go gained an 
  influential human pawn. Hammer was able to keep prying 
  human eyes away from the mi-go mining operations. 
  The mi-go have the idea of creating durable human 
  bodies. These could be used as workers or potentially 
  as vessels capable of holding the alien mi-go minds, 
  allowing them to move in human society.
  the human simulation project
  Doctor Magnussen’s research and development has 
  been fast-tracked by the alien technology and scientific 
  understanding of the mi-go. Together they have created 
  something that neither of them could have achieved 
  without the other. At present, neither the mi-go nor 
  Dr Magnussen would be independently capable of 
  duplicating the project. Both sides secretly long to be 
  rid of the other, but each must exercise patience and 
  toleration in order to achieve their objectives. 
  The equipment in the laboratories is capable of simulating 
  a human form from extra-terrene matter. The resultant 
  body is inert; no more human than a wax dummy, but it 
  does have the capacity for consciousness. The transference 
  process is then run to implant a consciousness into the new 
  body. This consciousness must be duplicated from a human 
  subject. So far Dr Magnussen has been able to ensure that 
  there has been very little progress in transferring a mi-go 
  consciousness into a human simulation.
  Hammer and the mi-go have left it to Magnussen to 
  supply the human test subjects. However, Magnussen and 
  her team are scientists and are not adept at kidnapping 
  and obtaining suitable subjects has proven very difficult 
  for them. 
  enter the investigators
  When one of the team came across a crashed truck they 
  seized the opportunity. The occupants of the truck were 
  quickly sedated and transported to the nearby research 
  facility. The crashed truck was then towed to the research 
  facility where it was dismantled and destroyed. 
  The investigators’ original bodies have each been 
  cloned many times. Following the cloning process, the 
  investigator’s consciousness is duplicated in to the clone. 
  The clone is then bought to life with an electric shock 
  using a device similar to a defibrillator. After about 30 
  minutes the thing wakes, confused and disorientated. The 
  last thing it remembers is the moment before it blacked 
  out when the truck crashed, then all was darkness. The 
  doctor explains to each clone that they had been rescued 
  and are safe at the research facility. 
  Wanting to know who the crash victims were, the doctor 
  questioned the early clones. Some of the clones were 
  W E  W I L L  R E M E M B E R  T H E M
  
  64
  reluctant to talk, but the information was pried from 
  them. The Doctor learned the truth about the SOE 
  agents, who they were and the nature of their mission.
  rejects and rogues
  The cloning process is not without its problems. Many 
  of the clones prove to be unstable and rapidly degrade 
  physically and mentally. In the past these bodies were 
  disposed of by tossing them into the river or the sea, or 
  burying them if the ground was not too hard. Then they 
  started coming back. It was like they wanted to complete 
  their final mission. Some of the things were little more 
  than zombies (see Non-Player Characters, page 79). Later 
  on the doctor took to burning the bodies in a bonfire. 
  doctor magnussen’s bacKup plan
  Dr Magnussen is a cautious and forward-thinking 
  woman. Knowing that either the mi-go might turn on her 
  or that the Germans might discover the facility, she took 
  steps to insure her future safety. She understood that the 
  investigators had originally planned to rescue her, and so 
  she sought a way for them to complete their mission. She 
  placed one good copy of each investigator in the garage, 
  each hidden in a storage crate. In case of emergency, the 
  plan was to administer an electric shock to each body so 
  that it revived in about thirty minutes. Then the bodies 
  would be put in the back of a truck and driven a few 
  miles away and crashed like the original truck. That way 
  the SOE agents would awaken as they were originally 
  found, crashed in a truck a few miles from their objective. 
  They would wake up and seek to fulfil their mission. The 
  Doctor would be rescued and all would be well. 
  timeline
  January 1942: The investigators are at the training camp 
  in the Scottish Highlands. The events of Flashback 1 and 
  2 occur (Training and Briefing).
  18th March 1942: The investigators are aboard a fishing 
  trawler bound for Norway (Flashback 3).
  22nd March 1942: The investigators attempt to sabotage 
  the power plant. That same night they meet with a Milorg 
  (Norwegian resistance – see Norway During the War) 
  contact who drives them towards the research facility. 
  The truck crashes 5 miles from its destination. The driver 
  is killed in the crash. The unconscious bodies of the SOE 
  team are taken to the research facility. The SOE team are 
  kept sedated and used as experimental cloning subjects.
  22nd November 1942: Germans arrive at the research 
  lab and start poking their noses in. The clones (the 
  investigators) are placed at a recreation of the original 
  crash, unaware that 8 months have passed.
  opening scenes 
  and flashbacks
  In the opening scene the investigators are in the back of 
  a truck that has crashed off the road in central Norway at 
  night. The characters are slowly becoming conscious of 
  who they are and where they are. This opening scene is 
  delivered in small segments, each one being perhaps only 
  a half-minute in duration. These short bursts alternate 
  with flashbacks that are played out to reveal how the 
  investigators arrived in their present situation. The aim 
  is to allow the players to learn about their characters and 
  their mission, at the same time as building a sense of 
  intrigue and danger. While the players are enjoying their 
  training or listening to their briefing, they know that 
  these things are memories, and that their characters are 
  really somewhere else, in darkness and pain.
  For dramatic effect, if it is appropriate to your situation 
  and your group, turn off the room lights (assuming you 
  are playing at night) for each of the opening scenes, 
  turning the lights back on to play through each flashback. 
  Alternatively ask the players to close their eyes in place 
  of turning the lights off. Let the players sit a moment in 
  the dark then read or paraphrase the short statements 
  given for each of the opening scenes. The players will 
  have questions. Don’t answer questions in any of opening 
  scenes until the fifth part. Leave a moment of silence 
  at the start and end of each of the opening scenes for 
  dramatic effect.
  opening scene 
  (in the bacK of the trucK), part 1
  Turn out the light or ask the players to close their eyes. 
  The investigators are waking up in the back of a dark 
  truck. Read the following aloud or paraphrase: 
  “It’s dark. Cold. You’re on your back.”
  flashbacK 1: training
  Turn the lights back on.
  The investigators are at a remote location in the Scottish 
  highlands. This is where they receive training for fieldwork 
  E U R O P E  A B L A Z E
  
  65
  in Norway. The agents are outside on a cold January 
  morning running through the snow. Go in to some detail 
  about the experience; the heavy packs they wear, the 
  biting cold, the short days and long nights. 
  That morning the agents are being shown how to disarm 
  an opponent by an officer named Powell. Powell explains 
  that the group is going to practise unarmed combat and 
  what to do if someone attacks with a knife. Point at one 
  of the players (one that has spoken the least perhaps), 
  “You there, come on, attack me!” The officer tosses a 
  wooden knife to them , then proceeds to taunt and cajole 
  the character in to attacking.
  Have the officer attempt to disarm and restrain the 
  investigator using a grapple manoeuvre. Play the 
  scene out. If Powell wins he shows his disdain for the 
  investigator, hurting them a little more than is really 
  necessary to teach them a lesson. If the player wins 
  Powell will be pleased and will offer the victor a swig of 
  whiskey from his hip flask.
  At the end of the scene allow the players to tick three 
  skills that they think could have been developed during 
  their training. Ask each player to say which skills they 
  have picked and what they have done to improve that 
  skill. If it is hard to justify a certain skill then have 
  them pick an alternative. Then ask them to make a 
  skill improvement roll for each skill using the rules for 
  investigator development in The Call of Cthulhu rulebook.
  The investigators also receive tuition in the Norwegian 
  language. Each player should roll two consecutive skill 
  checks in Norwegian. Most investigators will be starting 
  from the facility skill of 1%, which could be boosted by 
  up to 20 (2D10) additional skill points. 
  Captain Powell, stern trainer, age 36
  A gruff man with a weather-beaten look and a greying 
  moustache. He always looks as if he would rather be 
  somewhere other than here training SOE agents. Anyone 
  unfortunate enough to get up close and personal will 
  smell the whiskey on his hot breath.
  Playing Powell: Outstare people with your piercing gaze.
  STR 15 
  CON 13 SIZ 12 
  INT 13  POW 10 
  DEX 10 APP 9  
  EDU 13 SAN 50 HP 13  
  Damage Bonus: +1d4
  Weapons: Fist/Punch 70%, damage 1d3 +1d4
   
   Grapple 80%, damage special
  Skills: Command 50%, Dodge 40%, Persuade 60%.
  opening scene 
  (in the bacK of the trucK), part 2
  Lights out or eyes closed again. The investigators hear 
  their driver attacked by a rogue (see page 79).
  Read the following aloud or paraphrase in your own 
  words:
  “Your eyes are tightly closed.
  Your body hurts.
  Your head hurts.
  You hear someone screaming in terror. 
  The sounds are muffled and distant [cover your mouth as 
  you scream them], ‘No, god no!’
  Darkness.”
  flashbacK 2: the briefing
  Lights on again.
  The investigators are preparing breakfast in their hut at 
  the training centre. The hut’s facilities are rather basic. 
  Each day the characters take turns to cook breakfast, 
  consisting of sausages, eggs and black pudding. The first 
  step is to build up the fire in the wood-burning stove. 
  Then the black metal skillet containing the same half-
  inch of congealed off-white fat that every breakfast is 
  cooked in, gets lifted down from a shelf and placed on 
  the heat. When the fat has once more turned in to a 
  clear shimmering liquid the various parts of the meal are 
  placed in the pan, with the eggs going in last. This is all 
  served with some good hunks of bread on to plates that 
  look clean enough in the early morning light.
  W E  W I L L  R E M E M B E R  T H E M
  
  66
  Major Danberry, a well-mannered gentleman in his 
  fifties arrives at the hut as breakfast is being cooked. 
  He proceeds to deliver their mission whilst pacing back 
  and forth with his hands clasped behind his back, as the 
  sausages spit in the pan. Periodically he stops talking 
  and stares out of a window, then nods for no discernible 
  reason. 
  The mission, he explains, will take the agents into 
  occupied Norway. This briefing should also serve as an 
  opportunity to provide a little exposition to the players 
  about Norway in World War II. The section below goes 
  beyond what the investigators would know, but should be 
  provided to players to provide a context for this mission.
  Norway During the War
  Norway has been occupied since April 1940 after the 
  Allied campaign there ended in disaster. It will be held 
  by the Germans until the end of the war, at which time 
  over 350,000 German personnel are stationed in Norway. 
  The Norwegian government and monarch spend the war 
  in Britain, assisting the SOE in planning and staffing 
  missions to Norway.
  During the course of the war the SOE send over 500 
  agents into Norway on a range of missions including 
  sabotage and assassination. The SOE is assisted by 
  both the Norwegian government in exile and indigenous 
  resistance groups. Milorg (Militærorganisasjonen) was 
  the main military resistance organisation, and from July 
  1941 Milorg took on the long-term goal of assembling a 
  secret army.
  Norway was of great value to Germany as a source of 
  foodstuffs (fish and fish oil) as well as valuable raw 
  materials such as iron ore, sulphur and copper. These 
  materials were used in the German munitions industry. 
  SOE attacks on factories, power plants and Norwegian 
  infrastructure served two purposes; first it reduced the 
  valuable exports to Germany and second it resulted in 
  the Germans having to protect Norway against such 
  attacks, tying down sizeable troop numbers.
  A small naval base was established on the Shetland 
  Islands from where Norwegian fishing boats were used 
  to ferry operatives across the North Sea and Norwegian 
  Sea. Shipping vessels could not attempt the journey 
  between May and August because the long daylight 
  hours made them all too vulnerable. 
  The way out of Norway was usually via Sweden, which 
  remained neutral during the war. 
  The Mission Briefing: Operation Carbine
  The mission objective is to disable a hydroelectric power 
  plant near Mo i Rana (on the coast of Norway). The power 
  plant provides electricity for a nearby aluminium plant. 
  The plant takes its water from a nearby lake high above 
  sea level. 
  The mission has two objectives:
  1. 
  To blow holes in the pipes that supply water to the 
  power plant. The high-pressure pipes run from the 
  nearby lake and are 7 feet in diameter. Two Nobel 
  808 (early plastic explosive) collars are to be used 
  for this.
  2. 
  To destroy three turbines and three generators in 
  the main hall of the power plant. The Norwegian 
  workers’ safety should be prioritised and they should 
  be allowed to evacuate the area. 
  Major Danberry tells the investigators that the timing of 
  the mission will be dependent on the weather forecasts. 
  They should be ready to leave at a moment’s notice. He 
  asks if they have any questions before introducing two 
  Non-Player Characters who will accompany them on the 
  mission. 
  E U R O P E  A B L A Z E
  
  67
  histOrical nOte 
  this mission is based an actual sOe 
  mission named Operation Musketoon. the 
  pipes and turbines at a power plant near 
  Glomfjord were sabotaged in september 
  1942. seven of the agents were captured 
  and sent to colditz castle. later they 
  were moved to camp sachsenhausen where 
  they were each executed with a bullet to 
  the back of the head.
  The NPCs and equipment
  Ask the players what roles they want the two NPCs to 
  fill. They could be Norwegian nationals. Suggested 
  roles include demolitions expert, survival expert and 
  sharpshooter. Sample Norwegian names are included in 
  the NPC section.
  Ask the players if there is any particular equipment they 
  wish to take on the mission. Consider any specific requests 
  and ask the players to note their important equipment. 
  They will be supplied with standard equipment including 
  camping equipment, cold weather gear, 808 plastic 
  explosive, timing pencil fuses, firearms and ammunition. 
  Rations consist of high calorie foods such as cheese, 
  butter, chocolate, pemican, sugar and biscuits.
  N’s Briefing
  “I’ve been asked to give you this.” Major Danberry states 
  a little gruffly. He passes a sealed envelope to whichever 
  of the investigators is in charge, then looks thoughtfully 
  out of the window, nods, and then makes his exit. 
  The envelope contains the mission briefing from N. The 
  team is to travel across country to a rendezvous point 
  where they will meet a member of Milorg with a truck. 
  They are given codes by which they will recognise each 
  other. They are to board the truck and be driven 50 
  miles to a research facility. The facility is run by a Doctor 
  Magnussen, a leading bio-scientist, who was thrown out 
  of Oslo University some years ago for unethical practises. 
  Magnussen’s private research into longevity treatments 
  was funded by wealthy patrons until two years ago. 
  Now there is only one funder; a wealthy businessman 
  named Dagstygg Hammer. Hammer is suspected to have 
  contact with non-human entities and it is believed that 
  his sponsorship of Magnussen is related to this in some 
  way. The team are to find out what is being worked on 
  at the research facility and just how far any work has 
  progressed. They are then to destroy evidence of the 
  research and, if possible, bring Doctor Magnussen back 
  to Britain. 
  A map showing the location of the research facility is 
  included. The gender of the doctor is unspecified. N 
  incorrectly assumes the doctor is male.
  opening scene 
  (in the bacK of the trucK), part 3
  Lights out or eyes closed again. The investigators hear 
  the car driver shoot at the rogue.
  Read the following aloud or paraphrase in your own words:
  “The screaming has stopped. 
  Only now do you realise that the words you heard were 
  Norwegian.
  You hear other people groaning softly nearby.
  Three distant gunshots ring out. Not close. Outside 
  somewhere. 
  You open your eyes. 
  Darkness.”
  flashbacK 3: the sea journey
  Lights on again.
  The investigators are now aboard a fishing trawler having 
  left the Shetland Islands three days previously. Any hit 
  points lost in previous scenes are now healed. Days of 
  cold sea stretch ahead of them. Two months have passed 
  since they received their briefing. Several times the 
  team was readied for leaving, only to be delayed by bad 
  weather. 
  The team and five crew are packed in tight and 
  uncomfortable living quarters on the boat. The sea is 
  rough and cold, the weather bitter. The conditions are 
  enough to test all but the hardiest of mariners. Ask for 
  a CON roll from each of the players. If this is failed the 
  character is suffering a nightmarish experience of sea 
  sickness, sleep deprivation and disorientation. 
  One young crew member has an unfortunate fascination 
  with all things incendiary and is unable to resist the 
  temptation to sneak a peek at the team’s gear. The 
  crewman sneaks into the hold where the team’s equipment 
  is stored, unaware that one of the investigators has spotted 
  him. Choose an investigator who passed the CON roll, or 
  if all failed, choose the one with the highest CON score. 
  W E  W I L L  R E M E M B E R  T H E M
  
  68
  Young Peake is opening the team’s bags and rifling 
  through them, looking at papers and equipment. He 
  glances over his shoulder nervously. If the investigator 
  wishes to hide, ask the player to make a Hide roll. If the 
  roll is failed he or she is spotted by the crewman. If the 
  crewman fails to notice that he is being surveilled he will 
  continue, stealing some of the plastic explosive into his 
  pocket, then doing up the packs and leaving. 
  The reason the crewman is stealing is simply to feed 
  his love of fire and explosives. He is already planning 
  the fun time he will have when he gets back on dry 
  land. If confronted he will be too embarrassed to admit 
  his motivation and will clam up or become violent. 
  Successful use of the Persuade skill may get him to talk 
  more frankly, if his recalcitrance does not see him shot 
  first.
  This scene is simply here to add a little colour to the 
  journey. The players may well suspect that Young Peake 
  is an enemy agent. He’s not. Play it out to some form of 
  resolution then move on.
  Young Peake, Curious Crewman, age 19
  Young Peake is a lanky lad with a shock of ginger hair and 
  wide, watery eyes.
  Playing Peake: Stammer when nervous.
  STR 11 
  CON 12 SIZ 10 
  INT 9 
  POW 11 
  DEX 12 APP 11  EDU 8 
  SAN 55 HP 11   
  Damage Bonus: +0   
  Weapons: Fist/Punch 30%, damage 1d3
  opening scene 
  (in the bacK of the trucK), part 4
  Lights out or eyes closed again. The investigators hear 
  the rogue try to gain entry to the truck.
  Read the following aloud or paraphrase in your own words:
  “You are laid on your back.
  Laid on metal.
  You are aware of others beside you.
  The smell of stale sweat. 
  Behind it the air is sharp and fresh as a razor.
  The air is still and sounds are muffled.
  Something is scraping on metal, fumbling at the door.
  Guttural sounds that seem to communicate 
  dissatisfaction.”
  flashbacK 4: the power station
  Lights on again.
  Over the past day they have crossed a grassy plain under 
  clear blue skies. Cattle graze nearby as a herdsman shares 
  his cigarettes with the team without making eye contact, 
  Not a single word is exchanged. In the afternoon the team 
  have to traverse an almost vertical rock face; the power 
  station is indeed remote. Two large pipes can be seen 
  running down the mountainside to the power station in 
  the valley.
  This scene is played as a flashback and told in brief with 
  a few dice rolls to determine the outcome. Encourage the 
  players to visualise the events, but avoid getting bogged 
  down in the details. Any hit points lost in previous scenes 
  are now healed. 
  In the late afternoon sunlight the team are now surveying 
  the power station through binoculars. Ask each player 
  for a Spot Hidden roll then take the best level of success 
  achieved by the group:
  •	
  If anyone scores a Special success (equal to or 
  below 1/5th of their skill), all the German guards 
  are spotted and a back way in to power plant is 
  identified.
  E U R O P E  A B L A Z E
  
  69
  •	
  If anyone rolls equal to or below half their Spot 
  Hidden skill, some of the German guards are spotted 
  and a back way in to the power plant is identified.
  •	
  If anyone scores a regular success, they spot that 
  the place is guarded and can see the main entrance.
  •	
  If no successes are rolled all that is seen is the main 
  entrance to the power plant.
  •	
  Take note of their highest level of success as this will 
  affect the next roll.
  Ask the players for their plan. Identify the main role that 
  each investigator and the two team NPCs is taking and 
  the primary skill that they are using. Someone must use 
  the skill Demolitions. Other skills that are likely to feature 
  include Firearms, Fighting, Sneak and Spot Hidden. It is 
  likely that each investigator will be using a combination 
  of skills in the raid, but they will only roll one. Ask each 
  player to make a skill roll for their one key skill now. Also 
  ask someone to roll for the two NPCs.
  •	
  If any member of the team scored a Special success 
  on the previous Spot Hidden roll, grant each member 
  of the team +25% to their skill for this roll.
  •	
  If any member of the team rolled equal to or below 
  half their skill on the previous Spot Hidden roll, 
  grant each member of the team +10% to their skill 
  for this roll.
  •	
  If all members of the team failed the previous Spot 
  Hidden roll, each member of the team takes –10% to 
  their skill for this roll.
  •	
  Note down each player’s level of success. For this 
  skill roll, treat a Fumble as a failure and a Critical as 
  a Special success.
  If everyone succeeds in their skill rolls: The mission is 
  a complete success. The pipes and turbines are blown 
  up and the Norwegian workers safely evacuated. The 
  team used only a minimal amount of their resources and 
  escaped safely to the rendezvous point.
  If at least half of the group succeed in their skill rolls: 
  The mission is a success. The pipes and turbines are 
  blown up and the Norwegian workers safely evacuated. 
  The team use up most of their resources and escape 
  safely to the rendezvous point.
  If less than half of the group succeed in their skill rolls: 
  The mission is a partial success. Either the pipes or the 
  turbines are blown up; not both. Most of the Norwegian 
  workers are safely evacuated. The team use up most 
  of their resources and escape safely to the rendezvous 
  point. Only one of the NPCs made it out alive; the other 
  dies heroically.
  If everyone fails their skill rolls: The mission goes horribly 
  wrong. The pipes are not destroyed. Norwegian workers 
  are commanded at gunpoint to remove the explosives 
  in the turbine hall. This results in the death of many 
  workers and the preservation of the turbines. Almost all 
  of the team’s gear was used up, or lost in the hasty retreat 
  to the rendezvous point. Only one of the NPCs made it 
  out alive; the other suffers a gruesome death.
  Take a freeform approach to narrating the success of the 
  attack on the power plant. You may wish to call for further 
  skill rolls to decide options in your narrative, but the overall 
  outcome should conform to the one described above. 
  W E  W I L L  R E M E M B E R  T H E M
  
  70
  Remember this is a flashback; the present situation 
  has the team members alive and relatively unharmed. 
  Regardless of how poor the players’ dice rolls are, they 
  suffer only superficial damage at worst. More than that 
  would conflict with later events. 
  The following aspects can be incorporated into your story:
  •	
  The two 7-foot concrete pipes run from the lake to 
  the power plant, carrying water under high pressure. 
  If the pipes are blown with collars of 808 explosive, 
  millions of gallons of water will gush into the valley. 
  •	
  Heavy rain can play a role for good or ill. 
  •	
  A German topographical party in the local area 
  might spy the team as they survey the power plant 
  and raise the alarm.
  •	
  A 1 mile-long tunnel runs underground from the 
  power plant to the local village. This is the route by 
  which workers would be evacuated. 
  •	
  Up to 12 German soldiers are likely to be present at 
  the power plant, along with 20 Norwegian workers.
  •	
  Smoke bombs could be planted in the tunnel to 
  deter German reinforcements who are likely to fear 
  the tunnel being blown up. German soldiers will 
  therefore take a slower route, commandeering boats 
  to ferry them to the power plant. 
  At this point equipment that has been used up should 
  be ruthlessly crossed off in line with the outcome of the 
  mission. Use your discretion as to what the team have left 
  after the raid. A Luck roll might be allowed if a player is 
  especially reluctant to part with a particular item. 
  opening scene 
  (in the bacK of the trucK), part 5
  Lights out or eyes closed again. The investigators begin 
  to move and speak.
  Read the following aloud or paraphrase in your own 
  words:
  “You hear only the sound of other people moving slowly 
  next to you.
  “Who’s that?” a voice whispers.
  Something moves against you, touching, feeling.”
  Allow the players to talk with one another. No actions 
  only talking.
  They recall arriving at the rendezvous point. The Milorg 
  contact was waiting there with a small truck. The players 
  remember climbing aboard. The back doors were shut 
  and all was dark. The players have no volition in this, it 
  is all flashback.
  Memories return: The engine grinds at times as the 
  vehicle climbs a hill. Then it is picking up speed on the 
  other side of the hill. The truck abruptly lurches first one 
  way then the other. A muffled shout is heard from the 
  driver. The whole vehicle jerks hard as if the wheels have 
  hit a deep pothole or kerbstone. For a moment there is a 
  break in the surface noise as the wheels leave road. Then 
  a resounding crash as the vehicle lands again. Everyone 
  in the back of the truck is thrown hard.
  The next thing the investigators are aware of is waking up 
  in the back of the truck. The investigators can now begin 
  to move their cold and stiff bodies.
  At some point the investigators will realise that they are 
  alone in the back of the truck; neither of the team’s NPCs 
  are present. One may have died in the attack on the power 
  plant. The players will want to know if they remember the 
  NPCs getting in to the truck. The truth is that it was dark 
  and as far as they know everyone that should have been 
  in the truck was. Try to leave room for uncertainty in 
  your answers. Rather than giving definite answers use 
  phrases such as “As for as you recall…” and “You seem 
  to remember that…” For more about the NPCs see Other 
  Team Members, below.
  The rear door of the truck does not have a handle on the 
  inside. It may be opened with a Mechanical Repair roll, 
  or forced with a roll against 2x STR or SIZ. If the roll is 
  failed the door will open but the mechanism is broken, 
  causing a loud noise and the character somehow takes a 
  hit point of damage in the process.
  Outside all is darkness. The wind whips into the back 
  of the truck, the wind-chill instantly reminding the 
  investigators that they are in Norway.
  Other Team Members
  Depending on the success of the attack on the power plant 
  either one or two of the team’s Non-Player Characters 
  will survive to reach the rendezvous point. When the 
  investigators wake up in the back of the truck there are 
  no NPCs present. This provides the Keeper with one or 
  two NPCs to play with. 
  The first of the two NPCs will be encountered as a 
  rogue, a clone of its original self gone bad. This could 
  be the same rogue that killed Leikvard (the truck driver). 
  E U R O P E  A B L A Z E
  
  71
  If a second NPC made it to the rendezvous point that 
  person was cloned more successfully and is acting as a 
  member of Doctor Magnussen’s research team. Choose 
  the NPC with the most appropriate skills for that role. 
  The doctor will want to prevent the investigators from 
  coming into contact with that clone as she knows it will 
  arouse suspicion. Alternatively, if you want to leave out 
  the second NPC he or she can simply have died in the 
  original crash.
  The Crash Site
  It is 10 o’clock at night when the investigators awaken. It 
  is dark and cold. Inspecting the truck will show that it is 
  a light goods vehicle with a broken rear axle and two flat 
  tyres. The front end of the truck is caved in where it has 
  collided with a boulder. The driver’s door is open. There 
  are recently made scratch marks on the side of the truck 
  where the rogue pawed at it; a fingernail can be found 
  torn off in the snow (it looks real enough). 
  Two sets of footprints can be seen. One runs alongside 
  the tracks left by the truck, from where the driver 
  alighted, wedged the accelerator, then followed the 
  truck as it hurtled towards the boulder. Then matching 
  footprints can easily be followed for ten metres, from 
  the truck towards the road, where lies a mangled 
  corpse. 
  The body is still warm; he has been dead for less than an 
  hour. The road lies another 10 metres beyond the body. 
  The truck has evidently run off the road, down an incline 
  and hit a boulder. 
  inVestiGatOr eqUiPMent
  the players may assume that their 
  characters possess certain equipment that 
  they no longer hold. the investigators 
  are now clones of their former selves, 
  dressed in the very same clothes that 
  belonged to their former human bodies. 
  Where 
  possible 
  each 
  character 
  is 
  equipped with what they had when they 
  were originally found, but certain 
  items may have been lost, forgotten or 
  something may have been substituted.
  The Driver’s Body
  The driver has been attacked and killed by a rogue. The 
  man’s coat has been partially ripped open. His neck has 
  been gored, as if bitten savagely. A successful Medicine 
  roll will show that the driver’s body has been drained of 
  blood. His hat lies nearby. His fair hair is matted with 
  drying blood. His face is cut and pushed out of shape. 
  Anyone that shines a light on his face and looks closely 
  should make an INT roll. If successful they realise this is 
  not the Milorg contact who met them at the rendezvous 
  point. His bloodstained papers identify him as Leikvard 
  Esse, with an address in Rognan (a town some 50 miles 
  north-east of the research facility). 
  The Road
  Ask for a Spot Hidden roll from anyone inspecting the 
  road nearby. A successful roll will find where the truck 
  skidded and went off the road. There is also evidence that 
  another vehicle pulled off the road nearby and parked, 
  before driving off again. These tracks belong to a second 
  vehicle that accompanied the truck to provide Leikvard 
  with a lift back to Rognan. 
  Three empty 9 mm bullet casings lie on the ground near 
  where the car was parked. These were fired from the car 
  at the rogue. When it was evident that nothing could be 
  done to save Leikvard the car sped off into the night. 
  The direction of the truck’s travel is quite clearly evident. 
  If the investigators walk a little way down the road they 
  will come across an intersection. A side-road heads up 
  W E  W I L L  R E M E M B E R  T H E M
  
  72
  the hill. Opposite the turn there is a small red post. 
  The investigators will recognise the post; they were 
  instructed to look out for it. A 3-mile walk up the hill to 
  the research facility lies ahead of them.
  the research facility
  The way to the research facility is winding and cold. 
  Snow lies on the ground a foot deep. A track branches off 
  through woodlands. If anyone makes a Tracking roll they 
  know that vehicles have passed along the track earlier 
  that same evening; a truck and one or two cars. 
  The investigators awoke in the truck at 10 PM. It is 
  likely to be around midnight by the time they reach the 
  research facility, though they may not be sure of the time. 
  The Keeper should note that the players are led to believe 
  that it is mid-March, when in fact it is now the following 
  November. The day is 12 hours long in mid-March in 
  central Norway. In November it is only 4 hours. Of course 
  this whole scenario might be over before the sun rises.
  The research facility is made up of a farmhouse and 
  numerous outbuildings. Power cables do run to the 
  buildings, but if the mission to sabotage the power 
  plant was successful the power plant will still be out of 
  operation, in which case a generator can be heard running 
  in one of the outbuildings. 
  Outbuildings
  All the buildings are padlocked and secured against 
  rogues. They surround the main house in a seemingly 
  random layout.
  Generator shed: A secure brick building. Holds a diesel 
  generator and fuel. Cables run from the peak of the roof 
  to the main building. 
  Garage: Until recently this building housed the small 
  truck that was used to duplicate the crash. This shed now 
  holds a number of empty wooden crates. These crates 
  are not coffin-shaped and there is no indication of what 
  they recently held. A set of jump-leads lies abandoned 
  E U R O P E  A B L A Z E
  
  73
  on the floor (these were the cables used to revive the 
  investigators). One of the crate lids covers a round metal 
  manhole cover. If the cover is removed a ladder descends 
  to a tunnel that runs 30 metres to the underground 
  laboratory. The tunnel is just large enough for a person 
  to crawl through. 
  Rat shed: A large room containing hundreds of white lab-
  rats in cages. The smell is awful. Food is stored in metal 
  bins. 
  Chicken shed: Another large barn houses 60 chickens, 
  both for eggs and meat. Grain is stored is large metal bins 
  and used as chicken food. 
  Other buildings: Several other buildings house old 
  vehicles, a tool shed and a garden workshop. 
  Kennels: Two kennels hold guard dogs on chains. They 
  will bark at anyone who approaches the house and fails 
  a Sneak roll.
  Two cars: Parked in front of the main house are two 
  German army Kübelwagen (standard German light 
  transport vehicles made by Volkswagen). Little of value 
  can be found in the cars, except for a map and a bar of 
  chocolate. 
  The Main House
  The large wooden house is home to Magnussen and 
  seven staff, two of whom left earlier. The house is only 
  a few years old. The research laboratory was built first, 
  then the house was constructed on top.
  The accommodation features:
  •	
  A large kitchen with a big table around which 
  everyone eats communal meals. 
  •	
  A comfortable lounge with leather armchairs and a 
  gramophone player. 
  •	
  A recently fitted indoor toilet, so that people do not 
  have to venture outside at night.
  •	
  Six bedrooms, many of which are shared. Two have 
  been made ready for the German soldiers. 
  •	
  A well-stocked larder containing all sorts of food that 
  the investigators will not have seen for a while, if ever. 
  •	
  An under-stair cupboard that holds a locked 
  metal trapdoor providing access to the research 
  laboratories below. This will be found with a 
  successful Spot Hidden roll if it is searched for.
  The research laboratories can be accessed in three ways. 
  •	
  Through the tunnel running from the garage to 
  Magnussen’s office. 
  W E  W I L L  R E M E M B E R  T H E M
  
