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Brian Perlis (order #12741268


Brian Perlis (order #12741268)



Hell in the Hedgerows TM

An Adventure Collection for Weird War Two
by Mark Metzner, Shane Lacy Hensley, Otto Cargill,
and Gareth Michael-Skarka

Concept and Additional Material by Shane Lacy Hensley
Cover by Cheyenne Wright
Cover Colored by Ben Prenevost
Logos by Chris Appel
Interior Art by Marcio Fiorito and Richard “Rico” Pollard
Maps by Chris Libey
Headers, Footers, and Graphic Design by Chris Libey
Layout by Shane Hensley
Proofing: Jackie Unger

Editor’s Dedication: To the victims of September 11th, the Rescue workers,
and to President George W. Bush for standing Strong. God Bless America.

Playtesting: Jason Nichols, Mario Lee Bansen III, Christy Hopler, Chris Libey, Zeke Sparkes,
Bob Tipton, Katarina Tipton, and Michelle Hensley.
Further Playtesting and Advice: Jay Kyle, Mark Metzner, Eric Lee, Trevor Lee,
Bryan Maloney, and Scott Nethery.


Brian Perlis (order #12741268)

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Brian Perlis (order #12741268)

Ownership of the supplement Dead From Above is also helpful in running Schloss Fenris. Brian Perlis (order #12741268) . available separately. Table of Contents Additional Material Pregenerated Characters 4 Weird Wars Errata 7 The Adventures Hell in the Hedgerows 9 by Shane Lacy Hensley The Golem 25 by Mark Metzner Test of Worth 35 by Otto Cargill Schloss Fenris 57 by Gareth Michael-Skarka For use with Weird Wars: Blood on the Rhine.

Now full members of the Office of Welcome back to the war. Hide +7. Search a trip well behind enemy +5. just what kind of trouble a The Officer walking monstrosity like 2nd Lieutenant Joseph that might cause. Simple Weapons. The following pregenerated characters they’ll understand the horror of the Weird may be used for the adventures in this Wars! book. Lo attack turns into a battle against a bizarre living hedge hungry for human blood! Our Pregenerated Characters heroes know the horrors of war. A simple mop-up deserves! operation on the edge of the St. AL LG. Tactician (At start of new One man has learned much of combat. Clauberg’s all under his command gain +2 nefarious grip. +1 our little war. Move Silently +7.). If the heroes Init and +2 Spot vs Ambush can save him—by infiltrating a checks). There’s a particularly nasty SS Note that these characters are already Officer in Villes-Bretonneaux who needs a 3rd level. Beware though. the characters you’ve enjoyed your little holiday. fallen into Dr. Spot +7. We need Himmler! Word has reached the OSI that you and your men to give your miserable Himmler will attend a special meeting at lives too. Leadership ranks. If stepping behind. lines in civilian clothes. Sv heroes undertake their Fort +4 Ref +4 Will most difficult mission yet. +5. fight their way through for you. Sense Motive +4. Good against one of the Third Reich’s highest men are giving their lives to fight the level murderers—SS director Heinrich brutal oppression of the fascists. Wis 15. proceed to We’ve got a series of missions lined up the castle. there’s a war on. Int 13. of the SS—and survive the Possessions: Helmet. you champion of their own—a can start your characters out at golem—and there’s no telling 1st level instead. The Golem. the OSI Pistol (Damage 2d6+2. If successful. the weird side of AC 14 (+3 Dex. Str 14. give the SS Reichsführer the justice he Hell in the Hedgerows. Command dodging Nazi patrols and Voice (120ft – those suffering encountering the bizarre suppression or fear roll a new animalistic creations of the Will Sv at +2 vs effect). The team the Nazis pay for ‘em? will drop in via C-47 Skytrain. Introduction officially inducts them into its secretive Into the Breach! ranks. to indoctrinate new recruits into Class: Ofr 3. pilgrim. Dex 16. Light Armor. Copy their statistics and special After crawling through the blood. hand-picked for one last Test Diplomacy +7. Crit 6 Brian Perlis (order #12741268) . abilities on a regulation Weird Wars draining bocage. This mission involves +10. after this. Atk Next up. attention of the OSI and get Skills & Feats: Bluff +7. In case are sent on an assassination mission you didn’t know it. Cha 18. Con They’ve started to draw the 12. the heroes move on to character sheet and get to fighting. you’d rather send a few more because the Resistance has a corpses back home to ma. Better yet. and fire in the titular adventure of this saga. Spd 30 ft. which is how we recommend good swift kick in his goose. why don’t you make Castle Schloss high in the Alps. M1911 horrors they find there. starting with a quick baptism by Himmler’s supernatural bodyguards. our M1911 +6. deranged Professor Clauberg. hp 30. Init +3. Hope Supernatural Investigations. roll opposed Leadership these abominations—an agent of the OSI who has already vs opposing force. prison camp and a stronghold Firearms. Armor). This Holiday is a great adventure Medium-size Human Male. Rank (2nd Lieut. of Worth before being officially invited to join their Intimidate +9 (*). you start your bullet-stoppers.

Shots 5). Mess Kit. +2 Great Fortitude) Ref 30 feet). Simple 25%. M1919 +5. hp 27. +3/+3. Reflex The Medic +4. Dex ammunition optional. M1903A4 Rifle Red Cross on uniform and helmet (by (Damage 2d8. hp 40. Attack Move Silently +9. CH 12. AL LG. gas mask. Entrenching details). Init+7 (+3 DX. see note below). Track as a Bonus Feat. Gas Mask. entrenching tool. Spare 13 (Dex +2. 120 feet. Wheeled obstructed areas. Eagle Eyes (+2 Spot/Listen +3). Jump +1. Class: Kit. Shots 7). AL Poncho. Light Armor. map case. DX Lore +7. AC 14 (+3 DX. Sv Fort +9 (+4 Con. AC Mask. If the player Concentration wishes. 51 for more Kit. Medical Medium-size Human Male. he may do +6. A Wilderness Lore Vehicles. Noncombatant (most medics Tool. Spd 30 ft. Range Inc. Spot +8. Point Blank Shot. AL CG. replace Automatic Move Silently +6. Medium-Size Human Male. Will +3. Weapon Proficiency Search +5. Init +2. Unarmed +3. Canteen. Wis Note: Most medics do not carry 15. Combat Improved Initiative. Speed 30 ft. Speed Hide +7. guide a group of three at no penalty. factored above). Gas Grt 3. personnel). those medics). raincoat. Bedroll. Wilderness M1 Carbine +5 (Base Attack +2. Private Armband w/Red Cross. Improved Initiative. Hide +5. Intuit Direction +8. Range Inc. Swim +5. Introduction 19-20/x2. Medium-size Human Male. DX 17. overcoat. Atk Uniform. Reflex +4. Adam Cohen WI 14. Skill Special Abilities: Pathfinder (Can find Focus (+2 bonus to Combat Medicine the best route through unfamiliar/ skill. ST 11. Class: Med 3. Automatic Weapons. hp 18. Spot +8. Swim +5. Can Weapons. Skills & Feats: Climb +6. Simple Weapons. Cha 13. don’t carry weapons. Mess Blood on the Rhine p. +1 Armor). Jump without the M1 +6. Unarmed 7 Brian Perlis (order #12741268) . Horace Arthur Grimm. checks at 100yds or more. Medicine +8. Str 18. CH 10. Canteen. 4 pairs socks. check of 15+ reduces travel time by Incoming!. AC 14 spare uniform. Listen +8. Hide +7. +1 Armor). Con 18. Light Armor. but some do Skills & Feats: (enemy soldiers do shoot at Climb +7. WI circumstance bonus to unit’s 18. +4 to Will +7. Spot). Private binoculars. 14. Sneak stabilize characters at 0 Hp as well as Attack +1d6. IN 13. -2 Special Abilities: Battlefield Healing (Can for each additional 3 people). IN 14. Move Silently +7. Firearms. and 5 full supposed to shoot at medical magazines of 5 bullets each. canteen. 30ft. Spare Uniform. Binoculars. Alertness Feat (+2 Improved to Listen. 4 pairs socks. See Possessions: Helmet. Class: Sct 3. +4 Feat). Int 13. Crit 19-20/x2. mess kit. bedroll. +1 Armor). Search +6. Listen +5. Fortitude +3. Skills & Feats: Climb +1. Firearms. Driving +7. Carbine and Mechanic +6. The Ox (Grunt) Possessions: Helmet w/Red Cross. (+3 DX. CO 10.. Range Geneva Convention soldiers aren’t Inc. Spot Feat with the +5. M1 Carbine (Damage NG. Leadership rolls at start of combat). weapons. First Aid +6. 4 pairs of socks. 30 feet. The Scout 3 full magazines of 7 bullets each. Rapid Shot. and 20 rounds of +3 Will +5. Fortitude +5. CO 15. ST 13. Attack M1903A4 bedroll. a check of 25 reduces it 50%. Initiative +1. Entrenching Tool. Crit 19-20/x2. Matt “Eagle-Eye” Hawkins. Listen +7. 2d8. restore Hp to wounded characters. DX 17.

Strike, Great Fortitude, Power Attack, The Resistance Fighter
Automatic Weapons, Simple Jean Le Pierre
Weapons, Firearms, Light Armor Medium-size Human Male, Class: Res 3;
Proficiency. hp 17; Init +7 (+3 Dex, +4 Improved
Possessions: M1919A4 MG (Damage 2d8, Initiative); Spd 30 ft; AC 13 (+3 Dex);
Crit 19-20/x2, Range Inc. 150 feet, Atk Sten SMG +5; AL NG; Sv Fort +2
Shots 250; fires in bursts of 3 bullets, Ref +6 Will +2; Str 14, Dex 17, Con 13,
every 5 points over the AC needed to Int 13, Wis 13, Cha 15.
hit scores an extra hit for additional Skills & Feats: Bluff +11, Gather Info +10,
2d8 damage per hit), 2 full belts of Hide +7, Intimidate +7, Leadership +7,
ammo (250 rounds each), Helmet, Move Silently +9, Open Lock +6,
Mess Kit, Canteen, Gas Mask, Search +5, Spot +4; Improved
Entrenching Tool, Spare Uniform, 4 Initiative, Automatic Weapons, Simple
pairs socks, bedroll, raincoat, 3 frag Weapons, Firearms.
grenades (6d6 damage in 15 foot Special Abilities: Immune to Rank,
radius; Reflex save for half damage). Sneak Attack (+1d6), Cell (can call on
The Grunt d6 members of Resistance for a single
Conrad Jenkins, Private operation), Forged Papers, German
Medium-size Human Male; Class: Grt 3; Uniform, Contacts (once per week, see
hp 33; Init +8 (+4 Dex, +4 Improved p. 31 from Blood on the Rhine for more
Initiative); Spd 30 ft; AC 15 (Dex +4, +1 details), Safehouse, Troop Information.
Armor); Atk M1 +7; AL NG; Sv Fort Possessions: Clothes, Sten SMG
+6 Ref +5 Will +3; Str 15, Dex 18, (Damage 2d6, Crit 19-20/x2, Range
Con 16, Int 13, Wis 14, Cha 13. Inc. 30 feet, Shots 32/Magazine; fires
Skills & Feats: Climb +6, in bursts of 3 bullets, every 5 points
Concentration +7, Hide +9, Jump over the AC needed to hit scores an
+6, Listen + 4, Move Silently extra 2d6 damage per hit), 50 rounds
+9, Search +5, Spot +7, of ammo, large knife, forged papers,
Swim +6; Improved German Uniform, overcoat.
Initiative, Eagle-eyed (+2
Spot/Listen checks at 100yds
Customizing Characters
or more, +4 to circumstance These characters were created by a
bonus to unit’s Leadership band of veteran roleplayers to have a good
mix of skills and abilities. The idea is to
rolls at start of combat),
set them up so that they can survive the
Far Shot, Rapid first adventure but are flexible enough to
Shot, Simple change as new skills, feats, and prestige
Weapons, classes become available in the Weird
Firearms, Wars.
Light Of course, you might have an entirely
Armor. different idea for a character. If so, you
Possessions: M1 can either make one from scratch (as
(Damage 2d8, Crit 19-20/x2, detailed in the Blood on the Rhine rule
book), or simply modify one of these
Range Inc. 90 feet, Shots 8/
pregenerated characters.
Magazine), 5 full loads of It’s very easy to alter the characters’
ammo, Helmet, Mess Kit, skills or feats. Simply redistribute their
Canteen, Gas Mask, skill points as you see fit and re-add in
Entrenching Tool, Spare their attribute bonuses. Feats may be
Uniform, 4 pairs socks, dropped and substituted as well.
bedroll, raincoat, 3 frag Just make sure to talk over any changes
grenades. with your War Master first. Some of the
abilities we gave this “band of brothers”
are particularly helpful in this campaign,
and he may not want you tinkering too
much. There’s no “magic skill” that’s going
to defeat all the bad guys in this
campaign, but there are several that will
sure come in handy.

Brian Perlis (order #12741268)


Weird Wars
Gremlins got into a few aspects of the
Blood on the Rhine book. Here’s what you
need to know to get up to speed and get
back to the war.
The Pilot class is mentioned in Blood
on the Rhine for completeness, but the
class details itself are covered in Dead
From Above, which includes air rules and
statistics for Western Front fighters and
bombers. This book is now available.
The Medals Table
We cleverly left the Medals Table out of
the book. It’s reprinted below for your
Burst Radius
The burst radius listed for personal
explosives (such as hand grenades) and
artillery is listed in yards. This isn’t
necessarily errata, but can be fairly
Improved Healing
The Medic’s power Improved Healing is
also slightly confusing as the text says
one thing and the table says the other.
The text is correct (the Medic adds half
his level to his healing roll). We Want You!
Aimed Shots Pinnacle has long been known to be
one of the most active companies on the
We’ve had several questions about just
web. We respond to private emails and
what an “aimed shot” is. In Weird Wars, an
have a massive group of fellow gamers on
aimed shot is one in which your
our various listservs and discussion
character fires his weapon as a full-round
action. He cannot move (other than a 5-
The Weird Wars listserv is very active,
foot step), fire two rounds, or perform any
with lots of adventure ideas, discussions
other actions. This allows him to use
on equipment and vehicles, and debates
feats such as Marksman and Dead Eye.
on the D20 rules themselves. If you’d like
to participate, full instructions can be
found on our webpage at

d20 Roll US Decoration British Decoration French Decoration X.P.
1-20 No medal awarded No medal awarded No medal awarded 0
21-24 Bronze Star Mentioned in Dispatches Mentioned in Dispatches 250
25-27 Silver Star Military Medal 500
28-29 Legion of Merit Distinguished Conduct Medal Médaille Militaire 750
30-31 Distinguished Service Cross Distinguished Service Order 1000
32+ Congressional Medal of Honor Victoria Cross Légion de Honneur 2000

Brian Perlis (order #12741268)

Brian Perlis (order #12741268)

Weird Wars

Hell in the
By Shane Lacy Hensley

Grenadier Hans Hauptmann stared out doorway. “I said halt!” But the figure didn’t
the window at the odd hedge maze. It halt. It turned slightly, toward Hauptmann,
stood quiet and dark in the front of the and lumbered near. “Halt or I will shoot
estate—directly in his field of fire. you!” he repeated his command again in
He and four others were part of a rear- broken French, but the figure did not halt.
guard in the Chateau Rouge, a small inn Hauptmann grimaced and affixed a
that had been bypassed on the Allies’ bayonet. He did not want to give away the
recent rampage through St. Lo. Now rear-guard’s position for some aimless
Hauptmann waited in silence, watching the looter.
dark, shifting shadows of the inn’s Hauptmann stabbed forward as the
courtyard for signs of the accursed Allies. figure came in reach and felt his bayonet
Then he saw it. Not a crawling sink deep into the man’s leg. The man
infantryman as he’d expected, but a fully groaned and swiped at him with his hands
upright man walking from the area of the and Hauptmann smelled the stench of
maze toward the front of the house. Could rotten flesh—an all too familiar scent in the
the Allies be so stupid? Hans flicked off last four years.
his safety and took aim. His target walked— Hauptmann forced himself to withdraw
no, lumbered—toward the front entrance. the bayonet and plunge it in again. Still, the
Perhaps he was wounded. A man in shock looter did not go down. Instead, the man
looking for refuge. Or perhaps he was a grasped the rifle and began to slowly pull
villager. A filthy looter looking for salvage himself up its haft!
left in the former headquarters. Yes, that “Gott in Himmel!” Hauptmann whispered
must be it, for the shambling figure wore as the horror finally came close enough to
no helm or other gear. see. It was a villager—but his face was
Hauptmann quietly moved from his ghastly white and an expression of
position into the ballroom of the old confusion and hate was locked onto his
manor and waited for the door to open. dead face. Stranger still, thick vines wove in
The handle turned slowly—the looter was and out of the thing’s flesh.
cautious for traps. The grenadier knelt and Hauptmann pulled the trigger and heard
aimed his Kar 98. “Halt!” he called softly other shots around him—his companions
but firmly as the figure loped through the come to help. Too late.