  74
  •	
  By climbing a ladder from the under-stair cupboard. 
  •	
  There is a locked metal door at the side of the house 
  which appears to be a coal-chute. The lock on this is 
  of a strange design and lacks a keyhole. Only the mi-
  go and Magnussen can open this lock, by focusing 
  her concentration on a small black stone disk held 
  against the lock. Alternatively, it can be removed 
  with plastic explosive.
  the underground research 
  facility
  The facility was built by Hammer’s industrial company 
  from concrete. The hatches are fireproof. Even if the 
  house above burns down the facility will be safe so long 
  as the access ways remain sealed. 
  The research laboratory features:
  •	
  Store rooms.
  •	
  Cloning room.
  •	
  Magnussen’s office.
  •	
  Nu-flesh tank.
  •	
  Two medical wards.
  •	
  Testing laboratory.
  •	
  Operating room.
  Store Rooms
  The store rooms contain a variety of laboratory equipment 
  and chemicals, as well as white coats, protective goggles, 
  gloves and so on. There is also a week’s supply of food 
  and drinking water. Mops, buckets and other cleaning 
  equipment can be found here. Several cabinets contain 
  rifles and ammunition.
  Cloning Room
  This large room houses tall transparent cylinders in 
  which the clones are grown. Each cylinder is 9-feet high 
  and is filled with a bright blue glowing liquid. The base 
  of the cylinder is metallic and several tubes ascend from 
  the base into the middle of the cylinder. Each cylinder is 
  used to grow one clone. The clones in the tubes vary in 
  development. The smallest is just a red fist-sized blob. In 
  another the blob extends and where it is thin, if a light 
  is shone behind it, bone-like shapes can be seen inside. 
  The blobs look as if they are made from molten wax. 
  The most developed of the forms is recognisably human 
  and almost complete. It looks like a random investigator. 
  Seeing this requires a Sanity roll (SAN 1/D6). 
  The cylinders are made of a tough material that looks like 
  glass. If attacked they will only break if an attack delivers 
  5 or more points of damage in a single attack. When the 
  cylinder shatters the blue gel inside falls apart into thick 
  lumps of jelly rather than flowing like a liquid. The smell 
  that is released is beyond imagination. Any humans 
  present in the cloning room after a cylinder is breached 
  need to make a CON x2 roll not to choke and gag, taking a 
  -20% penalty on any actions while in the room. Any clones 
  that are released by breaking a cylinder will be lifeless.
  Magnussen’s Office
  This room is usually locked. The entrance to the tunnel 
  from the garage is concealed behind a large painting 
  on the wall. The painting is a copy of The Creation of 
  Adam, by Michelangelo. A heavy wooden desk and 
  several locked filing cabinets hold all of the documents 
  and research notes associated with the facility. Anyone 
  searching the office may either pick or force the various 
  drawer locks. A successful Spot Hidden roll will notice 
  that the calendar is showing November 1942.
  Making some sense of the paperwork requires at least 
  30 minutes and a successful combined Library Use and 
  Norwegian language roll (one dice roll must achieve a 
  success for both skills). If this is successfully performed 
  the interview notes for the original investigators and 
  details of their mission will be found in files dated March 
  to August 1942. The notes do not record the fate of those 
  characters; not everything is written down.
  E U R O P E  A B L A Z E
  
  75
  One of the locked desk drawers contains a Finnish Lahti 
  L35 pistol and a box of 9 mm ammunition for it.
  Nu-flesh Tank
  This room contains a large metal tank, several metres in 
  diameter and height. The tank is of a strange alien (mi-
  go) design. It is warm and vibrates irregularly. There is 
  a tap on the front of the tank and metal buckets nearby. 
  If the tap is opened a viscous red fluid extrudes its way 
  out. The fluid moves slightly as if it is alive. This is the 
  stuff from which the investigators are made. If they come 
  into contact with the stuff fresh from the tank, a layer of 
  it instantaneously melds with their flesh. It dries within 
  moments, forming a fresh skin and feels like a part of their 
  body. This may make for some strange and disturbing 
  body modifications. If applied to their wounds it will heal 
  them instantly. Removing this material from a investigator 
  will cause physical damage. Once the stuff has been out 
  of the tank for more than a few minutes it becomes inert.
  The second purpose this tank serves is as a power 
  supply. Cables run from the tank to a box on the wall 
  that contains power converters and fuses, supplying 
  electricity to the rest of the underground facility. 
  The Medical Wards
  The two wards each contain six beds. One ward is empty; 
  the second contains the investigators’ original bodies. 
  Their naked bodies are each laid in tanks of clear bubbling 
  liquid, about two-foot deep that smells of peaches. These 
  tanks are based on mi-go technology and have the 
  effect of nurturing life while keeping the body and mind 
  sedated. If a body is removed from its tank it will return 
  to consciousness in a few minutes. Whatever is left inside 
  these bodies has been worn out by the experimentation 
  and preservation process. On reaching consciousness the 
  face of the person contorts as if modelling for Edvard 
  Munch, and emits a piercing scream of pain that seems 
  to cry out for death’s release. The figure will then simply 
  weep pathetically. 
  Realising the identity of these bodies, especially that you 
  are one of them, requires a Sanity roll (SAN 1/1d8).
  Removing one of the bodies and hearing it scream also 
  provokes a Sanity roll (SAN 1/1d6 or 3/1d10 if it is your 
  own body).
  The bodies each have only a few hit points and are beyond 
  saving. A successful Medicine roll and use of nearby 
  drugs can rouse one of the bodies to consciousness for a 
  few minutes, allowing it to speak. On first awakening the 
  person will recall the crash, believing that it happened 
  a few hours ago and that they are now in hospital. 
  investigators will be recognised as fellow team members. 
  If the revived person sees their clone this will cause 
  uncontrolled screaming or a heart attack. (See Changing 
  Places (page 77) for a less harsh option).
  Testing Laboratory
  This room holds numerous benches on which stand 
  glass laboratory equipment. Test tubes, flasks, pipettes 
  and jars. Petri-dishes contain test specimens and various 
  experiments on nu-flesh.
  Operating Room
  A large white room consisting of an operating table and 
  tools (scalpels, bone saws, etc). An antechamber contains 
  an autoclave and facilities for scrubbing up. 
  recent events at the 
  research facility
  The Germans
  The Germans have taken a keen interest in the mining 
  operations in Norway. As a result they have met with 
  Dagstygg Hammer. The Germans have taken an interest 
  in Hammer’s operations and business accounts and 
  however obfuscated, the funding of the research facility 
  caught their attention. The group of German soldiers 
  are looking to make a personal profit out of all this and 
  have not shared their findings with German command. 
  Dagstygg Hammer’s attempts to misdirect the Germans 
  with stories of metallurgical research projects failed to 
  satisfy their curiosity. 
  The Germans turned up at the research facility 
  unannounced, with Hammer in tow. They arrived at 
  5pm today in two cars and asked to meet with Doctor 
  Magnussen. So far the Germans are content to enjoy 
  Magnussen’s hospitality and have been taken in by her 
  charm. The Germans have been fobbed off with the 
  excuse of it being too dark to go outside and look at the 
  workshops. They have not yet discovered the underground 
  rooms, but Magnussen can see that it is only a matter of 
  time before they do. 
  From the moment Magnussen saw Hammer getting out 
  of a car with German officers she knew the game was 
  up. A few hours later she sent two of her assistants to 
  put her backup plan in motion, spinning the now drunk 
  Germans a cover story about the truck being used to 
  collect supplies from Rognan. 
  W E  W I L L  R E M E M B E R  T H E M
  
  76
  Leikvard Esse went to the garage. Hastily removing the 
  cloned investigators from their crates he placed them in 
  the back of the truck. He then administered an electric 
  shock to each one, then closed the truck doors. Climbing 
  into the driver’s seat he drove the truck to the main road. 
  Climbing out he aimed the truck at a boulder and wedged 
  the accelerator. The crash looked impressive. He removed 
  evidence of the wedge and headed towards Eevastiina 
  Morgensen, who sat in her car nearby waiting for him. 
  Suddenly, in the beam of her torch Eevastiina saw 
  Leikvard attacked by a rogue. She fired off three shots 
  from her pistol but it was too late. Fearing for her own life 
  she drove away towards Rognan.
  Timeline of Events
  Listed below is what will happen at the research facility 
  without the intervention of the investigators. The sequence 
  of these events will be altered at the point at which the 
  players take action. The timings are approximate and the 
  Keeper should feel free to adjust them if required.
  Have the mi-go arrive towards the end of the scenario, 
  perhaps entering the underground facility through the 
  locked ‘coal-chute’. 
  1am: Until the early hours the Germans will be sat up 
  drinking Magnussen’s wine. They will go to bed at 1am 
  without posting a guard. All external doors are locked 
  and barred. Shutters on windows are closed. Dogs are 
  posted around the facility to provide a warning of rogue 
  attacks. 
  2am: The dogs are disturbed by a rogue. The dogs 
  bark and alert people inside the house. Normally the 
  researchers would shine lights from the upper floor 
  windows, looking for rogues. Tonight, however, the 
  Germans will do this. They will shoot the rogue with 
  a rifle. A few minutes later a German soldier will come 
  out of the house. Behind him the door is guarded by 
  another soldier, covering the first with a rifle. The first 
  soldier will inspect the corpse of the rogue. As he does 
  so another rogue breaks cover and runs at the soldier by 
  the door. The monster shouts a curse in guttural English 
  before being shot.
  7am: The Germans are up and their mood has changed. 
  Now they are looking hard at the facility. The sky will 
  remain dark until a dim twilight begins to break at 
  around 7am.
  8am: The investigators may notice that the sun is very 
  late in rising. The sun is not fully risen until 10am, and 
  even then it only manages to rise a few degrees above 
  the horizon before setting four hours later. If anyone 
  comments on this ask for dice rolls. A successful Idea 
  roll will indicate that something is wrong. As Keeper 
  you should provide the players with the facts as their 
  characters perceive them, but there is no need to provide 
  explanations. Sit back and allow the players to come up 
  with their own theories of what is going on. 
  9am: When the Germans discover the underground 
  research rooms they realise they have been deceived. 
  Hammer is taken out in front of the house and shot 
  in front of Magnussen. Magnussen capitulates and 
  confesses everything to the Germans. 
  10am: At around 10am when it is light, some of the 
  Germans will leave in a car. They intend to drive to town 
  and send a message to their commanding officer about 
  the research facility. They will see the crashed truck 
  unless the players took action to move it or disguise it. 
  This will arouse their suspicions. They saw this truck in 
  the garage at the research facility yesterday. They will 
  search for tracks. If the players said they were taking 
  measures to conceal their tracks on leaving the crash site 
  the Germans will not be able to follow them. Otherwise 
  the Germans track the investigators back to the research 
  facility. 
  11am: Regardless of whether the Germans find tracks, 
  the presence of the truck alerts the Germans further and 
  they return to the research facility. It is now apparent that 
  they have been further deceived in some way and the 
  attitude towards Dr Magnussen is suddenly as cold as the 
  Norwegian winter. 
  12pm (midday): Three of the house staff are led out and 
  shot in front of the house, their bodies left to freeze. 
  Then one of the German cars departs for the local town, 
  leaving the others to keep a watchful eye on Doctor 
  Magnussen and her staff. 
  6pm: A group of Milorg resistance fighters arrive at the 
  research facility. Eevastiina Morgensen (Magnussen’s 
  assistant who left earlier in a car) has contacts in Milorg 
  and has alerted them to the situation at the research 
  facility. Hammer has been a major funder of Milorg and 
  they will seek swift revenge when they learn of his death. 
  being a clone
  The term ‘clone’ is used, but these creations are not what 
  we conceive of as clones. Their bodies are made of nu-
  E U R O P E  A B L A Z E
  
  77
  flesh, a homogeneous non-terrene substance. In place of 
  bones, the same homogeneous substance simply hardens 
  at its core, forming a skeletal structure. Whilst on the 
  outside nu-flesh looks like regular skin, it lacks blood 
  vessels or muscle fibres. The surface skin is especially 
  hard to penetrate. All damage from melee weapons 
  and firearms is halved. Any hit points that are lost 
  heal at double the usual rate. When inflicting damage 
  on a investigator just tell the player how many points of 
  damage they receive (do the halving yourself); do not 
  tell them that their damage is halved otherwise they will 
  know that something strange is going on.
  When a clone takes damage it does not bleed; clones do 
  not have blood. Describe attacks as you normally would, 
  but simply omit any mention of blood. If a player asks 
  about the lack of blood simply explain that the wound 
  is not bleeding much, or that it is hard to see the wound 
  beneath their thick clothing.
  First aid or medicine may be applied as normal to a 
  clone. If treatment is performed indoors it is likely that 
  the medic will seek to expose the wounded area for 
  treatment. If a investigator has sustained a piercing or 
  deep wound, the lack of blood will be notable. 
  Clones have no need for sleep, though the players will not 
  know this. Neither do they urinate or defecate, but since 
  this rarely features in a story it is unlikely to be noted. 
  The clones have no need for any kind of sustenance. The 
  clones do a have a rudimentary stomach, but it does not 
  function as a digestive system. Anything that is swallowed 
  will be vomited back up in a few hours, coming out much 
  the same as it went in. Unless the players specify that 
  they are eating or drinking there will be no requirement 
  to highlight this. The clones have no need to breath, but 
  they do have voids in their bodies where lungs would be, 
  allowing them to inhale and exhale air to allow them 
  to speak like humans. Not needing to breath they can 
  survive underwater or in poison gas. 
  Another feature that has been omitted from their design 
  is sexual organs; they are as smooth as an action figure. 
  This fact will have little impact on play, but when realised 
  may prove very disturbing (SAN 1/1D8).
  Acids, electricity and fire do normal damage to clones. 
  Poisons have no effect. 
  Fingernails have proven to be a problem, and the doctor 
  has taken to gluing fake nails to fingers and toes. These 
  nails are very strong, but in exceptional circumstance 
  may get ripped off. As they are attached to the clone, 
  pain will be felt as the nails rip away. Hair is likewise 
  glued on.
  The drawback of being a clone is that they have a touch of 
  the Uncanny Valley about them; they look close enough 
  to human but just slightly wrong in some intangible 
  way. Other humans will be slightly disturbed by their 
  presence. Fast Talk or Persuade skills are halved. If the 
  players use either of these skills in play, simply check if 
  their dice roll would be sufficiently low to be successful 
  against half their skill value.
  optional outcome: 
  changing places
  This scenario essentially kills off the investigators and 
  replaces them with monsters, without any player agency 
  in that outcome. Even for Call of Cthulhu scenario this is 
  harsh. On the positive side, the players are given more 
  durable substitutes. These replacements could potentially 
  be used in future adventures, and in some ways would 
  be better than human; of course, N may well treat 
  these clones with suspicion and order their detainment, 
  vivisection or destruction. Take the course of action 
  that best suits you, your players and the tone of your 
  campaign.
  This option may not suit everyone, of course, especially 
  in games or a campaign in which the investigators have 
  been played previously and the players have formed 
  some attachment with their characters. An alternative 
  is to allow the players the option to swap roles if they 
  encounter their original selves. 
  the medical wards (redux)
  When a body is removed from its tank it returns to 
  consciousness over the space of a few minutes. It recalls 
  the crash as described. At that point the player whose 
  original investigator this is is presented with the option 
  to swap roles. If you wish, each player could make this 
  decision in secret then all reveal their choice at once for 
  dramatic effect. The player then plays the chosen option, 
  the other one becomes an NPC.
  Anyone who chooses to swap should carry out the 
  following changes to their character sheet:
  •	
  Place the character on half their full hit point total 
  (they may heal normally from here on). 
  W E  W I L L  R E M E M B E R  T H E M
  
  78
  •	
  Make a sanity roll (SAN 1/1D6), increasing it to (SAN 
  3/1D10) if they see their clone. 
  non-player characters
  Sample Norwegian names for use by the Keeper:
  Norwegian (female): Almina Eggebraaten, Lussi 
  Magnussen, Sigfryda Anfinson, Vebjørg Dahlby.
  Norwegian (male): Åbjørn Frederiksen, Detlef 
  Rasmussen, Moises Austad, Yngvar Svenningsen.
  the npc team members
  These two people can be defined by the investigators. 
  They may be male or female, and it is likely that at least 
  one of them will be a Norwegian national. Pick a suitable 
  name for each NPC. Their characteristics and skills are 
  unlikely to come in to play. Each NPC will have one skill 
  at 80%, two at 70% and three at 60%. 
  Doctor Rannwæigh Magnussen, 
  Scientific Genius, age 43
  Magnussen was born in Haugesund, in Rogaland, Norway 
  in 1899. In 1916 she went to the University of Oslo. After 
  only three semesters at the University she left in 1918 to 
  work as an assistant professor at the Bergen School of 
  Biophysics. In 1926, Magnussen earned a PhD. from the 
  University of Oslo. 
  Doctor Magnussen is 5’4” and smartly dressed. Her 
  cropped dark hair frames a soft round face. She wears 
  wire-framed glasses. Her warm personality is concealed 
  behind an academic facade that expects things to be 
  done her way.
  First Impressions: Professional and in control.
  Personal Details: Magnussen is desperate to be free of 
  the mi-go, of whom she is terrified.
  Secrets and Goals: She wants the investigators to take 
  her to Britain where she plans to continue her work. 
  Everything else is secondary to her. 
  She possesses a small black stone disk (mi-go 
  technology). If this disk is held against the lock to the 
  coal-chute, the user may concentrate upon it (spending 2 
  magic points) and the lock will open or close as desired. 
  This device can also be used to contact the mi-go. This 
  function costs 5 magic points and requires 3 rounds of 
  concentration. The doctor will only summon the mi-go 
  as a last resort.
  Playing Doctor Magnussen: Agree with what people say, 
  then say or do something quite different. 
  STR 10 
  CON 10 SIZ 11 
  INT 18  POW 12 
  DEX 12 APP 13  EDU 21 SAN 45 HP 11  
  Damage Bonus: +0
  Weapons: Fist/Punch 25%, damage 1d3
  Skills: First Aid 70%, Medicine 80%, Biology 90%, 
  Chemistry 75%, Physics 75%, Cthulhu Mythos 26%, 
  Persuade 45%, Other Language (English) 60%.
  Research team members, assorted 
  fringe-science assistants
  There are five other team members, three men and two 
  women:
  Kjartan (M) and Þorbjörg (F) Ellestad: Married, both 
  medical doctors in their early fifties.
  Oystein Henrichsen (M): Laboratory technician, age 27.
  Ærinbjørn Skramstad (M): Chemist, age 39.
  Lumisirkku Matthiesen (F): Parapsychologist, age 32.
  The same set of characteristics can be used for each.
  STR 12 
  CON 12 SIZ 11 
  INT 16 
  POW 12 
  DEX 10 APP 11  EDU 17 SAN 50 HP 12   
  Damage Bonus: +0
  Weapons: Fist/Punch 25%, damage 1d3
  Skills: First Aid 50%, Cthulhu Mythos 10%, Other 
  Language (English) 30%, appropriate science and 
  technical skills for their profession.
  E U R O P E  A B L A Z E
  
  79
  research facility house staff
  Three staff clean and cook for Doctor Magnussen and her 
  staff. They were vetted by Hammer and are well-paid and 
  reliable. Use average characteristics and skills for these 
  individuals should they be required.
  Dagstygg Hammer, mining 
  entrepreneur, age 59
  Dagstygg is the owner and founder of the Hammer mining 
  company who started in construction in 1908. The mi-go 
  have used him and his contacts to safely establish their 
  own mining operations in northern Norway. Hammer is 
  a portly, red-faced, older man with thin grey hair. He is 
  dressed in a business suit.
  First Impressions: Pompous, blustering and dreadfully 
  nervous.
  Personal Details: Hammer is desperate to escape the 
  situation as he has deceived the Germans.
  Secrets and Goals: Hammer has severe liver disease and 
  is hoping to have his consciousness placed in to a cloned 
  body. He is relying on Magnussen doing this for him. He 
  will offer the investigators large sums of money to ensure 
  his own safety and rescue from the research facility.
  He knows of the black stone disk held by Magnussen. He 
  had one of his own, but does not have it with him. He may 
  seek to get hold of Magnussen’s disk to call the mi-go if 
  he is desperate.
  Playing Hammer: Laugh nervously. Hold up your open 
  palms when talking as if to display honesty. 
  STR 8 
  CON 12 SIZ 16 
  INT 15 
  POW 10 
  DEX 9 
  APP 7  
  EDU 16 SAN 35 HP: 14   
  Damage Bonus: +0
  Weapons: Fist/Punch 25%, damage 1d3
  Skills: Geology 80%, Mechanical Repair 70%, Other 
  Language (English) 40%, Persuade 50%. 
  Rogues, degenerate clones
  Rogues are the results of cloning experiments. These 
  rejects were dropped in the sea, weighted with rocks. 
  The things refuse to die, and seem to have an instinct 
  to return to the research facility. Whether because it is 
  the nearest thing they ever had to a home, or that they 
  have some memory of their original body’s final mission 
  is not clear. 
  Rogues are humanoid, and dressed in ragged clothes. 
  Their flesh is discoloured and covered in open sores. 
  Their anatomy is not human. They have only rudimentary 
  internal organs. They are similar to the cloned investigators 
  but are earlier rejects so the specifics can vary. 
  The degeneration and damage they have sustained leaves 
  them unrecognisable as clones of the investigators. One 
  should be recognised as one of the NPC team members, 
  something that is bound to cause some confusion. They 
  have devolved to an animalistic state and have scant 
  recall of what it means to be human.
  W E  W I L L  R E M E M B E R  T H E M
  
  80
  STR 16 
  CON 14 SIZ 14 
  INT 3 
  POW 10 
  DEX 10 APP 2  
  EDU 1 
  SAN 0   HP 14   
  Damage Bonus: +1D4
  Weapons: Fist/Punch 45%, damage 1D3 + 1D4
  Skills: Sneak 40%, Hide 60%.
  Sanity loss: Lose 1/1D6 for seeing a rogue.
  german soldiers
  7 regular soldiers and Obergefreiter (corporal) Köhler. 
  Use the characteristics and skills as listed on page 110 
  of World War Cthulhu: The Darkest Hour for each of the 
  regular soldiers.
  Obergefreiter Gottlieb Köhler, age 45
  Köhler and his men are war profiteers and have their eyes 
  open for anything of value. 
  On studying Hammer’s accounts they found significant 
  expenditure being diverted to this facility and are 
  enjoying taunting Hammer. So far Köhler believes 
  Hammer’s anxiety is down to a potential loss of wealth. 
  If he finds out about the research rooms below the house 
  the he will be conflicted; on one hand he will be angry at 
  having been deceived, but on the other he will look for a 
  way to turn the situation to his advantage. 
  Playing Köhler: There is always time for brandy and a 
  good cigar. Don’t make snap decisions. 
  STR 10 
  CON 14 SIZ 12 
  INT 13 
  POW 12 
  DEX 12 APP 12  EDU 14 SAN 60   HP 13   
  Damage Bonus: +0
  Weapons: Fist/Punch 40%, damage 1d3
   
    P08 Luger 60%, damage 1d10
  Skills: Listen 40%, Persuade 40%, Spot Hidden 30%, 
  Sneak 40%, Hide 60%.
  milorg team
  A team of 12 resistance fighters. Use characteristics and 
  skills for Partisans as listed on page 110 of World War 
  Cthulhu The Darkest Hour.
  E U R O P E  A B L A Z E
  
  81
  “And that inverted Bowl we call The Sky/Whereunder 
  crawling coop’t we live and die,
   
  Lift not thy hands to it for help–for It /Rolls impotently 
  on as Thou or I.” 
  – Rubiayat of Omar Khayyam
  Date:  1942
  Location: Occupied Belgium, Liege District
  introduction
  During the 1530s, Guillaume Juin, a Catholic priest, 
  was investigating murders in the Zalhoffe region and 
  discovered it to be the work of a murderous alchemist. 
  Tempted by the promise of immortality, he began to use 
  the imperfect serum that the alchemist had developed, 
  with the aim of perfecting it over time… something he 
  never achieved. 
  In 1914, Juin’s time finally ran out and the now-powerful 
  sorcerer died alone in his farmhouse. Always distant and 
  aloof from the local villagers of Zalhuffe, his body was 
  left unattended, and his flesh was devoured by maggots 
  of the various flies that came to eat his body. Few, if 
  any, noticed his absence, and he was chalked up as just 
  another victim of the Great War.
  Fast forward 28 years, and the Second World War is in 
  full swing. Belgium is occupied by the forces of the Third 
  Reich, but some Belgians still resist. They are in the 
  process of setting up an underground organisation known 
  as the Comet line to smuggle downed Allied airmen via 
  France into neutral Spain, an organisation which will 
  eventually repatriate many men.
  However, right now the organisation is still in its early 
  stages. Resistance operations in Belgium are fragmented 
  and consist of multiple small groups that are based 
  around various political, religious or local causes. Fragile 
  alliances have had to be made and Comet remains highly 
  vulnerable to infiltration or discovery. 
  Into this situation came the aircrew of the Miss Enderby, 
  which was shot down returning from a clandestine 
  retrieval mission for Network N. The five injured 
  survivors tried to shelter at the Juin farm while they 
  waited to contact the local Resistance. Fatigue eventually 
  overcame the crew and, as they slept, what was left of the 
  sorcerer was awoken by the Mythos amulet they carried. 
  His sentience now trapped within a swarm of maggots, 
  he desperately attacked the sleeping men. Three of the 
  crew were killed and infested with the maggots, while 
  a fourth died of his wounds. The fifth, Sean Clarkin, 
  survived but his wounds were infected with the maggots, 
  and he was driven mad by the sorcerer’s voice in his head. 
  The maggots have gestated in the (since buried) bodies 
  of the airmen and the resulting flies have exploded from 
  the graves to form sentient swarms that haunt the area. 
  Meanwhile Clarkin works to destroy the swarms, using 
  a binding ritual that requires human sacrifices; sacrifices 
  provided by a black marketeer who is on the cusp of 
  betraying the Resistance movement to the Nazis.
  Enter the investigators…
  the briefing
  The investigators are roused from their billets in the 
  pre-dawn light and are told to report to a small airfield 
  near Norwich, a two hour journey north from their usual 
  London base. 
  The officer rousing them passes over a small coded note 
  providing the address of an airfield, but cannot provide 
  much information apart from the fact that “something 
  urgent has come up, and N says to get to this location, 
  chop-chop, and bring your gear. There‘s a Bedford (a 
  troop carrier truck) waiting outside”.
  The morning air is cold and chilly, and the clear skies 
  above promise more of the same for the next few hours 
  as they travel along the bumpy and potholed roads in 
  the lesser-travelled parts of the East Anglian countryside. 
  Eventually they pull up in what is little more than a 
  field containing a small dingy hut and a long dirt strip. 
  Deposited by the driver, the only sign of life in the early 
  dawn light is a fairly shabby looking private sheltering 
  beneath the overhang of the hut.
  “Yeah? What do you want… sir [or sergeant, if 
  appropriate]?” he asks with an air of palpable disdain and 
  a hint of a London accent. He noticeably fails to salute 
  unless a senior officer bawls him out for this.
  • l i f t  n o t  t h y  h a n d s •
  L I F T  N O T  T H Y  H A N D S
  
  82
  This disreputable sentry will look over their papers with 
  care and, once the investigators’ bona-fides have been 
  confirmed, he immediately straightens up, salutes, and 
  introduces himself as Captain Edwin Rogers.
  “I apologise for the appearance.” he adds in a much 
  politer –  and noticeably Welsh accented – voice. “Can’t 
  be too careful in current circumstances. The boss is 
  inside.”
  Indeed, inside N is awaiting, pacing calmly up and down 
  in the middle of a stylish and very comfortable looking 
  office that fills the hut. He looks up as they are escorted 
  into the hut by Rogers.
  “Ah yes… good, good. Come in. We don’t have much 
  time.” He waves distractedly at a large urn and a tray 
  of food set to one side . “Grab yourself a cup of tea and 
  something to eat; I’m afraid it’s the last warm drink you’re 
  likely to get for the next couple of days.”
  His gaze switches to Rogers. “When’s the plane due?”
  Rogers checks his watch. “Just a few minutes now sir. 
  With your permission, I‘ll go and prepare to meet it.”
  At N’s nod, Rogers leaves the room, leaving them alone 
  with the head of the division.
  Give the players a little time to settle into character, swap 
  a few comments and down their tea , and then have N 
  brief them as follows:
  A little over two weeks ago Network N became aware 
  of an amulet that had been left behind in Germany by a 
  Jewish family who had been sent for “relocation” by the 
  Nazi regime. After quite some expense, and not a little 
  sacrifice, a small infiltration team managed to acquire 
  the amulet and escape in a disguised transport plane.
  This is where things started to go wrong. The plane 
  reported problems with its engines, and was forced to 
  divert from its original route. Unfortunately it was spotted 
  by the Germans and shot down over Belgium near a small 
  village called Zalhuffe, not far from Liege.
  (Keepers Note: Although an existing place once had this 
  name, the village of Zalhuffe as presented in this scenario 
  is entirely fictitious.)
  After that, N’s information gets a little hazy. The crew 
  made initial contact with the local Resistance and 
  had arranged a rendezvous for the following evening. 
  However, on the day of the planned meet, a farmhouse 
  being used by the Resistance was disrupted by a Nazi 
  raid, resulting in the loss of important equipment; even 
  worse, when Resistance members turned up for the 
  planned rendezvous, the airmen never showed, and they 
  had to flee when the Gestapo turned up in force.
  N strongly suspects that this means there is an informant 
  amongst the local Resistance. This is particularly 
  dangerous, as they are mere days away from carrying out 
  an important operation.
  The Resistance were too low on manpower to do more 
  than a cursory search, and it wasn’t until the local 
  Gestapo found three unexpected graves in a local copse 
  that the fate of at least some of the airmen was known. 
  The stolen Gestapo report on the find found its way to 
  E U R O P E  A B L A Z E
  
  83
  N’s desk last night. It suggests that something is odd 
  about the graves, but does not explain what. 
  Given the ‘strange’ condition of the graves, the two 
  unaccounted for members of the aircrew, and the amulet 
  being absent from the gravesite, N believes the amulet 
  is still in the hands of one of the aircrew.  It is vital that 
  the amulet not fall into inappropriate hands; it must be 
  (preferably) brought back to Britain or (if necessary) 
  destroyed to prevent its capture. 
  The investigators are therefore tasked with:
  1. 
  Parachuting into Belgium, escorting replacement 
  equipment for the Resistance. 
  2. 
  Training the locals in the use of said equipment. 
  Their local contact is “Marie“ (an alias) who will meet 
  them at the landing site. The contact code to give her 
  is “What is your desire ?” and her response is “A loaf 
  of bread”. If she gives the code “A flask of wine” it 
  means the operation is compromised in some way. 
  3. 
  Retrieving or destroying the amulet. This, emphasises 
  N, is the most vital and urgent task.
  A map (see Handout 1: Players’ Map on page 100) is 
  provided of the target area, and the location where they 
  are to meet their contact.
  Recovery of any surviving aircrew is a bonus, but should be 
  considered secondary to any other goals; as is uncovering 
  and removing any Nazi spies amongst the Resistance.
  N notes that it is likely that the Resistance will ask the 
  team to assist with the sabotage raid. The team leader 
  should use his or her discretion but must not in any way 
  endanger the primary aims of the mission. Once the 
  operation is complete, the Resistance will smuggle the 
  team to Spain via France (using the Comet line.)
  N’s responses to some likely questions:
  What are the names of the missing crew? 
  Flight Lieutenant James King (the pilot), Captain Neil 
  Munro, Sergeant Sean Clarkin, Sergeant Andrew 
  Bradshaw, and Corporal Richard Seed.
  What is the raid the Resistance are planning?
  It involves a raid to sabotage important German 
  equipment. I don’t have all the details.
  What equipment will I be expected to train the 
  Resistance in?
  Mostly explosives, firearms and the tapping of telephone 
  lines. You may be requested to assist in other tasks of a 
  technical nature, but nothing you can’t handle.
  the comet line was a resistance network 
  created by a young belgian woman called 
  andrée de Jongh and her father frédéric 
  to smuggle downed airmen back to allied 
  lines. andrée came to the attention of the 
  british in august 1941 when she reached the 
  british consulate in bilbao with a british 
  soldier and two belgian volunteers, having 
  travelled by train from Paris to bayonne 
  and then on foot over the Pyrenees. she 
  requested and received british support for 
  her nascent escape network. the network 
  was code-named the comet line, and in real 
  life the british departmental liaison was 
  Mi9 under an ex-infantry major called 
  norman crockatt.
  in late 1942, southern france was occupied 
  by the Germans and the whole of france 
  came under direct nazi rule. the comet 
  line’s activities became more dangerous, 
  with informants and collaborators posing 
  a significant problem to it. andrée de 
  Jongh was one of the many members of 
  the line who were betrayed and sent to 
  the concentration camps. the comet line 
  continued in her absence and it is thought 
  it repatriated around 800 members of the 
  allied armed forces. 
  it is unknown exactly how many comet members 
  died , and frédéric De Jongh was amongst 
  those executed. andrée herself lived to 
  be released by advancing allied troops in 
  april 1945, and after the war received 
  many awards including membership of the 
  legion d’honneur, the Order of leopold, 
  the Medal of freedom and the George Medal. 
  she died in 2007. 
  anDrée De JOnGh anD the real cOMet line
  L I F T  N O T  T H Y  H A N D S
  
  84
  What cover do we have while we’re there? 
  We’re providing you with forged ID papers identifying 
  you as farmhands. They label you as exempt from the 
  forced labour statutes the Nazis have instituted, but 
  unless your French is particularly good I don’t recommend 
  any extended interactions with the authorities.
  What if we get captured?
  If you’re captured, bear in mind you will not be in uniform 
  and thus may well be shot as spies. We will, of course, 
  make the usual suicide tablet and paraphernalia available 
  to you if you so desire.
  What’s the local opposition like?
  Mostly light. The military forces are mostly second 
  line units and are not numerous, but I’d strongly advise 
  against any direct assaults. The local Gestapo is badly 
  understaffed but those who they do have are pretty 
  sharp, so watch out for that. Be warned that there may be 
  a local organisation of Flemings who are sympathetic to 
  the Nazi cause; we’ve heard rumours of a Belgian SS unit 
  that’s being formed in Antwerp.
  taKe-off
  Outside, Rogers has been preparing 3 six-foot long crates 
  for the investigators to transport to the Resistance. The 
  crates have handles at both end allowing each one to 
  be carried slung between two individuals. One crate 
  contains the explosives, a second firearms, and the third 
  wire-tapping equipment.  He will assist them in loading 
  up the small transport plane, and then it’s time to go.
  The flight to Belgium will be mostly uneventful, if 
  somewhat bumpy. The crew know little more than the fact 
  that they were also awoken very early this morning, and 
  that everything seems to have been organised in haste. 
  They are slightly nervous – an airdrop during daylight 
  strikes them as risky – and will be keen to deliver the 
  Investigators as soon as possible.
  Five minutes out from the drop site, the co-pilot will warn 
  the team to prepare for the drop; the ’Ready light’ will 
  come on, and shortly thereafter it will turn to green, and 
  it’s once again time to jump out of a perfectly serviceable 
  aircraft.
  1530
  father Guilliame Juin comes to the area to 
  assist a local priest who suspects satanic 
  influences behind local kidnappings. With the 
  help of the authorities, they track down the 
  disappearances to a local clerk who has been 
  dabbling in alchemy. Juin comes into possession 
  of the alchemist’s book, and starts work on 
  translating it. 
  1531-1535
  Over the next five years Juin slowly comes 
  under the influence of the book, and begins to 
  imbibe a version of the serum described therein.
  1674
  stymied in his attempts to improve the imperfect 
  serum, Juin returns to zalhuffe in the hope 
  that there is more of the alchemist’s research 
  hidden in his old home. he purchases a disused 
  farm to use as a base for his studies. 
  1675-1914
  Guilliame Juin continues his research, slowly 
  ageing all the while. 
  1914
  falling ever more under the influence of the 
  tome, Juin eventually begins preparing the 
  summoning ritual for quachil Uttaus. however, 
  on 15th July Juin dies of old age, the ritual 
  left incomplete. his dead body, left unattended, 
  becomes the home to thousands of fly eggs. the 
  resulting maggots that hatch begin to absorb his 
  sentience, but the residual effects of the serum 
  prevent them from maturing into flies.
  1942
  25th May 
  (Day) returning from a secret mission behind 
  enemy lines, the british light aircraft Miss 
  enderby is shot down over belgium. sean 
  clarkin and his injured crewmates shelter in 
  the remains of the old farm with the amulet 
  they have retrieved. 
  (night) clarkin leaves the crew to try to make 
  contact with the local resistance. corporal 
  seed dies of his injuries.
  KeePer’s tiMeline
  E U R O P E  A B L A Z E
  
  85
  26th May 
  (Day) clarkin manages to make contact with 
  Marie via Gustave Meriment. he agrees to meet 
  her with his crew at the Meriment farmhouse 
  the following evening, and returns to the 
  others.
  (Day) Munro and bradshaw die of their injuries
  (Day) Phillipe, the informant, learns of the 
  airmen’s presence and informs the Gestapo of 
  the rendezvous site.
  (night) the presence of the amulet brings the 
  maggot swarm into wakefulness, and it attacks 
  the surviving aircrew. clarkin and King 
  manage to escape, but a few of the maggots 
  manage to infest the wound on clarkin’s head. 
  they return to the farm to find the maggot 
  swarm “gone”. they bury their comrades in 
  a copse. clarkin begins to hear voices and 
  finds Juin’s diary.
  27th May
  (Day) King dies of his wounds. clarkin, now 
  alone, and increasingly hearing the swarms 
  voice in his head, completely snaps.
  (night) Marie waits for the airman at the 
  Meriment farm, but they do not show. she is 
  forced to flee by the arrival of a squad 
  of Gestapo. Gustave is arrested and the 
  resistances equipment is found by the Germans.
  28th May 
  the flies hatch from the buried corpses. 
  alerted by a strange cloud hanging over the 
  site, the Germans investigate and find the 
  graves.
  30th May 
  (night) Phillipe tracks down clarkin, who 
  shows him the diary. a bargain is struck: 
  Juin will provide clarkin with a flamethrower 
  and in return clarkin will teach him to read 
  the diary.
  31st May 
  (night) Phillipe steals a flamethrower from 
  the Germans for clarkin.
  (night) clarkin carries out the first ritual 
  sacrifice.
  1st June
  (Morning) n learns of the situation and 
  scrambles the investigators to retrieve the 
  amulet. 
  (Morning) 
  the 
  investigators 
  arrive 
  in 
  zalhuffe.
  (Morning).  a local farmer, out for a stroll 
  with his dog, discovers the first ritual 
  sacrifice. he informs the authorities (see 
  the first body is found).
  (night) the news filters back to Marie and the 
  investigators via hettie.
  (night) clarkin carries out the second ritual 
  sacrifice.
  clarkin will thereafter sacrifice one victim 
  every two days until either a) the sorcerous 
  swarms are all destroyed or b) he is captured 
  or otherwise stopped. 
  2nd June
  (anytime) the investigators witness a swarm 
  attacking Otto adler (see Driven off the road)
  3rd June
  (night) clarkin carries out the third ritual 
  sacrifice.
  5th June 
  (night) the planned resistance raid on 
  the telephone exchange (see sabotaging the 
  telephone exchange).
  (night) clarkin carries out the fourth ritual 
  sacrifice.
  6th June 
  if the investigators have not found clarkin 
  by now, then the local Gestapo will have 
  accumulated enough evidence to work out where 
  clarkin is based. they raid the Juin farm and 
  kill clarkin in a gunfight. if still alive, 
  raymond Juin is arrested, and turns over all 
  he knows about the local resistance cell. 
  Marie, Jacques/francois and hettie/babette 
  are all captured, setting the comet line back 
  months (a major blow to the allies.)
  L I F T  N O T  T H Y  H A N D S
  
  86
  on arrival
  The landing site chosen is an open field near to a copse. 
  From high up, the investigators will have a clear view 
  of the locale. It is quite clear that the area consists of a 
  large number of farms and bocage surrounding a market 
  village. Several farms to the north of the village were 
  clearly damaged and in ruins, whereas the ones to the 
  south appear to be intact. Further to the south, the city of 
  Liege and hints of the Ardennes can be seen.
  Have the investigators make Luck rolls to land safely – 
  those failing receive minor injuries (such as bruises, cuts, 
  twisted ankles) upon landing that inflict 1D3 hit points 
  damage. The Keeper is encouraged to be inventive about 
  other difficulties suffered during landing if a fumble is 
  rolled, but nothing fatal.
  From there, the investigators should make their way to 
  the rendezvous point, where their contact, Marie, will 
  meet them. If given the correct contact phrase she will 
  reply “A loaf of bread.”
  ”Marie” (Emile Hollande), N’s Contact
  Marie will greet the investigators politely, but warn them 
  that they cannot linger. Some idiot raided the German 
  barracks last night and stole guns, a flamethrower and 
  ammunition; this has placed the local garrison on alert. 
  Tarrying here could be dangerous. The Resistance have a 
  farmhouse nearby they are using, if the team would care 
  to follow her…?
  First Impressions: A thick-set girl with straw-blonde hair. 
  Softly spoken but precise and determined. Exudes an air 
  of quiet competence.
  Personal Details: Marie is a very determined and brave 
  young woman, fiercely opposed to the Germans, but 
  intelligent enough to know how to hide it. She’s also 
  very conscious that she is ‘not pretty’ and this makes her 
  somewhat cynical and insecure about relationships.
  Secrets & Goals: Marie is a member of the Belgian Resistance. 
  Playing Marie: Pull or bite at your lip while thinking 
  through plans. Mimic chain-smoking; she is frequently 
  without a ‘light’ for one.
  STR 14 
  CON 13 SIZ 13 
  INT 14 
  POW 9 
  DEX 9 
  APP 9 
  EDU 13 SAN 35 HP 13
  Damage Bonus: +0
  Weapons: Browning Pistol  55%, 1D10 damage.
  Skills: Accounting 65%, Command 50%, Conceal 50%, 
  Demolitions 40%, Hide 50%, , Sneak 50%, Other 
  Language (English) 60%, Other Language (German) 
  50%, Spot Hidden 55%, Tradecraft 60%.
  the germans 
  The overflight of the investigators’ plane has not gone 
  unnoticed. A local sentry has raised the alarm at the 
  Nazi HQ, and Kriminalrat Brunner has organised a few 
  men to check for any infiltrators; while he has no specific 
  reports, he is canny enough to know that the overflight 
  of just one plane is suspicious. Lacking the manpower 
  to conduct a major search, he has identified likely drop 
  sites, and has sent a squad to each. Unfortunately for 
  these German soldiers, they are inexperienced second 
  line units; while perfectly capable of dealing with the 
  Resistance, they are not anywhere as experienced as a 
  squad of N’s commandos.
  The squad will progress in good order down the main 
  dirt track towards the field in which the investigators 
  have landed, using cover as they find it. The men will be 
  alert for trouble, expecting local Resistance fighters. Two 
  groups of two men will be deployed on the flanks of the 
  main unit to act as scouts.
  German Soldiers
   
  STR CON SIZ 
  DEX INT 
  POW HP 
  DB
  No 1 
  13 
  12 
  14 
  13 
  10 
  12 
  13 
  13
  No 2 
  15 
  12 
  12 
  14 
  11 
  10 
  12 
  12
  No 3 
  13 
  11 
  11 
  9 
  13 
  13 
  11 
  11
  No 4 
  14 
  12 
  10 
  15 
  9 
  12 
  11 
  11
  No 5 
  13 
  13 
  9 
  12 
  12 
  11 
  11 
  11
  No 6 
  10 
  14 
  10 
  13 
  12 
  8 
  12 
  12
  E U R O P E  A B L A Z E
  
  87
  Damage Bonus: +0
  Weapons: Mauser Kar 40%, 2D6+4 damage
   
   P08 Luger 30% 1D10 damage
  Skills: Spot Hidden 30%, Listen 40%, Other Language 
  (French) 35%, Other Language (English) 35%, Track 
  40%.
  The purpose of this scene is threefold: to remind the 
  group they are now behind enemy lines without backup, 
  to raise the tension and – most importantly – to remind 
  the players that they themselves are a crack unit. 
  Try to use the players’ responses to the Germans 
  presence as a way of spotlighting their characters’ 
  competence. Whichever plan they come up with to 
  circumvent the search party should succeed, but only 
  after some tense moments. Have there be several near 
  misses where soldiers pass close by, or have them on the 
  verge of discovery, only for the characters superior skills 
  to allow them to escape or kill the soldiers. 
  Don’t go overboard on this; the aim should be for a 
  realistic rather than a pulp portrayal of the situation, 
  but do allow the players to feel they achieved something 
  here. It is an important confidence building exercise that 
  will help later on when the going gets tougher.
  the marten’s farmhouse 
  The investigators are taken to the Marten’s farmhouse, 
  and shown through into the kitchen, which is a hive 
  of activity. Two men sit around a wooden table field 
  stripping rifles, while a woman is busy at the sink dyeing 
  a coat military grey. They all look up sharply as the 
  investigators enter, but relax when they see Marie with 
  them.
  Marie introduces them by their aliases: Jacques, Phillipe 
  and Hettie.
  “Jacques” (François Martens), 
  Paternal Resistance Fighter 
  A former military man, François retired to tend his 
  family farm five years ago when his father died. He 
  joined the Resistance after his son was killed during the 
  invasion, and any mention of Nazis turns his face cold. 
  He’ll grumble about how everything is wrong since the 
  Germans came: people being sent off to forced labour 
  camps, the weather isn’t quite right and people aren’t 
  safe in their own homes. 
  First Impressions: A tall, fit, greying man in his fifties, 
  somewhat blocky in build and ramrod straight. Has the 
  air of a bruiser. Despite his age, Jacques is clearly still in 
  good shape.
  Personal Details : He is actually quite lonely, as a widower 
  who has lost his only child. He has started to look upon 
  Hettie and Marie as adoptive daughters.
  Secrets and Goals: Member of the Belgian Resistance. 
  A successful Psychoanalysis roll will diagnose that he 
  suffers from depression and some form of repressed 
  shell-shock.
  Playing Francois/Jacques: Sit up very rigidly straight and 
  speak in very clipped military tones. Fidget constantly 
  with your hands.
  STR 14 
  CON 13 SIZ 13 
  INT 14 
  POW 9 
  DEX 9 
  APP 9 
  EDU 13 SAN 35 HP 13
  Damage Bonus: +1D4
  Weapons: Fist/Punch  60%, 1D3 damage
   
   Browning Pistol 55%, 1D10 damage.
  Skills: Demolitions 40%, Electrical Repair 55%, Hide 
  50%, Mechanical Repair 55%, Other Language (English) 
  60%, Operate Heavy Machinery 65%, Sneak 50%,  Spot 
  Hidden 45%.
  “Phillipe” (Raymond Juin), Greedy Informant
  Phillipe sits at the table discussing the weather with 
  Jacques. His left hand is bandaged, and as he winces as 
  he strips the gun. Marie will introduce him as “a local 
  patriot who has contacts in the black market.”
  L I F T  N O T  T H Y  H A N D S
  
  88
  First Impressions: A thin, 30 year-old man with a day’s 
  worth of stubble. Smartly dressed. Limps slightly.
  See The Antagonists for more on Raymond’s abilities 
  and plans.
  “Hettie” (Babette Orlay), Vengeful 
  Resistance Fighter
  When introduced, Hettie raises a stained hand from the 
  sink where she is dyeing an overcoat German military 
  grey. She works as a delivery girl for her father’s local 
  shop; this allows her to travel around the area on her 
  bicycle without suspicion. She keeps her eyes open 
  and her mouth shut for the most part, and has a quiet 
  unnerving intensity. Her disdain for the Nazis will be 
  clear if anyone asks her about them.
  First Impressions: A pretty 20 year-old with light brown 
  hair and dimples
  Personal Details:  She joined the Resistance after her 
  brother Georges was “requisitioned” by the Nazis as part 
  of their foreign worker ordinances. All she knows is that 
  he was shipped out to a German foundry, and she worries 
  incessantly about him. 
  Secrets and Goals: She often smuggles items for Marie, 
  and keeps her ears open for information. She has no 
  compulsions about killing Germans, and is actually the 
  group’s most ruthless member. 
  Playing Hettie: Be taciturn and scowl a lot. Give people 
  long hard stares before answering them. Never say 
  “German” if a more disparaging slang term is available.
  STR 10 
  CON 14 SIZ 10 
  INT 12 
  POW 10 
  DEX 10 APP 13 
  EDU 12 SAN 50 HP 12
  Damage Bonus: +0
  Weapons: Knife, 60%, 1D6 damage
   
   Browning Pistol 35%, 1D10 damage
  Skills: Craft (Dressmaking) 55%, Climb 60%, Conceal 
  50%, Hide 40%, Listen 60%, Sneak 55%, Spot Hidden 
  45%, Tradecraft 40%.
  making plans with 
  the resistance
  Once the investigators have settled in to the farmhouse, 
  Marie will fill them in on the current situation. 
  The Resistance are busy building up their contacts with 
  the black market and the local villages in order to set up an 
  underground railroad to smuggle downed airmen across 
  the border into Vichy France (and eventually into Spain). 
  This is known to the British as the Comet line. However, 
  they themselves cannot move about the countryside 
  properly without also knowing the movements of the 
  local German forces. They therefore plan to sabotage the 
  German radio equipment whilst simultaneously tapping 
  the local telephone exchange. By monitoring their calls, 
  they hope to have some sort of warning as to when and 
  where patrols will be sent out, giving the Resistance the 
  ability to plan their own routes to avoid them.
  The Resistance had originally planned to use resources 
  they had been keeping at Gustave Meriment’s farm, but 
  he and his wife have been arrested. The Gestapo raid 
  E U R O P E  A B L A Z E
  
  89
  robbed them of much of their gear, but the replacement 
  equipment the investigators have brought will suffice. 
  The Belgians will need training in the use of the new 
  tapping equipment, a process that will require at least one 
  of the investigators to spend 4 hours teaching Jacques 
  and Hettie, who are to plant the equipment.
  Marie will recount her meeting with Clarkin at Meriment’s 
  farm. Clarkin seemed weary but mostly uninjured, 
  although he did say several of his crewmates needed 
  medical attention. He agreed to gather the crew from 
  their hiding place, and to meet up again at the farm the 
  following day, but none of the crew showed.
  The local authorities have since discovered three recent 
  graves that held British airmen. They are on alert for 
  other such airmen, which means the patrols have been 
  stepped up; it is fortunate that Kriminalrat Brunner, the 
  local Gestapo chief, has few men to spare and a large 
  area to cover, meaning that house to house enquiries are 
  impractical.
  Privately, away from the other Resistance members, Marie 
  will admit to the Investigators she has some additional 
  concerns. The situation of the aircrew and the arrests of 
  the Meriments leads Marie to think there is a spy in the 
  Resistance cell. Regardless, she intends to carry out the 
  raid on the telephone exchange, alone if necessary, but 
  preferably with the help of the investigators.
  Hettie and Phillipe will remain at the farmhouse during 
  the day, but unless otherwise detained (or asked to 
  accompany the investigators) will return to their homes 
  in the village in the evening.
  It is likely the investigators will want to check out either 
  the gravesite or Gustaves farm as soon as possible. Marie 
  will escort them to either location, taking them via back 
  roads and footpaths.
  the antagonists
  Guilliame Juin, Undead Sorcerer
  By the time the investigators arrive, Guilliame Juin’s mind 
  is spread between three swarms, each hatched from a 
  different airman. The flies roam the surrounding area, as 
  the total mass of the flies is as yet insufficient to wake 
  Guilliame into full consciousness. What is needed is more 
  swarms, and the flies sense the need to replicate, but also 
  fear discovery. They instinctively chose victims who are 
  alone and isolated; unfortunately, due to the troubled times 
  few people travel alone, especially at night. Eventually, the 
  flies spot Otto, the Gestapo driver, who travelling to Liege 
  to pick up some papers.  A swarm beings to form and 
  attacks… (see Driven off the Road, below). 
  Sentient Fly Swarm
  STR - 
  CON 50  SIZ 20 
   INT 5 
   POW 18 
  DEX 14 APP - 
   EDU - 
   SAN 0 
   HP 35
  Move: 16 (flying)
  San Loss for viewing: 0/1D4
  Armour: None, but each swarm is effectively immune to 
  any damage that doesn’t attack an area of at least 5 foot 
  square.
  Skills: Spot Hidden 45%.
  Weapons: 1D10 bites 40%, 1 point of damage.
  Envelop* 25%, 1D8 + Grapple (20 STR) + Suffocation
  *Note: Any victim enveloped in this way is not protected 
  from other sources of damage.
  If a victim’s body is not dealt with, a new swarm will 
  hatch from their corpse 24-48 hours later. If the number 
  of living swarms gets to five, they will combine into a 
  critical mass, and Guilliame will fully awake as the 
  Swarm that Walks (see below).
  Playing Guilliame: Speak arrogantly and condescendingly. 
  Pepper your speech with the odd buzzing noise. Twitch 
  without warning.
  The Swarm That Walks
  STR 20  CON 50  SIZ 15 
    INT 15   POW 18 
  DEX 14  APP - 
   EDU 20   SAN 0   HP 35
  By this point, Guilliame can shift from this form into up 
  to 5 sentient swarms (and back again) but it takes him an 
  action each time.
  Move: 16 (flying), 8 (walk)
  Damage Bonus: +1D6
  Armour: None, but the swarm is effectively immune to 
  any damage that doesn’t attack an area of at least 5 foot 
  square.
  San Loss for viewing: 1/1D10
  Weapons: Claws, 40%, 1D6 + db
   
    Envelop* 50%, 1D8 + Grapple + Suffocation
  Skills: Cthulhu Mythos 30%, History 65%, Listen 70%, 
  Natural History 55%, Occult 55%, Other Language 
  (Dutch) 65%, Other Language (French) 75%, Spot 
  Hidden 75%
  L I F T  N O T  T H Y  H A N D S
  
  90
  Spells Known: Contact Ghoul, Contact Quachil Uttaus, 
  Shrivelling
  *Note: Any victim enveloped in this way is not protected 
  from other sources of damage.
  Raymond Juin (“Phillipe”), Greedy Informant
  Unbeknownst to the Resistance, Raymond is using the 
  local situation to enrich himself, and has no patriotic 
  feeling at all. He sees advantage in playing both sides 
  against the middle, and is on the Gestapo’s payroll. 
  He is stringing them along too, feeding them only just 
  enough to keep them interested. He has no intention of 
  handing over the whole of the local Resistance – that 
  would be killing the goose that lays the golden egg – but 
  if he can turn over Allied soldiers without betraying his 
  activities to the Resistance, that would be a nice bonus. 
  He injured his hand when he stole the armaments from 
  the Germans. He also obtained the flamethrower that 
  Clarkin is using to torch his sacrificial victims, as well as 
  the victims themselves.
  First Impressions: A thin, 30 year-old man with a day’s 
  worth of stubble. Smartly dressed. Limps slightly and 
  wears a bandage on his left hand.
  Secrets and Goals: Nazi collaborator/spy. He is well aware 
  of Clarkin’s presence at the old Juin farm but will keep 
  this information to himself. He has seen Clarkin use the 
  binding spell, and currently plans to murder Clarkin once 
  Clarkin has taught him how to decipher the diary. 
  Playing Jacques/Raymond: Fuss with your hair to make 
  it “just so”. Squint and turn your head slightly when 
  evaluating what someone says, as if you’re looking for a 
  double meaning. Wince when you have to use your left 
  hand.
  STR 13 
  CON 13 SIZ 13 
  INT 11 
  POW 10 
  DEX 14 APP 11 
  EDU 15 SAN 40  HP 13
  Damage Bonus: +0
  Weapons: Browning Pistol  45%, 1D10 damage.
  Skills: Bargain 45%, Fast Talk 60%, Hide 60%, 
  Locksmith 55%, Occult 35%, Persuade 65%, Sneak 
  50%. Other Language (English) 50%, Other Language 
  (German) 55%, Spot Hidden 45%.
  Sean Clarkin
  Sean Clarkin comes from a long line of soldiers and was 
  proud to sign up to serve his country at the start of the 
  war. His second combat mission saw the rest of his squad 
  killed by something dark, foul and winged , and this led 
  to his recruitment by N. This mission was but the latest of 
  many, but was the first where he’s had to face the death 
  of squad mates.
  Since the hatching of the swarms, his sole aim has been 
  to put a stop to the voices in his head. He can hear the 
  swarm’s thoughts and urges, a murmur that grows 
  stronger every day. He spends most of the day building the 
  components for the ritual in sections, and then uses the 
  cover of darkness to transport these to the intended site. 
  Initially Clarkin has enough materials around the Juin 
  house to produce one framework each day; however, 
  after the third sacrifice, he has to scavenge more widely 
  for metal and wood, and begins stealing the materials 
  from surrounding farms. This slows him down to one 
  sacrifice every other night. Enterprising investigators 
  might spot tracks left at these sites and follow them 
  back to his base.
  In conversation, Clarkin will be constantly distracted, 
  mumbling, fidgeting, and talking about the voices. He 
  also has failed to realise that Flight Lieutenant King has 
  died, and will talk to the corpse, if it is present.
  First Impressions: Clarkin is a pitiful sight. Since going 
  mad he has stopped shaving or washing, and his uniform 
  is becoming increasingly dishevelled. He has a wound on 
  the side of his head where his left ear used to be, and 
  on close inspection maggots can be seen crawling in the 
  injury (0/1D3 SAN loss if seen). Dried blood covers the left 
  side of his neck, collar, and shoulder.
  E U R O P E  A B L A Z E
  
  91
  Personal Details: The loss of his squad has affected 
  him deeply, and survivors guilt is but one of the many 
  psychological issues he is trying to cope with.
  Secrets and Goals: Clarkin is monomaniacal in his 
  determination to destroy the swarms; his forward 
  planning is impaired, and he finds it difficult to think 
  beyond the next ritual. Fellow soldiers will be seen as 
  allies in his task , but he will not hesitate to use them, 
  Raymond Juin, or any other individual as a sacrifice if no 
  easier candidate presents themselves, even if this would 
  make future acquisitions difficult.
  Playing Clarkin: Make facial tics and rub your head where 
  the wound would be. Talk to yourself and inanimate 
  objects in a disconnected, unemotional voice. Become 
  angry and obsessional when discussing the swarms.
  STR 11 
  CON 14 SIZ 14 
  INT 10 
  POW 15 
  DEX 14 APP 8 
  EDU 11 SAN 0  
  HP 14
  Damage Bonus : +1D4
  Weapons: Lee-Enfield Rifle 45%, 2D6+4 damage.
   
    Flammenwefer 55% , 2D6 damage
  Skills: Cryptography 45%, Cthulhu Mythos 25%, Hide 
  60%, Library Use 40%, Locksmith 55%, Mechanical 
  Repair 65%, Occult 30%, Sneak 50%. Other Language 
  (French) 45%, Other Language (German) 55%, Other 
  Language (Latin) 23%, Spot Hidden 45%, Tradecraft 
  40%
  Spells Known: Bind Swarm (see sidebar), Shrivelling
  Clarkin is also in possession of two Mythos artefacts: 
  Rodenbach’s Journal and the Pnakotic Amulet.
  Rodenbach’s Journal 
  This amounts to a scrapbook containing notes, 
  diagrams and formulae on alchemical researches into an 
  immortality serum. A typical excerpt floridly discusses 
  the uses for the burst stomach of the dead dog found in 
  an alley.
  The text is written in code; its actual language (once 
  deciphered with a successful Cryptography roll) is French 
  with the occasional Latin quotation. While it discusses 
  the development of an imperfect serum – one which will 
  extend the users lifespan by several hundred years – what 
  it doesn’t mention is this at the cost of a bargain with 
  Quachil Uttaus. 
  Thanks to Rodenbach’s poorly researched sorcerous 
  experiments, the book itself is linked to the Quachil 
  Uttaus’ sentience. Anyone owning the book for a period 
  of time will become increasingly obsessed with achieving 
  immortality, eventually leading them to contact the 
  Treader of the Dust himself to bargain away their soul.
  Rodenbach’s Journal 
  Language: French; Cthulhu Mythos +4%. 
  Spells: Contact Quachil Uttatus, Bind Swarm, Shrivelling.
  The Pnakotic Amulet
  This is a small, triangular pendant made out of some sort 
  of blue-silver alien metal and hung on a hide thong. A 
  number of raised bumps on it hint at language but are 
  not decipherable.
  The amulet itself allows the wearer to act as if their 
  POW was two points higher between dawn and dusk. 
  However, its presence acts as a beacon to supernatural 
  creatures, and they will be able to sense its presence and 
  approximate location from several miles away… making 
  it a particularly risky item to possess.
  Kriminalrat Brunner 
  Brunner is the local head of the Gestapo.  Although not 
  theoretically in charge of the Wehrmacht forces in the 
  area their Major is under his sway, and Brunner is very 
  much the de jure leader. He has the good sense to try to 
  treat the locals with respect when possible, as he knows 
  that any future promotion prospects rely on him keeping 
  the area quiet, and mistreatment only leads to trouble. He 
  has applied the recent edict that sends Belgians to work 
  in Nazi factories, but disagrees with the policy.
  L I F T  N O T  T H Y  H A N D S
  
  92
  He views Raymond Juin with distaste and distrust, and 
  sees him as a necessary tool, but not a pleasant one. 
  He has no time for lunatics babbling about the 
  supernatural, and will not believe in such tales unless 
  he sees something truly inexplicable with his own eyes.
  First Impressions: Thin, hawkish features and bright 
  piercing eyes.
  Personal Details: A-dyed-in-the-wool anti-Semite and 
  patriot, he is nevertheless clever and observant (and 
  although not exactly a coward, somewhat relieved to not 
  be near the front lines).
  Secrets and Goals: A recent raid left several of his men 
  injured, and he is keen to make sure he catches the culprit. 
  The missing flamethrower is of particular concern, and 
  once the ritual victims start showing up, he will begin 
  to detach men from regular guard duties to investigate. 
  This will unwittingly improve the Resistance’s chances of 
  carrying out the raid on the telephone exchange, as it will 
  be more lightly guarded.
  Playing Brunner: Consider each word carefully. Give long 
  stares when asked a questions. Sniff disapprovingly.
  STR 10 
  CON 12 SIZ 14 
  INT 16 
  POW 11 
  DEX 12 APP 12 
  EDU 14 SAN 55  HP 13
  Weapons: Walther P38 65%, 1D10 damage.
  Skills: Command 60%, Listen 65%, Other Language 
  (English) 50%, Other Language (French) 65%, Persuade 
  65%, Psychology 70%,  Spot Hidden 65%, Track 55%.
  meriment’s farm
  Gustave Meriment’s farm consists of an old stone 
  farmhouse surrounded by several barns. 
  The main house is worse for wear, as the Gestapo raid 
  has damaged most of the doors, and the inside is a 
  shambles from their search. Very little evidence remains 
  inside. An investigator making a thorough search of 
  the area will notice one of the barns is missing several 
  slats, taken quite recently, dragged off into a nearby 
  casting cost: 6 Magic Points 
  san loss: 1/1D8 
  this ritual spell enables the caster to call 
  the parts of a distributed intelligence 
  (such as a worm that walks or a sentient 
  fly swarm) to the caster. it has a range 
  of 2 miles.
  Preparation for casting the spell requires 
  the caster to create a large framework in 
  the shape of a five-pointed star, engraved 
  with certain mystic symbols. a living human 
  is then strapped to the framework for use 
  as a sacrifice. the caster must then begin 
  a long, 15 minute chant during which the 
  sacrifice’s hands and feet are severed. 
  at the climax of the ritual, the head 
  is severed and an irresistible summons 
  goes out to the creature. it immediately 
  disassociates into its component parts 
  (flies, worms, spiders or similar), which 
  make their way via the most direct safe 
  route to the casters location. 
  Upon arriving, the creatures swarm over 
  and into the sacrifice’s body, and the will 
  of the creature will animate the corpse 
  (including the severed parts). the creature 
  cannot leave or disassociate itself from 
  the corpse while it remains attached to 
  the frame; however any parts that fall from 
  the frame have free movement. it therefore 
  behoves the caster to make sure the severed 
  head, hands and feet are secured to the 
  frame as well as the torso.
  While the creature is trapped within the 
  corpse, it is in no way obedient to the 
  caster. it can, however, be bargained 
  with, attacked or destroyed, as long as 
  the sigils on the framework are undamaged.
  this spell requires the caster to either 
  know the true name of the creature being 
  bound or to be in possession of some 
  fraction of the creature. each casting only 
  affects one swarm, so if the being is split 
  across several locations or swarms, only 
  the nearest portion will be attracted.
  neW sPell: binD sWarM
  E U R O P E  A B L A Z E
  
  93
  field by someone wearing British-issue military boots. 
  A successful Track roll will enable them to be followed 
  across the fields for about a mile heading directly North 
  before the tracks will be lost at a small stream. While this 
  may seem unpromising, this should tip off alert players 
  that the farms north of the village are therefore likely 
  hiding places for the airmen. This should help narrow the 
  investigators’ search somewhat.
  the gravesite
  The gravesite is in a small copse on the edge of the 
  village (see Keeper’s map). Here lie the graves of three 
  of the aircrew : Captain Neil Munro, Sergeant Andrew 
  Bradshaw, and Corporal Richard Seed.
  The three graves are simple earth mounds, headed 
  by basic crosses made from dead branches. They are 
  moderately shallow and were clearly dug in haste; the 
  most obvious thing about the graves is the damaged 
  state. Each looks like it has exploded from within, with 
  the surface earth scattered aside by what appears to be 
  some sort of small explosion. Initial impressions might 
  be some sort of booby-trap, but any investigator making 
  a Demolitions roll will realise that explosives would not 
  have left this sort of damage. 
  The corpses are still present within the graves but 
  surprisingly little flesh remains on the bones. The bodies 
  are pock-marked with channels, as if multiple somethings 
  have tunnelled their way through the flesh. This is 
  indeed what has happened: the maggots that were the 
  semi-sentient spawn of Guilliame Juin used the bodies 
  as incubators. When they were finally mature enough to 
  metamorphose into their winged form, they burst from 
  the graves into the sky.
  A close examination combined with a successful 
  Medicine roll will show the men died from impact 
  injuries consistent with a parachute jump from too low 
  an altitude. Corporal Seed was likely killed immediately, 
  the other two shortly after from their wounds. The bodies 
  show post-mortem lividity, showing they’ve been moved, 
  most likely dragged some distance.
   