Brian Perlis (order #12741268)

” slain. Further to the the country. which was bypassed during resistance member characters have been asked to the main push on St. Any in the village. inevitably sighted and destroyed by the enemy. has given rise to a new horror of the It began days after the invasion. The division has been attacking the 116th bears the designation of giving the most sons St. assigned the job. cared for The sheer horror of such an experience by accomplices of the human variety. Hell in the Hedgerows Hell in the Hedgerows is intended for gave little thought to the simple French four to six 3rd level characters. Regimental HQ during the previous month and are temporarily wants to mop up any remaining Germans serving with this hastily assembled force. Lo. Scene One begins with any prisoners at the Chateau Rouge. Maryland. a Medic should prove constantly valuable The hedges—bocage to the French— as there are several firefights. but earth. Vulnerable heavy machinery to 5th level. Lo region for the previous week and to the war. Company A of the 1944. scale. then “formally” join the rest of the player characters. in the Weird War as gruesome as the battles that deadly hedgrerows of Normandy. downed formally “liberating” the town and perhaps pilots. First level proved too tough even for tanks to push characters should end the adventure at 4th through. and the East Coast of the the Reich—in its thorny embrace. lost a higher (parachutists) Corps and part of Dollman’s percentage of its troops than any other company. The Stonewall Brigade The “blood hedge” has also become animate. terrible no way to evacuate the wounded from the violence and abject terror mate on a grand bloody lanes without engaging the enemy. The men. Virginia. outside If some of the characters are from other parts of the village of La Boulage. 19 were The clean-up force is on the extreme killed almost immediately. and the like. and has already entangled several The 29th Division is composed mostly of recruits citizens of La Boulage—and soldiers of from Virginia. the 26 who landed at Omaha on D-Day. where they can Germans. Adventure Summary and form the “Stonewall Brigade. maze-like hedgerows of France. it can be a into a floral meatgrinder. Of 2nd Army in retreat. depending on the number of brought up to dislodge the bocage was heroes in the group. mostly burly farmers from the finally has the German 2nd Fallschirmjager small town of Bedford. But occasionally.” The men are The heroes are a “mop-up” force culled mostly sturdy farmers and machinists who have together primarily from scattered quite a bit of pride in their regiment. Once United States. giving birth to monstrous so the tanks sent down the bloody lanes abominations. their characters have been separated east is the 2nd Division. Allied infantry trying to force a On most days. violence is a source of path through this maze are literally poured destruction. Its nickname is the “Blue and Gray. Worse. The thick bocage around the village of La Boulage drinks from this blood. In the Weird Wars. such as nurses. These units are commanded by Major General Charles H Gerhardt. The 116th and several other regiments were and rise to serve it as gruesome undead. and near-legendary 88mm anti- tank guns. and has developed a thirst for it—as well as a growing sentience. The time is the night of July 25th. This ragtag group lead the scouting force and so should be of stragglers—the player characters—are moderately familiar with the surrounding landscape. 29th of the first to hit the beaches at Omaha and Division. eastern flank of the St. which should consist of Other odd characters. A litter of these horrid often tread on the screaming bodies of newborns has recently come to life in the their companions. elusive Brief Panthers. these decimated corpses are for its unit patch is a blue and gray “yin and yang” infected with the hedge’s own sentience symbol. This funneled the Allied advance War Master’s directly into waiting ambushes by the Führer’s monstrous Tigers. These characters are locked in the building’s wine cellar 12 Brian Perlis (order #12741268) . should be prisoners of the accepting the surrender of a few trapped Nazis and rescued in Scene Two. sustained very high casualties. but German’s most deadly defense. Lo region. there is creator as well. They were one remnants of the 116th Regiment. originally formed in the American Civil War under General Thomas “Stonewall” Jackson. Allied take place there. No hedges that would ultimately prove the particular character types are required. The blood of Axis and leaders carefully planned their attacks on Allied soldiers alike has seeped into the the metal beasts of the Third Reich.

the “hedge fiends. Orders in German over to the 2nd Fallschirmjager command. The heroes fight their way brushing grotesquely large spiders past a German patrol and return to La Boulage. for example). or Canadian soldiers. the prisoners may or civilian). echoing into the cold Boulage and liberate the town. the heroes enter La floors above. they learn that a local farmer and hear the sounds of furniture and Nazi collaborator have more Allied other equipment being dragged captives. 13 Brian Perlis (order #12741268) . Other characters of mixed backgrounds (civilians or British. The group has been together for at least a week in this basement and so should know each other fairly well. When everyone is familiar with their The main party of soldiers. The soldiers are the Mop- Up Team. The team must rescue Widow Nallet while fighting both German paratroopers. Widow Nallet. It is and horror. A great clatter has come from though copious amounts of blood and above you for the last hour. night. This should allow the Game Master to merge characters of almost any background into the adventure. You also there. rescue several wounded soldiers (and Silence follows shortly after you perhaps replacement player characters!) expected your meal. shortly after the prisoners escape (or freeing the prisoners if they did not do Your German captors feed you so on their own). Hell in the Hedgerows when they hear mysterious and horrific Have each player speak in character. are shouted frequently and with hiding in the woods nearby. French. comprise the Prisoners. the clean.” Scene One: Chateau Rouge The two different starting points are outlined below. and are likely going to turn them back and forth. enters La Boulage that same following text. the promptly at 6pm every night. but the words are move off to the Langlois farm where they muted and unclear. read or paraphrase the up squad. but timely. sounds from the room above. may not escape. With the telling the others how she was captured German captors above seemingly slain by and what she’s been accused of (if a some unseen force. You sit. While darkness of your cellar. Your combined group finds a scene of carnage rations are meager. Things take a turn for the weird in listening to the rats in the walls or Scene Three. of heavy boots sound across the In Scene Two. but no meal arrives. harass the advancing Allies is missing. the hedge itself. There they learn that their primary resistance contact in town has been taken by a second patrol to the blood-soaked Chateau Rouge. The Nazi rear-guard left to past time now. Investigating the inn. The prisoner. The heroes some urgency. fellow prisoners. The Prisoners The characters in the wine cellar of the Chateau Rouge begin their adventure by telling each other a little about themselves. Scores shell casings lie everywhere. and its undead servants. breaks free and runs into the hedge maze—the bloody heart of a growing monster.

these The process should take just long enough sounds too fade. as if something they are there to be rescued when the heavy were set on the floor above. In the end. round). now make his Climbing roll. like something scratching on hedge’s monstrous nature. either resolve to escape or wait within Several windows creak open. failing silent forest. Simply allow the hero to the wooden slats above you. Rolling a 1 means the hedge has become into your brain. sentient thing hungry for blood. otherwise surrounded by earth. “Halten! Ich shutzen!” Again. great tree falling from the weight of The bocage in and around La Boulage has become a heavy snow in an otherwise a living. A from your cold ceiling and several second failure raises the DC to its maximum of 20. mop-up team approaches. The Bocage Heavy fire breaks out directly Moving through bocage is tricky. As if something rough were requires a Strength roll against a DC of 25. Within an hour. men’s names time by 1 round for every 5 points over the DC of 10 are screamed. Here. roll again as a full round action to unentangle An explosion! More dirt descends himself. points of real damage. More crash down to crawl through is thick (thus it takes one full round the wooden stairs from the second to move through a one-foot thick hedge). Something soft but heavy is The hedge isn’t truly mobile anywhere except the dragged across your floor. quite hungry and impales the hero deeply. Hell in the Hedgerows No answer. causing 1d6 Silence. Don’t allow soldiers to take 20 on this roll. say that the hedge attacked him. The heroes can you. Pistols. A shiver runs up your the climbing roll inflicts 1d4 points of subdual cold spine. but with some authority. being dragged across it. Remember that characters may 14 Brian Perlis (order #12741268) . Someone speaks in German— now take actions. “Nein! Nein! Mein Gott! A roll of 1 on any of these rolls means the climber Der Blut!” is cut by the twisting vines for 1d4 points of subdual Something cracks sharply. creeps up the hairs on damage from scores of tiny. maze at the Chateau Rouge (see Scene Four). Metal the cellar for help to come. Crack! A single gunshot and a light thud from above. the War Master should not point out the ears. they should quietly. The dragging continues again. If successful. More shouting. rattle the room. about 15 It’s late. and are the only way causing you to nod off several out of the stone basement as it’s times in the last few hours. of the hotel. Too dark to tell the time. curiously bloody the back of your neck. thuds on wood. a chain and padlock. Four climb through or over the stuff must first make a short bursts. Now silence. A German Assume each roll takes roughly 5 minutes voice speaks loudly. Something even then the soldier won’t notice over his own taps on the floor now. More grimace and claim that he’s impaled himself—don’t scratching. He must of dust and dirt down upon you. You hear hammering far above. A new desperate thrashing. though this time the DC is raised to 15. Someone in the occasionally lash out with a spiny branch when cellar with you gasps in horror. The cellar doors are locked with The boredom is overwhelming. though Sudden silence again. and you are left to allow the hedge fiends to drag the with the quiet of the cellar. sound slowly squirms into your In short. another rolled (thus a roll of 15 reduces the time by one machine gun. Breaking Something scratches on the floor the chain is easier than the lock—it above. and crawls scratches. and if damage is caused. men scream. Escaping from the cellar is now fairly perhaps even on the second floor easy since there are no guards present. This is the sound of the hedge fiends from the back of your neck. “Vos ist los?” and includes several pushes against the door. someone tries to crawl through it (as above). Footsteps run into the spends 1 round for every foot the section he’s trying room above you. Anyone trying to above you! A machinegun. bodies from the house above. minutes. no answer. the hero shouting. Several heavy thuds send showers Failure means the hero becomes entangled. Quiet footsteps. If the latter. Reduce the floor. More Climbing roll with a DC of 10. It can Something moans. Like a damage. Now a dragging the bodies of the German rear few quiet footsteps move above guard from the house. A scream. sniffing.

which they know to be Briefing friendly because of the Butcher’s recent actions (see below). they keep the characters moving along without have two options. they will have to either The mop-up team approaches La devise another plan or await the arrival of Boulage around dusk. timing should also help the Game Master Assuming the prisoners escape. If they do. Most The villagers won’t approach the of them have pulled back in the headquarters under any circumstance. prior to our assault on St. A roll of 20 does not say the former prisoners should wait and automatically succeed—the DC of 25 must investigate the inn when the Allies arrive. investigate the Chateau Rouge before Anyway. If they attempt to flee digging in and waiting for reinforcements. Beans gave the mop-up team there. If pressed. you tonight. 2nd fallschirmjagers—were there together. woods. Lo. but the air boys ripped ‘em Captain Wittenberg did not want the x x La Boulage and Environs x Chateau Rouge x x x x x x x AP Minefield x x x x x x x x x x x x x x Hedgerows La Boulage Farm House Heroes Enter Here Fields 15 Brian Perlis (order #12741268) . happen. Hell in the Hedgerows combine their strength to force the door. The hunger. This is fairly the mop-up team. the villagers simply force the door. War Master). If the prisoners aren’t capable of forcing the door because they are all The Mop-Up Team relatively weak. to kilometers up the road we want describe the scene. they can live in the The mop-up team is briefed by their woods until they should happen into the own junior commander (a 1st Lieutenant if mop-up team (you’ll need to make this the heroes are infantry soldiers). La Boulage. If the prisoners flee into the town. men. I’ve got an easy one for taking either course of action. Prisoners who wait important as the group needs to be at the until the next day suffer 1d6 Fatigue from Langlois Farm (see below) at night. me the squirts. There’s a village 20 see Chateau Rouge. Hope the K- and cared for by the French and run into Rats were good tonight. they are welcomed “Good evening. on page 14. into the countryside. Aerial recon good time to have the mop-up team arrive shows a battalion of paratroopers— so that they can all explore the house um. cause the death of the captives he took only three characters total may attempt to with him. This would also be a scouted. still be met. Or maybe it’s this The former captives might also want to French water. and as is discussed under the rules for so warned that anyone who approached Combining Skill Attempts in the Player’s the chateau for the next month would Handbook. villagers scouting out his rear guard. Because of the narrow stairs.

rear guard they’ve left to harass us before they see you. If there are any of our boys from the start might just think the pale around—maybe airborne trapped or face is some sort of undead creature. however. We the hotel. Make sure to take a radio in The sandbags are easy to climb over case you need arty. Move on to Chateau Rouge want you to hit it right at dusk to when the group moves onto the estate have the best chance of seeing any grounds. and so on. the manor and the bangalores. In the 1800s. There’s a about 150 yards. The owner. That’s a story for another day. The northern gate of in case we get delayed in picking the Chateau Rouge estate is the back you up. A dummy soldier with a large hotel at the north head of German jacket and a stahlhelm has been town that was likely a placed with a damaged rifle behind the headquarters. It’s held prisoner from D-Day—rescue not. There is no danger here. grounds around it were turned into an inn. Hell in the Hedgerows x 6 7 7 2 4 7 7 x 3 1 Second Floor 5 First Floor 7 7 7 7 7 Wine Cellar Third Floor Chateau Rouge Interior a new one and we think quite a within sight of the hotel’s rear gate. have owned and run the The truck drops the heroes three inn since 1934. they see sandbags and the Your job is to head into La silhouette of a figure across the gate at Boulage and mop ‘em up. Go there first and barricade. The Approach and his family. with the road leading past the three kilometers north of the hotel. grisly murders during the days of ammo. girls. or other heavy explosives. The dummy’s face is a coarse secure it. That’s it. Given few were left behind. then head into town and sack with two eyeholes cut out. We’ll drop you by truck entrance. In 1942. that it’s dusk. 16 Brian Perlis (order #12741268) . engineer is given satchel charges. but allow the soldiers to discover this on Rec out whatever gear you can their own. Get packed and get Chateau Rouge outta my camp. The “Red House” was a manor in the The team can grab any of the normal 1700s. From there Nazis and a flak battery put in place. and some chow and require no roll. Monsieur Michele Montane. auto garage to the grand front doors of You can do the rest on foot. it was taken by the kilometers north of the hotel. ‘em. There is little trouble and no The flak battery was partially destroyed signs of patrols until the group gets then removed just after the invasion. of course. grenades. and was actually the site of several gear found in an infantry company—rifles. they hoof it. Paranoid capture any Germans who were left players looking for supernatural foes right behind. carry. Only an Napoleon.

Having an engineer join in the (they’ve been dragged into the maze). these tools to defend itself. Hell in the Hedgerows Captain Ernst Wittenberg’s company of harass the Allies. other finds) and a Search roll of 25 or The bodies of the Germans are missing better. concealed explosives have been set in the Chateau Interior foundation at critical points. A parquet fine-cut grass is overgrown. a spy in La the work of the Resistance. The 15 if he was crawling. when its growing sentience allows it. destroy the hotel. The automatically. the Boulage. but the family were taken with the Nazis to their dim memories of mortal life still haunt camp in the deep woods. in there sooner. An operative paratroopers—were killed by the hedge with a detonator can then sneak into the fiends. On a 1. two-story ballroom with a grand kept until a few weeks prior. Success reduces the Wittenberg believes the Allies will use damage by half. Wittenberg chose the inn as character then gets a DC 20 Spot roll. The blood currently no one left at the manor except hedge hopes to one day make use of the prisoners. A so as to create a backdrop of something German strike scout gets the first chance. may be repeated. bolting reason. on the chateau have caused a great Gravel-Covered Road: The road is amount of dust to fall from the plaster covered in noisy gravel. wide. subtracting 2 from ceiling. In fact. occasional firing squad. 6d6 points of damage. and rather than its former elegance. but it is kaboom! The hero now gets a Reflex save structurally sound. Lower the DC by building’s facade is pockmarked from another 5 if there is bright light for some several Allied strafing runs. but search lowers the DC to 20. requires that the heroes specifically state Such red-herrings are encouraged and they are looking for such things (not just should be part and parcel of any horror searching the hotel for documents and mystery such as this. the this manner. Roll 1d10 every time a the IInd Fallschirmjager has been here ever character moves 10 yards. the hedge will hide the which case the wires can be followed bodies within its thorny depths. Like the flak battery commander encountered an anti-personnel mine. the Nazis may detonate more gruesome than it is to throw the trap on the heroes. If not. For that reason. The before him. than in a grander day. If successful. The attempts the tracks end at the doors of the manor. unless the explosives chapter of this adventure. unable to return. The normally chandelier hanging from above. so the colors are far more muted Move Silently rolls. sinister. and escape. everyone inside must make a fountain should only add to the mystery Reflex save against a DC of 15 or suffer and suspense. Anti-Personnel Minefield: Scattered Several tables have been hauled from mines have been placed here to delay and the upstairs rooms to be used for the Nazi 17 Brian Perlis (order #12741268) . Monsieur Montane. suspicion off the locals and onto the Finding the explosives in the hotel chateau’s famous Napoleonic-era ghost. is attempting to make the scene look but in a pinch. but the War Master should make but should that prove too difficult. The hedge fiends aren’t The owner. The idea is to wait until a players may well think that the Resistance headquarters unit has taken up residence. The strafing runs crawling. and the rear them. so they have carted off their guard was slain by the hedge. These scenes should be described shed. and an mine before stepping on it. Should they go inside have already been discovered. In no case should the War Master point Finding the wires outside also requires a the players toward the maze until the final Search roll of 25. blood-filled fountain can’t be hidden. Estate Grounds 1) Ball Room: The manor opens onto a The area around the manor was well. but take 1d4 hours each. so there is victim’s weapons as well. he has since. granting +2 to floor features a swirling design in once- Hide rolls as long as a character is brilliant reds and blues. to throw himself flat. the hero spots the various equipment to the walls. and his intelligent enough to use firearms. The Germans There are several spots within the have a pair of wires running beneath the manor where the German rear guard—five dirt to the storage shed. failure deals full damage Chateau Rouge as a headquarters if he is to the unfortunate soul. One last thing. but Should the building be destroyed in since nothing else happens there. it very clear that this could very easily be Wittenberg uses Louie Charie. The his HQ because of its distance from town DC is 25 if the character was running.

A who it is. Thick fields of corn. His basement. smell of brandy and cigars still lingers in the air. everywhere as does a prodigious amount When the party later learns of the of blood. A outside (STR 25 to break). the plants in the green gun propped up on the nightstand). working with the Resistance. Broken glass covers the floor records are still present. It is overgrown with overturned chair and a small bedside weeds. documents (and leaving plenty of propaganda flyers everywhere the heroes Scene Two: look). At this worth at least $400 on the black market. It’s make more of him at a later date. however. point. Above the fireplace rests an old The Wine Cellar portrait of a grey-haired man with a stern In the bottom of the HQ is what was countenance. A few Intelligence roll estimates they’ve been cigarette butts. but a scrap La Boulage is primarily a farming of one map remains. the ghost is the Nazi occupation to hide his valuable real and the War Master is welcome to cache and it has set there ever since. Both of needed. The Nazis left this company remained in their foxholes mostly intact as they made the owner around the town. and other crops grow in the 18 Brian Perlis (order #12741268) . A The two “x’s” on the second floor mark variety of knives. of the bottles were broken in an air raid 5) Office: Montane used this room as and the smell of apricots permeates the his office before the occupation. This is where one of the rear hedge fiend. by spending 1d4 x 10 minutes and making tomatoes. A casual look in the large sink these ran downstairs when the shooting reveals dirty pots and pans. the all that mark their former positions. In truth. and some unfinished rations are 4) Parlor: Once a smoking parlor. This may be found community. a fruity white the tale of the blood hedge with a mix. Second Floor A DC 25 Search roll in the area of the 7) Guest Rooms: The many guest blood reveals a few red-veined leaves. they might think to look for guards was stationed (he had a machine it here. Shell casings lie creating a miniature jungle. and other wild flora. cook for them before pulling out. He another red herring pointing to the bricked over part of the cellar soon after chateau’s ghost. A character searching for documents in the HQ finds useless ashes in many of La Boulage the fireplaces and trash cans. This is actually just more select assortment for himself. or Wittenberg used the office since. vines. Of course. He should be rescued if they do not escape did an excellent job of cleaning out his on their own. knives. beans. It shows place. cleavers. was stored here in some bulk. a chair turned toward a soaking for at least a couple of days. once that the Langlois farm (see Chapter Two) finely polished. though no one is quite sure once an extensive wine cellar. Hell in the Hedgerows staff officers. and other where two more of Wittenberg’s rear makeshift weapons are available if guards were originally stationed. table (from upstairs). however. Even Montane and his family padlocked door leads into it from the aren’t sure who the portrait depicts. These are mostly still in a Search roll of 20 or more. has been ruined by is circled in red. barracks for Wittenberg’s staff and 3) Kitchen: The kitchen is set up to sickbeds for his wounded. been drastically overlooked since At the right rear window is an Wittenberg’s arrival. like rooms scattered throughout served as that common to the local bocage. but he did miss one important map. A DC house are still of the non-sentient variety. The rest of his handle large meals. and German 6) Green House: The green house has graffiti. This is where the prisoners begin. though one has been knocked over which farmers have proven loyal to the and a small amount of blood has dribbled Germans and which are suspected of onto the floor from its surface. 10 Intelligence roll recognizes the shell- casings as those used in an MG42. A DC 15 started and died in the ball room. cigarette burns. citizens in the days prior to the war. Of note is 2) Dining Room: A large table. Knowledge (History) roll of 20 notes that Monsieur Montane stocked relatively the clothes are from the Napoleonic cheap wine for the inn and maintained a period. it’s best not to confuse His home-grown wine. and note the from several “sorties” into the cellar by its comings and goings of wealthy French former garrison. Many second—and far more intangible adversary. window.

His be a few that are rotten. Since the lost several good friends during the war. The on. His leadership to formerly meet with and father was killed in 1940. but several adjacent homes Bignon: A local baker. and he hates the assist the Allies. no single voice emerges through them. previous occupation forces. She is very beautiful. are no less charming. They Just under two hundred villagers remain have no critical parts in this adventure within town limits. there are bound to Pierre Guigon: A former farmhand. Characters who speak French can cornfields are currently quite high. but are provided five hundred even six months ago. Note which he could be killed. Few have their own He and his wife are prisoners of the Nazis. giving these as he can without endangering his once-quaint areas an over-crowded. most shouting “Merci beau coup!” while Unfortunately. His family is alive. but is Besides the fliers.” (in English) mocking information on locals to Wittenberg and McArthur’s famous line. Guigon does not speak others ask a variety of questions about English. boss was slain in an early reprisal against The town’s mayor was taken away by the Resistance. and eager to help the Allies. Many have small stashes Widow Nallet: A local girl whose of cash. The town was once quite quaint. but of shouting French surrounds the heroes. He isn’t particularly bright. She can confirm boxes of propaganda fliers instead. and attempt to answer the myriad questions. Anyone moving slowly to lend some order to the situation. though she was often seen at the Chateau Rouge before Propaganda Wittenberg’s withdrawal. through the cornfields (no running) may Below are several non-player characters add +2 to his Hide total. with appropriate names and professions. Instead. Guigon is in love with Widow food. but hotel to serve at official Nazi gatherings. but A sample of one of these fliers can be does not involve him in any activity in found at the end of this adventure. a milling crowd Germans. desperate look. graffiti reads “We actually not. As that it was not her organization that instructed. and was sometimes called to the despise the Nazis as much as anyone. Most Mayor Francois Counet: He and his all houses are made of beige stucco with family (a wife and two young daughters) red-shingled roofs. Neither has she that the awkward sentences are told him that she is the town’s leading intentional as the German gestapo officer Resistance figure. She sometimes uses Pierre would be shot if the fliers were removed. In truth. he frequently sold shall return. very Wittenberg so there would be no central strong. though he have their own private gardens. Some call her a Captain Wittenberg requested bullets Nazi whore. the gardens have been crammed with occupation. Hell in the Hedgerows flatlands surrounding the town. here to help with roleplaying and to Another hundred or so live in the provide those inexperienced with French surrounding farms. and so Nallet and will do anything in the world 19 Brian Perlis (order #12741268) . he posted them all over town murdered the German soldiers if her trust and instructed the citizens that they can be gained. or jewelry husband was killed in the fighting in 1940. Larger homes are Captain Wittenberg believes this will surrounded by thick bocage of at least create more confusion in the town for the 1d4+2 feet in height (average of 5’). In fact. He claims to be a former waiter at the Chateau Rouge The Villagers (he was for about a day before being The vast majority of the villagers fired). he’s as loyal as a bloodhound. family heirlooms. she is a prominent and medical supplies but got several member of le Resistance. almost neighbors or family. He helps the heroes as much as many crops as possible. beauty of their homes. in any barrel of apples. classic European look. giving La Boulage a have been taken away by the Nazis. forties with graying hair and a curled The backyards of most of these homes mustache. Smaller chateaus Montane: owner of the Chateau Rouge. hedgerows. down from over nearly and thus no statistics. who wrote this was not particularly Louie Charie: A sneaky thief who fluent in English. buried in them as well. He’s in his late usually share a fence of bocage. the progress of the invasion. you can use to relay information. provide excellent cover for anyone moving but unfortunately. He’s very large. Guigon for diversions (see below). giving Allies and provide him with a valuable the upper class privacy and security and beloved prisoner to enforce his will without intruding upon the aesthetic on the town from afar. pretends to be with le Resistance.

if not right idea about Jews. The center of town is marked by a Pierre Guigon. He’s food. and is full of broken wine Langlois farm. The Nazis bought what little important to the plot later on. a strong-looking man. member of Napoleon’s Old Guard carrying so if the heroes don’t speak French. Below are specific descriptions for some of the more important locations in “Airborne!” and around town. Should the heroes prove lawless Americans. however. the War Master should remind address the citizens collectively. but incorrect. I bottles and other hazardous trash. the paratrooper camp by Wittenberg. The Nazis fired brings Widow Nallet to translate for him. the Americans profusely unless they begin Jean Pajon: Jean is the town’s to confiscate his goods. he can round up a posse of 2d8 Several valuables remain in his house deputies to assist him. he a wounded comrade. actually paid for the goods). sympathizers. Failure indicates 2d6 damage. Anyone know some of the hands there. He doesn’t believe she helps the Market Nazis. approaches the highest- chipped and beaten statue atop a round ranking American and says the following basin that once held water. It depicts a in French. Pierre does not speak English. The basin has also served as a trash bin “There is an American at the for the Nazis. several shots at the statue. If he does. or cruel. If the heroes are reluctant to follow administrators used the town square to this lead. although he’s the Nazis. More than a few victims have staggered Scene Three: into the fountain before dying. and Constable Pajon is willing to Town use force if necessary to protect the peoples belongings. They’re not about to be bullied do not take kindly to Allied looters. diving into the basin for some reason They said they’re taking him to the must make a Reflex save against a DC of Germans tonight. arm off the statue into the basin below. The Langlois farm lies a few kilometers This is a good red herring. were more fair and won’t go out learned to hold his tongue around his of his way to help. by a bunch of greedy Yankees. Should that constable. He believes der Führer has the happen. in retaliation for various acts of sabotage through the years. draw them a rough map to the Langlois Captain Wittenberg and former Nazi farm. This is the ranking character that liberating Allied also where many townsfolk were executed prisoners was part of their assignment. Any of the loyal French know Smaller stores exist in town but are this and tell the heroes if asked about even more poorly stocked. The Heroes who loot homes and abuse the captain believes decentralizing power in people of La Boulage are in for serious the town will make it less helpful to the trouble. In truth. he believes that Wittenberg. north of town. Hell in the Hedgerows for her. chipping it in If they know the town’s opinion of her. Remember that as the mayor was allowed to remain here these people have endured four years of until the withdrawal. but he can damage if the save is made.” 15. After the heroes have had a chance to Town Square inspect the town and ensure there are no Germans present. despite his racist views. leaving bloody streaks on the statue and the basin. neighbors. The heroes may think the statue Langlois Farm has come to life and is killing the Nazis. who thanks with a crush on Widow Nallet. Local townspeople Nazi rule. so try not remained here as they left (Wittenberg to let him get killed early. odd places and even knocking the left this may cause some concern. He fell from the sky. Corn is Langlois’ main crop though he has a peach orchard at the rear 20 Brian Perlis (order #12741268) . The owner is you’ll need another concerned villager a Frenchman named LeGarrec. Pajon kept order in the town with Mayor’s Chateau a sometimes iron hand to protect it from The Mayor is Francois Counet. but he the various Nazi regimes that have and his family have been taken away to occupied La Boulage. but also doesn’t know that some The town’s central market has a very of the tasks she sends him on are meager supply of goods and almost no diversions to help fight them. or half Pierre knows nothing else.

Langlois’ If the GIs openly walk onto the farm. Langlois’ farmer plans on turning the American weathered “poker face” gives nothing over to Captain Wittenberg when night away. smack of 100 Francs or more for the sergeant’s between the Americans and the Germans life. sometime around twilight. Assuming this occurs confrontation and reconnaissance. Langlois shows up at the door armed Wittenberg is known to be fairly free with with a shotgun. but about discussing the war until 10 PM or neither do they show the enthusiasm the so. They are not openly aggressive. employees sleep in the smaller chateau one of Langlois’ five assistants quietly shown on the map. Simply throw them in with Reconnaissance method. Sense Motive roll of 15 or more notes that Currently. but Stealthy characters may attempt to there are two basic methods: scout out the farm. Exactly how the heroes go about Reconnaissance rescuing O’Bannon is up to them.” he since. and Langlois hopes for a bounty that he is in a precarious position. If a character has whenever the American is mentioned. so he won’t invite them in or O’Bannon of the 82nd Airborne broke his help them in any way. adventure. The soldier. the characters game. but most nights they leads them to the farmhouse to meet the eat dinner with their employer and sit boss. so camp and turning the American soldier communication might be a problem. Sgt. the farmers’ conversation heroes met in town. is When asked about the American unfortunately loyal to the Germans. hopefully for a reward. over to Wittenberg. None of them speak centers on sneaking out to the German more than a few words of English. this is a great place to introduce may either leave and try again via the them as well. below. or if new players are entering the With Langlois’ refusal. If so. This night. He does not deny leg in the last air drop and has been selling goods to the Germans “They have hiding out in the French countryside ever been here for four years. help. Langlois. Sergeant Roy to the east. but the owner. but assuming one or more of the falls and he can slip away unseen by his hands are about. He crawled to the farm hoping for refutes. the farm hands finish up a few chores and then move Confrontation inside the main house. or they may O’Bannon. he feigns ignorance. died. He tells the Americans money. This allows characters of use force. O’Bannon is locked up the employee shifts his feet nervously tight in Langlois cellar. 21 Brian Perlis (order #12741268) . Hell in the Hedgerows To More Hedgerows and Orchard Fields Servant’s Quarters Main House Barn Hedgerow Langlois Farm of the house as well. a character who makes a countrymen. after all. refer to Fight at the almost any background to join in the Farm.

can no longer deny that he has the The encounter takes place in a thick prisoner. Skills and Feats: Driving +2. Possessions: MP40. they rush Proficiency 7. two defeated. SV Fort +3 Langlois falls. sympathizers on the spot. Should the people of La Boulage the team shouldn’t attempt to take it on discover Langlois’ German complicity. than a month. Parachute when the fight breaks out. however. In fact. Langlois and his hands fight fairly The fallschirmjagers are probing the intelligently. they stage a fighting well by the Germans and were humiliated withdrawal so that they can report the by their own government’s defeat in less contact to their commander. not the without violence. Langlois won’t give his prisoner up These are veteran paratroopers. Automatic inside and fight from the doors and Weapons Proficiency. does he give O’Bannon up. Headquarters will be prisoners. Langlois hired these town to see if it has been occupied. 4 full magazines of In the unlikely event the heroes are 9mm ammunition. Fight at the Farm Rumble in the Jungle The basement is accessible only from On the way back to La Boulage. First Aid +3. his men then make their way to they simply state that they are patrolling Wittenberg’s camp to turn the Americans to see what has become of La Boulage. Str 12. Widow Nallet and a small group use torture on prisoners risk severe of resistance fighters from the punishment—possibly even death by firing surrounding countryside come to the squad—depending on just who finds out rescue. what kind of troops they’re up against. or they must use force. the rest disperse into the Ref +1 Will +2. Spd 30 ft. however. If the War Master wants to happy to know the location of the camp heighten the difficulty of this resolution. With the lack 22 Brian Perlis (order #12741268) . but reveal it only under extreme during this trip. AC 12 (+1 Dex. If Armor). Langlois is CR 3: Medium-size human. and in the campaign. wood. Because of this. simply the farmers rally behind their leader. Init +1. wilderness via a few known gaps in the Wis 11. the heroes must then decide Langlois say something about the “Yank if they let the hanging occur or risk in the basement. This is a quick encounter the house to save Sergeant O’Bannon designed to let the heroes know exactly without a fight. Remember that American GIs who hesitant. That means the heroes heroes run into one of Wittenberg’s must either distract the farmers out of patrols. This is Hp 15. There are well over 75 troopers and his men are rounded up and held as left in the camp. Spot +5. townspeople by denying their vengeance. using a battle mat of some sort. Hell in the Hedgerows A Listen roll of 15 and a Language of any real authority other than the (French) roll of 10 or more overhears Americans. Only if the farmer is Hitler Youth they might have fought earlier clearly outclassed and outgunned. over. Move Silently +5. windows to protect their valuable Point Blank Shot. Still. Atk MP40 +3. If somehow lured away from the Weapons Proficiency. helmet. Weapon Focus: farm. Firearms Proficiency. +1 also the group’s weakness. but should they prove duress. about it. Int 10.” confirming Guigon’s poisoning the attitude of the angry report. surrounding bocage. Con 12. sketch in lots of trees and tangled vines. Rapid Shot. so men after the lot were discharged from an they fight if it seems they have the interment camp after the fall of France. The Game Master should give the They know the way back to their camp. If the All of the men have been treated quite opposite is true. Simple prisoner. the inside the house. Cha 10. their leader as well as their boss. If the farmers are near their house Hide +6. Langlois binds their hands and stielhandgranate feet with rope and throws them in the back of his horse-drawn haycart. Class: Grt 3. they attempt to surround the party MP40. uniform. superior numbers or position. if the paratroopers do point Langlois’ Fate out the location of their company camp. AL LE. he their own. heroes plenty of opportunities to escape of course. hence their loyalty to the Waffen SS Soldier (8) Germans. Wheeled Vehicle Proficiency. If you’re When the inevitable fight breaks out. and force them to surrender. so no map is provided. Dex 12. and will likely pepper the woods a group of locals want to hang the Nazi with heavy artillery and air support. He and If any of the soldiers are taken alive.