  Any character making a successful Natural History roll 
  will be able to identify the damage as being caused 
  by some sort of fly larvae (i.e. maggots ), although the 
  mass of damage is a little unusual and the explosive 
  result distinctly so. Much of the rest of the site has been 
  thoroughly trampled down, with the marks of German 
  jackboots. The Germans discovered the gravesite two 
  days ago, and the squad that investigated the site have 
  trampled (or removed) any other evidence that was in 
  close proximity of the graves. 
  Investigators who specifically look further afield will (if 
  they make a successful Track roll) be able to find a few 
  blurred marks that suggest an individual wearing British 
  military boots was in the area, and that they rested some 
  sort of large backpack in the bushes (it was Clarkin who 
  buried the bodies, and he had the bulky flamethrower 
  with him).
  Close investigation of the crosses will show they have 
  been tied together with strips of parachute material, and 
  that square knots have been used – this will become 
  relevant later when they investigate the sacrificial frames.
  researching the 
  local history
  Investigators who are brave – or foolish – enough to risk 
  heading closer to town can turn up some good evidence. 
  The Germans patrol the town in two-man teams quite 
  regularly, but are not likely to check papers unless an 
  investigator is acting suspiciously.
  Saint Martin’s Church
  This church is where the priest who originally invited 
  Guilliame to the area lived. A search of the documents 
  there (or a conversation with the current priest, Father 
  Édouard)  followed up by a successful Library Use roll 
  will turn up the diary of Father Joseph, in which he 
  recounts the events of 1530 (See Handout 3: Father 
  Joseph’s Diary, on page 101).
  The Library
  Examining the local library will initially seem unpromising 
  - however, an investigator making a successful Library 
  Use roll will notice the same name keeps cropping up 
  in various historical documents. Individually they are 
  not suspicious, but the repetition seems unusual (see 
  Handout 4: Local Records on page 101).
  the evidence at 
  ritual sites
  Clarkin will use the same procedure for each ritual, 
  the locations of which are outlined in the next section, 
  Events. The only differences will be the placement of the 
  framework and the victim themselves.
  L I F T  N O T  T H Y  H A N D S
  
  94
  What evidence remains will depend on whether the 
  investigators get there before the local authorities.
  If the investigators get there first
  The sight is a horrific one.
  A 7 foot-high latticed framework in the shape of a 
  regular five-pointed star has been constructed out in the 
  open. A burnt and blackened corpse lies strapped to the 
  framework, head strapped to the uppermost tine and a 
  limb to each of the others, giving the victim the rough 
  appearance of being crucified. A note is pinned to its 
  chest (see Handout 2: Note Pinned to Victim).
  The smell of gasoline and roasted pork is very strong; a 
  faint undercurrent of rotting garbage can also be detected.
  The framework itself consists of a strange mish-mash of 
  rusty metal struts, wooden slats and old chicken-coup 
  wire, all lashed together by rope, wire, and fragments of 
  burnt cloth. Close examination will discover the cloth is 
  strips of parachute fabric. 
  It is crudely graven with occult symbols that a successful 
  Cthulhu Mythos roll will identify as a summon/binding 
  spell of some sort. It is clear these symbols have been 
  carved with haste and improvised tools - many of them 
  are little more than scratches on the metalwork and some 
  have become obscured or damaged by the flame. Any 
  occultist worth their salt will consider that to be highly 
  hazardous.
  The framework is badly scorched on the extremes of its 
  tines, but the centre is less damaged, albeit covered in 
  a fatty charcoal: residue from the burnt corpse that is 
  strapped there.
  The corpse itself is badly charred, and it can be clearly 
  seen where it was dismembered before it was burnt. 
  There are ligature marks on the legs and wrists, and 
  bruising on the forehead (where the head was strapped 
  in place). The feet, hands and head have been severed 
  from the torso by a single blow from some sort of sharp 
  object (an axe).
  It has signs of being badly damaged before it was 
  torched, with (scorched) teeth showing through the 
  clearly flesh eaten cheeks. Channels and pockmarks 
  show where the flies had been busy devouring the flesh 
  when Clarkin turned the flamethrower on them. A close 
  examination (requiring the corpse to be cut open) will 
  reveal the corpses of flies infest the throat, lungs, ear and 
  nose canals and many other cavities of the body, which 
  have been killed by a combination of heat and smoke 
  (discovering this causes 1/1D6 SAN loss) . 
  An examination of the site will show a stretched and 
  irregular burn mark mars the ground in front of the 
  lattice, and any walls near where the lattice is placed will 
  be scorched and burnt. It will be clear to anyone viewing 
  the burns that this was caused by some sort of directed 
  flame ; anyone military making a successful Know roll 
  will identify it as from a flamethrower.
  An investigator searching the ground around the 
  site should be allowed a Spot Hidden check to spot 
  indentations in the soft earth. Some boot-prints (clearly 
  boots of British manufacture) can be seen, and some 
  sort of heavy piece of man-portable equipment rested 
  here. 
  A successful Idea check will suggest to the investigator 
  that it is about the same size as a large backpack radio, 
  a parachute pack or something similar: a successful 
  Military Science roll will identify it as the indentation 
  left by a German-made man-portable flamethrower 
  (a Flammenwerfer 41). This is where Clarkin left the 
  flamethrower as he lashed the various tines of the lattice 
  together,
  If the Germans get there first
  At the site itself, much of the evidence will be removed 
  by authorities and stored in the Gestapo shed in the 
  village. However, marks remain where two of the tines of 
  the frameworks were embedded in the earth.
  An examination of the site will show the burn marks as 
  described above, along with the signs that some sort 
  of ash fell on the ground behind where the lattice was 
  placed, blown in a direct line away from the lattice.
  Many other marks appear to have been obscured by later 
  boot-prints (when the Gestapo turned up to investigate 
  the site), but an investigator specifically looking for 
  tracks remaining in the ground and who succeeds in a 
  Spot Hidden or Track will turn up the indentations left by 
  Clarkin, as above.
  events
  The following encounters should occur throughout 
  the adventure. The exact timing is left to the Keeper, 
  although some suggestions are included below.
  E U R O P E  A B L A Z E
  
  95
  the first body is found
  This encounter occurs if the investigators do not find the 
  site of the first ritual victim on the first day.
  At some point the investigators are likely to return to 
  Marie’s farmhouse, most probably on the first night. 
  When they get there, they find a grim-faced Hettie. She 
  informs them that the whole village is abuzz with the 
  news that a body has been found on the Hollande farm by 
  the farmer and the Gestapo are investigating. 
  The poor victim is currently unidentified, but whoever it 
  was had been tied to some sort of five pointed star and 
  burnt horribly.  The Germans are apparently at a loss, but 
  inclined to blame the Resistance. They’ve removed the 
  evidence back to a small shed in the village that is used 
  as a temporary storage facility.
  “Only, of course, we know we didn’t do it.” Marie 
  observes. 
  “Oui, c’est vrai.” replies Hettie.
  The two will look troubled and ask the investigators for 
  advice. It’s likely the result will be a trip out to either 
  the ritual site or into the village to try and steal the 
  Gestapo’s evidence on the proceedings. Certainly any of 
  N’s operative will be keen to investigate ritual goings on.
  Interviewing the Witness
  Marie will, if asked, be able to arrange an interview with 
  the man who found the body - Niels Hollande, the farmer 
  on whose land the body was left.
  He will tell of its discovery one morning when he got 
  up walk his dog; a burnt (and still smouldering) corpse 
  tied to a 5 pointed star-shaped lattice made out of pieces 
  of scrap metal, all crudely tied together with rope and 
  off-cuts of material. He immediately called the local 
  authorities, and much of the evidence has since been 
  removed by the Gestapo. 
  The body smelled of “roasted pork, petroleum and 
  something else; something almost rotten, as if the 
  household rubbish had been left too long in the sun”. 
  He didn’t examine the body too closely. “Frankly, 
  Monsieur, there is a reason I don’t keep livestock. My 
  wife, she thinks I’m crazy, but I don’t have the stomach 
  for blood.” He does recall that it looked pockmarked 
  and lined, like worms had been eating it before it was 
  burnt. 
  subsequent victims
  Each time Clarkin completes a frame, he will select 
  a location to set it up. He will then kidnap a victim – 
  preferably with the help of Raymond Juin – and carry 
  out the ritual.  
  Eventually, it will become obvious from the locations he 
  chooses that he lives somewhere near the Juin farm, at 
  which point he will either be caught by the investigators 
  or the Gestapo.
  •	
  Second Sacrifice: Martin Emmanuel, a local 
  farmhand. Location: The Jacobs farm
  •	
  Third Sacrifice: Chantel Descartes, the daughter of 
  the butcher. Her father will be arrested by the local 
  police in association with her disappearance but 
  released after more bodies are found. Location: The 
  Lejeune farm.
  •	
  Fourth Sacrifice: Michel Peeters, one of Raymond 
  Juin’s black market contacts. Location: The Lambert 
  farm.
  •	
  Fifth Sacrifice: Robbe Janssen, the elderly postman. 
  Location: The Charlier farm.
  driven off the road
  Sometime after the discovery of the second body, one or 
  more of the investigators will be witness to an attack by 
  the swarm. It can occur at any time as they are travelling 
  between any two sites, they merely have to be outside 
  the main part of the village.
  Their Resistance escort peers intently down the road, and 
  mutters an oath. “Germans are checking the cars” he says 
  in English. Indeed, there is a small traffic jam up ahead, 
  where three or four local vehicles queue, waiting to pass 
  a temporary checkpoint manned by four German soldiers. 
  The soldiers, while reasonably alert, don’t appear to 
  be looking for anything specific; this is just one of the 
  regular inconveniences of German occupation.
  Allow the players to react as they choose; sensible 
  investigators will likely hide and make their way around 
  the checkpoint on foot. More gung-ho groups may try to 
  charge the checkpoint guns blazing; if so, allow a round 
  or two of gunfire before the following incident happens
  At some point – preferably when it seems the investigators 
  are just about to be spotted or captured – a car, moving 
  L I F T  N O T  T H Y  H A N D S
  
  96
  at high speed, comes around the corner from the far side 
  of the checkpoint trailing what appears to be some sort 
  of black cloud. 
  The car belongs to Otto Adler, a driver for the Gestapo. 
  Otto had stopped on a deserted road to relieve himself, 
  and the swarm saw its chance to find a new host for its 
  offspring. However, as the swarm formed, Otto ran for 
  his car and drive off in an effort to find help… pursued 
  by the swarm.
  A huge mass of flies assaults the car, swarming all over 
  it – and Otto – as he tries to escape it by pressing his 
  foot ever-further down on the accelerator. As he nears 
  the check-point, he loses control and the car skids off the 
  road into a ditch with a loud crash. The irritating buzz of 
  insect wings is loud and clearly audible from a distance, 
  as are Otto’s screams. 
  If no combat with the investigators has started by this 
  point, then the check-point soldiers are immediately 
  distracted by this, and quickly wave the traffic through so 
  they can run to Otto’s assistance. If involved in combat, 
  they will at least be distracted for a round as they try to 
  assess this latest threat, giving the investigators time to 
  either escape or finish them off.
  Anyone approaching Otto’s car will be assaulted by the 
  insects, and be subjected to flies swarming into their eyes, 
  ears and throats, not to mention myriad tiny bites. Otto 
  himself is being suffocated by the swarm, and anyone 
  close enough will hear his screams choking off, his feet 
  beating the floor as he chokes to death. Witnessing this 
  calls for a Sanity roll (1/1D8).
  It will take approximately 5 combat rounds for the swarm 
  to implant their eggs in an unresisting victim, at which 
  point the swarm will disband. The swarm is effectively 
  immune to gunfire, but can be dispersed (but not 
  destroyed) by explosives or fire
  After this attack, the fly swarms become bolder, and 
  several attacks a night start to occur. It is left to the 
  Keeper exactly how many attacks are successful, but 
  they should be balanced with the speed at which Clarkin 
  is committing sacrifices, at least until the investigators 
  become involved either by protecting the villagers or 
  finding Clarkin.
  fire! 
  This optional event occurs during the night if a kindly 
  Keeper feels the investigators have been repeatedly 
  beaten to ritual sites by the Gestapo or need a lucky 
  break in the investigation.
  Clarkin has been busy completing his latest ritual, but 
  in his haste to burn the corpse has set fire to a farmyard 
  barn. Realising he is in danger, he flees the site, leaving 
  behind some of his precious research.
  The fire is clearly visible from wherever the investigators 
  are, but hidden from the village by intervening hills; 
  if they hurry they can get there and back before the 
  authorities are aware of the problem.
  Upon arrival they find the latest ritual victim, sacrificed 
  and torched like all the others. However, in addition to all 
  the clues relating to the poor soul on the framework, a 
  E U R O P E  A B L A Z E
  
  97
  search around the farm will show that someone had been 
  using one of the tables as a desk, and that some notes 
  have been left scattered on the floor. These notes consist 
  of some or all of the handouts the investigators might 
  otherwise have missed, with some fresh undecipherable 
  notes scribbled in the margins in blue ink. Smudged ashy 
  fingerprints cover the pages, clearly left there by whoever 
  was making the notes. 
  sabotaging the 
  telephone exchange
  The investigators may decide to help the Resistance raid 
  the small German compound at the telephone exchange.
  The site has been turned into a small administrative centre, 
  with one building operating as an office and storehouse, 
  and the other a guard post. The compound fence is a 
  simple 6 foot-high wooden panelling, useful for keeping 
  out the wind and nosey parkers, but not much else.
  1. The Hauptmann’s Office
  This building has been turned into an office for the 
  Captain, who oversees much of the administrative work 
  for the district. Consisting of a chair, a desk, and some 
  shelving, it contains nothing of value but amongst the 
  paperwork there may (at the Keeper’s discretion) be 
  small items of minor intelligence that will be of use to 
  the London office. Two guards stand outside the door 
  during the day and a third has a desk in the entry hall , 
  but at night the building is empty, although checked by 
  the patrol (see 3,below).
  2. The Storeroom
  This hut has been filled with racks for storing boxes: 
  boxes of paper, boxes of wiring, boxes of tools and – most 
  importantly for the Resistance – several crates containing 
  Wehrmacht radios. Blowing these up is a simple matter 
  of wiring up some explosives (a successful Demolitions 
  check to set up a delayed explosion) or, for instant effect, 
  the application of grenades or gunfire to the boxes.
  3. The Guard Post
  This hut is used as a guard post. 6 guards are based 
  here; two check the papers of people going in or out of 
  the compound, 2 monitor the telephone exchange. The 
  remaining 2 soldiers patrol the buildings of compound, 
  meaning each area is visited by the patrol every 10 
  minutes. The three groups swap tasks on an hourly 
  basis. The soldiers are wary, but inexperienced. If the 
  Hauptmann is not present, all three groups will respond 
  if gunfire is heard, leaving the guard post unmanned.
  If Brunnel has been forced to deploy more countryside 
  patrols, only 4 soldiers will be based here: 2 to watch the 
  gate, and 2 on patrol. 
  4. The Telephone Exchange
  This is a large building with the array of switchboards 
  sited in a central room. Tapping the equipment requires 
  the removal of a few back-plates (requiring a successful 
  Mechanical Repair roll) taking 3 minutes, and the wiring 
  in of the tapping equipment (requiring a successful 
  Electrical Repair roll) taking an additional 3 minutes. 
  Failures may be re-attempted but bear in mind the 
  patrol passes through this room every 10 minutes unless 
  otherwise delayed.
   appointment with 
  a sorcerer
  Eventually, the investigators will likely track down 
  Clarkin at the Juin farm. He has in his possession both 
  Rodenbach’s Journal and the Pnakotic Amulet the 
  Investigators have been sent to retrieve.
  1. The Main Building
  This is the brick farmhouse where Clarkin spends most 
  of his time. The roof remains mostly intact, but all of the 
  windows are missing and there are several holes in the 
  exterior walls large enough  to climb through. 
  2. The Cow Shed
  This used to be where the Juin herd was brought in and 
  milked. Stools and pails are scattered around the floor, 
  but it is clear it hasn’t been used for some time.
  L I F T  N O T  T H Y  H A N D S
  
  98
  3. Grain Storage Barn
  This is a two-level wooden barn, where grain and fodder 
  was once stored. Much of the wood has been stripped 
  from the side and floors, making moving around the 
  upper story treacherous. It is otherwise empty.
  4. Chemical Storage Barn
  This is a small stone hut, less than 5-foot square. A 
  number of empty metal cans and rusty drums for sheep 
  dip lie around; despite the smell, no actual chemicals 
  have been left here.
  5. Vehicle shed
  This is a large wooden barn, whose dirt floor shows the 
  tracks of many vehicles coming and going sometime in 
  the distant past. It is now empty and in a similar condition 
  to the grain barn.
  6. The Tractor
  An old, rusting tractor sits out in the yard. It is clear at a 
  glance that any functioning parts have been stripped long 
  ago. It will, however, provide good cover in a firefight.
  7. Empty Drums
  Three large, empty drums sit here. They radiate the smell 
  of sheep dip.
  8. Clarkin’s work area
  This is where Clarkin constructs his frameworks. A 
  jumbled 3 foot-high pile of wood, metal and wire sits 
  underneath a tarpaulin, which is in turn held down by a 
  number of large bricks.
  9. The Sheep Dip
  This is a concrete pit, some 6-foot long and 2-foot deep, 
  with sloping sides. The walls of it are stained brown and 
  smell strongly of chemicals
  dealing with clarKin
  If approached in a friendly fashion, Clarkin will tell them 
  the story from his side of things, and implore them to 
  assist in destroying the creature that was once Guilliame 
  Juin. If attacked, he will fight back to the best of his 
  ability, shooting to kill and using what is left of his 
  limited supply of grenades.
  This leaves the investigators with a choice: do they 
  sacrifice human victims to rid the world of a sorcerous 
  threat, or allow it to roam free ? 
  If they agree to assist Clarkin, he will teach them the 
  ritual and how to make the frames. It takes 8+1D8 man-
  hours to make each frame, provided materials can be 
  found. Scavenging the materials takes around 1D4 hours 
  per frame. It is left to the Keeper how to adjudicate the 
  investigators procuring of the sacrifices (remember, they 
  must be alive for the ritual to work!).
  casting the ritual
  As the ritual is completed (see the sidebar), at first 
  nothing seems to happen. Then, several thin, wispy 
  trails will begin to be seen on the horizon, all arrowing 
  towards the farm, where they will combine into a swarm 
  and envelop the sacrifices, one swarm per sacrifice. As 
  they move over the corpse, they fly into the mouth, 
  ears, and crawl all over the limbs, making it twitch in 
  a spasmodic fashion. The sacrifice will then open their 
  eyes and speak in a hollow voice (despite the severance 
  of the head): 
  “Who are you, and what do you want?”
  Guilliame is arrogant and reluctant to bargain, even if 
  faced with threats. Given the investigators have come this 
  far, he knows he is unlikely to be allowed to live. If given 
  a chance to speak, he will use the possibility of eternal 
  life as an incentive to let him free, but has no intention of 
  keeping to any bargain.  
  Once bound to the body, the swarm cannot leave the 
  framework under its own power, and so is a sitting target 
  for any grenades, flamethrowers, or other incendiary 
  devices the investigators may use. The swarm is immune 
  to any firearms or other weapons that do not affect an 
  area. 
  However, if the investigators have been sloppy in setting 
  up the ritual any severed limbs left free will drop to the 
  floor and crawl away or begin attacking them.
  E U R O P E  A B L A Z E
  
  99
  Undying Severed Limb
  STR 10 
  CON 5 
  SIZ 3 
  INT - 
  POW 18 
  DEX 10 APP - 
  EDU - 
  SAN -  
  HP 4
  San Loss: 0/1D4
  Attacks: Strangle 30%, Damage 1D4
  The limbs are immune to damage from firearms.
  (optional) the germans, redux
  Keepers wishing to add extra tension may decide that the 
  Germans have noticed the strange swarms heading to the 
  Juin farm, and have a squad of Nazis turn up just as the 
  ritual reaches its height…
  the end of the beginning…
  Once the creature is destroyed, and any opposition dealt 
  with, all that remains is for the team to get home. 
  If all the Resistance have died or been captured, the 
  Investigators will have to try to get home the hard way. 
  There is no one who knows a way to easily avoid the 
  German patrols, and it will be many long nights of worry 
  before the investigators see Blighty again. If the Resistance 
  have not all been captured, the Comet line is now ready for 
  its latest mission: smuggling the investigators across the 
  border into Vichy France, from where they begin a long 
  trek to neutral Spain. It is still a dangerous and fraught 
  journey, and is an ideal excuse for Keeper to give the team 
  further adventures along the way…
  L I F T  N O T  T H Y  H A N D S
  
  100
  handouts
  Handout 1: Player’s Map
  Handout 2: Note Pinned to Victim
  Wisely did Ibn Schacabao say, that happy is the tomb where no wizard 
  hath lain, and happy the town at night whose wizards are all ashes.   
  For it is of old rumour that the soul of the devil-bought hastes not 
  from his charnel clay, but fats and instructs the very worm that gnaws; 
  till out of corruption horrid life springs, and the dull scavengers of 
  earth wax crafty to vex it and swell monstrous to plague it. Great 
  holes secretly are digged where earth's pores ought to suffice, and 
  things have learnt to walk that ought to crawl.
  E U R O P E  A B L A Z E
  
  101
   Handout 3: Father Joseph’s Diary
  16 June 1530
  Once more there has been a victim of the satanic 
  forces that surrounds the village. The body of 
  Michelle Lemaitre was found this morning out in 
  the woods, clearly the victim of some sort of deviltry. 
  Much like Edda,  her body scrawled with the most 
  foul sorcerous markings, and one can only imagine 
  what foulness she endured before her captor saw fit 
  to end her life with a dagger. What concerns me is 
  that Henri’s daughter Yvonne is also missing, and 
  the poor man is beside himself with grief and worry.
  I have spoken to the council, and they have agreed 
  to sign my letter to the Bishop of Liege asking for 
  help in this matter. I am no student of occult lore, 
  and surely the mother church will know how to deal 
  with the evil that afflicts us.
  2 July 1530
  Father Guilliame, the cardinal’s agent, arrived this 
  morning. I must say he seems a very efficient man, 
  although not one for small talk.
  10 July 1530
  Father Guilliame has been interviewing the villagers, 
  and seems very sure of his course. I am not sure I 
  agree with his decision to use one of the village girls 
  as bait for the kidnapper, but I can suggest no viable 
  alternative. We must trust in the Lord
  17 July 1530
  Guilliame and I have uncovered the foul villain who 
  has been at the root of the evil ; Gaston Rodenbach, 
  the town clerk. It seems he had been corrupted by a 
  book of foul sorcery that he found during his studies 
  in Paris. Father Guilliame is to take Gaston and 
  the book to Dinault, where the court will surely see to 
  it that Gaston hangs and that the book is destroyed. 
  I can at last sleep well at nights. Praise the lord in 
  his wisdom and mercy.
  -
  Handout 4: Local Records
  L o c a L  L a n d  r e g i s t e r
  Purchase of the farm belonging to the late family of Gaston Rodenbach by Guilliame Juin, carried out this date, 12th 
  October 1674
  L i s t  o f  c o u n c i L L o r s ,  2 5 t h  M a y  1 7 6 9
   
  Quetelet, Emiel 
  Plantin, Hercule 
  Ferdi, Adriane 
   
  Hennepin, Lamoral 
  Juin, Guilliame 
  Gezelle, Will
  L i s t  o f  a r r e s t s  d u r i n g  a  o r a n g i s t  d e M o n s t r a t i o n 
  ( a g a i n s t  L e o p o L d  i )  t h a t  t u r n e d  v i o L e n t ,  1 8 3 4 : 
  Paul De Smedy, Xavier Geboers, Guilliame Juin, Henri La Fontaine, Joseph Pien
  L I F T  N O T  T H Y  H A N D S
  
  102
  And they had a king over them, which is the angel of 
  the bottomless pit, whose name in the Hebrew tongue 
  is Abaddon, but in the Greek tongue hath his name 
  Apollyon.
  – Revelation 9:11
  Date:  November 1942
  Location: Greece
  introduction
  This scenario takes place on the periphery of Operation 
  Harling in November 1942. Operation Harling was a real 
  SOE mission, working with both major left wing (Greek 
  People’s Liberation Army or ELAS) and right wing (National 
  Republican Greek League or EDES) factions of the Greek 
  Resistance. The purpose of the mission was to sabotage 
  the supply lines that ran through Greece to the German 
  forces in North Africa. It was one of the first significant 
  acts of sabotage in Axis-held territory during the war.
  Initially, three bridges along the main train line were 
  considered as targets (Asopos, Gorgopotamos and 
  Papadia). It was later chosen that the Gorgopotamos 
  Bridge would be the sole target. Today, those who took 
  part in the operation are held as heroes in Greece. Thus, 
  in respect, this scenario takes place on the periphery of 
  the real mission, exploring other options that were open 
  to the team rather than the Gorgopotamos Bridge itself.
  The scenario focuses on the friction between the two 
  major Resistance groups, being at opposing ends of the 
  political spectrum. Operation Harling marked the only 
  time these two groups ever cooperated militarily. Their 
  continued opposition would later prove to be a portent of 
  the Greek Civil War, one of the first conflicts of the Cold 
  War. Agents of the Mythos seek to exploit this friction, 
  encouraging death and destruction on a wider scale from 
  which they can draw power. 
  background
  In early November 1942, the SOE began a crash 
  course training the guerrillas that would assault the 
  Gorgopotamos Bridge. At the same time, a joint ELAS 
  and EDES force was deployed south of the area to 
  intercept Italian reinforcements during the operation. Two 
  ELAS scouts (Stefanos Demetriou and Alexis Floros) were 
  sent to find an area suitable to use as a base. Guided by 
  Father Stathis Iordanou from Kastellia, they explored the 
  Cephissus Valley, 4 kilometres from the train line to the 
  east.
  The three of them searched a ruined monastery on 
  the slopes of Mount Oeta on Friday 13th November. A 
  single building remained intact. They discovered that the 
  building extended into the mountainside and went back 
  some distance. At its deepest point, they found a sealed 
  door. Breaking through, they entered a water-filled 
  cavern. The walls were adorned with ancient carvings 
  of winged figures predating the monastery by several 
  centuries.
  Out of the depths, a swirling mass of darkness surrounded 
  the three intruders. As swiftly as it had appeared, it 
  retreated into the far reaches of the lightless cavern. The 
  terrified priest tried to find a rational explanation. His 
  mind filled with the images of the carvings on the walls, 
  he proclaimed that they had been visited by an Angel. 
  Given their surroundings, he believed it to be Apollyon, 
  the angel of the abyss, God’s chosen destroyer. The 
  appearance of this Angel of Death was a sign that God’s 
  judgement would soon fall upon the Axis invaders. The 
  guerrillas were not convinced. They retreated and went to 
  look for a new site, believing the area should be left well 
  alone. They simply refused to accept what they saw was 
  real and ignored it. 
  What they had uncovered was an ancient site of 
  worship dedicated to the Charnel God, Mordiggian. The 
  monastery had been built over the ruins to suppress all 
  knowledge of its existence. Attracted by the disturbance 
  in the cavern, and the shadow of death that the war 
  has cast over the land, the Great Old One appeared. By 
  touching the intruders, it corrupted them with its aura of 
  death and began their transformation into ghouls. 
  Stefanos and Alexis reported back to the joint Resistance 
  force that they had found an abandoned church, previously 
  dedicated to St Michael, to the south-west of Kastellia 
  that they could use. The ruins of the monastery were too 
  unstable and dangerous to use, they reported. The force 
  promptly set up camp there. Meanwhile, Father Iordanou 
  returned to the village and began to preach. 
  • t h e  a n g e l  o f  t h e  a b y s s •
  E U R O P E  A B L A Z E
  
  103
  He declared that the wrath of the Lord would soon 
  descend upon the invaders and that the end of the war was 
  imminent. Faith had kept the villagers together through the 
  war and his new fervour inspired them. The congregation 
  held open-air sermons and candle-lit vigils as they looked 
  towards the heavens, waiting for the time to come.
  Father Iordanou’s and Alexis’s transformation was slow, 
  but Stefanos was not so lucky. Just a week after the 
  encounter with Mordiggian, Stafanos’ transformation 
  was complete. He changed completely while on patrol 
  with two EDES members. In the process, he tore the 
  two guerrillas apart and instinctively dragged the bodied 
  back to the cavern. Alexis discovered the tracks and 
  found Stefanos eating the remains. They fought briefly, 
  and Alexis was clawed down her face. Stefanos then 
  restrained Alexis.
  In the darkness, Stefanos had been granted insight by 
  what Father Iordanou called the “Angel of Death”. The 
  God of Death had chosen them to be its instruments 
  to cleanse the battlefield. Together, they would purge 
  the land of its enemies: the Italians, the Germans, the 
  EDES, anyone that opposed them. Their bodies would be 
  delivered to Mordiggian. In service to the god, Stefanos 
  and Alexis would become immortal. 
  Alexis was horrified by this, but could no longer ignore 
  the changes she was hiding. Resigned to the inevitable, 
  she returned to the camp and reported that she had 
  been attacked by a brown bear. She had found no trace 
  of the missing men. The search was called off shortly 
  afterwards. Since then, tensions have been growing 
  between both factions of the Resistance. Both sides hold 
  each other responsible for the disappearance of their 
  missing guerrillas. This has been further exacerbated by 
  Alexis conducting acts of sabotage against both factions 
  in the hope that open conflict might erupt. By attacking 
  both sides, she ensures attention is not solely on ELAS. 
  Alexis is confident that when the first stone is eventually 
  thrown, ELAS will be victorious as their troops are more 
  capable. When the battle is over, she and Stefanos will 
  deliver the corpses to Mordiggian and together they will 
  feast. When Father Iordanou’s change is complete, he will 
  be able to join them in service to his new god. 
  non-player characters
  A large part of the scenario revolves around the interaction 
  between the NPCs and the investigators. This becomes 
  especially important as the investigators try to uncover 
  tuesday 22nd september: Vasilios comes 
  to Kastellia to recruit villagers to the 
  elas cause. father iordanou declares his 
  support for the elas.
  friday 13th november: father iordanou, 
  stefanos and alexis encounter Mordiggian 
  in the cavern.
  sunday 15th november: the resistance move 
  into the abandoned church. father iordanou 
  informs constable zabat and Katina (the 
  head teacher) of their arrival. they all 
  agree to keep this information from the 
  rest of the village. father iordanou begins 
  to preach, slowly attracting the attention 
  of the italian patrols.
  friday 
  20th 
  november: 
  stefanos’ 
  transformation into a ghoul is complete. 
  he kills two guerrillas on patrol in his 
  madness and retreats to the cavern where he 
  is found by alexis. 
  sunday 22nd november: search for the missing 
  guerrillas is called off. the investigators 
  are dispatched from london that morning. 
  alexis begins her sabotage efforts.
  Monday 23rd november: the investigators 
  arrive in cario. they are dropped north 
  of the village of Oinochori just before 
  midnight. 
  tuesday 24th november: the investigators 
  arrive in Kastellia. stefanos kills the 
  second patrol that night. 
  Wednesday 25th november: father iordanou’s 
  change completes. alexis blows up the fuel 
  store. the attack on the Gorgopotamos 
  bridge begins at 23:00.
  tiMeline Of eVents
  T H E  A N G E L  O F  T H E  A B Y S S
  
  104
  who is behind the sabotage and murders. As such, the 
  Keeper should be familiar with the cast of characters 
  from the outset. 
  In an effort to mitigate the language barrier, each of 
  the major NPCs can speak English to varying degrees. 
  Language skills listed are an indication of their grasp of 
  the language but should not need to be rolled. Translators 
  are available to provide further help.
  Vasilios Xanthopoulos, ELAS Leader, age 28
  Vasilios was a student of politics before the war. He 
  joined the armed Resistance movement shortly after it 
  was formed, in response to the Greek Communist Party 
  calling for national resistance. A charismatic leader, he 
  has travelled across Central Greece moving from village 
  to village, rallying the population to the cause. He has 
  been very successful in his recruiting efforts. Vasilios is 
  a proud man who likes to show off his accomplishments, 
  highlighting the size of his team. He realises he is not yet 
  a hardened combatant, and thus leaves a lot of the tactics 
  and direction in the field to Yanni. 
  First Impressions: Older than he looks. Blond, well-kept 
  hair. Confident body language. Deep blue eyes. Warm 
  smile. 
  Secrets & Goals: Vasilios will not allow the EDES to claim 
  any of the operation’s glory. He is determined to show 
  the SOE that ELAS are a better force in hope they will 
  arm them better. 
  Playing Vasilios: Be confident and choose your words 
  carefully. Be a politician first, a leader second. 
  STR 11 
  CON 10 SIZ 12 
  INT 15 
  POW 14
  DEX 12 APP 11 
  EDU 17 SAN 70 HP 11
  Damage Bonus: None
  Weapons: Fist/Punch 55%, damage 1D3+DB
   
    Rifle 40%, damage 2D6+2
  Skills: Command 50%, Listen 35%, Other Language 
  (English) 25%, Spot Hidden 40%, Survival 25%.
  Yanni Michelakakis, ELAS Second, age 35
  Yanni was a bandit and gang leader for several years 
  before the war, operating in the mountains throughout 
  Greece. While he is always looking out for number 
  one, he is proud to be Greek and defends his country 
  without question. He is firmly communist because of his 
  iconoclastic nature. 
  While Vasilios is the face of the group, it is Yanni who 
  calls the shots. He’s experienced in guerrilla warfare and 
  has no aversion to getting his hands bloody. He will fight 
  dirty where he can and has lost track of how many people 
  he’s killed over the years. 
  First Impressions: Rugged face. Dressed in a well-worn 
  uniform. Old scars on his arms and hands. Dirty hair. 
  Piercing eyes.
  Secrets & Goals: Yanni secretly despises Vasilios, 
  considering him a weak leader. Presented with the 
  opportunity, he will try to seize command. 
  Playing Yanni: Stare with narrow, unblinking eyes at people 
  when they talk to you. Make people as uncomfortable as 
  possible. Show them who’s boss. 
  E U R O P E  A B L A Z E
  
  105
  STR 15 
  CON 16 SIZ 14 
  INT 13 
  POW 12
  DEX 14 APP 9 
  EDU 12 SAN 60 HP 15
  Damage Bonus: +1D4
  Weapons: Fist/Punch 70%, damage 1D3+DB
   
    Fighting Knife: 80%, damage 1d4+2+DB
   
    Rifle 60%, damage 2D6+2
  Skills: Command 40%, Dodge 50%, Listen 50%, Military 
  Science 40%, Other Language (English) 20%, Spot 
  Hidden 50%, Survival 70%
  Georgia Simonides, ELAS Translator, age 38
  Georgia was a journalist for a left-wing newspaper in 
  Athens before the war. Before that, she had travelled 
  across Europe working with various newspapers and 
  knows several languages. She has an enquiring mind, 
  always hunting for buried truths. 
  Georgia is suspicious of the SOE, given that the ELAS 
  were not initially desired to be part of Operation Harling. 
  As such, she doesn’t trust the investigators and will look 
  for any way that she can to link them to the recent acts 
  of sabotage. She won’t accuse anyone without concrete 
  proof. This doesn’t stop her from asking lots of probing 
  questions. 
  First Impressions: Slender figure. Beautiful face. Long, 
  flowing brown hair. Dark brown eyes. 
  Secrets & Goals: Georgia is extremely left-wing and 
  wants the SOE out of the picture. If she can link them to 
  the sabotage, she will. 
  Playing Georgia: Take everything the SOE says as being 
  a lie shrouded in truth. Suspect everything. Probe them 
  for their true intentions at every opportunity. Defend 
  yourself with your patriotism. 
  STR 10 
  CON 12 SIZ 11 
  INT 16 
  POW 13
  DEX 15 APP 15 
  EDU 16 SAN 65 HP 12
  Damage Bonus: None
  Weapons: Fist/Punch 50%, damage 1D3+DB
   