Guigon insists on going with the heroes. and has become somewhat mobile. sympathizer—but I know she is Three others have already been slain by not. Start Here (they Here A Maze With No Openings rise 1d4 rounds after the fight When the heroes approach the maze. He should find them The map below shows the maze after wherever they happen to return to. (Not to scale) Back to the Chateau X The chateau remains strangely deserted. the party is greeted dangerous finale. The Guigon looks nervously about before hedge considers her “safe” at the moment continuing. The highest roll hears a muffled scream from inside the dense hedge maze. they find it has no openings. Start these in the lower right (see map). drew his bayonet and advanced on Nallet with rage in his eyes. I am not as simple as she believes. Obergefreiter Meuller. though he has no weapon of his own. It is centered Hedge Maze here. “I think she is a member of le and doesn’t attack her until the more Resistance! She doesn’t think I know. this gives our heroes time to monsieur. whether it’s the town or the chateau. It can create new walls by spreading itself X out a little thinner and has effectively sealed the soldiers and the widow Nallet inside. they will save the fair maiden and win the day— certainly torture her to find out who else providing they can survive the other is a member of the Resistance!” dangers trapped in the maze. Read three of the eight fallschirmjagers are the following as soon as the heroes already dead. Assuming the party agrees to help. Widow Nallet starts at the fountain. Hell in the Hedgerows thick bocage walls to get to the center Scene Four: and rescue the widow Nallet. Please Fortunately.” the Germans. Besides the danger of moving through the thick The Maze bocage itself. new hedge fiends. X As soon as the group entered. She broke free and ran into the maze outside and the entire patrol followed. at patrol came for mademoiselle the spots marked “X. Now it is sending out its hedge fiends to kill its prey and bring them to the Fountain Hedge Fiends and Dead center where it can feast upon their Fallschirmjagers Widow Nallet Start blood. Widow Nallet was escorted to the chateau by the paratroopers and watched as they explored the blood-stained rooms. but as the heroes search the building. At this point. “They took here there. by Pierre Guigon. The team Hedge Maze begins) must cut or climb their way through the 23 Brian Perlis (order #12741268) . Guigon points to the Chateau Rouge. They rise in 1d4 rounds as return.” Nallet! The others will not help me Five other hedge fiends start at the save her—they claim she is a fountain and move toward the heroes. the hedge fiends and panicking fallschirmjagers make this a Back in La Boulage. the hedge thing came to life. The other Nazis are in two “Monsieur! You must help me! A groups of three and two respectively. have everyone make Listen rolls. but dangerous soldiers are eliminated.” he says. if we do not save her. The leader of the patrol. it has closed itself off.

Such holes can of 9mm ammunition. dark red veins. or cause 15 points of damage to the constricting Blood Hedge arm. Spd. defend itself. four full magazines make “holes” in the hedge. leaves have thin. helmet. Will 0 these corpses—they must be within its Abilities: Str 15. 30 ft. Init +1 (Dex). CR 2. (Huge) a hedge fiend that hides in bocage gains a +5 to his Hide or Move Silently checks. extend out through all the bocage of the SV Fort —. but otherwise Organization: Solitary act independently. Rank: Grenadier. Point southern. region. Combat Hide +5. takes 1d6 hours). helmet. Damage: Slam 2d6+2 Raise Dead: The blood hedge can Face/Reach: 5 ft. Wis 10. the hedge has Blank Shot. It is not Speed: 0 ft. and morale effects). Initiative: 0 stunning. by 5ft. Hell in the Hedgerows Veteran Fallschirmjager: CR 3: Medium. page Alignment: Lawful Evil 168). hp 15. (minimum of 5 hit points). uniform. and polymorphing. Int 10. +1 Helmet). +3 the inner circle of the maze. compulsions. 16. Spot +5. Automatic Weapons Profi. reach (or brought to it by other hedge Con 15. Atk +3 ranged. Wheeled these. Parachute developed four flailing branches it uses to Proficiency. (extending from either side of the ciency. AL LN. Wis 10. Atk the adjoining sections by whatever MP40 +5. The character stiehlhandgranate can attempt to escape normally. and fire all the fiend). Search +3 (+10 bonus if enemy hit points. Special Qualities: Constrict: The hedge thing deals Possessions: MP40. phantasms. Int 2. First Aid +2. including the rest of the Con —. explosives. the adjoining sections a bit thinner (this size Human. Toughness. +2 Natural). Int 6. sleep. Str 13. Skills and Feats: Driving +2. Weapon Focus: MP40. like any other hedgerow except that its Hedge Fiends: Undead. Cha 1. Con 12. and is unaffected by bullets or is hiding adjacent to hedgerow within one other piercing weapons of any kind. and can therefore Possessions: MP40. uniform. It looks convenience. Huge Plant Plant: As a plant. 17. create up to six “hedge fiends” (see Special Qualities: below) per day. AC 13 (+1 Dex. mile radius of blood hedge that created Edged weapons. Attacks: Four slams +4 melee patterns. it may constrict on the following vehicle proficiency action. 16. four full magazines of 2d6+5 damage to an opponent with a 9mm ammunition.. the blood hedge is Hit Dice: 10d10 (50 hp) immune to poison. Simple Weapons Profi. hp 18. Reduce the hit points of Spd 30 ft. Also. Wis 11. two be healed by the hedge fiend by spreading stiehlhandgranate 24 Brian Perlis (order #12741268) . Its senses melee (2d6 MP40 or 1d6+1 claws). Str 14. though with the ability to pass Advancement: 10-12 HD (Huge). Move Silently +5. It does not manufacture Saves: Fort +5. Improved Grab: At its center Spot +5. AC The beast itself is the southern wall of 13 (+1 Dex. HD 2d12. however. cause normal damage. Will 0.. Skills and Feats: Hide +6. Firearms proficiency./5ft. Init +2. subject to critical hits or mind influencing AC: 12 (+2 armor) effects (charms. Dex 15 (lashes only). paralysis. Dex 12. Cha 10. Search +5. Move Silently Each five foot section of bocage has 30 +6. Cha 5 fiends). Ref +3. AL NE. inner wall). Challenge Rating: 8 Hedge Fiends: These are standard Treasure: Standard reanimants (see Blood on the Rhine. Ref +1. maze here. Dex 14. These creatures can communicate Skills: None with the blood hedge whenever they are Feats: None in contact with the local bocage (within Climate/Terrain: Bocage about a one mile radius). The blood hedge was born from the violence of Normandy and the rich blood Here are their statistics for your that seeped into the ground here. 13-16 HD through bocage as if it weren’t there. two successful grapple check. Class: Grt 3. SV Fort +5 Ref +3 Will amount is desired to seal the breach +2. If it hits with any one of ciency.

when all True Men meet again as brothers. Throw down your weapons when meeting our soldiers and become a guest of the Third Reich until the day of peace. and our fearsome guns. Nor are the English-islanders. Remember that you are the invaders! You are not Europeans. our resilient soldiers. All prisoners receive ample rations and human treatment. our equipment. 25 Brian Perlis (order #12741268) . You are not liberators. Should you continue to destroy the harmony we have created here in Europe. When peace is declared. Do not become yet another forgotten corpse buried on foreign soil. you will be returned to your loved ones at once. and our very lives to uniting Europe into a harmony. What champions of justice would ally themselves with the Stalin-madman? Who kills more of his own soldiers than we do? Throw down your weapons and you will be treated properly by the pan-European Third Reich. our sweat. Attention Amerikans! Welcome to beautiful France! Your leaders have lied to you about your cause! The French live in harmony with their German leaders. Permission granted to photocopy for personal use. we will defend Her with the power of our invincible tanks. We have devoted our society. Do not make widows and orphans of your families. our money.

Brian Perlis (order #12741268) .

Rarely were the rabbi’s head. Avi realized. Rabbi Reis opened the book… Suddenly. “Search the together. Avi moved to his revolver’s load into Winter’s pristine SS own door. Weird Wars The Golem By Mark Metzner Rabbi Avi Reis stared at the ancient were looking for him? No. even Avi’s quickly. One of these quickly. “The penalty for such a creature. book. Just shook his head. drop. Avi sank in a dazed heap they rounded up and sent to camps as in and watched with horror as Winter Rabbi Loew’s east. startling Avi and causing more in the book than prayers and rituals. The sound of a crashing door caused Avi Ehrmann Winter stood before him. but too late. gathered the Jews of Villes-Bretonneaux Winter shook his head again. At this short range. Luger in to slam the heavy leather cover down hand. Avi fired again. Voices sounded from the fall. a new stepped into the room. the outer room. He had Avi said nothing. Reis knew there was far was a gunshot. “Where is the book. but there Loew of Prague. though he not yet shipped them bed. Winter grimaced but did not beneath his pistol. He rose and shoved the book under panicked shot couldn’t miss. Could it be possible they Brian Perlis (order #12741268) . It was an incredible treasure—the Somehow. One of them quickly came up “Where is Rabbi Reis?” Avi heard from with the heavy book. behind him. The round the cot in his hidden room.” There was dangerous than living in the presence of another shot and Avi heard the Frenchman the murderous Nazis. straining to hear what was uniform. but surely no less harboring fugitives is death. famous—or infamous—kaballah of Rabbi The Frenchman said nothing. The SS colonel shook his head and The Germans were careful in their slammed the butt of his own Luger into persecution of Jews in France. His young slammed into Winter’s shoulder and blasted hands grabbed the pistol he kept hidden out the back.” he called to two stormtroopers off. emptying the small next room—German voices. was the secret of creating a golem. him to drop his pistol. Winter was coming. his door crashed open. they had learned of the book. Winter finally smiled. commander had entered town—SS. Juden?” Sturmbannführer Ehrmann Winter. He picked it up There were also dark secrets. being said. Avi heard the heavy bootsteps on the Reis knew there were dangers in creating floorboards outside. But days ago.

fext. and since there’s no Their orders: find out what the Nazis are use exposing more soldiers to the occult. French Resistance’s presence in the area. SS. with the Allied forces just beginning their advance into the heart of the countryside. They search compatriot of Ulysse Heron. when SS troops and the adventure. the French Resistance. supernatural threat. and in recent into account basic training and surviving months. More on that in a moment. Continuing Adventures If you’re planning an ongoing campaign. called the No special equipment is required to Kabballah. work with the Allied forces to infiltrate. Those wishing to play a resistance fighter In fact. spy and fight the Germans at every chance. to have The Nazis aren’t even aware of the a medic in the party. the town has become a haven for the beaches at Normandy. So. The complete entry for Clay Golems can be found in the Monster Manual®. up to and make sure they don’t OSI operatives within the heroes’ accomplish what they’re there for. These people. Hell in the the Resistance did the only thing they Hedgerows. now. It is helpful. The Golem is ransacking abandoned Jewish homes. as well as a scout. complete the scenario. By the end of the Resistance. it can easily survive this encounter to make an appearance in the later two adventures. a tome Resistance contact in town. and German soldiers can be found in the Weird Wars sourcebook. The Golem The golem. Many French towns and villages have cooperated with the German occupation. the team’s asked them for assistance. Captain Robert Jarrell. has instructed from a nearby town indicate another the party to assist the Resistance ASAP. they consider it a sleepy little also have a natural start here. but some brave men and women fight against their Nazi captors with their very lives. the characters should be German soldiers arrive and begin close to attaining 4th level. has been included as a perfect villain to be an ongoing thorn in the party’s side. Loew helped fend off German 28 Brian Perlis (order #12741268) . as pretty much The Great Rabbi Loew from Prague has nothing will harm the fext the group been a thorn in Hitler’s side for some time encounters at the end of the adventure. Reports their commanding officer. Ehrmann Winter. The command structure decide to send them Resistance has promised all the help they once more into the breach. but can stand on its own as could: they called the Allied forces and well. Near the coast of France. as a town. Since it is nearly impossible to kill until the heroes gain a bit more knowledge of the occult. an excellent follow-up to the first searching for something. of incredible magical power. can muster in return. the members of adventure in this book. which takes movement is strong. If used as a follow-up. and are repeated in this adventure for convenience. but not necessary. the fext. offering no resistance. in a little This adventure is intended for three to village of Villes-Bretonneaux. officers have somehow learned of their Enter the heroes. War Master’s Brief The Golem takes place in France in late July 1944. the party’s desperately for an ancient book. encounter with the supernatural. the six characters of 3rd level.

capturing many Otherwise. The French townspeople. though each should be quietly passed and avoided. One in the corner Unfortunately. The Kabballah what appears to be an abandoned grocery tome lies waiting in Rabbi Reis’ room. if Ehrmann Winter time of trouble. invaders. recovers the Kabballah and returns it to how you say. fled the country and ended up in France. the Germans have access works a radio transmitter. Wooden crates serve as desks and rituals is an ancient spell once used to cabinets. introduce him as his right-hand man or The Nazis have increased their patrols woman. the town under the cover of night. once set The scene opens in the basement of aside for the Resistance. and named Ulysse Heron. as the case may be. abhorring the Scene One: treatment of the Jews by the Nazis. you can introduce him Silently rolls to instill some tension into here. and hidden rooms. store. Just have Ulysse wave him over and the trip. tapping out to a horror of their own. when the country fell. Candlelight flickers and casts a where the young Rabbi has been reading warm glow over the impromptu meeting and studying and learning. The War If a player has chosen to be a Master is welcome to require a few Move resistance fighter. cellars. Reis the meeting place without any was able to evade Loew’s captors. you for coming to our aid in zis In the larger picture. but experienced roleplayers the ways of Jewish mysticism. The fate of both the Jews and the local resistance lies in the “Oh! Zis is wonderful! Thank party’s hands. protect…and destroy. the party arrives in Villes-Bretonneaux But. another horror to his menagerie. the magic may want to devise ways of getting into of the Kabballah. He smiles and shakes the heroes’ hands but if they do not find what they are vigorously when everyone is settled looking for. is a thin. All have been Jewish homes. In the dark hours before morning. alas. name of Ehrmann Winter. Hitler will add yet would be left to our own defenses. clay that can be commanded to Several men and women are busy here. feel free. in the area. have taken them in and hidden them in their Meet and Greet attics. Finding a safe Ulysse to stay with and assist the party in any way possible. This young man named Avi Reis. The Golem invaders and protected the Jews when route to the village is tricky but not Poland was first attacked. worried?…that we his masters in Berlin. All zese people have dedicated everything to driving ze The trek to Villes-Bretonneaux is filled Nazis back and liberating France!” with German patrols. writing and planning. The since they arrived to investigate the resistance fighter is then instructed by Jewish homes in the area. We were. 29 Brian Perlis (order #12741268) . mes amis. a legion My name is Ulysse Heron and I of nearly unstoppable golems! am ze one in charge here in Villes- Moonlighting Bretonneaux. currently remains in hiding in the village along with many other frightened Jews. a Frenchman to know what they are looking for. Among the place. the searches will surely inside. a “fext” by the codes to other resistance cells in the area. the party arrives and reaches Jews and the Great Rabbi himself. a servant made from looking Nazi officers line the walls. Maps and pictures of prominent- create the Golem. reedy man have begun a systematic search of homes in his early forties with a thin moustache. Eyewitness overly difficult for experienced heroes accounts claim the old Rabbi used “the (especially if one of the characters is a power of the Hebrew God” against the scout). continue. and interference from the enemy. Loew took to adventure is meant to get the ball rolling the young man and began to teach him a little faster. a the unit into the area. The Nazis seem The party’s contact. Loew without incident. It will be only be a matter of Read the following in a very thick time until they uncover the Resistance’s French accent to the players when you are network of tunnels and room and the ready to begin: people hiding there. of Villes-Bretonneaux. Feel They had just begun their studies when free to have fun with timed patrols and the Germans attacked their current home German Shepherds if you want. If you wish to roleplay the advance of where he met another fleeing Rabbi.

He said he’d found a way to us. because she was down by the river. What do you carved out of the earth.” Poland. 40 Jews hiding here. little one.” which in a coif. Jews and “undesirables” and shipped them away in great trucks. we suppose. our homes. None look like they’ve slept much in the “Yes. She protect us. She escaped capture only a single word. Zere are still 30 or leaving his student behind to lead them. think taken by the Germans. our “find out what you can. zey do not usually do so. many pieces. Some believe in France. Jews. zese men are here to who then do what they can to help. zey will find us as well as our guests and Le Resistance • Reis was shaken by the news that the will be crushed. zomeone. Ulysse holds her. • This evening. and furniture left in LeeLee begins to cry. We group’s eyes. who was a great and Resistance. laughing attics. We have little little village has much to hide. In Germany and Eastern Europe.” He shut his door and character notices that the hairpin that never came out again. Le Resistance • Rabbi Reis spends much time feels responsible for their plight. 30 Brian Perlis (order #12741268) . Nazis are just like those in the east. She communicates their needs to the group. a means “peace. the Jewish groups hiding in the area. yes? Our Rabbi. studying the Great Rabbi’s books in his and is hiding zem in ze cellars. With a Spot roll of 15 or better. She is tall. and children. Her name is Evelyn Pasionne. looking think the Germans have him!” for zomething. walls torn down. But here. • Loew was captured when the city fell. staring up at the she is the Resistance’s main contact with party. and said.” “I don’t know how much you When questioned. zey take zem away in great • The people don’t know why the Nazis trucks—few know where. Especially the last few weeks. • Loew was a legend in Prague and To ze east. he is gone. All look frightened and tired. they gathered up all ze powerful Rabbi. “LeeLee. Zere is no doubt zat shushing her tears and nods to the party zey are looking for zomething…or to follow the woman. • Rabbi Reis was a student of the Great After several acts of sabotage by Le Rabbi Loew. room. and wears her long. “Shalom. the door his room and would not respond to to the meeting room opens and an anyone. SS be used as a weapon in an emergency. He came out the other day.” Ulysse gestures with an outstretched A Time For Heroes hand and a cute little blonde girl runs The woman introduces herself along into the room. Our people have Ulysse looks to the party and gestures reported zat ze homes have been for them to follow. which then leads think of zat?” into another basement filled with families LeeLee looks up and smiles. But if the Nazis begin to search protect us. looking thin. picking flowers. He grew pale and went back into Before the party can respond. “Even the Jews?” she asks. the items.” he begs.” A nervous-looking man steps forward to the party and the woman. are destroying their homes. they are looking for gold or other precious But in Villers-Bretonneaux. soldiers have been zearching ze “Ulysse! Rabbi Reis has gone missing! They homes of Jewish villagers. and secret rooms meant for and singing. Zey are here to make ze leads the heroes down a long hallway bad men go away. And unfortunately. we’re all as good as dead! destroyed. She is smiling and she the way. “Please. floors make him talk. brown hair back tired and worn. the following facts know about the Germans and the arise: Jews.“ time. he came out. and hugs Ulysse’s pant leg. “Quickly! If ze Nazis ransacked.” SS were searching old Jewish homes in town. Rumor has it that Loew stopped a “LeeLee’s family was taken in zis German tank dead in its tracks with only way. attractive woman rushes in. The Golem holds back the coif looks as if it could “As you may already know. “You are here With that Ulysse looks into the to help us.

” The stairs lead to a back door that faces a high brick wall. sprinkling dust down on the cellar A successful search roll. she leads them to a safe exit German patrol shout “Halt!” and they to an abandoned home nearby. May God have horror game. It is a page and shake your head if one looks low. Any Jewish person to have the group make Move Silently rolls nearby can easily translate. then ask for the party to search the room more. town. •A couple on the second floor heard a When ready. Said the Spider If the party wishes to be taken to the Rabbi’s room. Scene Two: They believe it happened down by the river. the searched through his personal things. The old stairs creak as they the room and he is nowhere to be found. 1944. A quick look Other than that. must not find the book. it is too messy and reveals no one is in sight. Evelyn provides a map of the are currently calling home. Once everyone the people gathered around won’t allow is outside. was an hour ago. DC 20. they tension a notch. Remember that Weird Wars is a and they know. the party can go to their beloved Rabbi instead of prowling many places. from a diary of some sort and it reads as Make a roll yourself. She swore they heard the young Rabbi wishes them luck and Godspeed. They couldn’t get here sooner because they had to dodge German patrols and make it here safely. finds a floor. insisting that the Americans help find From this point. No Germans are in the area. just to make follows: the players feel uncomfortable. or the deserted library the Nazis If asked. they find it in disarray. There are no exits to old home. The Nazis are here good. Take a moment written in Hebrew. That character with the highest Charisma. wait a moment. and it’s time to rack up the mercy on the Great Rabbi. climb. homes. The Golem been spotted looking through homes. Anything you can do to heighten the fear here is “July 2. The river bank. another check. but the scrap of paper lined with dates but party doesn’t know that. no DC. marked with where the Nazis have 31 Brian Perlis (order #12741268) . and screaming for vengeance and swearing maybe plants a quick kiss on the that God would destroy them all. with to the Fly books scattered all over the floor and The exit leads to the basement of an papers everywhere.

A burnt pile of logs and ashes only three can attack through the doorway still litter the ground here. have the party make a Spot Once inside. there is silence and the where they have been staying during their smell of smoke in the antechamber. Int 10. Atk MP40 +3. 4 full magazines of 9mm ammunition. The party is on and two wandering the perimeter). cannot be read. if sneaking in. to the Nazi party gives them +2 morale Pictures of family members and smiling against Will saves. Devotion: The devotion of SS members • In one house. The Library/HQ Arrogance is costly. A spot check. and a German hide behind. for the party against the guards. If someone was dragged away from the river shooting. details for each house—be sure to spread Hide +5. The tracks vanish after they the front (two per side). this is Once defeated. 2 • Carpet and a pile of drapes in one stielhandgranate 24 corner smell of urine. large amount of clay from the river bed The party has two options here: break has disappeared. to improvise any details or encounters as Wis 11. It is unlocked. In passing. helmet. The SS guards outside nearby. his command. the heroes are not really 32 Brian Perlis (order #12741268) . The Golem The River and vines. you see fit. This of the SS desecrating one of the homes is a broken town filled with broken and cuffed him. Class: Grt 1. Spd 30 ft. Rank: SS Grenadier. SV Fort +3 three nearby with easy access—feel free Ref +1 Will +2. carved into the headstone. If made. There are no tools or in using stealth and subterfuge (i. Below are some general Skills and Feats: Driving +2.) Any frontal assault catches them • Anything else you feel might be a completely off guard. they come check. both at the ready. Cha 10. Ask search. a Nazi guard is face to face with an SS officer inside and noticed walking around a large building combat ensues. them around if many are to be visited. Spot +5. Simple Weapons Proficiency. Dex 12. where the entrance at a time.e. Possessions: MP40. children like scattered on the broken floor. reach the town’s streets. The Nazis are arrogant and fulfill such behavior. All have been utterly ransacked CR 1: Medium-size human. Proficiency. there are Armor). Footprints Silently and Hide and some accompanying show that several people had been here distractions) or go in the front door. armed as below: The Homes The hand-drawn map points to several Waffen SS Soldier homes. but let them them make the appropriate Hide/Move think they need to. +1 the players wish to visit them. Winter does not care for people. The name of the building. Apparently. Silently rolls made. Init +1. have then! The Nazis aren’t nearby. as Weapon Focus: MP40. guns recently. Automatic Weapons Proficiency. Con 12. giving the first nice touch. Add +5 to the checks due to the lax natures of the SS guards. Remember to have the party round to the party’s attacks. The stone building rises two for party positions. If Hp 6. DC 18. with intricate leads to a closed door. there are ten SS guards (four in bank recently. and looks demolished from the inside. Str 12. At the river. • Pictures are torn from their frames. Firearms Proficiency. but library. If made. make Move Silently rolls every now and If the party attempts to sneak in. four in the back. Move machines to allow for this. as the Two more guards can been seen from architecture creates corners for them to here. All are their own from there. uniform. have the squad make as bullet holes have chipped away the Search rolls (DC 18). masonry carved to resemble grape leaves Chances are. Either way works fine. a wall safe hangs open. AC 12 (+1 Dex.. especially from men under their duties with as little care as possible. Point Blank Shot. DC 20. Wheeled Vehicle if they were looking behind them. There is ample cover books were taken and burnt. and there are tracks to indicate blazing. AL LE. The antechamber stories from the street. they find a words themselves. First Aid +2. It looks as if it is the remains of a arrive on the second turn of combat. finds a chrome SS symbol lying on It is important to note that the Nazis the floor nearby. truck is parked nearby. (WM: Winter caught one aren’t expecting any kind of trouble. • Floorboards and walls have had holes Special Qualities: bashed in them. Move Silently +5.

Evelyn hurries the group complete his ritual. he tells the party he is not difficult in the dark stairway.” the Third Scene). Blood covers his face and soon for their crimes against God. When asked about the inside and takes the Rabbi to a small ritual he admits he doesn’t know what room. If asked. It makes for better lies.” before the war. but no amount of rest now. Ehrmann does nothing to draw attention either—he’s Surprise! fairly confident he can handle the Here’s the surprise. she nods her attempt to heal the Rabbi. his hands. It is old and the cover is thick In short. She is apparent the Rabbi needs bed rest and turns and faces the stranger (Ehrmann). If you have any question “helper” nothing but a quick glance—a how to play this scene. can hear the quiet sounds of weeping coming in through the door. said that it would wreak vengeance and Evelyn mentions that she was a nurse death on the hated Nazis. he can After checking Reis out. (Don’t let the party figure it out until must be the flies. She places him on a nearly clean Reis was trying to do. Please. Ehrmann Wars p. (Lie. a trick that Ehrmann.) in the corner. don’t kill me. (True. retrieve the Kabballah so that Hitler’s Evelyn Pasionne herself waits at the Blood Mages can figure out its secrets. If there is a medic in the party. fatal mistake on her part. of course. his right eye has swollen shut. appropriate care. the man curl ups harder. It is his nose has flattened. Here are some of the things Ehrmann Beyond the door is a large. No books are found here—all some book. His other hand points a gun at needed to assure the heroes he’s on the you all.) hands. The unbound man is Americans and their Resistance friends Ehrmann Winter.) stops and recognition streams across his face. he saw. The man calls himself Jon shadow as much as possible. She thinks some ribs might be treatment causes the Rabbi to awaken. have a party member scout ahead and mumbling “God help me. He looks beaten of a lie.165-166 for more details on fexts) 33 Brian Perlis (order #12741268) . Reis said the Nazis would die nearly to death. “Jon Ehrmann” volunteers “And you? May I treat your wounds… Who to help carry the Rabbi. the fext sent by Berlin to on his own. bound hours but Reis never said anything. but after a simply claims that he’s a German Jew who moment of indecision. He continually repeats: “Please. It broken. (Sort with hard hemp rope. or to at least are you?” assist in some way. covering his hands in front • The officer in the hallway led the SS of his face. the Rabbi (and presumably himself). empty room says: with great wooden shelves knocked on • The Germans sent the SS to look for their sides. rent Die Hard. Bones can be head and mentions that he only needs set and cuts fixed. but she’s done all she can do. She rushes to the wounded is his mission to find the tome by any Rabbi and hugs him.” until they do. an unconscious man • The Nazis questioned Rabbi Reis for sits strapped to a wooden chair. Ehrmann does whatever is with age. we don’t know anything. There are no others. Towards the back of the room.) don’t kill me. Evelyn now notices his face and If questioned about what was asked of recognizes the SS leader. he Ehrmann Winter smiles. giving his frightened means possible. “Why.) were burnt outside long ago. a thick book in answers truthfully. Play up the sincerity to those who fall Ehrmann keeps his face hidden in for this ruse. Once was captured trying to help Rabbi Reis downstairs. A Apparently powerful enough to bring all second man of average build is curled up these SS troops in search of it. The weeping comes from the corner. that’s all he If the heroes approach him gently. but it is best to If not. Have the group make A DC 25 Language (French) roll detects Hide and Move Silently rolls as well.” • Other than the SS guards. badly broken. You level. Please stop. It old building. I’m the Spider. (True.” entrance is uneventful. The Golem going to want to open it. Fext: (see Weird detected his slight accent. group. “Americans! You have saved us! God The trip back to the little house be praised. (Lie. Ehrmann is their leader. make Spot checks. a faint German accent… though nothing happens. If asked. a book of powerful Jewish magic. and • The book is called the Kabballah. Even if someone Ehrmann Winter. anyone listening moved to France in the pre-war years. “The Rabbi only mattress to treat his wounds.

SV Fort +4. it might make the group stall means nothing. Scene Three: Winter makes it to the front lawn of the house and turns to face the party. Ehrmann and towers If a hero silently over him. Int 10. The Golem CR 5.” He then nods and leaves. Winter AL LE. All in all. location of the I’ll have a wonderful Resistance and more time reading it all the Jews.” weakness (bullet made of glass. Skills and Feats: Driving +4. He stands Special Qualities: perfectly still. “I them. admit destroying those “Fascinating homes piece by piece was book. even put a dent in this guy. have Winter continue Automatic Weapons Proficiency. the monster as normal. hp much nothing the PC’s have is going to 27. but leaving his body Shot. but maybe his hair was Dex 13. If the party doesn’t get it and Hide +7. the bullets Firearms Proficiency. Face: 5ft by 5 ft/5ft. Rank: Grenadier. Con 12. out to stop shooting and when the Damage: by Weapon. Assuming the party follows. horrible grin and says. have him roll motion. Then. Init +1 (Dex). If the heroes SNAFU decide to shoot the living daylights out of Winter at Any sudden moves ends up with this time. Simple Weapons Proficiency.” With that he Winter Gets His opens the door Now the party can behind him and see what Winter smiles. Spot +7. Str 11. Speed 30ft. “Heil Hitler. hysteria of the moment is gone. Thank you Apparently. very much for not only the Jews have delivering the Kabballah used it to do all to me. +3 Melee. a Golem. but someone getting shot (Ehrmann has use the same the drop on the leader—or Evelyn descriptions as or the Rabbi if you feel that before. Ref +2. has not moved. Wis 11. have the party roll a DC 15 Fear driven through heart) check. Proficiency. Move Silently +7.” to me. Winter Focus: Kar 98k. “Thanks cannot. Stray Ehrmann shots could kill innocents Winter faces here. Evelyn cautions against At this point. Will +1. but also the sorts of awful things. this wall and door. rises And turns to from the rubble behind walk off. Cha 10 parted out of place by the shot. more). but grabs the man by the remember. Wheeled Vehicle makes it to the door they came from. First Aid +2. Happy Birthday way back to Berlin. Weapon If the party simply follows. A giant clay for the book. Medium-size Humanoid HD: 3d10. continues shooting. walking towards the door. “Good day. let them. turns his head to reveal a Immune to non-magical weapons. the party “And that would be and horrible. Rapid Shot. Point Blank tearing his clothing. Evelyn cries +1 Armor). After the first time the party shoots stake used to tie up a young tree Ehrmann Winter and they witness no damage. AC: 12 (+1 Dex. Attacks: +4 Ranged. growing stale. yes?” Winter addresses purrs with a sneer.” man. The war just got weird. shoots him in the in one sweeping back. unharmed in any way. or shooting because there are if the party families with children behind simply watches. pretty shoulder and hurls him 34 Brian Perlis (order #12741268) .

the Golem turns and this adventure. and create a who now watch the heroes and may powerful opponent for the heroes in the induct them into their ranks if they future. while of wet mud. And he will have between the golem and the fext should his revenge. The Rabbi and his book can make for a very creepy experience. simply add him to the list of appears behind the party. of course. The humiliation he the entire combat). disoriented. he’s dead. conceivable the players could kill him in Once they are gone. minds for years to come. There are 20 of them. A quick transmission to Allied the Golem while others shoot at the party. Now I German soldiers race up the street and understand. one be taken to HQ for debriefing. he bolts VENGEANCE.” begin shooting. Winter lies crumpled Hell– “ on the ground. not because of the things he had done. It’s your call. If you’d like a the SS guards are still standing. this. the Weird Wars. The Golem across the yard. Jewish families. Do commands it to stop—but it doesn’t. the creature isn’t cobblestone street. whatever you think fits the mood and As in the classic story of the Golem. all Evelyn can treat wounds (except death. he slightly less contrived way to have him watches as the Germans attack the Golem reappear. the creature does not want to return to 35 Brian Perlis (order #12741268) . In a low voice He’s playing possum until the creature is that sounds as if it comes through a layer nearly destroyed. Winter gets up. do not or slam Winter into something. At that moment. The book slips from Ehrmann’s grasp. “He warned me of soldiers who arrive now as well. Much has been lost this night. Evelyn emerges with a few grenades ground. If villains in each Scene. received makes the heroes quite If used wisely. It attacks the heroes and must be the air and lands roughly on the fought. marred here is 20. Not really. Some shoot at of course). the Golem lies on the street Between the creature’s clay “skin” like so much clay. Be sure to have the fext’s unholy continue to survive against the horrors of gifts frighten rather than kill the heroes. Confusion reigns supreme here. If the heroes have a very rough the dirt and pages spill out onto the time. half shoot at the Golem. The other feature Ehrmann Winter as it is attacks are focused on the SS guards. and disappears. He does nothing to stop the the heroes and deliberately sends Winter Golem. The creature is Epilogue inhumanely fast for its size and bulk. (Also Winter is still out there. This sort of that will hopefully stick in the players’ thing attracts the attention of the OSI. he grabs Winter’s arm and Kaballah. atmosphere of your campaign best. War Master. “Who the During the fight. of the Waffen SS variety. towards the fallen man. but Ehrmann do. The rest of the adventures in this book. HQ sends trucks and the like to the area At the start of each round of combat for safe evacuation of the heroes and the from this point forward. If the Golem attacks the party. he screams: “I AM the party still fights the thing. roll a d6. To all intents and The Golem turns and moves in a blur purposes. Nothing can upset a roomful of players quicker than a villain that they can’t Using Winter defeat. Rabbi Loew was great. The Kabballah (and continuing to live!). ready to cause remember that the effects of fear last for trouble for the heroes. The book dashes to invincible. the ending battle prominent in his mind. He looks grim. In the end. but because of The Big Finale what he could do and did not. to help them out. The Golem’s attack is always to throw Test of Worth and Castle Schloss. begins flailing his body against the street over and over. That’s when things get that the same officer would appear in all hairy. Its pages are torn. That goes for the German with clay and blood. I WILL DESTROY YOU ALL.”’ up. three of the team’s missions. he after them. snatches 1d6 pages of the ravaged With that. Ehrmann soars ten feet in mud. If you’d like At the start of each turn after the first. on a 4-6 they all This adventure is over. On an 18 or higher. While tough. the Fear check is destroyed. Rabbi Reis hobbles his glistening in the moonlight and Winter’s way down the front steps and looks at body being thrashed around like a rag doll his handiwork and weeps. It’s also a bit contrived faces the party. it could be the SS keeps tabs on helplessly. Rabbi Reis scenarios. to add Ehrmann Winter to these roll a d20. On a 1-3.