    Rifle 40%, damage 2D6+2
  Skills: Dodge 55%, Other Language (English) 50%, 
  Other Language (French) 55%, Other Language 
  (German) 40%, Other Language (Italian) 50%, Other 
  Language (Spanish) 40%, Psychology 60%, Listen 55%, 
  Spot Hidden 65%.
  Mihail Kokinos, EDES Leader, age 39
  Mihail was in the army for 10 years before the war, signing 
  up when he was 18. He rose to the rank of Captain and 
  was medically discharged after a training accident injured 
  his right foot. He walks with a limp and cannot run. This 
  constantly frustrates him.  He is firmly an advocate of the 
  status-quo and a supporter of the monarchy. He fears the 
  rise of Communism will bring with it a tide of anarchy 
  and chaos, tearing down the institutions he holds dear. 
  He treats the ELAS as an enemy and resents having to 
  work with them. He fully supports the SOE. 
  First Impressions: Very muscular. Walks with a limp, 
  sometimes with a metal cane. Immaculate uniform. Well 
  groomed. Thick moustache and beard. Weathered face. 
  Secrets & Goals: Mihail hates the ELAS. He wants to 
  show the SOE that the ELAS are inferior and should not 
  be involved in the operation. 
  T H E  A N G E L  O F  T H E  A B Y S S
  
  106
  Playing Mihail: You are a professional soldier frustrated 
  with your injury. Be respectful to the SOE and treat them 
  as equals. When referring to ELAS, be as derogatory and 
  patronising as possible. 
  STR 17 
  CON 14 SIZ 16 
  INT 15 
  POW 13
  DEX 10 APP 10 
  EDU 14 SAN 65 HP 15
  Damage Bonus: +1D6
  Weapons: Fist/Punch 70%, damage 1D3+DB
   
    Metal cane/club: 50%, damage 1D8+DB
   
    Rifle 70%, damage 2D6+2
  Skills: Command 60%, Demolitions 30%, Gunnery 40%, 
  Listen 40%, Military Science 50%, Other Language 
  (English) 25%, Spot Hidden 45%, Survival 45%.
  Ioannis Megalos, EDES Second, age 34
  Ioannis was a member of the Hellenic Gendarmerie 
  before the war. He quit his position when the EDES was 
  formed and has devoted himself to the cause completely. 
  He believes in upholding the Greek way of life any way he 
  can, protecting as many as he can. 
  While Ioannis wants to return the country to the way 
  it was before the war, he doesn’t hate the communists 
  as much as Mihail. He takes a more moderate approach, 
  trying to convince them to see the “error of their ways” 
  and join the EDES. 
  First Impressions: Average build. Angular features. Thin 
  moustache. Raised eyebrows. Slender hands. 
  Secrets & Goals: Ioannis takes a moderate approach 
  because he is desperate to avoid confrontation. He’s 
  battling with post-traumatic stress after seeing too many 
  friends die in the field. If he becomes involved in combat, 
  he curls up in a ball and starts screaming. 
  Playing Ioannis: Even though you are no longer a policeman, 
  you still wish to maintain the peace. Be as diplomatic in 
  your speech as possible while conveying authority. 
  STR 11 
  CON 14 SIZ 12 
  INT 14 
  POW 16
  DEX 13 APP 12 
  EDU 13 SAN 80 HP 13
  Damage Bonus: None
  Weapons: Fist/Punch 50%, damage 1D3+DB
   
    Rifle 35%, damage 2D6+2
  Skills: Dodge 45%, Listen 50%, Other Language 
  (English) 15%, Psychology 50%, Spot Hidden 55%
  Anastasia Marinos, EDES Translator, age 29
  Anastasia was a secretary in a multi-national shipping 
  company based in Patra. Liaising with companies all over 
  Europe, she learnt several languages. With her analytical 
  mind, she is an avid fan of puzzles and is a budding 
  cryptologist. 
  Anastasia joined the Resistance when her husband did. 
  He was killed in a gunfight with Italian soldiers earlier in 
  the year. Since then, Anastasia’s will to fight has faded. 
  She doesn’t want to see any more violence, and instead 
  helps as far away from the front lines as she can. Her 
  main role is the EDES’ radio operator. 
  First Impressions: Short with average build. Curly hair. 
  Round face. Small mouth. Sharp eyes.
  Secrets & Goals: Anastasia is terrified of being on the 
  front line of a combat. If the Italians attack, she will try 
  to surrender to them rather than fight.  
  E U R O P E  A B L A Z E
  
  107
  Playing Anastasia: Avoid eye contact at points when 
  speaking for a long time. Be nervous when discussions 
  are about combat. 
  STR 12 
  CON 13 SIZ 11 
  INT 16 
  POW 15
  DEX 14 APP 14 
  EDU 16 SAN 75 HP 12
  Damage Bonus: None
  Weapons: Fist/Punch 50%, damage 1D3+DB
   
    Rifle 35%, damage 2D6+2
  Skills: Cryptography 40%, Listen 70%, Operate Radio 
  60%, Other Language (English) 45%, Other Language 
  (French) 35%, Other Language (German) 50%, Other 
  Language (Italian) 55%, Other Language (Spanish) 35%, 
  Spot Hidden 50%.
  Tasia Argyris, EDES Guide, age 30
  Tasia used to work as a waitress on the Arlberg Orient 
  Express before the war halted service. She grew up in 
  Lamia and knows the area very well. She has travelled 
  all across Europe and has picked up several languages 
  along the way. 
  Tasia is bitter and hates the Italians. The invading soldiers 
  killed her two brothers and she wants to see as many of 
  them pay for this as possible. She’s a cold-hearted, driven 
  woman who doesn’t believe she will see the end of the 
  war, but knows her sacrifice and every one made by the 
  Resistance will secure victory in the end. 
  First Impressions: Tall. Graceful. Short black hair. Cold 
  blue eyes. Emotionless face. 
  Secrets & Goals: Tasia hates all Italians and will kill any 
  that she can outside of Kastellia.
  Playing Tasia: Be colder than cold. You’ve got nothing 
  else to lose anymore, other than your life. If people make 
  an effort, you might smile occasionally, but then you 
  chastise yourself for doing so. 
  STR 13 
  CON 14 SIZ 13 
  INT 17 
  POW 13
  DEX 15 APP 13 
  EDU 15 SAN 65 HP 14
  Damage Bonus: +1D4
  Weapons: Fist/Punch 65%, damage 1D3+DB
   
    Rifle 50%, damage 2D6+2
  Skills: Dodge 40%, Hide 70%, Listen 50%, Other 
  Language (English) 35%, Other Language (French) 
  30%, Other Language (German) 25%, Other Language 
  (Hungarian) 25%, Other Language (Italian) 35%, Other 
  Language (Serbian) 25%, Other Language (Turkish) 
  25%, Sneak 80%, Spot Hidden 50%, Survival 60%, 
  Track 50%.
  Katina Michelakos, Head Teacher, age 30
  Born in Kastellia, Katina was the daughter of the previous 
  school master. She was educated in Lamia and returned 
  home to take over the one-class school when her father 
  retired. She teaches a range of subjects, but mainly 
  focuses on Greek, mathematics and history. Katina, 
  Gregorios and Father Iordanou are the three principle 
  community leaders in Kastellia. 
  Outwardly, Katina is a pacifist and objects to the presence 
  of the Resistance in the area. She tells Gregorios that she 
  is worried that if conflict breaks out in the village, the 
  children in her care will be hurt. However, she is secretly 
  in favour of the Resistance (ELAS) but is careful to keep 
  this allegiance hidden from all civilians. She will help 
  T H E  A N G E L  O F  T H E  A B Y S S
  
  108
  where she can (such as running food and supplies out to 
  the abandoned church), as long as it does not give her 
  away, while publically siding with the constable. 
  First Impressions: Tall and thin. Pretty. Glasses. Mid-
  length brown-blonde hair tied back. Conservative dress.
  Secrets & Goals: Katina is secretly a supporter of the 
  Resistance (ELAS).  
  Playing Katina: Talk down to everyone like they are 
  children in your class. You know best and they’d better 
  believe it. 
  STR 9 
  CON 14 SIZ 11 
  INT 17 
  POW 14
  DEX 12 APP 10 
  EDU 18 SAN 70 HP 13
  Damage Bonus: None
  Weapons: Fist/Punch 50%, damage 1D3+DB
  Skills: Credit Rating 45%, Listen 45%, Other Language 
  (English) 25%, Spot Hidden 50%.
  Gregorios Zabat, Constable, age 50
  Gregorios is a constable in the Hellenic Gendarmerie. 
  He joined the gendarmerie to protect the town and its 
  peaceful way of life. There’s been no real trouble on his 
  watch, and he intends to keep it that way. 
  Gregorios, much like Katina doesn’t want the Resistance in 
  the area. He fears what the Axis reprisals would be if they 
  thought the villagers were deliberately allowing them to 
  stay. As such, he’s tried to keep their presence in the area 
  a secret from as much of the town as possible. He petitions 
  the Resistance to leave as frequently as he can. 
  Only Gregorios, Katina and Father Iordanou know they 
  are still present. The rest of the town believes that they 
  left after an ELAS recruitment drive by Vasilios two 
  months ago. 
  First Impressions: Short, but otherwise average build. 
  Thick moustache. Pronounced chin. Large head. 
  Secrets & Goals: Gregorios wants to keep the presence of 
  the Resistance hidden from the town. 
  Playing Gregorios: Be dignified and authoritarian. Sit 
  with your back straight and look at people down your 
  nose. 
  STR 12 
  CON 16 SIZ 13 
  INT 16 
  POW 11
  DEX 13 APP 13 
  EDU 15 SAN 55 HP 15
  Damage Bonus: +1D4
  Weapons: Fist/Punch 60%, damage 1D3+DB
   
    Rifle 40%, damage 2D6+2
  Skills: Command 20%, Law 45%, Listen 40%, Other 
  Language (English) 15%, Spot Hidden 70%.
  Father Stathis Iordanou, Priest, age 42
  Father Iordanou is a native of Kastellia and has been 
  the priest there for 12 years. He has always been a 
  passionate and charismatic figure, loved by everyone in 
  the community. He declared his support for ELAS during 
  the recruitment drive in September. 
  Mordiggian’s corruption has only caused small changes 
  that he has been able to keep hidden or ignore. His teeth 
  have become sharper and his hair has become coarser. 
  E U R O P E  A B L A Z E
  
  109
  His feet have become hooves which are hidden under 
  his long robes. He refuses to believe these changes are 
  taking place, focusing blindly on his faith that soon the 
  Angel of Death will descend and rid the country of the 
  invaders. If the investigators confront him with evidence 
  of his change, he proclaims that the angel will come for 
  them too. 
  First Impressions: Wide, intense eyes. Long, thick hair 
  and beard. Dressed in long robes of the priesthood. 
  Secrets & Goals: Father Iordanou is transforming into a 
  ghoul. He genuinely believes that he, Alexis and Stefanos 
  were visited by an angel. 
  Playing Father Iordanou: Speak in a firm voice, but don’t 
  open your mouth too wide. Stare at everyone with wide 
  eyes while speaking to them. 
  STR 14 
  CON 12 SIZ 13 
  INT 16 
  POW 12
  DEX 14 APP 6 
  EDU 17 SAN 30 HP 13
  Damage Bonus: +1D4
  Weapons: Fist/Punch 50%, damage 1D3+DB
  Skills: Listen 35%, Persuade 45%, Other Language 
  (English) 20%, Other Language (Latin) 40%, Spot 
  Hidden 45%.
  Alexis Floros, ELAS Scout, age 25
  Alexis grew up on a farm not far from Lamia. It was the 
  only home she ever knew and it was destroyed by the 
  invading Italian army. She joined ELAS soon after it was 
  formed, wanting to strike back at the Axis forces.
  Alexis’s changes are more pronounced than Father 
  Iordanou’s, and require more concealment. Her fingers 
  have become claws. She wears gloves. Her right eye has 
  changed, and her nose has become snout-like. She was 
  clawed here by Stefanos, so has these features covered 
  by bloodied bandages. Her arms are covered in coarse 
  hair, hidden under her uniform. Her teeth have become 
  sharper. 
  First Impressions: Apparently once beautiful before being 
  “attacked by a brown bear”. Curly, red hair. Freckles. 
  Average height. Very slender. 
  Secrets & Goals: Alexis is transforming into a ghoul. 
  Her bandages hide the more visible aspects of her 
  transformation.  
  Playing Alexis: Jump a little when anyone talks to you for 
  the first time. When they are speaking, zone out and let 
  your eyes wander the area. Pause and stare for a second 
  before speaking softly.
  STR 16 
  CON 14 SIZ 10 
  INT 15 
  POW 12
  DEX 15 APP 6 
  EDU 13 SAN 25 HP 12
  Damage Bonus: +1D4
  Weapons: Claws 65%, damage 1D6+DB
   
    Rifle 50%, damage 2D6+2
  Skills: Demolitions 50%, Dodge 50%, Listen 65%, Other 
  Language (English) 10%, Spot Hidden 65%, Survival 
  55%, Track 60%.
  Stefanos Demetriou, Ghoul, age 38
  Stefanos was a shepherd before the war who tended to 
  sheep in the mountains. His transformation into a ghoul 
  is complete, but his sanity has not yet been completely 
  eroded. It soon will be. He has embraced his fate that he 
  will live forever in service to Mordiggian. He awaits the 
  feast that is to come in Kastellia. 
  Stefanos never appears in daylight anymore, only leaving 
  the cavern under the cover of darkness. He will not attack 
  the investigators unless they are blatantly attempting to 
  seal or destroy the cavern, or they attempt to attack him, 
  Alexis or Mordiggian.
  First Impressions: As per the normal description for 
  ghouls in the Call of Cthulhu rulebook.
  Secrets & Goals: Stefanos has transformed into a ghoul. 
  He retains only the thinnest shred of his sanity and can 
  hardly be considered human any longer.   
  T H E  A N G E L  O F  T H E  A B Y S S
  
  110
  Playing Stefanos: Cock your head from one side to the 
  other while maintaining eye contact. Shift in your seat 
  and breathe heavily through your nose while examining 
  the investigators. 
  STR 17 
  CON 13 SIZ 13 
  INT 13 
  POW 11
  DEX 14 APP 0 
  EDU 12 SAN 5 
  HP 13
  Attacks per Round: 2 (claws and bite)
  Damage Bonus: +1D4
  Weapons: Claws 65%, damage 1D6+DB
   
    Bite 50%, damage 1D6 + automatic worry 
   
    (1D4 damage every round thereafter until 
   
    dislodged with STR vs STR on the Resistance
   
    Table)
  Armour: Firearms and projectile weapons do half 
  damage, rounded up.
  Skills: Burrow 75%, Climb 85%, Hide 60%, Jump 75%, 
  Listen 70%, Other Language (English) 10%, Scent Decay 
  65%, Sneak 80%, Spot Hidden 50%.
  Sanity Loss: 0/1D6 Sanity points to see a ghoul.
  Mordiggian, the Charnel God 
  Mordiggian appears as a cloud of living darkness 
  accompanied by the stench of death. It can move with 
  tremendous swiftness, changing shape at will. When 
  it enters an area, all sources of heat and light are 
  extinguished. It is almost always encountered in dark, 
  subterranean depths. 
  Mordiggian is not known as the Charnel God for nothing. 
  Unlike many Great Old Ones, it is primarily interested in 
  the dead and will pay little attention to the living, unless 
  they have angered it in some way. It consumes the dead. 
  Unsurprisingly, it is worshipped by many ghouls.
  Other Characteristics
  Corruption: Those who come into contact with Mordiggian 
  are affected by its aura of death. Many begin to transform 
  into ghouls that share the Great Old One’s taste for death. 
  Such fate awaits all human priests of Mordiggian. After 
  being touched by the Great Old One (requiring a DEX x5 
  roll, no damage), the victim must roll their POW or less 
  on 1D100 to defend against its influence. If they fail, every 
  1D3 days, the victim automatically looses 1D6 APP and 
  1D20 SAN. This manifests as the victim developing canine 
  features. Nothing can halt or reverse the process once it has 
  begun. Upon reaching 0 APP, the victim’s transformation 
  into a ghoul is complete. If they have reached 0 SAN in 
  this period, they are drawn immediately to make their way 
  below ground in search of their brethren and their god, 
  Mordiggian. If they retain any SAN, they have free will for 
  a time. The victim is still a ghoul though and must feed on 
  the dead to survive. They continue to lose 1D10 SAN over 
  each week that follows, being continually bombarded by 
  the horrific nature of what they have become.
  Dazzling Visage: The ever-changing form of Mordiggian 
  affects the sight of all those that behold it. Investigators 
  must make a Dodge roll each round to avoid looking 
  directly at Mordiggian or be temporarily blinded. Anyone 
  E U R O P E  A B L A Z E
  
  111
  wishing to attack Mordiggian needs to make a successful 
  Luck roll. If successful, investigators use 1/2 their normal 
  attack skill in combat, whereas blinded investigators use 
  1/4 their normal skill. Full sight returns 1D10 minutes 
  after leaving Mordiggian’s presence. 
  Attacks
  Engulf: Mordiggian has no solid form. It attacks by 
  engulfing its victims, draining their life force and 
  destroying their bodies. Only the clothes and non-
  organic possessions of the victim remain. The entirety of 
  their life force and soul is consumed, so the victim does 
  not even have the chance to reappear in the Dreamlands 
  after death. 
  MORDIGGIAN, the Charnel God
  STR 33  CON 77  SIZ varies INT 2O  POW 25
  DEX 20  Move 16  HP 77
  Attacks per Round: 1
  Damage Bonus: Death
  Weapon: Engulf 75%, damage death 
  Armour: May not be harmed by non-enchanted 
  weapons.
  Spells: Any as the keeper desires, especially those 
  dealing with ghouls and death.
  Sanity Loss: 1D8/1D20 Sanity points to see Mordiggian.
  the briefing
  The investigators are sent a telegram to meet in N’s office 
  at 09:00 on Sunday 22nd November. It is marked ‘urgent’. 
  At the briefing, N explains the following:
  •	
  Operation Harling is currently underway in Central 
  Greece. Its objective is to sabotage a major transport 
  root that supplies the German army in North Africa. 
  •	
  The investigators are not told which bridge is 
  the chosen target. If they were to be captured, 
  extraction of this information could jeopardise the 
  whole operation.
  •	
  Currently, the SOE team in Greece has made contact 
  with both factions of the Greek Resistance and is 
  training them in the use of the British weaponry 
  they are being armed with (such as the Sten gun). 
  The main assault is due to take place in the next 
  few days.
  •	
  N has received an intelligence report about a team 
  comprising both Resistance factions that is based 
  just outside of the village of Kastellia. The team’s 
  mission is to intercept any Italian army forces that 
  may be deployed in response to the main strike. 
  •	
  The intelligence report states that there has 
  been some unusual activity in Kastellia: open 
  congregations and other religious practices. This 
  could attract the attention of Italian patrols and, if 
  they uncover the Resistance team there, it could 
  alert them that a major operation is about to take 
  place.
  •	
  The investigators are about to receive orders that 
  they will be sent to Kastellia. They are to lend their 
  support to both factions of the Greek Resistance in 
  the area and keep them away from the attention of 
  the Italian forces. They should set up diversions to 
  delay and confuse the Italians where possible rather 
  than engage in open combat. 
  •	
  N believes the religious fervour may have been 
  sparked by Mythos activity in the area. The 
  investigators are to find what brought about these 
  recent actions. If there is a threat in the area, they 
  are to neutralise it.
  Other resistance MeMbers
  While these are the main nPcs that the investigators will interact with, there are 
  also other members of the resistance to take into account. While such characters 
  are not integral to the story, they can add a lot of colour to scenario. the Keeper 
  is encouraged to generate names and personalities for other resistance members the 
  investigators meet. sample Greek names are listed below:
  Male: sotirios stephanidis, apostolis areleous, thanasis Katsaros, leonidas spiros
  female: eftychia stavros, theodora Dimitriou, timothea colonomos, efrosyni Metaxas
  T H E  A N G E L  O F  T H E  A B Y S S
  
  112
  The investigators are then driven to the SOE Headquarters 
  on Baker Street. Upon their arrival, they are called into 
  an urgent meeting with their usual handler. As per N’s 
  advance notice, the investigators are briefed again about 
  Operation Harling and the situation in Kastellia. The 
  second briefing has the following additions/differences:
  •	
  The religious angle is mentioned in passing, 
  described only as “activity” in the village that might 
  attract the attention of Italian army patrols.
  •	
  The investigators will be parachuted onto Mount 
  Oeta tomorrow night. They are to gather their 
  equipment and leave immediately for RAF Tempsford 
  where they will board a B-24 Liberator that will take 
  them to Gibraltar and then on to Cairo. From Cairo, 
  they will be dropped into Central Greece. The trip 
  to Cairo will take them approximately 24 hours, 
  hence leaving immediately to get them in Greece 
  the following night (November 23rd). 
  •	
  Upon landing, just before midnight, they are to 
  make contact with their guide (Tasia Argyris) north 
  of Oinochori, a small village approximately 4.5 
  kilometres west of Kastellia. She will guide them 
  across the mountain to Kastellia where they will 
  meet with both factions of the Greek Resistance. 
  •	
  The investigators are to lend their support to the 
  Resistance and keep their presence hidden from the 
  Italian army by any means possible. If the team is 
  in danger of being discovered, they are to arrange 
  diversions that will draw the attention of Italian 
  forces away from both Kastellia and the bridges to 
  the north.
  •	
  After the operation (which will take place within the 
  next week) the investigators will be picked up by a 
  fast motor gun-boat from the island of Petalas, off 
  the west coast of Greece. They will be taken back 
  to Malta, from there to Gibraltar and then back to 
  RAF Tempsford. The pickup will take place at 00:01 
  Saturday 28th November.
  •	
  The handler ends the briefing with an important 
  note. The fate of Operation Harling may well 
  determine the fate of the SOE. Two years have passed 
  since Churchill’s order to “set Europe Ablaze” and 
  the SOE have yet to attract significant recognition 
  from Whitehall. In this time, the SOE has been 
  struggling against the SIS to obtain resources that 
  both organisations need. Only success in Operation 
  Harling will tip the balance in favour of the SOE. It 
  is a dark hour indeed.
  E U R O P E  A B L A Z E
  
  113
  journey
  Following the briefing, the investigators can gather any 
  specific equipment they require before being driven to 
  RAF Tempsford in Bedfordshire. By early afternoon, they 
  begin the 7-hour flight to Gibraltar. After a few hours 
  lay-over, it is a 10-hour flight to Cairo. They arrive in the 
  early afternoon, local time on Monday 23rd November.
  In Cairo, the investigators are informed that the SOE 
  teams currently in Greece have begun their march 
  towards the target. The attack will commence at 23:00 
  on November 25th. The investigators must ensure their 
  diversions are ready by then. They have the rest of 
  the afternoon to prepare for the parachute drop into 
  Greece. Given they will be up most of the night, they 
  are encouraged to rest as much as possible. They depart 
  that evening and jump into the slopes of Mount Oeta a 
  little before midnight.
  The investigators are guided towards a signal fire 
  burning in a clearing to the north of Oinochori. Tasia 
  is waiting for them. As soon as all the investigators are 
  present, she puts out the fire and begins the march 
  across country to Kastellia. This is a hurried mission and 
  she is taking a risk picking the investigators up so close 
  to a populated area (albeit a small one). She doesn’t 
  want to linger a second longer than she has to. As they 
  put plenty of distance between them and the clearing, 
  Tasia visibly relaxes and becomes more talkative, but 
  keeps on the move. She can inform the investigators 
  of recent events in the area, such as three guerrillas 
  being killed by a bear, and the incidents of sabotage 
  (equipment being stolen and then found in rival faction 
  stores, and similar.).
  Moving with caution over the rough terrain, it takes a 
  few hours to reach St Michael’s. They arrive at 06:00 on 
  Tuesday 24th November. There are no complications on 
  the journey.
  arrival
  Passing guards on the way into the Resistance base, 
  the investigators are met by Vasilios and Mihail. The 
  investigators will notice that there is an almost equal 
  number of men and women amongst the Resistance 
  fighters. There are different uniforms of ELAS and EDES 
  members, with two separate camps of tents on each side 
  of the church. A few store sheds have been erected at the 
  rear, where a handful of trucks are parked. There is also 
  a large collection of fuel drums near the sheds. The view 
  to Kastellia is blocked by rows of trees. 
  Mihail welcomes the investigators with a firm handshake. 
  He informs them that a room in the church has been 
  put aside for their use with camp beds. Given that they 
  have been up all night marching across the mountain, he 
  suggests that they get some rest. He will have someone 
  wake them at 10:00. Their rest is uninterrupted. Sunrise is 
  at 07:15. At 10:00, Ioannis knocks on their door, waking 
  the investigators. They are invited to a meeting between 
  the key Resistance members in the main part of the church. 
  following the occupation of Greece by the 
  axis forces, means of transportation were 
  severely limited. fuel supplies and all 
  means of transportation were confiscated 
  which prevented food supplies reaching many 
  urban areas. this led to a food shortage 
  in the summer of 1941 and by winter this 
  had become a famine. the lifting of naval 
  blockades in february 1942 began to turn 
  the situation around. by the end of 1942 
  the major ports were receiving steady 
  food supplies. however, this grim food 
  situation ultimately continued until the 
  end of the occupation in 1944. rural areas 
  were not affected as much as urban areas, 
  where demand was greater, but it still 
  touched the whole country. this means the 
  resistance and Kastellia in this period are 
  living on very basic provisions, and in 
  meagre quantity.
  the death rate in urban areas at the height 
  of the famine was high. for example, in 
  December 1941, between 300 and 1000 people 
  died each day (depending on sources). 
  While there are no confirmed historical 
  cases, given the nature of the scenario’s 
  antagonists, nPcs might mention rumours 
  of cannibalism being whispered about as a 
  way to survive. this would help to create 
  atmosphere appropriate to the context of 
  the scenario.
  the GreeK faMine
  T H E  A N G E L  O F  T H E  A B Y S S
  
  114
  Even before introductions take place, it is clear that 
  there is a problem in the group. They are arguing about 
  sabotage the previous evening (Alexis cut the fuel lines 
  on two trucks belonging to each faction). Even though 
  the damage is repairable, it still angers both sides. 
  The investigators learn of other sabotages since Sunday 
  night. The radio was disabled, with key components 
  removed. They had spares, so this was easily fixed. 
  Supplies have gone missing (flares and lights taken to 
  the monastery for Stefanos) while ammunition has been 
  moved to the rival faction’s stores. Firing pins have been 
  removed from rifles. 
  Vasilios is clearly resentful of the investigators’ presence. 
  He believes that the SOE think that the ELAS can not 
  handle the situation by themselves. Mihail is happy with 
  the investigators being present. He states he needs their 
  support while having to work with ELAS. Otherwise, 
  the Keeper is encouraged to craft the arguments and 
  accusations between the NPCs as they see fit. Refer to 
  Non-Player Characters for inspiration. This scene allows 
  the investigators to learn about recent events from the 
  Resistance’s perspective. It also introduces them to all 
  the major ELAS and EDES NPCs. If they make an attempt 
  to try and calm some of the tensions, they might be able 
  to succeed up to a point using Persuade. 
  sermon
  When the Resistance learn that the investigators wish to 
  go into Katellia, they will inform the investigators that they 
  should make contact with Constable Zabat first. Tasia is 
  sent to Kastellia and returns with him an hour later. 
  The Constable is not happy that enemy forces are now 
  in the area as well as the Resistance. His concerns can 
  be partially alleviated with a Persuade roll. He wants 
  the investigators (like the Resistance) to remain hidden 
  from the villagers. Any investigators that do not know 
  Greek could draw unwanted attention. Zabat insists that 
  if the investigators wish to go into Kastellia, they must 
  not speak with the locals. The Constable will do all the 
  talking to prevent complications. The investigators may 
  only speak with Katina and Father Iordanou (as they 
  know of the Resistance’s presence). 
   
  The walk into Kastellia takes 30 minutes from St 
  Michael’s. There is a large gathering outside the 
  Euaggelistria church in the centre of Kastellia (unusual 
  mid-week). Most of the villagers are in attendance. 
  Father Iordanou performs a sermon from the front 
  steps. The church tower rises above the front door. The 
  regular congregation is towards the front, with interest 
  gradually declining further back through the audience. 
  The investigators and the Constable can observe from 
  the back of the crowd. 
   
  Father Iordanou speaks passionately in Greek (the 
  Constable quietly translating if needed), discussing 
  Apollyon in Revelation. He states that the Angel of Death 
  will soon rid the country of its invaders. An Idea roll can 
  confirm that this unusual as Greek Orthodox services are 
  normally more sombre and ritualistic. 
   
  An Italian patrol car (a Fiat 508 Coloniale) parks a 
  short distance away. Three soldiers march over and 
  stare at the priest. They do not notice the investigators. 
  Zabat recognises the soldiers. They previously came to 
  E U R O P E  A B L A Z E
  
  115
  Kastellia to keep an eye on Father Iordanou’s preaching 
  two days ago. The Italians are worried that he might 
  be inciting resistance. Father Iordanou spots them and 
  loudly declares that they will soon suffer the wrath of 
  the Almighty before they are cast into the endless abyss. 
   
  The Italian leader confronts the priest, ordering him to 
  cease his sermon. Father Iordanou refuses and is pistol-
  whipped. A shocked gasp ripples through the crowd. A 
  few braver souls move forward. The Italians fire shots 
  into the air and scare the villagers back. They withdraw 
  slowly to the patrol car and leave. A couple of rocks are 
  thrown in their wake. Father Iordanou, holding his head, 
  is led back to the vicarage near the church by half a dozen 
  members of the congregation.
   
  Zabat introduces the investigators to Katina outside the 
  vicarage once the crowd disperses. She states that she 
  is also not happy about enemy troops being in the area. 
  A Psychology roll can confirm that this is only for show 
  while Zabat is present. She confirms that Father Iordanou 
  has retired to bed following the blow to his head. He 
  should not be disturbed. If the investigators push the issue 
  (Persuade) they can be allowed a few minutes with him. 
  in 1942, the village has a population 
  of approximately 1100 and 300 buildings. 
  since 1940, a housing development has been 
  underway. there are new houses dotted 
  around the outskirts. some are finished, 
  others are still under construction. 
  the main industry is livestock farming 
  (consisting of sheep, goats and cattle). 
  there 
  are 
  also 
  various 
  professional 
  craftsmen in the village (including a 
  carpenter and a blacksmith). the village 
  also has a baker, a butcher, and a couple 
  of taverns and coffee houses. 
  Kastellia is unusual when compared with 
  much of rural Greece. its population has a 
  strong focus on education. the two-storey 
  school has four classrooms, run by a head 
  teacher. even in modern Greece, this is 
  seen as a phenomenon. One in three residents 
  goes to study at university or trains in 
  merchant or industrial professions. 
  community offices are located in the centre 
  of the town near the euaggelistria church, 
  the largest church in the village, built in 
  1880. there are other chapels in the area 
  dedicated to st George, st athanasius, st 
  John, st nektaros and the shrine of Our 
  lady. the village also has a small library 
  (which is very rare in rural areas). 
  there is no electricity in the village 
  until 1965, although a phone was installed 
  in the school building before the war. 
  lOcal lanDMarKs
  in the hills overlooking Kastellia are the 
  ruins of a Venetian castle (Kastelloum) 
  from which the modern village takes its 
  name. Only a tower remains standing.
  On the road into Kastellia from brallos is 
  laspa’s tree. it is named after the owner 
  of the land it stands on. it is a meeting 
  place for many locals.
  hani zangana is an area to the south known 
  for its large trees and cold waters. an inn 
  there serves travellers going to and from 
  Kallieon to the south-west. 
  towards the summit of Mount Giona is 
  Karkanos where there is a huge natural 
  chasm. its depth is unknown because it is 
  always full of frozen snow. shepherds are 
  known to guide their herds here in summer. 
  they collect columns of ice and snow that 
  the animals can drink when it melts. 
  to the south is a small chapel dedicated to 
  st George. inside, a chamber is carved into 
  the limestone bedrock. it was originally 
  used to hold three burials. 
  barouka is a meadow to the north. an old 
  fountain there was one of the main sources 
  of water for the village. similarly, to the 
  south, the Dianeiki tap near the bridge on 
  the Dianneika river fulfilled a similar 
  purpose. it has fallen into disrepair.
  Kastellia
  T H E  A N G E L  O F  T H E  A B Y S S
  
  116
  In his bedroom upstairs, Father Iordanou is already 
  in bed. A woodcut picture of Apollyon is on the wall, 
  echoing his earlier reading from Revelation. He is still in 
  his robes, hiding the obvious parts of his transformation. 
  He has a headache from the attack and needs rest. He will 
  not talk much and even Persuade rolls will not get much 
  out of him due to his condition. He says he has received 
  word from the Almighty that His chosen executioner is 
  at hand. He will explain more after he has rested. Both 
  Zabat and Katina will then insist that they all leave. They 
  will call the investigators tomorrow when he has rested. 
   