Brian Perlis (order #12741268) .

he in the cavern suddenly grew brighter. Clauberg. Wico examined his on metal screech as the door burst open. some kind. Wico casually talk about his fate like he was stood silently in the center of this cavern some rooster in a cock fight. He silently odds were 10 to 1 that he would not even said a prayer to himself as he waited for last a full minute. musty oder told him stained with blood. for their taste. Wico submission and fed just enough to stay was worried that whatever made the noise alive. hear people talking. he could him with the butt of his assault rifle. full minute against. Transported from location to location. Sharp pain shot above him with catwalks connecting them. A chill ran it shut and lock behind him. Wico picked arena. The damp. He pressed forward as The Sergeant’s heart started racing as he quickly as he could. beaten into Something large had struck the door. It looked like it was that he was still underground but he had carved out of a natural cave system of long ago lost track of where that might be. Through the dim lighting he “Keep moving swine!” shouted the SS could make out openings in the walls high Soldier in broken English. the guard’s conversation once again opposite end of the cavern. Sgt. half the size of a football field. Walking down his spine when he heard the metal forward slowly. himself up off the floor of the dark complete with unfinished stone floors hallway. For days now. the lock slid open and his heart what they were saying. skipped a beat with every noise that Wico stepped through the gate and heard emanated from the steel door. It looked to be some kind of Brian Perlis (order #12741268) . Wico silently listened to them Bare-chested and unarmed. too many to make out Apparently he wasn’t moving fast enough any of them clearly. Weird Wars Test of Worth By Otto Cargill Battered and bruised Sgt. It was times like these his almost certain demise. through his lower back as the guard beat From one of the larger openings. surroundings. Cheers arose turned to how he would fare against from the opening overhead as the lighting Clauberg’s latest creation. heard a vicious growl and a loud thud As Wico continued walking down the come from the large steel door at the hall. The latest that was soon to be his tomb. had been caged like an animal. The gears when he wished he couldn’t understand turned. was the thing that he would not survive a caged right alongside the creations of Dr.

the supernatural before. Finally they with the man have tasked him with turned to their doctors. anything reported killed in action. He Allies to establish a strong beachhead managed to get a message out where and against the Axis armies. then began creating Getting the Heroes Involved abominations that no sane man would The adventure begins with Croteau dare envision. mutual connections. Croteau. Resistance and the OSI. Wico is in fact alive. Wico. While shortly thereafter and he had been their goal is to rescue Sgt. Ravensbrueck. he knows how to with the supernatural. neither man proving ground for recruitment into the nor beast. this is really their Wico sent word of creatures. They turned to their war machines. Ryan Wico is one of the OSI’s of them and strange events happen along agents within the 101st Airborne. They should also Stroasburg. stock of their resources and their available knowledge. is currently They turned to their scientists for new located in Luxembourg. Wico. mad scientists. By the end of this adventure. Pitr Croteau. outside of 38 Brian Perlis (order #12741268) . is watching unit watched as they unleashed them on the heroes every step of the way and it is POWs and other victims behind the wire by the heroes’ actions alone that Croteau fences of Natzweiler-Struthof. OSI may judge them worthy of filling the OSI communications with Sgt. Sgt. Test of Worth The invasion of Normandy allowed the Stroasburg in Southern France. They turned to the Luftwaffe. While they may have encountered Following a drop behind enemy lines. beast that they and the allies fight If you are using this adventure as a against as they travel from Stroasbuerg to continuation of the first two in this book. this OSI. the and money. finding Sgt. the V-2 rockets. and and assist him in a top-secret mission. gathering a group capable of infiltrating unethical practitioners and evil-minded the prison. Any heroes in the military or occupied France. Wico. contact likely candidates for assistance. and medical persons. whether through his fellow man. the heroes there adventure comes as the team have made a will face the darkness of a lunatic’s mind. let alone set loose upon contacting the heroes. messages sent by Test of Worth is designed for four to six OSI runners or even through OSI agents 4th to 6th level characters. while civilians receive offerings of food face. Our stalwart within the military who command the heroes will have to journey across heroes. In a camp known for its Hell in the Hedgerows and The Golem. 1944 The heroes have a long journey in front Sgt. then it should If you are running this adventure as a be a simple matter to direct them towards stand-alone. encounter the evils of the Nazis face-to. While he is not holding a sign up have had at least one previous encounter in the town square. Communications weapons. dodge Nazi Patrols. Germany turned to new and these abominations are and what the terrible weapons to unleash against their Nazis plan to do with them. they do could cost them the support of a A few days ago. name for themselves among the top firsthand. He is being held in Natzweiler-Struthof. the player characters should Croteau. foes. this grotesque experiments. at the end of SS leashes. team will have journeyed over hundreds of The heroes must cross German-held miles and fought against horrid creatures France between Luxembourg and of supernatural evil. This mission Brief provides them with a bonding experience to help cement them as a group if they choose to continue together afterwards. Late July. The OSI agent. this is an War Master’s excellent opportunity for them to meet and get to know each other. a member of the French the panzers. the elite secret group of terror one goes wrong and the heroes have to hunters who strive to protect humanity penetrate deep into the heart of the very from the horrors of the night. brass—particularly those with ties to the If you are bringing existing characters Office of Supernatural Investigations. His OSI. over from your campaign. that Sgt. If your characters are brand new. and rescue have proved they are worthy of joining the Sgt. Resistance get orders to contact Croteau sneak into a concentration camp. These heinous men took returning with him and the information. infiltrate the camp. word reached them powerful agency. Like any typical mission. Wico were lost ranks in their battle against evil. Searching claims to have vital information on what desperately. the way.

table are a Thompson machine gun. heroes but are missing some otherwise Class: Res 4. and portions of the city stand only in two Luger pistols. I have brought you +5. English +3. Pitr Croteau: Operative for the French the papers look correct to Croteau and the Resistance. Hide +8. Any papers that fail are obviously wrong. Firearm demonstrated the skills we need on Proficiency. and Canadians have landed for Terrain. this mission. Gather the characters cannot understand him. Point Blank Shot. Forgery +3. was imprisoned at late in the afternoon. Croteau starts speaking in French. Cha 14 used. Info +8. Str 8. Eye As you know. British. Move Silently +6. He has his cache east. Innuendo +6. with a DC 15. Sct 1. and are pushing back the Germans Special Qualities: daily. German Kar 98 rifles. they are not perfect. Disable Device switches to heavily accented English if +5. Simple together because you have Weapon Proficiency. and Pitr Croteau croissants (all of it quite clean). sympathetic to the Allies. Open Lock +6. From Luxembourg While the bistro is clean and well decorated up front. Test of Worth served to the Nazis sometimes has Scene 1: grotesque extras—some strike back at the invaders in their own ways. and while he granted him positive marks and allowed has experience. Papers successfully created Ref +8 Will +3. Dex 15. Precise Shot. Stacked on the major cities. The city’s leading families live in six pineapple grenades and enough exile and even though the Allies have ammunition for three reloads of each invaded to the north. but Skills and Feats: Bluff +8. members have long whispered that food 39 Brian Perlis (order #12741268) . Wis 10. The host is immediately welcoming and shows the squad straight to the back. and Resistance located outside of Stroasbourg. Pitr does his his success on assigned missions has best to make the papers. the missing man. Pitr Croteau has proven has the materials to make up himself worthy of his superior’s respect identification papers for those who are and support. two The frequent battles have taken their toll. two potato mashers. one of its time the heroes arrive. is Natzweiler-Struthof prison camp. Swim +0. Each the higher ranks of OSI personnel to set of papers requires a Forgery check overlook his penchant for the ladies. One of their Handbook page 47 paratroopers dropped to the south Contacts: Once per Week of us and carries vital information. ruin. “Mes amis. the back room is little more than a storage area for dry goods to Stroasbourg and dishes. Listen +6. The bistro. AC 12 (+2 Dex). Uncanny Dodge: See the Players The Allies do not have any units Handbook page 48 in the area who can undertake a rescue. AL CG. Croteau arranges for the heroes to meet Last we heard. Spot +6. Opt 1. Disguise +8. Ranged atk alert person checking these papers knows +6 (+7 within 30 ft). grant a +4 bonus to Bluff roles when Int 12. has suffered through the war. and Stroasbourg. If the roll is a natural 1. Fort +5 they are false. Con 14. French ahead of us. Serving as the primary traveling without them and civilian operative for the OSI out of Luxembourg. clothing to disguise them. Luxembourg Croteau is already waiting for the Luxembourg borders Germany to the heroes when they arrive. German +4. a him in the back room of La Flamberge Sergeant Wico. so we must do it for them. the Americans. however they still need the Sneak Attack +3d6: See the Players help of the Resistance. France to the south and Belgium to laid out on a small wooden table by the the west. we have a long trip Search +7. does not know freedom. Luxembourg still weapon. CR6: Medium-size Human. four Colt pistols. hp 37. The bistro provides a satchel containing several sandwiches. Light Armor Proficiency. Dead Eye. obvious detail so that any trained and Spd 30 ft. a few pastries. Croteau For over a year. Init +2. Track.

Any gunfire in the You must resist the temptation to tunnels alerts the other guards rescue any other poor souls we immediately. when anyone is moving down the tunnels. the days following grow as easy as it looks. on the Rhine 163). going across the countryside. where the camp is. Elude them long Croteau prefers this route. Croteau answers any questions as best he can. make that Allied forces caught in civilian a violent action. we must enter soldiers armed with Kar 98k rifles (Blood the camp and bring Wico out. If the “thieves” refuse to stop. so the waits for the squad in their cross-country heroes had best keep him alive. we Patrolling the area are three groups of can avoid the checkpoints and the guards. Remember first. Several recesses and corners are provided by the sewer to use as cover Laying out civilian clothing and a map. Croteau shows the route to Stroasbourg. Storms turn been making use of the tunnels as a way from drizzle to downpour in a heartbeat around the city and the German patrols. so extremely rough terrain sympathizer until they arrive. Croteau about concealing any weapons or unlocks a hidden door behind the shelf questionable items. Nature Le Sewer provides fresh meat for those who can hunt and the heroes do not have to worry When everyone is ready. By resistance. echoing tunnels. We search underneath the bistro because the must maintain our cover while manhole the thief escaped through is on traveling through German-held the same block. Time is of the essence but anyone they see to stop and surrender we must also be careful. but they are also men who have set up along the roads. Croteau journey. even though it enough and the guards give up and go is longer. There is no been ordered to walk around the sewers guarantee the heroes can avoid German for several days following a bunch of patrols crossing in the forests. The patrols are concentrating their Here are your civilian clothes. Traveling The Germans finally grew wise to their in rain and muck makes our heroes cold. tactics after they observed one of the wet. Test of Worth We will travel by foot since alert for anyone in the sewers and are vehicles only draw attention and authorized to shoot to kill if there is force us to keep to the roads. thieves stealing food. These boys are on 40 Brian Perlis (order #12741268) . but at -2 due to the vital and must be done at any cost. and sweep over the countryside. The patrols are not difficult to grins. Once we soldiers and two veteran Wehrmacht reach Stroasbourg. The shell of a downed capture the thieves. and where beckons the heroes once they are out of Stroasbourg is in relation to the camp. A gang of thieves has colder and very unpleasant. back to their search.” pursue. but his intelligence on the Out of the Sewers Stroasbourg area is limited to how to get The path south towards Stroasbourg there. In this they death situation. containing the dishes. The Germans have have two choices. the partisans (meaning they may execute squad can bypass German checkpoints them). Have the squad make Rescuing Sgt. authorization to treat the thieves as By passing through the countryside. Passing through the Ardennes with the details of the camp once they this way is almost all forest and arrive. German patrols delve trudging through this weather for the third into the sewers daily under orders to day in a row. They shout a warning for territory. thieves making an escape through a Sight of shelter is welcome after manhole. A the sewers and into open air under a clear sympathizer in the area will help them night sky. avoid for the most part—out in the open there is more room to hide. or attempt to escape. each made up of three Wehrmacht normal patrol routes. Wico is absolutely Move Silently rolls. While the first night is clear and The journey through the sewers is not comfortable. clothing are treated as spies. find at the camp. and covered in mud. however the Germans open fire and Here is our route. This door leads into the old sewers and provides a faster There Is No Shelter Here way out of the city. however. This is a wake-up encounter for the The heroes must trek over 70 miles heroes as opposed to a serious life or through Nazi-held territory. Croteau refuses to name the mountain. who arrive 1d20 rounds later. Ever since.

the heroes modifier of +10 because of his prepared find travel upon a small side road running and camouflaged position. No bombs short but brutal series of questions. south through the forest. These angry creatures returns. The whole area. the heroes should feel them (Move Silently +10) and vectors in a anxious and hunted. Alert the “civilians” (assuming they are heroes (Listen of 15 or more) may hear the Resistance). Test of Worth British bomber is the nearest that can be covers the hole in its side with the found. Broken chronometers and side is an easy entry point should the calendars inside indicate this plane belly. a Searching (DC 10) turns up a medic’s kit. No maps or intelligence likely. fired and the heroes manage to hide any Characters with knowledge of planes can obvious weapons (or perhaps fool the deduce that dumping the heavy manned guards into thinking they are simply machine guns before crashing lightened hunters). the German patrol and won’t run regardless of how bad they drives straight up to the bomber and appear to be losing the fight. woods. landed a few weeks prior. their papers are checked. make a successful Spot check against the Late in the afternoon of their final full Scout’s Hide of +10. tracking them The heroes only chance to spot the through day and night until they catch the scout hiding in the woods nearby is to scent. As the occurs if the heroes press on past the path narrows and the heavy noise behind bomber as well—the scout simply trails them grows closer. and a Sdkfz 234/2 stalk the heroes from the rear. each buckets of rain coming down. items remain in the bomber as the crew In the unlikely event that no shots are collected them before they departed. has become quiet. Very find out just what these “partisans” were little blood and no bodies around indicate up to. Croteau suggests the squad stay the Mensch-Baer night in the bomber to escape the After escaping the Germans. but the gash in the it crashed. The other half continue to with Kar 98k rifles. good War Master should provide some compass. plane is a large gash and its tail is The bomber offers concealment (but no scattered in debris across the field where armor) for the team. the plane was spotted by That feeling of being watched is all too a patrol—who promptly gave chase to the accurate. operatives get the distinct feeling they are being watched. There is one brute composed of a veteran Wehrmacht officer per character. the brutes Assuming the heroes bed down for the attack relentlessly. If the heroes search the Trouble in the Rough area. remain in its belly. Half of them circle wide armed with a MP38 SMG and Lugers. the woods. and forward to surprise the team from seven veteran Wehrmacht soldiers armed their front. the plane comfortably warm. 41 Brian Perlis (order #12741268) . If they are successful. two K-Rations and assorted opportunity for escape should this seem personal items. Running along the port side of the halftrack’s machine guns. The same depending on the time of year). with a full crew. especially as night squad to intercept somewhere else in the falls. Around late afternoon on the heat given off is enough to make the day after the fight at the bomber. The brutes have now found the heroes The German patrol that shows up is and prepare to attack. The scout calls in his squad mates though wooded. then they walk away after a south of its resting spot. Once the trap has sprung. Unfortunately. Of course. Not immediately on seeing any weapons on even the birds in the trees chirp. execute them as partisans. trail the party relentlessly. Lighting a passing step brings them closer to small fire inside is not a problem and the Stroasbourg. or any Allied uniforms if any sound of crunching grass (or snow of the heroes are not disguised. They fight to the death night in the bomber. plus a situational day of travel to Stroasbourg. The lack of The Germans make every attempt to rummaging points out the plane has not capture the squad alive so that they can yet been found by German patrols. If these the plane enough to clear the tree line are in order. Leery of the heroes’ persistence escaping crew and lost them in the and distance behind German lines. all they find are large boot tracks. Germans decide to assault. the Germans the crew made good on its escape or at take all of the team’s weapons and least lived through the landing. Now the Germans have one man Nazis have unleashed a patrol of brutes watching the plane to see if the crew into the woods.

Range 5). He sees how the prisoners are These brutes are slightly tougher than treated and this has turned him against the usual batch. The locals. Move Silently around during more peaceful times. Atk: By weapon or 2 claws +6 (1d6+4). On occasion. Str 18. he witnessed several and hunt down the heroes. bayonet (1d6+5 area. Cha 4 exactly the type tourists visit and walk Skills and Feats: Hide +4. even if there are other method for sneaking into the camp by targets nearby. delivers damage. +1 Scene 2: Dex). Power attack roofed houses. Red- +4. Int 6. Wico. Test of Worth Entrance Necropolis Guard Barracks Mess Hall Command House Guard Towers Prisoner Barracks Gas Chamber Scientific Enclosure Crematorium Natzweiler-Struthof Prison Camp Nazi Brutes: CR4. his delivery truck to sneak themselves inside. AL LE. of the men matches the description of They delight in bayoneting the unfortunate Sgt.92mm the baker. Dex 12. AC 14 (+3 natural. fresh baked goods daily to the prison camp. scent the more traveled areas of the town. While he is not going to take any 42 Brian Perlis (order #12741268) . Wis 10. HD 4d8. Medium-size Humanoid. ammo. Spd 30ft. A character who is downed of them wore the 101st Airborne patch on (between 0 and -10 hit points) makes a their uniform and according to Turew. and must make a Will save (DC 10) If the heroes cannot come up with a not to do so. he has points as well as darkvision and scent. Ref +3. Turew offers to play sick the brute forces it to abandon its prey next day so the heroes can make use of otherwise. Croteau’s only contact in the area is damage). Init +1 (+1 Dex). The last he knew of them. one very attractive target for the creatures. the baker. soul. Recently. 24 rounds of 7. Turew says a couple process. Bite +2 (1d4+4). Con Stroasbourg is a quaint little town. men in American uniforms unloading at Brutes are pure evil—whatever good the camp. They have a few more hit the German cause. shun newcomers to the Range 120). a secret sympathizer. little trinket shops and a Special Qualities: small railroad station make up some of Darkvision. cowed by the obvious German Possessions: Kar 98k (2d8 damage. they once dwelled in the subject’s once-human lived in the POW barracks with the rest heart was baked out in the creation of the war prisoners. hp 28. Will +0. Fort Into the Dark +5. passed local news and information on to The latter is the sense they use to find Croteau. 17. strength nearby. 1 stielhandgranate (4d6 Turew Andersdorf. Only a direct attack on the themselves.