  Katina will offer to take the investigators back to St 
  Michael’s, allowing Zabat to return to his duties. After he 
  has gone, she can explain her support for the Resistance, 
  but her desire to keep it hidden to keep the village out of 
  danger. She can tell the investigators the public version of 
  events in the village on the return journey, if they ask. She 
  believes that Father Iordanou’s recent sermons are veiled 
  references to the Resistance and their upcoming attack. 
  She is worried that he is drawing the attention of the 
  Italians, but he is also helping the village to come together.
  Italian Soldiers
  While combat is not expected in this scene, players can 
  be unpredictable. If provoked, statistics may be required. 
  The following example statistics can be used at this point 
  or later in any confrontation with the Italian army.
  Example statistcs:
   
  STR 
  CON 
  SIZ 
  DEX POW HP
  No 1 
  10 
  12 
  11 
  14 
  15 
  12
  No 2 
  11 
  10 
  15 
  12 
  14 
  13
  No 3 
  14 
  12 
  10 
  11 
  15 
  11
  No 4 
  12 
  14 
  15 
  10 
  11 
  15
  No 5 
  11 
  15 
  12 
  14 
  10 
  14
  No 6 
  14 
  11 
  10 
  15 
  12 
  11
  Weapons: Beretta Modello 1934 50%, damage 1D10
   
    Moschetto Auto Beretta 38 45%, damage 
   
    1D10, burst fire
   
    Fucile Modello 91 Rifle 55%, damage 2dD6+2
  Distraction Sites
  The investigators also need to plan how they wish to 
  carry out their military mission. Should the investigators 
  come up with a plan of their own that could realistically 
  distract Italian patrols and keep them engaged while the 
  attack on the bridge occurs, the Keeper is encouraged to 
  run with their plan. If they are in need of some help, a 
  Military Science roll can help. 
   
  One option is to set up a series of explosions on the slopes 
  of the mountain using some of the fuel from the Resistance 
  E U R O P E  A B L A Z E
  
  117
  stores. After dark, this will create a fireball visible for 
  miles that will attract patrols. Using a combination of 
  timers and trip-wires, stores of ammunition positioned 
  nearby can then be detonated to imitate the approaching 
  troops being fired upon. Consequently, the Italians take 
  cover and return fire on an enemy that isn’t there. By the 
  time they realise this, it is too late to reinforce the troops 
  at Gorgopotamos. This distraction can also be used to 
  give the Resistance a head-start when retreating from the 
  valley should they be discovered. 
   
  The Resistance members at the church suggest that Alexis 
  and Tasia accompany the investigators. They know the 
  best sites on the valley slopes where equipment could be 
  stored and not easily discovered. Alexis suggests that they 
  look to the south of the valley (to keep the investigators 
  away from the monastery), while Tasia suggests the north. 
  After an exchange in Greek, pointing out a couple of sites 
  with high elevation and away from livestock farms, Tasia 
  agrees with Alexis and they head south. 
   
  The journey and setting up equipment takes much of the 
  afternoon. If the investigators question Alexis about the 
  “bear attack”, she gives them sharp replies, not wanting 
  to talk about it. If they press the issue, she will confront 
  them, telling them she lost a very close friend (Stefanos). 
  Furthermore, she has been scared for life. She will not 
  discuss the incident further and then scouts ahead of the 
  group. Tasia confirms that Alexis has always been a loner 
  and has taken the loss of her friend very hard. She keeps 
  watch, circling in and out of the investigators’ area for the 
  rest of the trip. 
   
  Each site the investigators establish requires a Military 
  Science roll. Success means that the setup takes 1D2 
  hours, failure means that it takes 1D4 hours. The sun 
  sets at approximately 17:08. The guides are happy for 
  the investigators to continue until 20:00. As the sun sets, 
  two Resistance members stationed at the eastern end 
  of the valley pass by on their way back to the church. 
  They make introductions (Aniketos Ioannidis and Vasiliki 
  Raptis) and Tasia explains that they are stationed there 
  to provide early warning should a large inbound Italian 
  force be spotted. They leave soon after.
   
  As the investigators return to base, call for POW rolls. 
  Success means the investigator feels like they are being 
  watched from the darkness. This is Stefanos watching 
  as he searches for carrion. After carefully walking back 
  along the valley in the dark, they arrive at the church a 
  little before 22:00. With little occuring at the camp, they 
  retire to bed. 
  missing patrol
  Later that night, Ioannidis and Raptis wander too close to 
  the monastery while on patrol. They are intercepted by 
  Stefanos returning to the cavern. Having been discovered, 
  the ghoul attacks and kills them both, dragging their 
  bodies into the cavern. Alexis soon arrives to check on 
  Stefanos and discovers what happened. She knows that 
  another animal attack won’t be believed so soon, so she 
  decides to escalate tension amongst the Resistance. 
   
  In the middle of the night, when they are all asleep, 
  Alexis sneaks into the investigators’ room and steals 
  a knife (specifically a Fairbairn-Sykes commando 
  knife, which was used solely by the SOE) from an 
  investigator chosen at random. All investigators can 
  make a Listen roll, but are required to roll under 1/5th 
  their skill. Success means they are woken by the sound 
  of the turning door handle. A Sneak roll allows them 
  to approach the door and wait for her to enter. Should 
  any investigator be awake, the door opens a fraction 
  of an inch and there is a sniffing sound from beyond. 
  Everything goes quiet as if they have paused, but Alexis 
  silently withdraws, having smelt their movement inside. 
  Opening the door reveals an empty corridor. There is 
  the faint smell of decay in the air, caused by her changes 
  intensifying. The smell soon fades.
   
  If none of the investigators pass the Listen roll, then 
  Alexis takes the knife undetected. The investigators 
  might notice it is missing the following morning with a 
  Spot Hidden check as they gather their gear. 
  Tearing the heads from both corpses, Alexis impales them 
  on tree branches on the route to where the investigators 
  planted their equipment that afternoon. If she has the 
  knife, she stabs it through one of the eye sockets and 
  leaves it to be found. 
   
  Ioannidis and Raptis are reported overdue the next 
  morning. This generates further tension, with both 
  leaders trying to organise search parties while accusing 
  their counterparts of incompetence. The investigators 
  can take part in the search for the missing guerrillas. A 
  successful Luck roll from the investigator with the lowest 
  Luck in the group means that they are in the search 
  party that finds the remains. Otherwise, the remains are 
  brought back to the camp around midday. 
   
  The investigators are blamed by both sides if the SOE 
  knife is found. If Alexis was unable to obtain it, Anastasia 
  comments that the remains were found on the route from 
  where the investigators were working yesterday. The fact 
  T H E  A N G E L  O F  T H E  A B Y S S
  
  118
  that the guerrillas were seen to return to the camp for a 
  couple of hours before heading out on patrol is initially 
  overlooked in favour of finding someone to blame. 
  Without the knife to direct accusations, everyone comes 
  under suspicion. The investigators can make Persuade 
  rolls to convince the Resistance of their innocence. 
  Success means the two factions only have each other to 
  accuse. Guns are drawn a few moments later. A successful 
  Command roll will allow the investigators to take charge 
  of the situation, ordering aggressors on both sides to back 
  down. If the investigators remark that whoever is doing 
  this is obviously trying to get both sides fighting each 
  other they receive a +15% bonus to their roll.
  If the investigators calm the situation, Mihail and Vasilios 
  agree that someone in the camp is responsible and has 
  to be found. While the Resistance prepare for the attack 
  that night, they order the investigators to find and stop 
  whoever is responsible, by any means. 
  If the investigators fail to stop the confrontation, Mihail 
  pulls his gun on Vasilios. He is shot and wounded by 
  Yanni. Vasilios is shaken by the incident and Yanni takes 
  command, dictating that he will not stand for any more 
  of his men being killed. He orders the ELAS to pack their 
  equipment so they can leave at sunset. He orders the 
  investigators to stay out of their way. If they wish to help, 
  they can find whoever in the EDES is responsible and 
  bring their head to Yanni.
  investigating the
  Killings
  Investigating where the heads were found on the path, 
  Track rolls reveal a set of footprints (belonging to Alexis) 
  coming in through the undergrowth. They go up to the 
  tree, and then retreat. As they retreat, the stride becomes 
  wider, running at almost inhuman speed. They lead 
  north and cross over a large rocky area, making them 
  impossible to follow further. 
  In trying to ascertain movements last night, the 
  investigators can conduct interviews with the NPCs on 
  site. The Keeper is highly encouraged to roleplay each 
  scene. Refer to Non-Player Characters for mannerisms 
  in each case. 
  Vasilios and Mihail were going over routes that they 
  can use to withdraw from the area should they engage 
  reinforcements. They slept after this. 
  Yanni was out on patrol yesterday evening until midnight 
  in the west of the valley. Two other ELAS were with him 
  and can confirm this. 
  Georgia was in St Michael’s all night, cleaning rifles. She 
  was also keeping an eye on the investigators from afar, 
  as she doesn’t trust them. This might appear like she is 
  holding something back.
  Ioannis was overseeing the EDES in the base. He saw 
  Ioannidis and Raptis return, have dinner and then head 
  out on patrol to the north of the valley, as planned. 
  Anastasia was at her post by the radio all night, having 
  slept in the afternoon. 
  Tasia went out on patrol by herself to the south-west after 
  leaving the investigators. This was scheduled.
  Alexis went out on patrol alone to the north. She was 
  spotted by Anastasia returning from the south later that 
  night. Yanni can confirm that she was supposed to be in 
  the north, so had no reason being in the south.
  Searching for Alexis reveals she has vanished from the 
  camp. She has stolen a timer and two sticks of dynamite 
  from the Resistance stores and planted them under the 
  fuel drums where they will not be found. Inspired by the 
  investigator’s distractions to lure Italian patrols, she will 
  set off a fireball at sunset to bring them into the valley. 
  She plans to ambush them with Stefanos and radio back 
  to their base for reinforcements. Carnage will follow.  
  While searching for Alexis, the investigators can 
  discover the stores broken open and the gap in the 
  explosives supply. The Resistance spends the rest of the 
  day unsuccessfully searching the base for the missing 
  dynamite. 
  At this point, in the late afternoon, Katina arrives, clearly 
  worried, asking to see the investigators. 
  father iordanou changes
  Katina requests that the investigators come with her 
  immediately. As outsiders, they will have an objective 
  eye on the situation. The locals generally believe in 
  folklore and might jump to conclusions. Even with her 
  academic mind, Katina cannot explain what she has seen. 
  Katina was expecting to see Father Iordanou that morning. 
  Every year, he has come to bless her on her nameday. 
  E U R O P E  A B L A Z E
  
  119
  She excused herself from the festivities at her house and 
  went to the vicarage to check on him. She found the door 
  open, went upstairs and found him still asleep. The smell 
  of decay accompanied his increasing transformation. She 
  saw his hooves protruding from beneath the sheets and 
  fled in terror. 
  She has told the guests at her house that she is feeling 
  unwell. She sat there for hours thinking what to do when 
  Zabat came by to check on her. She explained what she 
  saw. He went to check himself and returned, suggesting 
  she get help. 
  reliGiOUs ObserVatiOns
  the fasting period for christmas is held 
  between november 15th and December 24th 
  and is strictly kept. no meat, dairy or 
  alcohol is consumed. fish is allowed 
  (until December 17th), apart from on 
  Wednesdays and fridays. Main foods in 
  this period are lentils, bean soup and 
  other pulses. 
  november 25th is the nameday of st 
  catherine of alexandria. she was a 
  princess, a scholar, and ultimately 
  a martyr who converted hundreds to 
  christianity. When such namedays fall on 
  a sunday, there is a church celebration. 
  being mid-week, there is no large-scale 
  celebration, but everyone named after 
  the saint celebrates. this includes 
  variants of the name as well (such 
  as Katina). such instances are on par 
  with (or even greater than) birthdays 
  in Greek life, as everyone knows your 
  nameday. 
  houses are open on these days and locals 
  come to visit, eat a sweet and leave 
  after a while. as this falls within 
  the fasting period, there are no large 
  feasts, but music and dancing are 
  common. Music normally consists of a 
  singer accompanied by clarinet. everyone 
  is invited by default. typically, the 
  local priest would visit the lady of the 
  house and bless her. 
  Katina is worried the locals might believe Father Iordanou 
  is turning into a vrykolakas, an undead monster from 
  Eastern European mythology. One method of becoming 
  such a monster is by eating meat wounded by a wolf or a 
  werewolf. The dog-like features of Father Iordanou’s face 
  made her think of the legend, but she is too rational to 
  believe it herself.
  Constable Zabat is pale and scared, waiting downstairs 
  when the investigators arrive, keeping an eye on the stairs 
  to the bedroom. Father Iordanou is awake. The curtains 
  are closed, the bedroom shrouded in darkness. The priest 
  keeps to the shadows but allows the investigators inside. 
  He wishes to confess. He has made a terrible mistake. 
  What he thought was an angel sent to save the land is in 
  fact a demon. The Angel of the Abyss is really a demon 
  of the pit, an agent of Lucifer. The demon has tainted 
  his flesh and clouded his mind. He knows he has little 
  time left and wishes the investigators to end his life. As 
  a priest, he cannot do it himself and does not want to 
  burden his friends with this sin. Only they can help him. 
  If the investigators press him for more information, he 
  will emerge from the shadows and scream at them to 
  look upon what he is becoming, begging them to end his 
  life (SAN test, 0/1D6). Only a Persuade roll makes him 
  explain more about the “angel” and how he discovered it 
  with Stefanos and Alexis.  
  As the sun sets outside, Alexis’ bomb explodes. The 
  fireball shoots into the black sky, the light outlining 
  Father Iordanou’s twisted face. He cries in pain and his 
  transformation completes in front of them (SAN test, 
  1/1D6). He attempts to escape through the window into 
  the garden so he can scamper away towards the north, to 
  the monastery. 
  the trap is sprung
  The investigators might quickly realise that the fireball 
  will attract a patrol. If they head directly to the east, 
  along the road into Kastellia, they can arrive as the 
  Italian patrol car (the same Fiat 508 Coloniale with the 
  same soldiers) is ambushed by Alexis and Stefanos. If 
  they perform their attack uninterrupted, they leave the 
  last of the three Italians alive to radio their base where 
  they are being attacked. He is then killed. Alexis shoots 
  a flare to alert the Resistance that trouble is on its way, 
  giving them time to prepare and hopefully increase the 
  body count. They take the three corpses back to the 
  cavern and wait for the battle to conclude. 
  T H E  A N G E L  O F  T H E  A B Y S S
  
  120
  If the investigators intervene, the Italians need to be dealt 
  with, but stopping them from radioing their position 
  buys the Resistance time. The patrol will not be reported 
  overdue for hours, by which time the attack will have 
  begun on the bridge. 
  At St Michael’s, the explosion kills 1D4 named NPCs of 
  the Keeper’s choice. The base is in chaos. A Command 
  roll can organise the Resistance. How the investigators 
  proceed is up to them. They could have the Resistance 
  retreat completely if they fear the Italians are coming 
  in force. If they have dealt with the patrol, they could 
  proceed with the original mission and intercept 
  reinforcements heading north to the bridges, luring 
  them into the valley and then delaying them with the 
  distractions the investigators have installed. 
  They could also Command the Resistance to attack the 
  monastery if the investigators wish. In this case, events 
  play out as below, but after Mordiggian kills one of the 
  Resistance fighters, the rest flee in panic. This leaves the 
  investigators to seal the cavern themselves.
  The Keeper should go with the plan the investigators 
  design, trying to avoid large-scale direct conflict where 
  possible. If the Resistance withdraw into the mountains 
  and the Italian forces advance, the distractions can be set 
  off and work as desired, delaying them by one hour per 
  site they established. This gives the Resistance time to 
  escape. A long game of cat-and-mouse follows across the 
  mountains. The investigators can then make their way to 
  the monastery. 
  the monastery 
  The monastery is in ruins. Only one building remains 
  standing, its front carved into the side of the mountain. 
  The door is open. Inside, off a rectangular entrance 
  hall, are two small rooms. Both are empty. A stairway 
  between the two doors leads down approximately 50 
  feet. Craft rolls can confirm the stairway is built into a 
  natural tunnel. 
  At the bottom of the stairway, a corridor another 30 feet 
  long has six rooms leading off it (three on each side) 
  before reaching an open doorway at the far end. This 
  door leads into the cavern of Mordiggian. The door is 
  covered in carved crosses and had previously been sealed 
  along its edges with wax before Stefanos opened it. The 
  dark waters below and the stalactite-lined ceiling extend 
  into the darkness. 
  Stefanos and Father Iordanou feast from an Italian corpse 
  in one of the furthest rooms. Alexis waits in the room 
  opposite, numbed by further transformation. The other 
  bodies (six in all) are laid out on the edge of the rock 
  ledge in the cavern for Mordiggian, overlooked by the 
  ancient carvings of the winged darkness.
  The ghouls will attempt to fight off the investigators if 
  they are discovered. Alexis attempts to protect them, 
  pleading for the investigators to leave them alone before 
  she finally completes her transformation. Mordiggian 
  intervenes when the first ghoul is killed, if the 
  investigators shine bright light into the cavern or if they 
  disturb the corpses that have been offered to it. Whereas 
  the ghouls kill indiscriminately, the Charnel God engulfs 
  each investigator in turn to start their transformation in 
  ghouls. However, if an investigator attacks with a magical 
  weapon, or kills its ghoul servants, Mordiggian will 
  engulf and destroy those investigators instead. 
  Mordiggian will not leave the deeper level of the building, 
  retreating into the cavern once it has affected every 
  investigator it can. All it has to do is wait. 
  A successful Demolitions roll can collapse the stairway. 
  It isn’t a permanent solution, as the god still exists, but 
  hundreds of tonnes of rock will bar the way to its cavern. 
  E U R O P E  A B L A Z E
  
  121
  aftermath
  The attack on the bridge that night is successful. The 
  efforts of the Resistance ultimately paid off and the 
  reinforcements did not make it to the Gorgopotamos 
  Bridge in time. Helped by Resistance cells along the way 
  to the coast, the investigators reach the extraction point 
  off Petalas two nights later. 
  If Mordiggian successfully affected any of the 
  investigators, they will begin to change before reaching 
  London, as the whole trip takes more than three days. 
  The investigators should describe how they react when 
  this happens to them and their friends. Do they allow 
  them to end it while they are still human? Do they just 
  kill them instead? Do they restrain them and hope that 
  N knows a way to reverse the process? These are some 
  of the questions they should be faced with. If they chose 
  to restrain investigators turning into ghouls, they will be 
  picked up by other members of Network N upon landing 
  back at RAF Tempsford. They are never seen again, and 
  their fate is “Classified”. 
  In their debriefing, the investigators are informed that 
  the mission was a success. Whitehall has new faith in 
  the SOE and it looks like their immediate problems have 
  been resolved. However, this has come at a cost, given the 
  potential loss of agents and innocents. At the Keeper’s 
  discretion, N is able to explain some of what happened in 
  Kastellia from the investigators’ reports. Although, some 
  things might well be left unexplained.
  Some time later another intelligence report comes across 
  N’s desk from the Cephissus valley. In response to the 
  attack on the Gorgopotamos Bridge, the Italian army 
  executed 14 innocent civilians in Kastellia on December 
  9th, 1942. A memorial to them remains in Kastellia to 
  this day. Wreaths are laid in their memory on the second 
  Sunday of every December.
  T H E  A N G E L  O F  T H E  A B Y S S
  
  122
  Date:  Late October, 1943
  Location: The Mediterranean Sea
  introduction
  This is an unusual mission for Network N in that it does 
  not involve acting behind enemy lines and should not 
  require any acts of assassination or sabotage as long as 
  things go to plan. The investigators will find themselves 
  working on board a Royal Navy hospital ship, trying 
  to hunt down potential saboteurs and contain an 
  otherworldly parasitic infection without causing mass 
  panic. Their time is limited, and there is the risk of 
  creating a diplomatic incident with neutral Spain if their 
  actions are excessive.
  In October of 1943, Spain hosted an exchange of sick 
  and injured POWs between Germany and Britain. 1061 
  German POWs, mostly from the Afrika Korps, were 
  transported from Alexandria aboard two vessels, the 
  HMT Cuba and the HMHS Tairea, and exchanged for 
  British, South African and ANZAC POWs. The exchange 
  took place in Barcelona harbour, and was overseen by the 
  Spanish Red Cross. The neutral Spanish government and 
  military were also present to ensure peace.
  While there had been POW exchanges between Italy 
  and the Allies, this was the first such exchange with 
  Germany. It followed over a year of diplomatic wrangling 
  and a number of false starts, and the involvement of the 
  Spanish authorities made it even more sensitive.
  N has uncovered evidence that one or more of the POWs, 
  and possibly their guards, is host to a hitherto unknown 
  Mythos entity. The mission parameters are to collect a 
  living specimen for analysis, contain any infection and 
  try not to kill too many people in the process. This is 
  complicated by the presence of a cell of Spanish agents 
  provocateur, whose scheme will collide with the primary 
  mission at the worst possible time.
  background
  the spirits of wrath
  In the middle of the 4th century AD, a Greek alchemist and 
  sorcerer named Stephen of Thebes settled in the city of 
  Leukaspis, near modern-day el-Alamein in Egypt. Stephen 
  conducted a number of Mythos-related experiments, trying 
  to summon and bind what he saw as spirits and demons 
  in the hope of controlling them and gaining knowledge. 
  One of his rare successes resulted in the summoning of 
  an otherworldly entity that Stephen named the Spirit of 
  Wrath. This name came about after the entity entered the 
  body of his apprentice, changing the boy’s temperament 
  and making him first argumentative and finally violent. 
  The entity reproduced within the boy, finally killing him, 
  and Stephen captured a number of the resulting offspring 
  for more careful study, sealing them in clay pots.
  Before Stephen had a chance to learn all the mysteries of 
  the creatures, Leukaspis was hit by a terrible earthquake 
  and largely lost to history. The Spirits of Wrath were 
  • s t o w a w a y s •
  a nOte On histOrical accUracY
  this scenario presents a simplified and 
  fictionalised version of the POW exchange. 
  for the purposes of the game, there is 
  only one british ship carrying POWs, and 
  it is smaller than the actual hMhs tairea. 
  this has been done to make it possible, if 
  not probable, that the investigators will 
  succeed in their mission.
  similarly, the presence of guards from the 
  camp and the role of the spanish observers 
  may not coincide exactly with historical 
  events, but have been included for dramatic 
  effect.
  While there is the possibility of any failure 
  on the part of the investigators causing 
  diplomatic tensions with spain, these will 
  not be serious enough to have any effect 
  on spanish neutrality and change the course 
  of the war. failure may have unfortunate 
  consequences for the investigators, though.
  E U R O P E  A B L A Z E
  
  123
  buried along with Stephen in the rubble of his adopted 
  home. Two specimens have since been released by 
  artillery fire in the Battle of el-Alamein.
  These fist-sized balls of protoplasm pulsate with light 
  in constantly changing colours. Their bodies are covered 
  with fine hair-like feelers that float around the central 
  mass, reaching out for a distance of up to a metre. Sparks 
  of electricity run down between these feelers, crackling 
  like discharge along a Jacob’s ladder. 
  The spirits are unfettered by gravity, and can levitate and 
  fly quickly through the air. Combined with their small 
  size, this makes them difficult to hit, reducing the odds 
  of all attack rolls against them by 50%.
  When a spirit is in the open air, it exudes a strong, sweet-
  rotten smell, like decaying custard. This can be quite 
  overpowering, requiring investigators to make a CON 
  x5 roll to avoid vomiting after 2 consecutive rounds of 
  exposure in an enclosed space.
  The spirits feel exposed in the open and will seek out a 
  new host as quickly as possible. They are clever enough 
  to identify vulnerable or isolated targets if available, and 
  will generally flee if outnumbered or attacked.
  Adopting a new host requires the spirit to force its way 
  into a person’s mouth, down their trachea and into their 
  lungs. This is deeply distressing for a conscious victim 
  and feels much like choking on food for 1D6 rounds. The 
  Spirit will suppress its electrical discharge when entering 
  and living inside a host.
  An infected host will find themselves subject to bouts 
  of uncontrollable anger and violent impulses. When in a 
  situation where their temper is being tested, the host will 
  need to make a Sanity roll in order to avoid lashing out 
  violently. Once the bout of anger has passed, the host 
  will have no idea what caused it.
  Once entrenched in the host’s lungs, a spirit will stay 
  for as long as it takes to lay a successful batch of eggs; 
  the spirits reproduce asexually, so no mate is required. 
  Once every month, the host must make an opposed roll 
  of their CON versus the POW of the Spirit. If they are 
  unsuccessful, the Spirit will lay 1D6 viable eggs in their 
  lungs. These eggs take 2 months to grow to maturity and 
  hatch, after which time they will exit the host, looking 
  for individual hosts of their own. The host will take 2D8 
  points of electrical damage for each spirit that leaves 
  their body in this way. The first sign of this happening is 
  the host screaming in pain while smoke and sparks come 
  from their mouth.
  If a host is seriously wounded, severely ill or dies, the 
  Spirit will attempt to escape and find a new host as 
  quickly as possible. In its hurry, it will discharge electricity 
  throughout the process, killing the host if they were not 
  already dead and leaving electrical burns throughout 
  their respiratory tracts.
  Any attempt to remove a spirit from a host via the mouth 
  or through surgery will require a Medicine roll; failure 
  will cause the spirit to discharge electricity into both the 
  host and the person performing the removal attempt.
  STR 10 
  CON 15 SIZ 2 
  INT 8 
  POW 13
  DEX 20 HP 9
  Move: 10 (flight)
  Damage Bonus: N/A
  Attacks:  Electrical discharge 60% 1D8 damage + CON  
   
  x5 roll to stay conscious
   
  Enter mouth 40% (automatic against an  
   
  unresisting target)
  Armour: None, but firearms and impaling weapons do 
  half damage to the gelatinous flesh. 
  Sanity Loss: 1/1D6 to see a spirit on the loose, or 1D3/1D10 
  to see one exiting a human host or to have one enter an 
  investigator’s body. If an investigator fails their Sanity roll 
  following their possession by a spirit, they will have no 
  conscious memory of the incident.
  All attacks against a Spirit of Wrath are at half chance due 
  it its small size and constant movement.
  Signs of Infection
  There are a number of ways of detecting the presence of 
  a spirit in the lungs of a host:
  •	
  The host’s breath will carry some of the spirit’s 
  scent, giving it an unmistakable trace of rotten 
  custard. Detecting this requires either deliberately 
  checking the host’s breath or some form of intimate 
  contact.
  •	
  X-rays will show a dark, fist-sized mass in one of 
  the host’s lungs.
  •	
  The spirits are sensitive to contaminants, and will 
  flee a host if the lungs are filled with any form of 
  toxin. This includes tobacco smoke, although it will 
  take the smoke of at least two cigarettes in quick 
  S T O W A W A Y S
  
  124
  succession to make the spirit uncomfortable enough 
  to leave. As with a dying or birthing host, this exit 
  will inflict 2D8 of electrical damage to the host’s 
  respiratory tract.
  The investigators may come up with other cunning tests. 
  Be generous in allowing their success: they have over 
  600 possible infectees to examine and time is against 
  them.
  el-alamein
  During the battle between British and German forces at 
  el-Alamein, Egypt, in late October, 1942, three Afrika 
  Korps soldiers took shelter in some ruins that had been 
  partially uncovered by the shelling and the desert winds. 
  The men were injured and needed somewhere to patch 
  up their wounds. Unfortunately for them, the ruin that 
  had been uncovered was that of the workshop of Stephen 
  of Thebes.
  Two of the clay pots containing the Spirits of Wrath had 
  been broken in the shelling, releasing their prisoners. Each 
  one of the released entities took one of the men as a host, 
  leading to Obergefreiter Karl Elzer and Obergrenadier 
  Kurt Helm becoming infected. The third soldier, Gefreiter 
  Bertold Reissig, witnessed the possession of his friends, 
  but was so badly injured and feverish that he is still 
  uncertain whether he dreamed the incident.
  Shortly afterwards, the three men were captured by 
  British forces and taken to the 503 POW camp at Fayid, 
  Bitter Lake, near Alexandria.
  the events at 503 camp
  The three friends were held at 503 Camp for a year, during 
  which time their injuries were treated. All are still unwell 
  enough to qualify for repatriation under the exchange.
  During this time, Elzer, driven by the growing rage 
  that the parasite causes, got into increasingly violent 
  arguments with his captors. During one incident in July, 
  his parasite took the opportunity to leave his body and 
  infect Corporal Reg Fisher, one of the guards at the camp.
  With the Spirit of Rage inside him, Fisher became brutal 
  in his treatment of the POWs and was put up on charges 
  on two occasions. Finally this proved too much for Helm 
  and Elzer, and they jumped Fisher and Private Billy Bray 
  on one of their night-time patrols, and attacked them 
  with socks filled with stones. Bray died of his injuries 
  a few days later. Fisher received a fractured skull and 
  concussion, and remembers nothing of the incident. This 
  occurred on the 10th October, 1943. While there has 
  been an investigation, no one has managed to prove that 
  Helm and Elzer were responsible.
  In addition to this, Helm had a clandestine affair with 
  one of the British nurses, Mary Cannon, and his parasite 
  passed into her body during one of their assignations. 
  Helm still carries a number of egg sacs in his lungs, which 
  are ready to hatch at the time play starts.
  In fear of the affair being discovered and the shame it 
  would bring, Cannon killed herself on 18th October. 
  Her body was discovered by Carmen Zarzo, one of the 
  Spanish Red Cross observers, and the parasite took Zarzo 
  as a fresh, living host. Like most hosts, Zarzo has no 
  memory of the parasite entering her.
  agents provocateur
  Two of the Spanish Red Cross observers are imposters. 
  Pablo Núñez and Eva Carrillo are both Spanish ultra-
  nationalists who believe that the Third Reich are natural 
  allies to fascist Spain, and can’t understand Franco’s 
  insistence on neutrality. They have infiltrated the Red 
  Cross mission to try to create a diplomatic incident that 
  will give Franco no choice but to ally with Hitler.
  When the observers arrived a few weeks ahead of the 
  repatriation, Carrillo made sure to meet one of the guards 
  from the camp at a local bar and seduce him. The target 
  was Private Sid Pullman, and he has not been able to 
  believe his luck at having a woman as beautiful and 
  exciting as Carrillo for a girlfriend; he is quite besotted.
  The next stage of the plan, which will occur the day 
  after the Tairea launches, is for Carrillo to break off her 
  relationship with Pullman very publically, in the mess, and 
  belittle him in the process. She plans to make disparaging 
  remarks about his poor hygiene, small genitals and lack 
  of skill as a lover.
  A day after this, either Carrillo or Núñez will attempt 
  to get Pullman alone on the deck, knock him out or 
  kill him, and drop his body over the side of the ship. 
  Núñez will then use Pullman’s rifle to kill the other two 
  Spanish observers in their quarters and wound Carrillo 
  and himself. The two survivors will give an account of 
  Pullman storming into the quarters in a jealous rage and 
  opening fire. This, they believe, will allow them to make 
  enough of a fuss within the Spanish Red Cross and then 
  the government to force Franco to disavow neutrality.
  E U R O P E  A B L A Z E
  
  125
  Núñez’ fallback plan, should their actions be discovered, is 
  to scuttle the Tairea. This is less likely to have the desired 
  outcome, as it hurts all parties, but it will at least cover 
  his tracks. To this end, he bought several kilos of stolen 
  British plastic explosive on the black market in Alexandria 
  and has hidden it in an air vent in the observers’ quarters 
  on the ship. Should the worst happen, he will quickly set 
  the explosives on the boiler and try to blow the ship up.
  the Path Of infectiOn
  the infections so far have followed this 
  route:
  1. Karl elzer and Kurt helm: infected 
  at the ruins of leukaspis. both have 
  passed their original parasites on, but 
  are host to its egg sacs. these eggs are 
  on the verge of hatching.
  2. corporal reg fisher: infected during 
  a fight with elzer. still carrying the 
  parasite, but it is looking for a new 
  host, having laid its eggs.
  3. nurse Mary cannon: infected by helm. 
  Killed herself a few days ago, forcing 
  the parasite to find a new host. her 
  corpse still contained egg sacs.
  4. carmen zarzo: infected by the parasite 
  fleeing cannon’s corpse. this parasite 
  has not had time to lay eggs yet. 
  5. Doctor George curran: infected by an 
  embryonic parasite when he performed the 
  autopsy on Mary cannon. he suspects that 
  he is infected with something, but the 
  parasite is too small and unformed to have 
  any obvious effects. it will eventually 
  grow large enough to lay its own eggs, 
  but this will take at least 2 months.
  the briefing
  This scenario is best suited to following up a mission 
  somewhere in the Mediterranean region; the conclusions 
  of both Lift Not Thy Hands and Angel of the Abyss 
  both put the investigators in the right region, if not a 
  suitable condition. The investigators, having just finished 
  their previous mission and looking forward to some rest 
  and recreation, are suddenly given orders to board an air 
  transport to Alexandria. They are to report to Colonel 
  Stamford-Smith of the Intelligence Corps at the Army 
  barracks in Alexandria for their briefing. No further 
  details are available at this time.
  The truth is that this mission has been put together 
  in a desperate hurry. Stamford-Smith asked for help at 
  around the same time as N received a report from Dr 
  George Curran, one of his operatives in Alexandria, that 
  there was something strange in Mary Cannon’s corpse. 
  N has used his influence to send his own people on the 
  mission and not use SIS, as Stamford-Smith requested. 
  In his hurry, N has used the team that was closest to 
  Alexandria, regardless of whether they have the right 
  skills for the job.
  The aircraft gets the investigators into Alexandria just 
  before 03:00 on the morning of 22nd October and 
  they are driven to the barracks in a jeep. A bleary-eyed 
  Stamford-Smith is waiting for them in a large briefing 
  room, designed to seat up to 100. There is no one else 
  with him.
  Stamford-Smith greets the investigators with a scowl. 
  “You’re the SOE chappies, yes? I still don’t understand 
  why they sent you, yes. I asked for someone from SIS, 
  yes, but they sent you, yes. Still, best make do with what 
  we have, yes?”
  The briefing that Stamford-Smith has for the investigators 
  covers the following points:
  •	
  One of the guards at 503 Camp at Fayid was killed 
  earlier this month, presumably by prisoners, but the 
  killer or killers have yet to be identified.
  •	
  A nurse from the same camp died under suspicious 
  circumstances a few days ago. While the presence 
  of a suicide note (which Stamford-Smith will make 
  available – see Handout 2) and the results of the 
  post-mortem have suggested that her death was a 
  suicide, it is suspicious under the circumstances.
  •	
  All attempts to determine the identity of the “Him” 
  mentioned in Mary Cannon’s suicide note have 
  proved fruitless.
  •	
  The Intelligence Corps in Alexandria have had a 
  report that a local black marketeer sold some stolen 
  British plastic explosive recently. Investigations have 
  S T O W A W A Y S
  