but none of the guarded day and night. Test of Worth huge risks. dig ditches. but most often are many prisoners and guards moving do not. around inside during the day. cabin. with mess halls to the north the prisoners to talk to them. staying low-key Turew claims the guards have inspected is the only way to avoid the guards. but the guards are suspicious of on everyone. The truck normally runs at 10:00 AM patrols increase to ensure there are no to deliver the fresh food and returns again escapes. they may be able repair the cabins with any material they to steal some uniforms and fake their can find. Rumors about perimeter. look busy. 43 Brian Perlis (order #12741268) . and heroes speaks German. mess hall. radios. later. the guard opens the back of According to prisoners from the POW the truck and gives it a cursory glance. but compromise their secrecy. tend what method won’t be easy. The external fences prisoners are ever used to load or off-load are electrified with hoops of razor wire these trucks so no one knows what’s in across the top. The central headquarters remains at 5:00 PM to pick up empty bottles and active until late night with German crates for restocking. incinerator. Some cautious questioning about the disguised soldiers are supposed to be Wico. A scientific prisoners are convinced the heroes are enclosure surrounded by a ten-foot tall who they claim to be. Any loud commotion in the information to the guards is shunned perimeter raises the alarm 1d6 rounds completely by the rest of the prisoners. interrogation room since only POWs have Between the external fences and the camp entered it so far. Heroes attempting this approach points them toward the scientific must talk fast and convince the guards enclosure. possible to simply hide in the truck. They have seen trucks from other camps The Camp arrive. medical experiments. It might also be prisoner cabins. Once inside the fence. Fast talking. there. headquarters consist of the staff’s offices and most other methods can be effective. appearances.) located approximately half way between If the heroes entered the camp the watchtowers and about 30 dogs are in disguised as German soldiers. guard’s quarters. but so long as the heroes regular line troops who attempt to enter. The scientific papers. an yards and are armed with spotlights. the truck serves as a good between the headquarters and the cover story for the squad. the the run at any given time. for instance). This has generally been the same device. and a crematorium to the south. and quarters. revealing their mission. completely enclosing the them (or is put in them). There his cargo once or twice. If someone other officers and soldiers eating in the mess than Turew drives the truck. Sgt. and proof crowd. they must be cement wall with a wrought iron gate sits convinced not to let this information slip. If any of the little farmland is available inside. The area prisoners do not speak to them willingly. (Remember that the is another set of fences which make up atrocities committed at the Death Camps the dog run. he searches more prisoners were moved from their regular carefully and automatically finds the cabins to the enclosure several days ago. The guards keep a watchful eye way in. the Germans and the occasional strain of music most definitely ask why and check drifting over the area. and alarms. Once the and a medical building. enter the enclosure. The this method. During the night. If there is any suspicion enclosure remains dark and inactive by all whatsoever (the hero fails his Bluff roll. or an heavy machine guns. all of the they have some important purpose at the prisoners are in their cabins and guard camp. Wico and several other With extreme suspicion. and then leave Each of the camp’s gates remains a day or so later. The Getting into the camp by any other prisoners work. heroes unless they have hidden Not one word has been heard of them themselves in a sealed container or other since. papers. Accidents also have a habit of happening The camp itself would drive a to prisoners who betray one another in claustrophobic person insane. between the dog run and the exterior The camp population does not trust the fence is 10 yards of open ground with no guards and any prisoner seen passing cover at all. Heroes wearing German prisoner cabins are arranged neatly in two uniforms must find ways of convincing rows of six. especially near the POW cabins. for anyone transferred to the enclosure. The showing dog tags. The dogs have hutches further east are not widely known yet. Watch towers stand every 50 the enclosure include a gas chamber. they should blend in with the They demand orders.

The Outnumbered and under-armed. If crematorium is convenient for the quick the team somehow finds a way inside. they take their switches. Bits and pieces of medical equipment are still here. it is not what they are room. for control of the creatures. whole appear to have held up against The heroes play a dangerous game here. the marks strongly one piece if they start trouble. revealing a small spiral Inside the incinerator are nothing but staircase leading down into the darkness. Even charred and 44 Brian Perlis (order #12741268) . Any medic The doors to the enclosure remain can replenish 1d6 healing supplies from locked by a simple tumbler. illuminates the entire inside of the bunker this should seem very unusual to the as well as the tunnel. the runes are: The inside of the bunker looks Uruz. the bunker including the lights. ash and the occasional bone with the exception of one skull. At outside of the mess area. This door hangs open and behind small magics to his bizarre surgical it is a heavy steel “portcullis” that lifts up experiments. Test of Worth Anyone who knows who the heroes truly Unless they have brought flashlights or are is a liability and should only be can manage to find the light switch at trusted with this information for a short the bottom of the staircase. and fill the bins around the area. unfortunately. The stink around the might also notice strange symbols area. Mounted enclosure is guarded lightly from the on the wall alongside the bottom of the outside. territory. The guards the west end is a door. If the heroes somehow snuck but in some areas the bars are noticeably in by other methods. the type used on aren’t going to be friendly to any “bakers” vaults. some fresh pastries and fast talking The cages are completely enclosed on might get them into the officers’ quarters all sides and the top by very strong bars. Ten feet possess. which With the stories the prisoners are telling. the entire time. made out of a temporary and flimsy they have to be very careful moving wooden partition sits on the east end. barring whatever For such a fearsome reputation. A medical area holds (Clauberg’s enclosure was evacuated). easily picked these bins. and Wunjo for the fury they from the exterior door is a wall made of possess in their attack. of unrecognizable meat cover the tables not on the menu for this mission. though dark tunnel behind it. The floors of the cages are get closer to the enclosure but it is still bolted securely into the concrete and on a not going to be easy. and even source of the wretched smell that hangs if they did manage to get the whole place over the bunker. heroes. from the floor. caught around other buildings. they may be able to bent outwards. smells painted on the walls in blood at each of less of ashes then is usually expected the cardinal points of the compass. To and more of rotted meat and death. Small pools of dried sprung. they concrete floor in all of the cages show stand very little chance of escaping in gouges and scars. here to accomplish. various pieces of equipment and an office If the heroes snuck in using the truck. The Enclosure mainly in wall-mounted bins. they are still deep in enemy blood and other evidence of poor surgery. Throwing these switches time and spend it talking and swapping activates the various electrical outlets in cigarettes instead of paying attention. with a single door leading mage showed Clauberg how to add these through. While a pair of guards walks the stairs is an electrical panel with several perimeter of the building. half open and revealing a long. disposal of experimental surgeries gone they find it has a dirt floor and thick awry. A Nazi blood prison bars. all gray for the destructive power the creature concrete and brown stained walls. especially the crematorium. While resembling the slashes in the wall attempting to rescue the prisoners is surrounding the staircase down into this noble and good. The metal door into the with little effort (Lockpicking DC 15). the light filters in from the stairway. a watchful character research facility. Guiding the whole lot out to including leftover surgical towels and bits safety is impractical and. Thurisaz amazingly like the outside. lower area is pitch-black. those who can read them. concrete walls—more like a bunker than a With the lights on. and offices. They do not have the The medical area itself is the main resources for a full-scale rescue. It seems the guard dropped heavily The lower area has been sectioned off after some noisy ruckus and gunfire was into a dozen cages large enough to hold a heard from the area two nights prior full grown bear. whatever was contained inside.

Clauberg’s tunnel. The DC of the Reflex save is because one of the patrols coming on reduce to 10 if the heroes walk. If they 45 Brian Perlis (order #12741268) . Due to the book being burned however. save for a few office supplies in the center drawer. There is no mention that things have gone wrong are the of how they crossed the creatures with shouts from above as the guards summon humans but if the evidence in the reinforcements and prepare to kill the medical area is any clue. provides the destroyed note about the Führer inviting most immediate exit. Stop. Stop. The notes run the gambit of his ideas in the development of “his” creatures. finds notes on what sort of animals Clauberg has used. Folded into the back of the notebook is a it is the only safe way out. A character who makes a Language (German) roll (DC 15) roll. and his name is inside the cover. Escape His movement rate is also halved for the If the heroes left a guard at the next 1d4 days or until the damage is entrance. the first indication they get wolves and cougars.” have the characters make a DC 15 Reflex save. SS to provide They are designed to hobble and slow a escort. It sets the date of the Unfortunately. Scratched deep into the bone. decoded message. power. The desk itself is empty. Ravensbrueck. To prisoners last saw Wico. he had several traps German: constructed along the length of the tunnel. used to move or painless. he had better be a fast talker healed. Stop. left no guard. According to the notes. Clauberg was afraid his transfer at the same day the other creatures might one day break free. it was not pretty intruders. In one corner is a small metal trashcan with a pile of ashes inside. duty goes to check out the bunker. this skull strongly resembles a human skull. guards making their way into the bunker. Every 10 yards traveled. a very cold cup of tea sits on the desk. It reads. Meet with command creature. These are simply two foot deep pit “Transfer experiments to traps with sharpened stakes in them. With the entire camp Clauberg to Ravensbrueck for a on alert above them and two-dozen demonstration of his new creations. Of those who fail. in three days. The piled ashes have cooled completely by the time the heroes find them and anyone digging through them or making a search check (DC 15) of the office finds a half burnt notebook. much of this has been lost and only a few tidbits remain. the skull also features the same runes found on the walls of the surgical areas. the Nazi scientist is seeking the perfect balance between intelligence. The notebook is Professor Clauberg’s himself. only with the jaw supporting fangs instead of normal teeth and a quarter-sized hole drilled into the base of the skull. not kill it. Clauberg’s experiments run the gauntlet of the profane and unholy. in stop them. In the office drawers hang open. Test of Worth blackened by the fire. the lead character steps into a trap and suffers 1d6 damage. mainly bears. cunning. the creatures secretly out of the camp for At the end of the book is a partially transport to Ravensbrueck. and terror in order to create a new warrior for the Führer. Working with combining creatures to create monstrous amalgamations.

If the heroes have beneath Klaus and Sons Garage. Wico may be in more immediate danger than originally expected. the German soldiers in town set up stations to check everyone trying to leave. Croteau previously witnessed the loading of the hopes to recover Wico before Clauberg can caged creatures into trucks. The in a pit trap. Test of Worth wise to hang around the area for too long. The garage is outside the passenger doors to check papers. accommodations are moderate. While the only guards who knew about the exit underneath Klaus and Sons left with Clauberg. The garage suitable for hiding but very cramped. He had spent several months there as a guard before defecting. This same tunnel straight on to Ravensbrueck. The soldiers detain anyone without proper papers or a good reason to be traveling and a curfew is set for sunset. they use it to enter and scour the building. a front snuck aboard the train instead of paying set up by Clauberg in order to have a for tickets. This train travels north to Hamburg. Wico The most expedient way north is via The tunnel is one hundred yards long the train that runs from Stroasbourg to and leads to a small garage outside of the Hanover. the guards send a small detachment down the The Train tunnel but move slowly so as not to step The train feels like a sardine can. assigned to the train do their duties With the camp on alert and guards quickly and without too much concern doubling at every post. Walking will take do not know where they actually are. so too long with this distance and the roads they hang back at the entrance and fire at are dangerous. with The tunnel. it does not take the guards that chased the heroes through the tunnel long to make it past the traps. The last northbound train departs just before the curfew is enforced. Anyone south end of the camp and a side road found without proper papers is detained leads to the main road that connects the for investigation. Once they reach the elevator. it may not be 46 Brian Perlis (order #12741268) . Considering that Sgt. end his existence with his twisted The guards know about the traps but medical experiments. It is illuminated only by whatever passing through Wittenberg and then light the heroes carry. Croteau has a contact in Hanover with at least some knowledge of Ravensbrueck camp. thanks to the recent the heroes until they either kill them or increase in air attacks from the Allies and the traps take them down. then the baggage car is hidden escape route on hand. camp. stopping at all points in between. after a few twists and overhead nets for baggage and bench turns. is empty except for a cage and some Germans lightly patrol the platform in packing gear. Receiving communications about the intruders. leads to an elevator installed seats for everyone. are well on their way to escaping. The whole place feels Stroasbourg while auditors stand by the abandoned. If the heroes the constant checkpoints. time is of the essence and the train is the fastest way there. Scene 3: Searching for Sgt. By cutting across country. A half-dozen guards camp and Stroasbourg.

The clothes. rumors and secondhand news is orders to stop them as quickly as running rampant so the heroes had better possible. trying to and north to Hanover. these men move down before the people with torches get eager the car row by row. reach the heroes. but the crowd only Resistance members slip through their argues louder. You’re chasing nearly an hour to pass through thanks to shadows! Hans would not do such guards boarding the train and checking for a thing!” papers. a German cowering Hans. but the villagers are member of the Resistance. Croteau. he set out to stop it. Hans has nothing problems. Germany Germans in the area. the guards are under addition. If the heroes flying beast started after Hans’ arrival. If the papers are out of definitely a dairy cow torn to pieces and order. or missing. Nikolaus Hanover is all he really wanted. a large for the attacks. his face covered in burn scars guards drag off the train and imprison and his muscles stretching his work anyone who resists too strenuously. We did not see Stroasbourg and Hanover. When the officers to burn something down. Gunshots and loud fighting move quick and come up with a good bring 2d6 other guards from elsewhere in reason for the crowd to leave. Pitr and Nikolaus cannot officer and two guards board each hold them off forever. scrutinize their papers as closely as On the other side of town. Ever since. After night of his vigil and together the two of the stories of some monster them chased the creature down and cropped up I thought it was only a finished it off. but when gladly welcomes the heroes inside and something started stalking his farm and prepares them a hot meal. He has been living in be made after the players come up with a Hanover since his stint with the German valid argument for the crowd or if they army ended. Croteau arrived on the second “I thank you for helping us. In try to cause trouble. Only allow Diplomacy rolls to at Ravensbrueck. Detainment and a rough trip off the train await anyone whose papers are Crouching behind Nikolaus is a very not in order or found to be false. scared and he is still new. setting up a small farm outside of Once the villagers disperse. chewing up his livestock. it steams forward Nikolaus waves his arms. some of the more direct fingers. Pitr sees his friend’s dilemma and guards are not mindlessly cruel. there is everyone else. the guards partially devoured. things are they only showed up Nikolaus is standing on the porch facing about a week ago and Hans only a the group of angry villagers with torches few days before that. an ex-guard formerly stationed approach. Whatever these crowd has gathered around the front door. Talking down the Croteau’s contact in Hanover is crowd is a far more peaceful and low-key Nikolaus. Shouting orders and step forward and defuse the situation demanding papers. members waving their torches towards the At each of the five stops. Shouts echo around the area as the Heroes approach. Collecting his pension and are completely stumped. The heroes must passenger car. Train Checkpoints “Only me and my farmhand live Five stops await the heroes between around here. and when the heroes arrive. 47 Brian Perlis (order #12741268) . As the train pulls out of station. Test of Worth unless trouble starts. violence can work but is guaranteed to get the heroes reported to the police and Hanover. The large man. Each takes anything last night. they check and The crowd remains determined though. calm the crowd and talk to them. Threatening the train within 1d6 rounds. Sightings of some immediately arrest the team. incorrect.” in hand. though he is not formally a to do with this. but tries to help Nikolaus’ explanation (in neither are they willing to let potential perfect German). They The farm is a kilometer outside of the want to blame anything they can town. They spend most of “The creature lives here!” and their time smoking in the caboose away “Your field hand is the monster!” from the other passengers. Nikolaus has matter of time before you came helped Croteau with local “special” around.

If your friend is there he does write just fine. the German army after an accident while Nikolaus was injured. his right arm and a severe limp on his left especially if there is evidence he has side. the road to Berlin passes what information he can. northeast end. The bunker that to help. His disgust with these pits wait for the disposal of acts is the only thing that motivates him executed prisoners. though inside there. Hans sleeps in the Nikolaus shares what he knows about back room of the house and the barn has Ravensbrueck with the heroes. Nikolaus left. The farm itself should railway station in the northwest. Test of Worth Nikolaus Heftig constantly SS on patrol around it until Professor Clauberg was reassigned to Nikolaus had a medical discharge from Stroasbourg. While the then he does not have much time townsfolk shunned him. started a shape near the Schewdt-See with small farm where he intends to spend the warehouses along the north side. To the southeast pride in the Fatherland but shows his is the Uckermark. on and that is all he was interested in Fences and another railway divide until Croteau showed up. Nikolaus’ Nikolaus offers his barn for a place to knowledge of the terrain between Hanover rest through the night if the heroes wish and Ravensbrueck is nearly encyclopedic. He has no a large hayloft. Considering the state of the others taken POWs with him for experimentation. In the short SS stationed around it and only one time since Han’s arrival the two have entrance at the north side. His natural strength makes have taken out many bridges all him an excellent hand on Nikolaus’ farm. along the river and Wittenberg is Croteau looks in on Nikolaus every the only place I know of that still month or two and Nikolaus helps him has any intact. Hans traveled for weeks before “The bunker always had several arriving at Nikolaus’ farm. While he is the Men’s and Women’s camps. and using the money “The camp is laid out in an L he received after his retirement. the best he actual maps of Ravensbrueck but recalls can offer is a good breakfast and a ride to the layout of the camp as it was when he the other side of Hanover so that the left nearly a year ago. if he is still alive now. His orders never allowed him into the bunker firsthand but there were 48 Brian Perlis (order #12741268) . just south of the Hans Grubbermen railway station and within sight of The scars on his face and body do not the SS housing. he got off easy. Burned and probably where he is and where he silenced during a firebombing on his has imprisoned your comrade. Hans is friendly and does his best through Wittenberg. where the contempt for what the bad elements in greenhouses stand and several sand charge are doing. to take advantage of it. The next day. Once you are across with problems in the area by providing the river. He then traveled to Hanover. This bunker is reflect the good heart within. facing grown into good friends.” supernatural or “evil” activities. in the accident. The same attack the railway station. Fortunately for Croteau. eventually produce enough for him to live and SS workshops in the center. along with his gratefulness to Clauberg worked in is at the far Croteau. Clauberg’s return to transporting munitions left him with only Ravensbrueck does not sit well with him. he is doing it voice and he is unable to speak. the camp but outside the camp’s fence. He rarely very closely to Ravensbrueck and divulges anything about the regular army— you can find your way there with only those elements he feels engage in ease.” welcomed him in and gave him room and “The fastest way there from here board in exchange for help with the is to cross the countryside and go chores. He has at the south end. Whatever that burned his body also destroyed his Clauberg is doing. This includes the heroes can quickly return to their journey special fenced in bunker located next to on foot. a rest of his years. The patriotic to Germany and served proudly women all work in the SS in the Wehrmacht. Shortly following this. The British to be helpful. he was not a member Workshop while the men split their of the Nazi party and strongly disagrees numbers between the Siemens with what sort of experiments and Factory and the Forced Labor Camp conditions exist at Ravensbrueck.” hometown.

fighters make a slow circle around While the squad hikes through the area. remains overcast and cool. Tents and with six Wehrmacht Soldier and a small fires surround the area while Waffen SS Officer. Aside papers. Make a landscape of hills crisscrossed by second roll to determine the density streams. Sounds of an 6: Refugees. there are 3: Mine Field. The patrol stops mainly women and children gather for a routine inspection of the party’s wood or scrounge for food. and valleys. The for downed pilots and resistance groups. victims of a recent air raid. The weather of the minefield. The countryside between 6: High Density Rating of 15 Hanover and Wittenberg is not empty. 4: Air Patrol. scouting for has become busier than ever. four Wehrmacht soldiers cattle greets them. doing nothing but suspicious. punctuated by 1-2: Low Density Rating of 6 the occasional shower and rainstorm as 3-5: Medium Density Rating of 10 the heroes march over the wet grass and shallow streams. The a wooden sign displaying Achtung! refugees have very little to trade and 49 Brian Perlis (order #12741268) . 2: Wehrmacht Patrol. the tank stops and the chewing their cud and mooing. from the elderly or infirm. A group of refugees engine coming over the horizon soon escaping the city bombings camps give view to a Sdkfz 251 half-track nears the squad’s position. Patrols of the armored division moving towards Wehrmacht soldiers roam the hills hunting Wittenberg from the east. Test of Worth The skull and crossbones painted on Over the River and the sign indicate a minefield. The heroes stumble onto 1: Panzer! A Pzkpfw IVJ rolls over a some local’s farmland and a herd of nearby hill. the squad before making their way roll 1d6 every six hours for encounters: west. rivers. 5: Cattle. A pair of BF-109e’s With the front pushing east every day it cruises over the horizon. A few soldiers disembark to check their dead cows lie stinking nearby. The cattle watch riding on top. The heroes come upon very few men in the camp. If the team looks the party pass. The minefield is a mix of antipersonnel Through the Woods and antitank with the occasional S44 The country leading to Wittenberg is a thrown in for good measure. papers.