  126
  determined that it was bought by a man with dark 
  hair who probably wasn’t British. “The witness 
  described him as ‘swarthy’, but that hardly narrows 
  it down in Egypt, yes?”
  •	
  A dark-haired man was spotted by guards at the 
  docks snooping around the HMHS Tairea. They 
  chased him, but he got away.
  While there is no definite evidence of a plot involving the 
  Tairea, Stamford-Smith and his colleagues are concerned 
  enough that they sent for some specialists who could 
  babysit the voyage, softly-softly style. There is concern 
  about causing panic, so any investigations need to be 
  carried out in secret.
  Stamford-Smith will be quite open about the fact that he 
  has tried to delay the cast-off to allow time for a safe 
  investigation, but has been overruled on the matter due 
  to the diplomatic sensitivity and chronic delays that have 
  already plagued this exchange.
  The one piece of information that Stamford-Smith needs 
  to know is how the investigators want to handle the 
  question of cover identities. If they want to maintain 
  absolute secrecy about their mission, he can arrange 
  fake IDs that will allow them to pass as guards, doctors, 
  nurses, ship’s engineers and even a ship’s chaplain, if 
  required. Alternatively, if the preference is to be open 
  with the ship’s captain, Stamford-Smith can provide 
  the investigators with a letter of introduction and then 
  leave it up to them and Captain Horton to explain their 
  presence on the ship.
  Stamford-Smith wraps up his part of the briefing by 
  telling the investigators that the Tairea is due to cast 
  off in just under 4 hours, so they had better be sharp 
  about gathering any supplies or information they need 
  in Alexandria.
  Before he leaves, Stamford-Smith reaches into his inside 
  coat pocket and pulls out a sealed envelope. “This 
  coded message arrived for you a few hours ago, yes? I 
  have no idea what the blasted thing says, yes, because 
  apparently being the local head of the Intelligence Corps, 
  yes, doesn’t give me sufficient security clearance to read 
  it, yes!” He slaps the envelope down on the desk before 
  waddling out in displeasure.
  The envelope contains the briefing from N (Handout 1: 
  Orders from N on page 141), and can be found amongst 
  the handouts at the end of his scenario. 
  Colonel Arthur Stamford-Smith, 
  Senior Intelligence Officer, age 44
  Colonel Stamford-Smith has worked in the Intelligence 
  Corps since the start of the war, and has been based in 
  Alexandria since the second battle of el-Alamein. He is 
  frustrated at his men’s inability to get to the bottom of 
  the strange events that have been going on in the area 
  and having to call for outside help feels like an admission 
  of failure to him.
  First Impressions: A short, squat man with wire-
  framed glasses, an obvious comb-over and a pencil-thin 
  moustache. Stamford-Smith looks ill-tempered at the 
  best of times, and being overruled about the resources 
  allocated to him for this mission has done nothing to 
  improve this.
  Personal Details: His chronic insomnia causes Stamford-
  Smith to look permanently tired, and he is worried that 
  the effect on his concentration is making him ineffective 
  at his job.
  Secrets & Goals: The secret briefing from N has made 
  Stamford-Smith very irritable. As the senior member 
  of the Intelligence Corps in North Africa, he doesn’t 
  understand how a briefing can be beyond his security 
  clearance. While he is not unprofessional enough to have 
  broken protocol, he will try to make life awkward for the 
  investigators if they don’t share the truth of the mission 
  with him.
  Playing Stamford-Smith: Scowl a lot. Punctuate 
  everything you say with the word “yes”, like a verbal 
  comma. Be curt when answering the players’ questions, 
  but stop short of blatant rudeness.
  E U R O P E  A B L A Z E
  
  127
  STR 11 
  CON 13 SIZ 14 
  INT 16 
  POW 12
  DEX 13 APP 10 
  EDU 16 SAN 60 HP 13
  Damage Bonus: +0
  Weapons: Revolver 45% 1D10+1
  Skills: Command 55%, Military Science 45%, Psychology 
  70%, Tradecraft 80%.
  the morgue
  If the investigators ask to examine the remains of 
  Mary Cannon, Colonel Stamford-Smith confirms that 
  they are in the on-site morgue and arranges to have 
  Doctor Curran woken up to answer any questions. The 
  morgue is nothing more than a Quonset hut which has 
  been refrigerated as best as can be expected. It smells 
  strongly of decay, disinfectant and diesel smoke from 
  the generator that runs outside. The air inside is cool, if 
  not freezing.
  The body of Mary Cannon lies naked on a metal table, 
  sutured up from her earlier autopsy. In life, she was an 
  attractive young woman of 20, with shining blonde hair. 
  She is showing early signs of decomposition now, and 
  her hair is lank and darkened.
  Curran can relay the following facts, some of which will 
  be supported by examination of the body:
  •	
  The cause of death was an overdose of morphine, 
  administered by injection. The syringe was found 
  in Cannon’s arm, supporting the theory that it was 
  self-inflicted.
  •	
  A suicide note was found next to her body, scrawled 
  in her handwriting, saying that she wished she had 
  never done it and that she couldn’t live the with 
  shame any more (see Handout 2: Mary Cannon’s 
  Suicide Note on page 141).
  •	
  The autopsy showed that there were significant 
  burns to her lungs, trachea, mouth and lips. The 
  burns are irregularly patterned throughout and 
  appear to have been made post-mortem.
  •	
  A number of foreign objects were found in Cannon’s 
  lungs. Initially they appeared to be some type of 
  unusual seed pods, almost like burrs, but on closer 
  examination they seem to be more like egg sacs.
  •	
  When Dr Curran cut into one with a scalpel, he was 
  knocked unconscious, and there was no sign of the 
  egg when he recovered. From his own symptoms, he 
  suspects that he was given an electric shock.
  The Egg Sacs
  The eggs laid by the Spirits of Wrath are small – between 
  one and two centimetres in diameter – and covered with 
  sharp and tiny hooks made of chitin. When examined 
  under the microscope, a robust, translucent membrane 
  can be seen under the mass of hooks, containing a 
  shape that seems to squirm or pulse, changing colours 
  as it does so.
  When an egg is left in a warm, moist environment, such 
  as human lungs, for 2 months or longer, it will take 
  nutrition from its host, grow and finally hatch. Any 
  young Spirits will then vacate the body and seek a 
  new host, usually resulting in the death of the current 
  host from electrical burns as it passes out through the 
  mouth. 
  Cutting into one of the eggs with a metal implement will 
  cause it to rupture, releasing a premature Spirit and a 
  large electrical charge. Anyone touching the metal with 
  bare skin will take 1D6 of electrical damage and need to 
  make a CON x5 roll to avoid being knocked unconscious. 
  If the investigator cutting has had the foresight to wear 
  rubber gloves, the player needs to make a Luck roll 
  to avoid an arc from the electrical explosion passing 
  through an uncovered part of their body; if they fail, the 
  investigators takes 1D4 electrical damage and needs to 
  make a CON x5 roll to stay conscious.
  Doctor George Curran, Army Doctor, age 37
  Dr Curran is one of the army doctors working out of the 
  base in Alexandria. While most of Curran’s duties revolve 
  around standard medical care, his pre-war experience as 
  a coroner has resulted in him also performing autopsies 
  when required.
  First Impressions: A tall, thin, gangly man with unruly 
  dark brown hair. He is obviously tired, having just been 
  woken up in the middle of the night, and can barely stop 
  yawning. He often looks distracted, as if thinking about 
  something else.
  Personal Details: Curran is concerned that whatever was 
  in the egg he dissected survived and may have infected 
  him. Not being a biologist or an expert on the Mythos, 
  he has no idea what the parasite is or what to look out 
  for. Luckily Curran has assisted N in an advisory capacity 
  before and knew to contact N when he encountered the 
  eggs and the strange burn marks. 
  S T O W A W A Y S
  
  128
  Secrets & Goals: The foremost thing on Curran’s mind 
  is to find out if he is infected and what to expect if he 
  is. He will want to get any information and hypotheses 
  that the investigators come up with, and will go as far 
  as suggesting that he accompanies them on the mission. 
  Stamford-Smith will try to block this, but a clever group 
  of investigators can find ways of going over his head or 
  twisting his arm.
  Playing Curran: Yawn a lot and rub your eyes. Look 
  distant and nervous when not speaking. Become acutely 
  interested whenever the subject of the eggs or whatever 
  they contain comes up.
  STR 12 
  CON 12 SIZ 12 
  INT 16 
  POW 10
  DEX 15 APP 12 
  EDU 18 SAN 50 HP 12
  Damage Bonus: +0
  Weapons: Revolver 35% 1D10+1
  Skills: Biology 50%, Cthulhu Mythos 03%, First Aid 70%, 
  Medicine 75%, Psychology 45%, Spot Hidden 40%.
  Kitting up
  The investigators will have full access to the army stores 
  at Alexandria, and the quartermaster can supply them 
  with weapons, ammunition and explosives, within 
  reason. Getting sufficient plastic explosives to sink the 
  Tairea will require a Command, Fast Talk or Persuade roll, 
  or some subterfuge or theft.
  Black market supplies are a little more difficult to 
  obtain. At this stage of the war, goods like cigarettes, 
  rolling tobacco and chocolate are in very short supply in 
  Alexandria. Given the time constraints, it will require a 
  1/2 Luck roll for an investigator to be able to track down 
  such supplies before the Tairea casts off.
  hmhs tairea
  The HMHS Tairea is a converted cruise liner, built by 
  Barcley Curle & Co of Glasgow and launched on 6th 
  March 1924. She was converted to a hospital ship at the 
  start of the war, and while she was originally designed 
  to hold around 400 passengers and 175 crew, she will be 
  carrying far more than that for this voyage.
  As is usual for hospital ships of the era, the Tairea is 
  painted white, with a broad green stripe around the hull, 
  and sports large, illuminated red crosses on her sides and 
  deck. Hospital ships and their crew are protected under 
  the Geneva Convention, but this has not rendered them 
  entirely safe from attack during the war.  
  Barring any spectacular interference by the investigators, 
  the Tairea will cast off at 07:00 hours on the 22nd 
  October, and is due to arrive at Barcelona harbour on the 
  26th October. Considering the number of people involved 
  in the repatriation and the diplomatic momentum behind 
  it, it is extremely unlikely that the investigators can use 
  any sane or reasonable means to delay this.
  Space on board the Tairea is tight, due to the exceptional 
  number of POWs on board. There are 140 medical staff: 
  120 nurses and 20 doctors; there would normally be more 
  doctors required, but not many medical emergencies have 
  been anticipated. These staff are caring for 487 POWs 
  with various medical needs. In addition to this, there are 
  102 ship’s crew, including engineers, 35 guards from the 
  camp and the four observers from the Spanish Red Cross, 
  making for a total of 768 people on board.
  The less mobile and more seriously ill POWs are kept 
  on wards, in bunk beds, but the walking wounded are 
  provided with hammocks or bedding to sleep where they 
  can, including the open air of the deck.
  the layout of the tairea
  The HMHS Tairea has three decks, all of which have 
  been modified from their original design as part of the 
  conversion to a hospital ship, and further changed in 
  purpose for the current mission. 
  Topmost is the Boat Deck, largely open to the elements. 
  The former smoking cabin, which lies aftwards, is 
  currently used for accommodation by a number of the 
  E U R O P E  A B L A Z E
  
  129
  POWs. The bridge, captain’s cabin and a number of 
  storage lockers lie to the fore, just behind the bow. The 
  open decking is currently in use by the healthier POWs, 
  who use bedding and tarpaulins to sleep in the open. 
  The weather is warm and dry enough to permit this, but 
  should a storm hit, they will make their way below where 
  there is far less room.
  In the middle is the Upper Deck, which has been 
  converted into wards, examination rooms, offices and 
  storage for medical supplies and equipment. There are 
  two large, open wards filled with bunk beds, where the 
  majority of the injured and sick POWs are cared for. The 
  ship’s mess can also be found on this deck.
  At the bottom lies the Spar Deck. Accommodation for 
  the ship’s crew, engineers and the guards from 503 
  Camp can be found towards the stern of this deck. In 
  the middle are the engine and boiler rooms, attended to 
  by the ship’s engineers at all hours. Accommodation for 
  the nursing staff is located toward the bow on this level, 
  and a converted cargo cabin has been set aside as private 
  accommodation and offices for the Spanish Red Cross 
  observers.
  Quarters for the Investigators
  Where the investigators are quartered will depend 
  entirely on how they have presented themselves. If 
  they are posing as medical staff, engineers and guards, 
  they will be bedded in the appropriate quarters. If they 
  have made their mission known to Captain Horton 
  then they will be given the use of one of the storage 
  rooms on the Boat Deck, next to the captain’s own 
  cabin. The investigators may also be 
  able to request the use of one of the 
  examination rooms should they make 
  a case for containing any infections or 
  performing experiments. 
  captain horton’s cabin
  The captain’s cabin is located on the 
  Boat Deck, just behind the bridge, and 
  is simply furnished with a desk, chairs 
  and a few personal effects. Sitting on the 
  desk is a small ceramic urn containing 
  the ashes of Captain Horton’s late wife, 
  Mary. A door leads through to his 
  private quarters, which contains a bed, a 
  lavatory and a few more personal items. 
  Captain Horton lives very simply.
  Horton will conduct any questioning or private discussions 
  with the investigators here, and will not be slow to demand 
  they are brought to him if he hears reports of strange or 
  violent events.
  Captain Neville Horton, 
  Captain of the Tairea, age 52
  Neville Horton has been the captain of the Tairea since 
  it was converted into a hospital ship at the beginning of 
  the war, and has been a naval officer since the days of the 
  Great War. He is experienced, even-tempered and largely 
  unflappable. 
  How Horton interacts with the investigators depends on 
  how they present themselves to him. If the investigators 
  choose to go undercover on the ship without informing 
  S T O W A W A Y S
  
  130
  him and are later either discovered or reveal their mission 
  to him, Horton will be angry at the deception, but is 
  enough of a professional to deal with any problems 
  presented to him. His personal interactions with the 
  investigators will be soured, though, and he will be less 
  willing to extend favours or give them the benefit of the 
  doubt in delicate matters.
  Should the investigators start by presenting themselves 
  as members of SOE, dealing with suspected sabotage 
  or espionage, Captain Horton will offer them complete 
  assistance, including helping them with any cover stories 
  and making the resources of the ship available to them. 
  The other side of this arrangement is that he will expect 
  regular briefings and to be told exactly what is going 
  on onboard his ship. This may lead to angry exchanges 
  should evidence of the unnatural creatures come to light 
  and the investigators are not honest about them.
  Captain Horton has no knowledge or experience of the 
  Mythos, and will want any parasites that are brought to 
  his attention to be destroyed.
  First Impressions: A heavy-set man with hairy knuckles 
  and thick hair on his arms, poking out from under the 
  sleeves of his uniform. Horton sports a neatly trimmed 
  salt-and-pepper beard. His manner is gruff, but there is 
  often a twinkle of amusement in his eyes.
  Playing Horton: Sit up straight and pay full attention to 
  anything that is said to you. Ask lots of direct questions, 
  especially when you think you are being lied to. Have a 
  great, bellowing laugh, and use it to laugh at your own 
  jokes.
  STR 13 
  CON 14 SIZ 17 
  INT 15 
  POW 10
  DEX 9 
  APP 12 
  EDU 15 SAN 50 HP 15
  Damage Bonus: +1D4
  Weapons: Revolver 55% 1D10+1
   
    Fist 70% 1D3 + 1D4 DB
  Skills: Command 75%, Persuade 70%, Psychology 45%.
  medical staff
  There are 120 nurses and 20 doctors on board the Tairea. 
  These medical personnel work for the Royal Navy, and so 
  are outside of any chain of command of the investigators, 
  as are the ship’s crew. This means that the investigators’ 
  options for getting information or resources from the 
  medical staff rely on charm, subterfuge or the authority 
  of the captain, if he is aware of their mission.
  With the unusual nature of the voyage and the sheer 
  number of POWs on board, the nursing staff are being 
  run ragged. Some of the less well-mannered POWs 
  are treating them as little more than waitresses, and 
  tempers are running high. If you want to introduce 
  some red herrings, once the investigators are aware of 
  the personality changes inflicted by the Spirits of Wrath, 
  have them walk in on an argument between nurses and 
  prisoners that has turned physical.
  Gossip Amongst the Medical Staff
  These bits of information can be picked up by sharing 
  cigarettes or illicit booze with some of the nurses, or 
  making suitable Persuade or Fast Talk rolls: 
  •	
  One of the nurses at 503 Camp had an affair with a 
  German POW, and many suspect that this was Mary 
  Cannon, following her suicide.
  •	
  Kurt Helm has tried to chat up every woman he has 
  met since coming on board.
  •	
  Karl Elzer has a bit of a temper and often shouts at 
  nurses over the stupidest little things.
  •	
  One of the nurses tried chatting up that dishy 
  Spaniard, Pablo Núñez, but he wasn’t having any 
  of it. She later saw him with Eva Carrillo in a quiet 
  corner and figures she’s his bird. The nurse wonders 
  if that Private Pullman knows.
  aDDitiOnal naMes
  if you need to improvise any additional 
  medical staff, here are some names 
  to help: lieutenant betty Makeham, 
  lieutenant Georgina Keeys, lieutenant 
  Margery smith, Dr Gladys rowland, Dr 
  Keith Marr, lieutenant-commander Jean 
  ambler. Use the regular soldier write-
  up on page 110 of World War cthulhu: 
  the Darkest hour should you need stats 
  for any of these nPcs.
  Commander Doreen Cossey, 
  Principal Matron, age 38
  Commander Cossey is the principal matron for the HMHS 
  Tairea, and is ultimately responsible for the nursing care 
  of the 487 POWs on board. She works long hours and 
  takes her command very seriously. Her subordinates find 
  E U R O P E  A B L A Z E
  
  131
  her fair in all matters, but are still frightened of her on a 
  personal level.
  First Impressions: A tall, stout, commanding woman 
  with bushy red hair, showing its first signs of grey. She 
  has the natural impatience of the extremely busy, and 
  will be quite short with those she sees as wasting her 
  time. Cossey is notably well-spoken and her voice has a 
  tendency to boom when she is barking orders.  
  Playing Cossey: As soon as anyone gets your attention, 
  demand to know what they want and tell them to be 
  quick about it. Interrupt yourself to shout orders and 
  admonishments at your staff. Become cross when people 
  are vague in what they want.
  STR 14 
  CON 13 SIZ 14 
  INT 17 
  POW 16
  DEX 13 APP 8 
  EDU 14 SAN 80 HP 13
  Damage Bonus: +1D4
  Skills: Command 65%, First Aid 75%, Library Use 40%, 
  Medicine 50%, Listen 55%, Psychology 55%, Spot Hidden 
  50%.
  patient records and 
  administration
  The medical records of the POWs onboard have been 
  brought from 503 Camp and are kept in filing cabinets in 
  an office on the Upper Deck. The records office is kept 
  locked as a matter of course, with only matrons and the 
  principal matron carrying keys. When doctors or other 
  medical staff need access to a file, they arrange this 
  through one of the matrons.
  If the investigators decide that they need access to these 
  files, they can either attempt to Command or Fast Talk 
  one of the key-holders (not required if the captain is 
  aware of the mission and is providing full access) or to 
  break into the office. This latter course of action will 
  require an investigator to roll against whichever is lower 
  out of their Sneak or Locksmith skills in order to break 
  in unobserved; a failure means that they will be caught 
  in the act.
  Once an investigator has gained access, the filing cabinets 
  themselves are unlocked, and the files are indexed and 
  all where they should be. A Library Use roll will reveal 
  the following information:
  •	
  Elzer, Helm and Reissig were all captured at the 
  same time, after being badly injured in some ruins 
  near el-Alamein. 
  •	
  Reissig has developed paranoid delusions about his 
  former friends, and when sedated with morphine on 
  one occasion made reference to how they are “not 
  the men they used to be”.
  Details of the wounds received by the three men and 
  their treatment are also on file, but this information can 
  also be found simply by talking to the nursing staff.
  the pows
  The 487 German prisoners on board the HMHS Tairea are 
  all injured or ill in some respect and are being repatriated 
  on medical grounds; 84 of these men are bedridden. 
  Given that the Tairea is a hospital ship on a voyage of 
  repatriation, there is much less security than there was 
  at the camp. Those POWs who are mobile are allowed to 
  wander freely on the upper two decks, although there is 
  an 8pm curfew. Those who have communicable diseases 
  are kept on an isolation ward and have their movements 
  restricted.
  The nursing staff are there to care for the Germans, not 
  act as their jailers, and it is often quite difficult to keep 
  track of who is where.
  Gossip Amongst the POWs
  Gaining enough trust from the POWs for them to share 
  gossip will not be as easy as with the nurses or guards. 
  For a start, most of them speak little-to-no English, 
  so a German roll will be necessary to make suitably 
  friendly conversation. After that, a 1/2 Persuade roll 
  will be required to get a prisoner to open up, although 
  S T O W A W A Y S
  
  132
  this penalty can be reversed by sharing chocolate or 
  cigarettes. It will not be possible to use the Command 
  skill, as the prisoners do not recognise the authority of 
  the investigators.
  If all this is successful, the following facts can be learned:
  •	
  Helm was having an affair with Mary Cannon and 
  has been upset since learning of her death.
  •	
  Reissig used to be good friends with Helm and 
  Elzer, but has been avoiding them since arriving at 
  the camp.
  •	
  Fisher had beaten a number of the prisoners at the 
  camp badly, and no one knows for sure who was 
  responsible for attacking him because of the sheer 
  number of people holding grudges.
  •	
  Helm and Elzer have had fights with a number of the 
  other prisoners over the smallest of matters.
  aDDitiOnal naMes
  if you need to improvise any additional 
  POWs, here are some names to help: 
  Grenadier Günther hadank, Grenadier ernst 
  rhaden, Obergrenadier albert Karchow, 
  Gefreiter Werner Kepich, Obergefreiter 
  hermann Krehan, Unterwachmeister Klaus 
  Pohl. Use the regular soldier write-up 
  on page 110 of World War cthulhu: the 
  Darkest hour should you need stats for 
  any of these nPcs.
  Obergefreiter Karl Elzer, Patient Zero, age 23
  One of the two Germans originally infected in the ruins 
  at el-Alamein, Elzer passed his parasite on to Reg Fisher 
  during an altercation. The eggs that lie within his lungs 
  are ready to hatch. Like Helm, his breathe does not smell 
  as badly as it would had the parasites hatched, but it is still 
  noticeable if specifically checked. As one of the walking 
  wounded, Elzer is bedding down on the Boat Deck, and 
  can usually be found there, chatting with other POWs 
  and sharing war stories. Elzer’s rank of Obergefreiter 
  corresponds with the British Army rank of Corporal.
  First Impressions: Average height, well-muscled and with 
  short-cropped blonde hair. Elzer is not an ugly man, but 
  there is a brutish cast to his features. Elzer’s face was 
  burned in the artillery strike and he has a prosthesis in 
  place of his left eye. While Elzer has learned a smattering 
  of English at the camp, he refuses to speak anything 
  other than German.
  Personal Details: While Elzer’s rage has died down as a 
  result of losing his parasite, the presence of the eggs still 
  makes him volatile. 
  Secrets & Goals: Elzer still harbours a grudge against 
  Fisher for his abusive treatment, but his rage is under 
  control and he is not planning to take any chances by 
  acting on it. If Fisher provokes him or an opportunity 
  arises, though, Elzer will enlist the help of his friends to 
  finish the job they started.
  Playing Elzer: Remain civil, but be no more polite than 
  you have to be. Tense up when provoked or confronted, 
  as if about to lose your temper, but then let it dissipate.
  STR 16 
  CON 12 SIZ 14 
  INT 12 
  POW 12
  DEX 10 APP 6 
  EDU 10 SAN 60 HP 13
  Damage Bonus: +1D4
  Weapons: Knife (should he find one) 45% 1D4 + 1D4 DB,  
   
    Fist 70% 1D3 + 1D4 DB
  Skills: Dodge 50%, Fast Talk 40%, Listen 25%, Other 
  Language (English) 25%, Sneak 40%, Spot Hidden 45%.
  Obergrenadier Kurt Helm, Patient Zero, age 23
  The other person to be infected at the ruins, Helm coped 
  slightly better with the infection, being of a more even 
  temperament than his friend, Elzer. Helm is not an angry 
  man by nature, and the violent attack on Fisher and Bray 
  E U R O P E  A B L A Z E
  
  133
  was entirely Elzer’s idea. Helm is still thoroughly loyal to 
  his friend and would never betray him, no matter what 
  Elzer may do.
  As one of the walking wounded, Helm is bedding down 
  on the Boat Deck and can usually be found there. He 
  enjoys watching the sea and counting down the time 
  until he returns home. When he is not doing this, 
  he often heads down to the wards to flirt with nurses 
  under the guise of visiting sick friends. Helm’s rank of 
  Obergrenadier corresponds with the British Army rank 
  of Private 1st Class.
  First Impressions: A boyishly handsome man with piercing 
  blue eyes and a ready smile. This impression is enhanced 
  by Helm’s natural charm, which tends to make people like 
  him instinctively. While not gifted at languages, Helm is 
  happy to use the broken English he picked up at 503 Camp, 
  and is quick to laugh at the mistakes he makes. Part of 
  Helm’s left hand is missing, following an artillery strike, 
  and his arm is burned and scarred.
  Personal Details: Helm had no understanding of what 
  happened to him at el-Alamein, but is aware that he was 
  a different man for a while, and that this also affected 
  Elzer. He is quick to attribute this to shell shock. The 
  sharpness and volatility of Helm’s temper frightened him, 
  and he is happy to be more like his old self again. Helm’s 
  parasites will not be ready to hatch for over a month.
  Secrets & Goals: Helm suspects that his relationship 
  with Mary Cannon may have been connected to her 
  suicide and will deny it strenuously unless successfully 
  persuaded or intimidated into talking.
  Playing Helm: Smile and laugh often, and make 
  declarations of friendship in broken English to everyone 
  you speak to. Flirt shamelessly with any woman you 
  encounter.
  STR 12 
  CON 16 SIZ 14 
  INT 14 
  POW 14
  DEX 11 APP 16 
  EDU 13 SAN 70 HP 11
  Damage Bonus: +1D4
  Weapons: Knife (should he find one) 55% 1D4 + 1D4 DB, 
   
    Fist 60% 1D3 + 1D4 DB
  Skills: Dodge 40%, Listen 35%, Other Language (English) 
  35%, Sneak 30%, Spot Hidden 55%.
  Gefreiter Bertold Reissig, 
  Witness to a Possession, age 21
  Reissig is the only one of the three friends who sheltered 
  in the ruins at el-Alamein who was not infected with a 
  Spirit of Rage. He witnessed the possession, but was so 
  badly injured he has since dismissed it as ever having 
  happened. He has noticed that both Elzer and Helm 
  changed afterwards. 
  As he is badly injured, Ressig can usually be found in 
  a bed on the general ward on the Upper Deck. While 
  Reissig is mobile, he tires easily and is in a lot of pain, 
  so any visits to the Boat Deck to enjoy the sea air are 
  brief ones. Reissig’s rank of Gefreiter corresponds with 
  the British Army rank of Lance Corporal. 
  First Impressions: Reissig looks thin, pale and unhealthy, 
  as he has been largely bedridden since the artillery strike. 
  He took a serious chest wound and is still convalescing. 
  He has a nervous disposition, and always looks ill-at-ease.
  S T O W A W A Y S
  
  134
  Personal Details: While the three friends had been close 
  before the incident in the ruins, Reissig found himself 
  frightened by the aggression and violence that threatened 
  to consume his friends while they were at 503 Camp. 
  Their relationships have suffered as a result and Reissig 
  avoids his old friends when he can.
  Secrets & Goals: Reissig knows that Elzer and Helm 
  were responsible for the death of Private Bray and the 
  wounding of Corporal Fisher. He is horrified that his 
  friends could have done such a thing, but has told no one. 
  Reissig also knows of Helm’s affair with Mary Cannon 
  and suspects that Helm may have had something to do 
  with her death. His silence is more to do with fear than 
  loyalty, and promises of protection will help convince 
  him to share the secrets that sit heavily with him. 
  Playing Reissig: Act nervously, wringing your hands and 
  rubbing your face. Hint that there is something you want 
  to say. Look around as if you are afraid that someone may 
  be eavesdropping.
  STR 8 
  CON 8 
  SIZ 15 
  INT 12 
  POW 10
  DEX 7 
  APP 12 
  EDU 14 SAN 50 HP 11
  Damage Bonus: +0
  Weapons: Fist 55% 1D3
  Skills: Dodge 14%, Other Language (English) 15%, 
  Psychology 25%.
  the guards
  For purposes of continuity and detailed knowledge of 
  the prisoners, Captain Horton has requested that 35 of 
  the guards from 503 Camp accompany the POWs on this 
  voyage. This leaves his crew free to run the ship and tend 
  to patients.
  Gossip Amongst the Guards
  These bits of information can be picked up by sharing 
  cigarettes or illicit booze with some of the guards, or 
  making suitable Persuade or Fast Talk rolls:
  •	
  One of the nurses had an affair with a German 
  POW, and many suspect that this was Mary Cannon, 
  following her suicide.
  •	
  Reg Fisher has been put up on charges twice for 
  being too violent with prisoners. Things have gotten 
  to the stage where even the other guards are afraid 
  of his temper.
  •	
  Karl Elzer and Kurt Helm are known troublemakers, 
  which has made Fisher suspect that they were 
  behind the attack on him and Bray. Most of the other 
  guards think that it could have been anyone, given 
  how much of an arse Fisher has been, and have been 
  reluctant to arrange for rough justice.
  •	
  Sid Pullman is having it off with that Spanish bird 
  from the Red Cross, Eva Carrillo. No one knows how 
  a goon like Pullman could have pulled someone like 
  her. He really seems to be in love with her, poor lad.
  •	
  (After Carrillo’s break-up with Pullman). The poor 
  lad seems devastated. He’s taken it hard.
  aDDitiOnal naMes
  if you need to improvise any additional 
  guards, here are some names to help: 
  Private John clark, Private robert 
  tragett, lance corporal harold Day, 
  corporal Desmond hildyard, sergeant henry 
  Woolsey, lieutenant William blackwell. 
  Use the regular soldier write-up on page 
  110 of World War cthulhu: the Darkest 
  hour should you need stats for any of 
  these nPcs.
  Corporal Reg Fisher, 
  Brutal Camp Guard, age 22
  Since the attack that left Bray dead and Fisher seriously 
  injured, Fisher has been trying to piece together what 
  happened. He knows that Elzer has been trouble since 
  he first arrived at 503 Camp, and while there is no solid 
  evidence, suspicion is good enough for Fisher in his 
  unnaturally angered state of mind. 
  While the other guards in the camp are generally 
  supportive of Fisher, especially after his close brush 
  with death, a number are disturbed by how angry and 
  abusive he has become and will share their concerns over 
  a cigarette or illicit drink.
  The Spirit of Wrath inside Fisher is looking for a new 
  home. It has laid its eggs and has no further use for 
  Fisher’s lungs. As soon as an opportunity presents itself, 
  such as a violent confrontation with an investigator, 
  the Spirit will try to enter a fresh host. As Keeper, you 
  should pick the most dramatic possible time for this to 
  happen.
  E U R O P E  A B L A Z E
  
  135
  First Impressions: A tall, wiry man who walks with a 
  slight swagger. His knuckles are bruised and scabbed 
  from where he has punched walls in an attempt to 
  control his temper. While Fisher will attempt to be civil, 
  any provocation will cause him to let slip a stream of 
  profanity-filled abuse and possibly a punch or two. He 
  still has a bandage on his head from the attack.
  Personal Details: The Spirit of Wrath inside Fisher has 
  brought out his angry and violent nature. While Fisher 
  keeps his violent impulses under control most of the time, 
  he has injured and abused prisoners when he believed 
  there were no witnesses. This has led to him being put 
  on report twice in the last few months.
  Secrets & Goals: Fisher is looking for an opportunity to 
  take revenge on Elzer. He has not been able to do so in 
  Egypt because of his extended convalescence from his 
  head injuries. The journey to Barcelona is going to be 
  Fisher’s last chance to kill Elzer, and he will not let it pass.
  Playing Fisher: Grit your teeth when you talk and say 
  “sir” or “ma’am” with a sneer. Stare at whoever is 
  speaking to you like they just insulted you. Raise your 
  voice and start swearing in anger whenever provoked in 
  even the mildest way.
  STR 16 
  CON 15 SIZ 15 
  INT 10 
  POW 8
  DEX 13 APP 11 
  EDU 13 SAN 33 HP 15
  Damage Bonus: +1D4
  Weapons: Rifle 55% 2D6+4, 
   
    Knife 55% 1D4 + 1D4 DB,
   
    Fist 60% 1D3 + 1D4 DB
  Skills: Dodge 40%, Listen 35%, Sneak 30%, Spot Hidden 55%.
  Private Sid Pullman, Unwitting Dupe, age 21
  Sid Pullman is a surprisingly naïve and shy man for his 
  age, and he could not believe his luck when a beautiful 
  Spanish woman struck up a conversation with him and 
  the NAAFI bar in Alexandria. When he discovered that 
  she was with the Spanish Red Cross and would also be 
  on board the Tairea, he decided it was fate that they met. 
  He lost his virginity to Eva Carrillo that night and believes 
  that he has fallen hopelessly in love with her. Pullman has 
  no idea that he is being used.
  First Impressions: An unlovely young man with naturally 
  greasy skin and hair slicked down with Brylcreem. After 
  being dumped by Carrillo, he will have a look of constant 
  misery on his face, with eyes that are red from crying.
  Playing Pullman: “Um” and “Ah” a lot. Look down at your 
  feet when speaking. Talk about Eva as much as possible, 
  either as the most wonderful woman in the world, or to 
  wonder where it all went wrong. 
  STR 8 
  CON 9 
  SIZ 11 
  INT 10 
  POW 6
  DEX 15 APP 10 
  EDU 10 SAN 35 HP 10
  Damage Bonus: 0
  Weapons: Rifle 45% 2D6+4, 
   
    Knife 45% 1D4 + 1D4 DB,
    
    Fist 55% 1D3 + 1D4 DB
  Skills: Dodge 30%, Listen 25%, Sneak 20%, Spot Hidden 
  35%.
  the red cross observers
  The Spanish Red Cross are overseeing the entire 
  repatriation, and as part of this they have sent 4 observers 
  to accompany the German POWs to Barcelona and monitor 
  S T O W A W A Y S
  
  136
  their treatment. The observers were sent out a week before 
  the voyage, and inspected 503 Camp before moving up to 
  Alexandria with the prisoners prior to cast-off.
  Three of the observers are detailed below, as they play 
  important roles in the unfolding events. The fourth 
  observer, Eduardo Martin, is exactly who he seems to be: 
  a doctor in early middle-age with a short dark beard and 
  a cheerful manner; use the write-up for Carmen Zarzo 
  should you need stats for Martin. Unless the investigators 
  interfere with the plans of Núñez and Carrillo, both 
  Martin and Zarzo will be shot dead on the second day 
  of the voyage. Zarzo’s death will, of course, lead to the 
  parasite within her seeking a new host.
  Gossip Amongst the Spanish Red 
  Cross Observers
  As with the German POWs, there is a slight language 
  barrier to be overcome when sharing gossip with the 
  Spaniards. All of them speak at least some English, 
  although they will prefer to speak in Spanish if any of 
  the investigators can manage this.
  Eduardo Martin is the most likely to share gossip, not 
  being a saboteur or possessed by an alien parasite, and 
  will open up if Persuaded or Fast Talked. Carmen Zarzo is 
  a bit distracted in conversation, and will not share gossip 
  about herself, naturally.
  The information to be uncovered is:
  •	
  There is some kind of romantic relationship going 
  on between Núñez and Carrillo. How this relates to 
  Carrillo’s dalliance with Pullman is anyone’s guess.
  •	
  Carrillo is not normally a drinker, but she was in 
  a bar when she met Pullman. Maybe alcohol had 
  something to do with her poor judgment.
  •	
  Zarzo has been distracted and short-tempered 
  recently, and seems to be letting her personal 
  hygiene slide as well, judging by her breath.
  •	
  (After the break-up with Pullman) Carrillo seems 
  completely unfazed by the break-up. Obviously she 
  didn’t care for Pullman after all.
  Doctor Pablo Núñez, Saboteur, age 30
  Núñez is a medical doctor who gained plenty of field 
  experience in the Spanish Civil War. He has no affiliation 
  with the Spanish government and his plan to create an 
  international incident is wholly his own.
  First Impressions: A small, slight man with an intense 
  look about his eyes. Núñez’ cheeks are pocked with acne 
  scars, which he sometimes scratches absent-mindedly. 
  Personal Details: An active Nationalist in the Spanish 
  Civil War, Núñez has been fanatically loyal to Franco 
  since, but has been frustrated at the ongoing neutrality of 
  Spain in the current war. He believes that German victory 
  is inevitable, and that it is foolish of Spain not to prove 
  its loyalty to the Reich. To this end, he has been working 
  on a plan to force the hand of the Spanish government. 
  Núñez has convinced his lover, Eva Carrillo, to join him 
  in his plan.
  Secrets & Goals: Núñez plans to provoke an international 
  incident by framing a British soldier for the murder of the 
  other Spanish Red Cross observers. If this goes wrong, 
  he is willing to sink the Tairea in order to cover his tracks 
  and avoid shaming the Spanish government.
  Playing Núñez: Try to give the appearance of being 
  friendly and open, while never making eye contact. 
  Fidget with your fingers. Share war experiences as a way 
  of bonding with investigators.
  STR 14 
  CON 12 SIZ 14 
  INT 15 
  POW 9
  DEX 9 
  APP 13 
  EDU 16 SAN 45 HP 13
  Damage Bonus: +1D4
  Weapons: Knife 25% 1D4 + 2 + 1D4 DB
  Skills: Demolitions 55%, Conceal 40%, Dodge 45%,  
  First Aid 40%, Fast Talk 70%, Hide 50%, Medicine 55%, 
  Other Language (English) 40%, Psychology 45%, Sneak 
  60%, Spot Hidden 40%, Tradecraft 20%.
  E U R O P E  A B L A Z E
  
  137
  Doctor Eva Carrillo, Agent Provocateur, age 26
  Like Núñez , Carrillo is a doctor, although she has only just 
  qualified. Carrillo and Núñez have been lovers since they 
  met during the civil war, and they have worked together 
  to become part of the Spanish Red Cross contingent sent 
  to Alexandria in preparation for the repatriation. Now 
  their plans are on the verge of fruition.
  First Impressions: A pretty, if slightly underweight, young 
  woman with large, dark eyes. She has long black hair 
  which she wears in a bun while working.
  Personal Details: While not the fanatic that Núñez is, 
  Carrillo is still a staunch Spanish Nationalist, and Núñez 
  did not find it difficult to convince her to go along 
  with his plan. Núñez has not shared the fallback option 
  of sinking the ship, though, as Carrillo would not be 
  willing to sacrifice herself in this way. If she learns 
  about Núñez’ willingness to kill them both, she will 
  turn against him.
  Secrets & Goals: Carrillo’s part of the plan is to seduce, 
  humiliate and kill Private Pullman, to make him a viable 
  suspect when the shooting occurs. While Carrillo does 
  not relish any part of this, she is convinced of the 
  necessity of her actions.
  Playing Carillo: Be shy and demure, looking up at the 
  players from under your eyelashes and smiling. Talk 
  about Pullman in disparaging terms, mentioning that he 
  has a violent temper and has hit you more than once.
  STR 12 
  CON 14 SIZ 9 
  INT 16 
  POW 12
  DEX 13 APP 15 
  EDU 16 SAN 60 HP 11
  Damage Bonus: 0
  Weapons: Revolver 55% 1D10 + 2
  Skills: First Aid 60%, Fast Talk 50%, Hide 40%, 
  Medicine 65%, Other Language (English) 50%, 
  Psychology 55%, Sneak 40%, Spot Hidden 50%, 
  Tradecraft 10%.
  Carmen Zarzo, Infected Nurse, age 58
  An experienced nurse, Zarzo has been working with the 
  Spanish Red Cross for the last 10 years. She was part of 
  the contingent that was sent to 503 Camp ahead of the 
  repatriation, where she was infected by the parasite that 
  fled the corpse of Mary Cannon. 
  While she has no memory of the incident, Zarzo has 
  been concerned about both her mood swings and her 
  shortness of breath since then. She has had to apologise 
  to a number of colleagues for snapping at them.
  While neither Núñez nor Carrillo have behaved especially 
  suspiciously around Zarzo, she still has her doubts about 
  them. The fact that they spend a lot of time together, stop 
  conversations when anyone approaches and were last-
  minute additions to the team makes Zarzo suspect that 
  they are spies, although she cannot imagine what their 
  mission might be. Zarzo would be unlikely to share this 
  information with a foreigner without good reason. 
  First Impressions: Grey-haired, round-cheeked and 
  usually smiling, Zarzo has a grandmotherly air about 
  her. When she is unaware of being observed, though, 
  her expression changes and she can be seen muttering to 
  herself and scowling. As with the other hosts, her breath 
  smells of rotten custard.
  S T O W A W A Y S
  
  138
  Playing Núñez: Show an interest in the welfare of those 
  around you. Tense your fists when speaking, then notice 
  that you are doing so and relax them. Smile, but let it turn 
  slowly into a grimace.
  STR 9 
  CON 12 SIZ 12 
  INT 17 
  POW 10
  DEX 11 APP 12 
  EDU 17 SAN 50 HP 12
  Damage Bonus: +0
  Weapons: Fist 50% 1D3
  Skills: First Aid 40%, Medicine 50%, Other Language 
  (English) 30%, Psychology 65%, Spot Hidden 40%.
  timeline of events
  The following timeline will help keep track of the various 
  events that drive the scenario. Once the investigators 
  are involved, the subsequent events may be delayed or 
  stopped altogether, so adjust accordingly.
  bacKground
  AD365: An earthquake destroys the city of Leukaspis and 
  buries the laboratory of the alchemist Stephen of Thebes 
  and the Spirits of Wrath he had summoned.
  26th October, 1942: Three Afrika Korps soldiers seeking 
  shelter from an artillery strike accidentally unearth the 
  Spirits of Wrath and become infected.
  8th July, 1943: Karl Elzer has an altercation with Corporal 
  Reg Fisher and passes his parasite on.
  August, 1943: Kurt Helm has an affair with Nurse Mary 
  Cannon and passes his parasite on to her.
  10th October, 1943: Helm and Elzer kill Private Bray and 
  injure Corporal Fisher.
  17th October, 1943: Eva Carillo seduces Private Sid 
  Pullman.
  18th October, 1943: Mary Cannon kills herself, leaving a 
  suicide note.
  18th October, 1943: Carmen Zarzo becomes infected by 
  Mary Cannon’s parasite.
  18th October, 1943: Núñez is spotted buying plastic 
  explosives. 
  19th October, 1943: Núñez is spotted scouting out the 
  Tairea.
  play begins
  03:00, 22nd October, 1943: The investigators arrive in 
  Alexandria for their briefing.
  07:00, 22nd October: The HMHS Tairea sets sail.
  08:00, 22nd October: Núñez hides the explosives in an air 
  duct in his quarters.
  During the day of the  22nd October: Corporal Fisher 
  becomes confrontational and violent with the investigators.
  Lunchtime, 23rd October: Carrillo publically breaks up 
  with and humiliates Pullman.
  15:00, 23rd October: The parasite in Corporal Fisher tries 
  to find a new host.
  After dark, 23rd October: Carrillo or Núñez tries to kill 
  Pullman and dispose of his body.
  After dark, 23rd October: Núñez uses Pullman’s rifle to 
  kill the other Red Cross observers.
  09:00, 26th October, 1943: The Tairea arrives in Barcelona 
  harbour.
  wrapping it all up
  There are a number of different factors for the investigators 
  to deal with that will have an impact on how the end of 
  the scenario plays out.
  containing the spirits of wrath
  Once the investigators have captured a Spirit of Wrath 
  for N, they are free to do what they will with the others, 
  assuming they find them. With the eggs hatching in Elzer 
  and the parasite in Corporal Fisher seeking a new home, 
  the investigators will have plenty of problems to deal 
  with, especially if they are trying to keep the existence 
  of the parasites a secret. One complication is that the 
  Spirits of Wrath can fly, so they will levitate any crates or 
  containers holding them unless they are of SIZ 10 or larger. 
  Additionally, if the container is not completely insulated 
  against electricity and becomes wet at any stage, the 
  spirits will attempt to electrocute anyone moving them.
  E U R O P E  A B L A Z E
  
  139
  If they do not want to deliver the specimens to N 
  personally, the investigators can arrange for them to be 
  sent on ahead on a cargo transport, but if they do not 
  take adequate precautions in securing the Spirits, have 
  the player with the lowest Luck score make a Luck roll to 
  see if the specimen escapes en route. Should this happen, 
  N will be extremely displeased.
  dealing with nunez and carrillo
  If the investigators fail to uncover the plan to frame 
  Pullman, Núñez and Carrillo will keep up the pretence 
  of being Red Cross observer and will simply return to 
  Barcelona with their comrades. If their plan is uncovered, 
  Núñez and Carrillo will want to cover their tracks as best 
  they can. The first line of defence will be simply denying 
  all involvement, unless caught red-handed. Failing this, 
  Carrillo will try to get any suspicious investigators on 
  their own and shoot them, hiding the bodies afterwards 
  if successful.
  The last resort for Núñez is to place the plastic explosives 
  under the boiler of the ship and try to sink it. He will 
  use a 30-minute timer to give himself time to launch a 
  lifeboat and escape, although this action will be obvious 
  on such a crowded ship.
  explaining dead pows
  Depending on the circumstances, it may only require a 
  Command, Fast Talk or Persuade roll for the investigators 
  to convince a medical officer to falsify some paperwork 
  to explain the unnatural death of one of the German 
  POWs. If the death was particularly public or messy, any 
  such roll will be at half-skill unless the investigators can 
  come up with a damn good cover story.
  Any violent deaths of POWs, crew, guards or observers 
  will be swiftly brought to the attention of Captain 
  Horton. If the investigators have not made their mission 
  known to the captain, he will command his men to detain 
  them in the brig until they can be turned over to military 
  police. A suitably honest or convincing explanation of the 
  circumstances will avoid this.
  explaining dead red 
  cross observers
  The deaths of any observers from the Spanish Red Cross 
  will be even more difficult to explain. As neutral parties, 
  they are afforded the full protection of the captain and 
  his crew, and any unfortunate events will incur the wrath 
  of the captain, the British ambassador to Spain, the Red 
  Cross, the Spanish authorities and, ultimately, the British 
  government. N will have a lot of explaining to do, and the 
  investigators had better have a good story.
  Having hard evidence of the schemes of Núñez and 
  Carrillo will placate all parties should they die. There 
  will be some posturing from the Spanish authorities, 
  but ultimately they will be embarrassed by the affair and 
  back down.
  Explaining the deaths of the other observers will be more 
  difficult. Without solid evidence, pinning the blame on 
  Núñez and Carrillo will require a roll against whichever is 
  lower out of Tradecraft and Persuade to come up with a 
  convincing narrative. The investigators can present this to 
  Captain Horton for him to relay to the Spanish authorities 
  at the ceremony. Should this fail, there will be diplomatic 
  rows as described overleaf.
  arriving in barcelona
  The Tairea is scheduled to arrive in Barcelona harbour 
  on the afternoon of 26th October. There is a ceremony 
  planned for the repatriation, with the POWs on board 
  the Tairea exchanged for 503 British, South African 
  and ANZAC POWs currently on board the German ship 
  Aquileia. 
  S T O W A W A Y S
  ~
  -
  
  140
  Once both boats have been moored and secured, and the 
  dignitaries are ready, the ceremony will begin. General 
  Moscardó of the Spanish authorities and Doctor Arbenz, 
  the delegate of the International Red Cross, will oversee 
  the operations, along with the British Ambassador, Sir 
  Samuel Hoare, and his German counterpart, Doctor 
  Dieckhoff. Also present will be a delegation from the 
  National Socialist Party of Barcelona and pupils from 
  various German schools in the city. The wives of each of 
  the ambassadors will greet each of the prisoners as they 
  are repatriated and present them with a small gift of food, 
  tobacco and the like. 
  Unless the investigators do anything to interfere with this 
  ceremony, it will pass peacefully and as planned. The 
  boats will set off again shortly afterwards, to take the 
  repatriated POWs on the first leg of their journeys home.
  sinKing the tairea
  If the investigators fail to contain the infection, or feel that 
  they have completely lost control of the situation, they 
  may decide to sink the Tairea out of sheer desperation. 
  Even if the investigators did not procure any plastic 
  explosives in Alexandria, the supply that Núñez smuggled 
  on board will be sufficient. 
  Planting the explosives will require both successful 
  Sneak and Demolitions rolls. If the Sneak roll is failed, 
  the investigator will be caught in the act of planting them 
  by one of the guards (use the stats for Private Pullman on 
  page 135). If the Demolitions roll is a failure, the bombs 
  will still go off, but the damage will not be sufficient to 
  sink the ship. In both cases, the investigators will have a 
  lot of damage control to perform.
  If the Demolitions roll was successful, the ship will start 
  to sink and the call to abandon ship will sound. The crew 
  of the Tairea are well-trained in lifeboat evacuations and 
  will try to save as many of the POWs as possible, unless 
  the investigators find some way to interfere. If Núñez had 
  cause to plant the explosives, he will have sabotaged all 
  but one of the lifeboats.
  The sinking of the Tairea will be seen as a tragedy by all 
  parties, and there will be plenty of blame to go around. 
  Unless the investigators did something that will allow their 
  involvement to be discovered, the diplomatic fallout will 
  mean that the Allied prisoners will not be returned and 
  the Axis powers will be reluctant to take part in another 
  exchange. If the role of the investigators was revealed, 
  the Spanish authorities will make representations for 
  them to be tried as war criminals.
  N will not be happy with this turn of events, as it will 
  reflect badly on the trustworthiness of his network. Any 
  survivors will have to face his wrath.  
  DiPlOMatic fallOUt
  regardless of how badly the investigators fare and how many innocent parties die 
  along the way, their actions will not affect spanish neutrality. there will be some 
  uncomfortable times ahead for the british ambassador, and much diplomacy required, but 
  the investigators’ actions will not change the course of the war.
  Of course this does not let the investigators off the hook. if their actions cause 
  severe political embarrassment, n will exact punishment. What form this takes largely 
  depends on what role n plays in your campaign: a more human, benevolent n may arrange 
  for a court martial; one who is more infused with the Mythos may come up with a darker 
  and more eldritch fate.
  E U R O P E  A B L A Z E
  
  141
  handouts
  Handout 1: Orders from N
  medical contact in alexandria has uncovered evidence of unknown entity in corpse 
  of Nurse mary Cannon. appears to be parasitic. Possible infection amongst staff and 
  prisoners of 503 Camp. Collect live specimen for examination and prevent spread at all 
  costs. avoid diplomatic incidents if possible. 
  N.
  Handout 2: Mary Cannon’s Suicide Note
  I can’t live with the shame any more. I have let down my 
  friends and family and most of all my country. 
  I should never have listened to him. I still feel dirty where 
  I let him touch me.
  I’m so sorry, mum. Forgive me.
  Mary
  S T O W A W A Y S
  
  142
  E U R O P E  A B L A Z E
  index
  A
  (Yann) Abgrall 
  9
  (Dieter) Ahrends 
  29
  (The) Angel of the Abyss 
  102
   
  Aftermath 
  121
   
  Arrival 
  113
   
  Background 
  102
   
  (The) Briefing 
  111
   
  Distraction Sites 
  116
   
  Father Iordanou Changes 
  118
   
  (The) Greek Famine 
  113
   
  Introduction 
  102
   
  Investigating the Killings 
  118
   
  Journey 
  113
   
  Kastellia 
  115
   
  Missing Patrol 
  117
   
  (The) Monastery 
  120
   
  Non-Player Characters 
  103
   
  Other Resistance Members 
  111
   
  Religious Observations 
  119
   
  Sermon 
  114
   
  Timeline of Events 
  102
   
  (The) Trap is Sprung 
  119
  (Tasia) Argyris 
  107
  B
  (Paol) Bosser 
  19
  (Erwan le) Bris 
  29
  (Kriminalrat) Brunner 
  91
  (The) Bubry Cult 
  13
  Byakhee 
  23
  C
  (Colonel Sergio) Caprone 
  58
  (Yann) Caradec 
  29
  (Yvonne) Caradec 
  14
  (Doctor Eva) Carrillo 
  137
  (René) Celle 
  11
  (Donna) Chezarina De Filippo 
  53
  Church of Saint Pierre 
  20
  (Six) Civilians 
  52
  (Sean) Clarkin 
  90
  (Commander Doreen) Cossey 
  130
  Cult Guards 
  25
  Cultist Attackers 
  23
  (Doctor George) Curran 
  127
  D
  (Paola) De Luca 
  59
  (Stefanos) Demetriou 
  109
  Dienststelle Westen Personnel 
  26
  E
  (Obergefreiter Karl) Elzer 
  132
  F
  (Angry) Farmers 
  21
  (Corporal Reg) Fisher 
  134
  (Alexis) Floros 
  109
  (Jessica) Frost 
  40
  G
  (Captain Giacomo) Gennaro 
  50
  German Soldiers 
  80, 86
  Gestapo Unit 
  22
  Gestapo Stooge 
  19
  (Armel) Goff 
  29
  Guards 
  26
  H
  (Dagstygg) Hammer 
  79
  (Maelys) Hamon 
  8
  (Obergrenadier Kurt) Helm 
  132
  “Hettie” (Babette Orlay) 
  88
  (Tanguy) Hinault 
  29
  (Günther) Hoffman 
  28
  (Captain Neville) Horton 
  129
  Hospital Guards 
  19
  I
  Introduction 
  4
  (Father Stathis) Iordanou 
  108
  (Four) Italian Medical Personnel 
  50
  Italian Patrol 
  44
  (Six) Italian Soldiers 
  58
  Italian Soldiers 
  116
  J
  “Jacques” (François Martens) 
  87
  (Guilliame) Juin 
  89
  K
  (Oskar) Kalb 
  10
  (Father) Kerviel 
  21
  (Obergefreiter Gottlieb) Köhler 
  80
  (Mihail) Kokinos 
  105
  (Karl) Krause 
  28
  L
  (Gottfried von) Laue 
  10
  Lift Not Thy Hands 
  81
   
  Andrée de Jongh and the real 
   
  Comet Line 
  83
   
  (The) Antagonists 
  89
   
  Appointment with a Sorcerer 
  97
   
  (The) Briefing  
  81
   
  Casting the Ritual 
  98
   
  Chemical Storage Barn 
  98
   
  Clarkin’s work area 
  98
   
  (The) Cow Shed 
  97
   
  Dealing with Clarkin 
  98
   
  Driven Off the Road 
  95
   
  Empty Drums 
  98
   
  (The) End of the Beginning... 
  99
   
  Events 
  94
   
  (The) Evidence at Ritual Sites 
  93
   
  Fire! 
  96
   
  (The) First Body is Found 
  95
   
  (If the) Germans get there first 
  94
   
  (The) Germans 
  86
   
  Grain Storage Barn 
  98
   
  (The) Gravesite 
  93
   
  (The) Guard Post 
  97
   
  Handout 1: Player’s Map 
  100
   
  Handout 2: Note Pinned to Victim 100
   
  Handout 3: Father Joseph’s Diary 101
   
  Handout 4: Local Records 
  101
   
  (The) Hauptmann’s Office 
  97
   
  Interviewing the Witness 
  95
   
  Introduction 
  81
   
  (If the) Investigators get there first 94
   
  Keeper’s Timeline 
  84
   
  (The) Library 
  93
   
  (The) Main Building 
  97
   
  Making Plans with the Resistance 88
   
  (The) Marten’s Farmhouse 
  87
   
  Meriment’s Farm 
  92
   
  N’s responses to some likely
   
  questions 
  83
   
  On Arrival 
  86
   
  Optional- The Germans, Redux 
  99
   
  (The) Pnakotic Amulet 
  91
   
  Researching the Local History 
  93
   
  Rodenbach’s Journal 
  91
   
  Saint Martin’s Church 
  93
   
  Sabotaging the Telephone Exchange 97
   
  (The) Sheep Dip 
  98
   
  (The) Storeroom 
  97
  
  143
   
  Subsequent Victims 
  95
   
  Take-off 
  84
   
  (The) Telephone Exchange 
  97
   
  (The) Tractor 
  98
   
  Vehicle shed 
  98
  Luftwaffe Personnel 
  30
  (Stabsarzt) Lumpf 
  12
  M
  (Doctor Rannwæigh) Magnussen 
  78
  ”Marie” (Emile Hollande), N’s Contact 86
  (Anastasia) Marinos 
  106
  (Werner) Mayr 
  28
  (Ioannis) Megalos 
  106
  (Yanni) Michelakakis 
  104
  (Katina) Michelakos 
  107
  Milorg Team 
  80
  (The) Missions 
  4
  (Hans) Möller 
  28
  Mordiggian, the Charnel God 
  110
  Museum Staff 
  26
  N
  (Doctor Pablo) Núñez 
  136
  O
  (Anton) Ollivier 
  24
  (Herve) Ollivier 
  29
  (Francois) Omnes 
  20
  P
  (Young) Peake 
  68
  (Yves le) Pennec 
  8
  (Giorgio) Pentelli 
  55
  (Luc) Pichon 
  21
  “Phillipe” (Raymond Juin) 
  87, 90
  (The) Play is the Thing 
  35
   
  Army Patrols 
  48
   
  Arranging Aerial Suport 
  46
   
  Background 
  36
   
  Bait and Switch 
  50
   
  Bon Voyage! 
  41
   
  (The) Briefing 
  38
   
  Carcassa 
  40
   
  Curtain Call 
  60
   
  (A) Difficult Drop 
  41
   
  Disillusioned Actress 
  54
   
  Earlier visits to the Villa 
  56
   
  Escapees 
  48
   
  Extraction 
  61
   
  Field Hospital 
  49
   
  (The) Final Ritual 
  55
   
  (The) Fog of War 
  42
   
  Gathering Intel 
  52
   
  Getting to Safety 
  43
   
  Ghost Village 
  45
   
  (The) Golden Mask 
  60
   
  (The) Haunted Wood 
  44
   
  Hitching a Ride 
  50
   
  Insertion 
  38
   
  Inside the Villa 
  57
   
  Introduction 
  35
   
  Lake Spectres 
  46
   
  (The) Lingua Franca 
  41
   
  Mass Graves 
  48
   
  Moving Through the Wood 
  44
   
  (The) Nine Muses 
  47
   
  No Twirling Moustaches Required 35
   
  Plague Dinners 
  47
   
  Pendio 
  51
   
  Pendio Library 
  53
   
  Pulping the Ending 
  61
   
  Running this Scenario 
  37
   
  (The) Secret Entrance 
  57
   
  Setting Up Camp 
  44
   
  (The) Sfida Festival 
  37
   
  (A) Suspicious Play 
  55
   
  Unspeakable Horror 
  61
  (Captain) Powell 
  65
  (Private Sid) Pullman 
  135
  R
  (Gefreiter Bertold) Reissig 
  133
  Research team members 
  78
  (Josse) Robillard 
  28
  Rogues 
  79
  S
  Sentient Fly Swarm 
  89
  Setting Europe Ablaze 
  4
  (Stephan) Seznec 
  29
  (Georgia) Simonides 
  105
  Sleeper Agents 
  5
   
  Abbey de Saint Pol in Bruz 
  22
   
  Aftermath 
  27
   
  Assassins! 
  22
   
  Background 
  5
   
  Bad Dreams 
  16
   
  (The House in) Betton 
  16
   
  (Another) Briefing 
  27
   
  (The) Briefing 
  5
   
  Café Morvan 
  15
   
  Celle’s room 
  18
   
  (The) Cult of the Sleeper 
  25
   
  Elimination 
  30
   
  Escape 
  30
   
  Events 
  16
   
  Finding the Targets 
  17
   
  Following the Targets 
  17
   
  Gestapo Headquarters 
  15
   
  Handout 1: Oskar Kalb 
  31
   
  Handout 2: Gottfried von Laue 
  31
   
  Handout 3: Rene Celle 
  31
   
  Handouts 4-8: Bad Dreams 
  32
   
  Handout 9: The Promise to Celle 33
   
  Handout 10: The Promise to Kalb 33
   
  Handout 11: The Promise to v. Laue 33
   
  Handout 12: The Celle Diary 
  33
   
  Handout 13: The Kalb Notebook 33
   
  Handout 14: The v. Laue Dossier 33
   
  Handout 15: Saint Pol de Léon and the  
   
  Demon of Amorica 
  34
   
  Handout 16: The Poisoners’ Cult 34
   
  Handout 17: Letter From Citizen 
   
  Tanguy 
  34
   
  Hurn: The Gateway to Europe 
  7
   
  Hotel Cassard 
  15
   
  (The) House of Louis Stephan 
  24
   
  Incriminating Papers 
  18
   
  Introduction 
  5
   
  Key Locations in Rennes 
  15
   
  (Rennes) Library 
  22
   
  Le Moal Farmworker’s House 
  16
   
  (The) Locked Room 
  26
   
  Kidnap and Interrogation 
  17
   
  (The) Museum of Fine Arts 
  25
   
  Non-Player Characters 
  8
   
  Other Members of the Resistance 9
   
  Operation RATWEEK 
  28
   
  Opposing Forces 
  10
   
  Prisoner of War Hospital 
  15
   
  Rescue! 
  18
   
  (The) Resistance 
  8
   
  (The) Sleeper in the Museum 
  14
   
  (What is the) Sleeper? 
  14
   
  (The) Targets 
  28
   
  Tracking Down the Cult 
  24
  (New) Spell: Bind Swarm 
  92
  Stephan Family Cultist (3) 
  25
  (Colonel Arthur) Stamford-Smith 
  126
  I N D E x
  
  144
  E U R O P E  A B L A Z E
  Stowaways 
  122
   
  Additional Names 
  130, 132, 134
   
  Agents Provocateur 
  124
   
  Arriving in Barcelona 
  139
   
  Background 
  122, 138
   
  (The) Briefing 
  125
   
  Captain Horton’s Cabin 
  129
   
  Containing the Spirits of Wrath 138
   
  Dealing with Núñez and Carrillo 139
   
  Diplomatic Fallout 
  140
   
  (The) Egg Sacs 
  127
   
  El-Alamein 
  124
   
  (The) Events at 503 Camp 
  124
   
  Explaining Dead Red Cross
   
  Observers 
  139
   
  Gossip Amongst the Guards 
  134
   
  Gossip Amongst the Medical Staff 130
   
  Gossip Amongst the POWs 
  131
   
  Gossip Amongst the Spanish Red
   
  Cross Observers 
  135
   
  (The) Guards 
  134
   
  Handout 1: Orders from N 
  141
   
  Handout 2: Mary Cannon’s Suicide
   
  Note 
  14
   
  (A Note on) Historical Accuracy 122
   
  Introduction 
  122
   
  Kitting Up 
  128
   
  Medical Staff 
  130
   
  (The) Morgue 
  127
   
  (The) Path of Infection 
  125
   
  Patient Records and Administration 131
   
  Play Begins 
  138
   
  (The) POWs 
  131
   
  Quarters for the Investigators 
  129
   
  (The) Red Cross Observers 
  135
   
  Signs of Infection 
  123
   
  Sinking the Tairea 
  140
   
  (The) Spirits of Wrath 
  122
   
  (HMHS) Tairea 
  128
   
  (The Layout of the) Tairea 
  128
   
  Timeline of Events 
  138
   
  Wrapping it All Up 
  138
  (The) Swarm That Walks 
  89
  T
  (Cosimo) Tarpucci 
  58
  (Wolfgang) Todt 
  13, 28
  (Gianna) Toscano 
  54
  U
  Undying Severed Limb 
  99
  W
  We Will Remember Them 
  62
   
  Background 
  62
   
  Being a Clone 
  76
   
  Cloning Room 
  74
   
  (The) Crash Site 
  71
   
  Doctor Magnussen’s Backup Plan 64
   
  Doctor Magnussen and
   
  her Research 
  63
   
  (The) Driver’s Body 
  71
   
  Enter the Investigators 
  63
   
  Flashback 1: Training 
  64
   
  Flashback 2: The Briefing 
  65
   
  Flashback 3: The Sea Journey 
  67
   
  Flashback 4: The Power Station 
  68
   
  (The) Germans 
  75
   
  Historical Note 
  67
   
  (The) Human Simulation Project 63 
   
  Introduction 
  62
   
  Investigator Equipment 
  71
   
  Magnussen’s Office 
  74
   
  (The) Main House 
  73
   
  (The) Medical Wards 
  75
   
  (The) Medical Wards (redux) 
  77
   
  (The) Mission Briefing: Operation 
   
  Carbine 
  66
   
  N’s Briefing 
  67
   
  Non-Player Characters 
  78
   
  Norway During the War 
  66
   
  (The) NPC Team Members 
  78
   
  (The) NPCs and equipment 
  67
   
  Nu-flesh Tank 
  75
   
  Operating Room 
  75
   
  Opening Scene (In the Back of the 
   
  Truck), Part 1 
  64
   
   Opening Scene (In the Back of the 
   
  Truck), Part 2 
  65
   
  Opening Scene (In the Back of the 
   
  Truck), Part 3 
  67
   
  Opening Scene (In the Back of the 
   
  Truck), Part 4 
  68
   
  Opening Scene (In the Back of the 
   
  Truck), Part 5 
  70
   
  Opening Scenes and Flashbacks 64
   
  Optional Outcome: Changing places 77
   
  Other Team Members 
  70
   
  Outbuildings 
  72
   
  Recent Events at the Research 
   
  Facility 
  75
   
  Rejects and Rogues 
  64
   
  (The) Research Facility 
  72
   
  Research Facility House Staff 
  79
   
  (The) Road 
  71
   
  Store Rooms 
  74
   
  Testing Laboratory 
  75
   
  Timeline 
  64
   
  Timeline of Events 
  76
   
  (The) Underground Research 
   
  Facility 
  74
  Wolf Pack 
  45
  Wolves 
  45
  X
  (Vasilios) Xanthopoulos 
  104
  Y
  (Five) Yellow Troupe Members 
  60
  Z
  (Gregorios) Zabat 
  108
  (Carmen) Zarzo 
  137
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/7th edition/World War Cthulhu/World War Cthulhu - Europe Ablaze.pdf