SV Fort +6. These creatures randomly attack One of Professor Clauberg’s earlier on the first few passes and then experiments with the creatures was to concentrate on whomever appears the grant them some form of flight. The are the creatures preying on the Hanover horrors retreat if badly wounded (quarter farms near Nikolaus. when flying Combat: When the creature hits with a claw attack. Listen +4. The next Ravensbrueck Currently holding the largest population round. hit points) or one of their own is killed. conduct pseudoscientific medical Ranged attacks against the flying experiments that utilize thousands of the horrors receive -2 to hit because of camp prisoners without their consent. but its hind legs have been augmented somehow to be Wis 11. Part of his research is skies is attempt to grab onto the into the various methods and applications thing’s ankles and hang on for dear of sterilization techniques on the life. Once a squad member is dead. 50 Brian Perlis (order #12741268) . Most of the women make a second grapple check. once a man. and a pair of very Skills and Feats: Hide +7. Atk 2 Claws The creature is definitely the +8 (1d6+4). If who undergo them die during the testing successful. traveler. The only thing a character Ravensbrueck proves an ideal setting for can do while flying the unfriendly Clauberg’s plans. Cha 7 incredibly strong. AL NE. Init +3. Read the following when the fight is 666th Airborne: CR 6. their appetites have changed away. It was certainly +7. Russians. large canvas wings have been Move Silently +8. Face victim of some sort of Nazi 5ft. in addition to Poles. HD 5d10+10. This weakest. two of the creatures. Fly By Attack painfully riveted onto its arms.x5ft. Int 5. If not. Any shaken free as above. and Gypsies. Large over and someone examines the creature’s Humanoid. whether through obvious made for better maneuverability and wounds or because he is not fighting easier travel when released. a trio of these beasts dives on the soup and bread if the heroes are heroes. 60ft fly (average). A trio of the back. Will +1. AC 16 (-1 size. Darkvision. Special Qualities: The poor subject must have been Improved Grab. After a recent run in with a weaker one and drop him some distance shepherd. damage. it drops him for 5d6 falling of female prisoners in Germany. their powerful hind legs. Ref experimentation. high speed. has been hunting the hills characters with feigned attacks and fancy between Hanover and Wittenberg for flying while the third tries to snatch the weeks. hp 38. bite +3 (1d8+2). Test of Worth no real information on the area other The creatures wait until nightfall before than what direction Wittenberg or making their attack. tagged and released by things try to distract the more powerful Clauberg. he hangs on. Spd 15 ft. +3 Dex. +8 to driven mad by the surgery by the Move Silently and Hide checks way it fought. corpse. If successful. or fly the victim back to their nest where soldier makes for an easy snack. their constant movement. he is or shortly afterwards in great pain. the creatures gain friendly towards them and have surprise and make swooping attacks with something to trade. +4 natural). they and any wandering human. it immediately gets a Scene 4: free Grapple check. most of them Jews. The as cover to help them keep the element people can provide a hot meal of of surprise./5ft. imprisoned women.. During these attacks. using the darkness any other city is from the camp. The German physicians Master. Str 18. These they feast on the warm corpse. The exact who survive undergo further study and those who die become fodder for other distance he falls is up to the War experiments. Con 15. Descending from the cloud cover. The creatures are each strong enough to lift a struggling 666th Airborne human. If successful. it latches onto the character and rises at least 50 ft into the air. and unpredictable flight patterns. Dex 16. Should a character attempt this.

Much like the bunker in handle in the back wall and a few Stroasbourg. The railway station is currently devoid of trains. a process long as they have a good cover story to he is working on even now. with two pairs of men and a dog circling the area and keeping watch on the immediate areas while the tower guard keeps a broader overview of the landscape. After surveying the area from a nearby hill. most of Clauberg’s areas abandoned work desks scattered around 51 Brian Perlis (order #12741268) . living and dead. Croteau recommends that Located exactly where Nikolaus said it doing just this is probably the best course would be. Clauberg hopes that by duty are under orders not to allow anyone proving his creatures in an arena of other than the scientists into the bunker. special compound outside of fighting their way in is not going to help Ravensbrueck proper to continue his the players at all. get in. the bunker is nearly identical of action as Sgt. with Clauberg’s bunker at the far west end of the camp. sweeping its spotlight across the area after dark. Otherwise. but their routine matches the women’s closely. Waiting for nightfall experiments in privacy while still having brings an additional guard unit out but a ready supply of bodies. During daylight. The SS on guard to the arena. being more directly under the Führer’s simply working the same tasks in the view. the areas received a drastic upgrade factories they did the day before. their Bluff check creatures line the walls of the hall leading bonus becomes zero. in materials and services. Stroasbourg. With the SS Housing areas not more Professor Clauberg maintains his own than 200 yards from the bunker proper. The female prisoners are lead to the factories and work areas with small groups taken from the population and moved down into Clauberg’s bunker. New areas If the heroes wear German uniforms devoted to the storage and display of the and try to sneak in. guards on patrol immediately outside the barring a heavy steel door with a crank bunker. and even a single half-track for moving small numbers of prisoners to destinations too close to warrant the train. on the other hand. With this operation no new prisoners arriving or departing. the camp is alive with labor and the occasional gunshot as the guards intimidate or execute another prisoner. The ground surrounding it is nothing but empty dirt. SS squads patrol the bunker itself. give the certain to gain approval for the mass heroes a bonus of +2 to their Bluff as creation of more abominations. Wico is bound to be in (at least above ground) to the one seen at the bunker somewhere. just south of the train station and surrounded by barbed wire and heavy fences. The men are on the far side of the camp and are not visible to the heroes at all unless they travel to that side as well. A watchtower stands sentinel. Test of Worth Inside the Wall The camp is laid out close to what Nikolaus described. This time there are actually The inside of the bunker is barren. with extend underground. but a small connecting storage yard houses several work trucks for hauling loads around the camp. combat in front of the Führer he is SS uniforms. the train station is very quiet this day. also gives them the team the cover of The Bunker darkness.

Every victim in the system below the lake and resemble corridor ahead of the dog is a potential such. Clauberg released them early to Clauberg calls them. Track place is a labyrinth of medical areas. under orders not to enter Die Grube after mounting powerful weapons in and on dusk. machine gun and ammo hopper mounted Die Grube along their spine. directly to the dog’s skull. Behind the door Clauberg’s Mutts is the stairway leading down into Die The mutts are rottweilers with a Grube (see below). some HD 3d8+6. These rooms as firing at innocent bystanders every and tunnels are all part of a natural cave round in combat. perversity possible. Atk +4 and others with bizarre new attachments bite (1d6+2). ready to attack and kill officers remains uninterrupted. length of the corridors and condensation The mutts are solitary hunters that dripping from the ceilings. houses all of his latest experiments. +1 size. hp 20. Dex 19. and the dog is Die Grube (the Pit) is where the Professor trained to jerk its head down to fire. Clauberg procedures and implants. Skills and Feats: Listen +3. with smoothed walls running the victim. Treat it stadium called the Arena. Much more advanced than the operating area at Natzweiler-Struthof. piles of offices or attending in the surgical areas. Tonight tests to experiments on how long the though. Ref +7. During the spends his nights revising and studying daytime. +3 MP40 (2d6). Cha 6 Corridors and rooms divide Die Grube. A Clauberg’s Mutts: CR 3. Con 15. Spot +2. usually only Clauberg various subjects are adjusting to their and his creatures are present. Recognizing only Clauberg. specimen storage and a Scent single large. The “mutts. are almost perfect help insure his dinner party with the SS guard animals. His own specially draws the entire pack in 1d6 rounds. If the heroes infiltrate the bunker Doctor’s Offices during the daylight hours. Test of Worth the large concrete room. except for the the command “Come!” Either command occasional prisoner. Small Beast. corners. no humans live or toward any gunfire they hear. waiting to unleash them at the Führer’s These mutts are kept by Clauberg in Die request. doctor. intruders. Int 2. the gun fires to its front. as subjects lasted. The trigger is wired Worse than the bunker at Stroasbourg. the noise of the creatures from anyone passing overhead. the back of the bunker leads directly into hunting for potential intruders. This anyone who views them. Each has desks. AC stalking back and forth. When it does so. 52 Brian Perlis (order #12741268) . only the creatures are present. are even more modified than what the Every soldier. working in the each other. Wis 12.. Cages line the walls. dozen of them hold creatures. While their the Pit. Init +4. patrolling the halls and rooms have survived the surgery and healing freely and heavily armed. Special Qualities: supply rooms. doctors work on reports for the day’s experiments and planning the Clauberg on everything from sterilization next revision to his creatures. The modified and trained creatures keep guard mutts on guard are the only five who for him. AL LE. 19 (+4 Dex. Wilderness Lore +11. hewn directly out of accuracy is very poor. paperwork. and it is obvious these doctors have been at their work for a long time already. some sleeping. +4 natural). masking dogs in a narrow corridor is deadly. as well as a work inside Die Grube.” as evening. Spd 40 ft. Str 14. The walls. and scientist is heroes have previously encountered. avoid one another as much as possible. The information in the Clauberg is having his dinner party with files covers almost every sort of medical the SS. dirt floored underground Weapon: The dog’s fire is erratic. surgeons and The doctors’ offices are very similar to doctors are on hand. Other than Clauberg and his chosen They are trained to respond to and head surgeons and doctors. SV hanging off of them cowering in the Fort +5. the their bodies to supplement their strength Mutts chase and attack anyone other than in hand-to-hand combat and frighten Clauberg when loose in the complex. and notes and charts on how During the night. Will +2. These creatures process. facing these mad the earth absorb sound easily. the entire Swim +2. Descending the staircase found in Grube to run the corridors at night.

but strong enough to resist their pain- The supply rooms contain nearly induced fury against the bars. scalpels. some of new theories on expanding the available which are still wet with the life fluids of weapons that can be mounted on the the doctor’s victims. though they materials. together in haphazard fashion. A twisted pieces of bloody flesh horridly patched body. There are roughly a dozen of them in this storeroom The Arena and they are all full and capped shut. the heroes can hear the the heroes can take any of it. They are replaced by oversized animal paws bearing more carefully applied then the previous steel claws. and the laughter of a dinner party above 53 Brian Perlis (order #12741268) . contained. A heavy steel door to the left of various dangerous animals line the the staircase leads directly into the arena shelves directly behind Clauberg’s desk. German. gore. jaws have been removed and marks but they remain done in blood and replaced with muzzled fangs. though this one actually human. of wiring extruding from these wounds. food. than these snarls of some creature through the door papers are invaluable to the OSI. different animal parts and control including flammable gasses and liquids equipment in their bodies are kept in used in experiments. Hands and feet have been Natzweiler-Struthof hang here. These drums are stacked two high and three deep along the walls. At the furthest corner of Die Grube is the staircase leading to the balcony that Clauberg’s Office oversees what Clauberg calls the Arena. Despite this. The skulls of grounds. fills these rooms to the brink. Now they are little more than contains more than ashes. Supply Rooms The creatures that have survived the procedures necessary to install the Stocked with various medical supplies. and the stench of death before their transformation into creatures. with one room around their skulls. fear (DC15) is in order. and they are invaluable to the OSI. Clauberg’s private office appears An open testing area where the creatures tastefully attired. the just as cluttered as any of the other Arena is Clauberg’s hidden proving offices in the bunker. but in pans next to these are human until ordered and then projects what look like bears claws made out of several hidden weapons from within it’s steel. Grotesque still lays unburned in the incinerator. and vicious are again painted at the cardinal points of weapons have been installed into their the compass. Some feature a blood drain at the end. The tools creatures and new areas of research on surrounding these beds are standard the modification and alteration of medical fare. Used Details on the surgical procedures used medical tools and pus-covered rags are and information on dark rituals that took strewn about on every surface. bodies. This leads directly to the These creatures were once pathetically incinerator. Clauberg’s office is the only unarmed flamethrower adapted to be self area where files this in-depth are found. The bunker is specimen. scapulas. such as the creature that appears and drills. the stock rooms are cages barely large enough to contain them large and hold shelves from wall to wall. Test of Worth Surgery Rooms The Professor’s notes seem dedicated to the procedures the prisoners undergo Blood. belonging to today’s experiment. The metal place to ensure the success of each beds are from a local mortuary and creature are contained in the files. If where even now. Among them is also a pantry understand a few command words in with emergency power generators. Some also have bits containing nothing but drums of gasoline. a Will Save normal arms and legs should grow vs. Each everything to help ensure that the staff creature is incapable of speech and very rarely runs out of necessary cannot communicate. Mounted in the wall behind the tables is a heavy metal door about waist high Creature Comforts from the floor. of the creatures previously encountered. each one unique and all of equipped for a siege lasting up to a week them more human in appearance than any with these supplies. The stores also serve as temporary fuel but each also bear severe operation scars storage for the camp. demonstrate the extent of Clauberg’s The same runes painted on the walls at madness. clamps subjects. bundles of wiring. the area is rage against prisoners and each other. Most of the cages contain a and barrels of water. and even an own body. animal appendages sewn where their Upon opening the incinerator.

Heighten Spell. was recruited into Professor Clauberg: CR10: Medium. regardless of race. A dozen veteran Waffen received access to any prisoners he SS officers attend the party in full wanted. After the unsuccessful drop near size Human. Clauberg’s motivations are more suspect. Extend aspects of his work. than him. Dex 10. Hide +3. is large enough to hold the dining table and party of Clauberg.. Class: Exp 1. Simple Weapon This evening. Med 2. both in battle and as a for his own base of operations. or uniform. Will +14. Spellcraft +16. Combat Medicine +7. an assistant of Heinrich Airborne. Light entertaining a select group of SS officers Armor Proficiency. hp 58. he quickly gathered the men Adt 6. Spd 30 ft. Underneath his professional workings of the human body. 1942 after spending some order to demonstrate the incredible time in Ravensbrueck. a good number of the other Skills and Feats: Alchemy +16. Inside his head. he encountered some of the Nazi’s managed to meld with his own scientific brutes. AL LE. Spot +6. Profession (weaponsmith) floor and directly to the balcony area that +6. and after defeating them and meddling. Kenaz. Automatic who have shown an interest in some Weapon Proficiency. Isa. Listen +6. the prisoners and subjects every other natural creature on the face of under his control are the ultimate victims. Move staircase. where they are located. HD 1d6+3d8+6d6+20. He is a Professor Clauberg slightly built man with a bully streak a Having always had an interest in the mile long. joined up with the 101st and quickly had a These included training in the basics of squad of men placed under his command. effectiveness of a creature against its he received the entire scientific enclosure fellow prisoners. several other horrors. religious orientation. Ryan Wico is a born and bred information about Clauberg’s research. Professor Clauberg delved into powerless against any painful experiment dark studies that eventually led to his he wants to perform on them. +0. creed. Blood Magic. Rank. A walkway leads from the (medicine) +7. Test of Worth them. officers. patriot. swaying the Führer Proficiency. Inscribe Runes: see BotR 119 His current dinner plans include a five Runes: Professor Clauberg knows 9 course meal for the dozen attending runes. Int 16. Concentration 54 Brian Perlis (order #12741268) . their line on Aryan history completely. who already had some Sgt. Stroasbuerg. The arena is roughly 40 feet wide by +6. Professor Clauberg is Proficiency. His own thoughts took these ideas and Sgt. the balcony overlooking the small arena Gebo he had workers dig out and create before Blood Magic: see BotR 150 sending them off to the surgeons. allowing him Attuned: see BotR 119 to oversee a veritable army of surgeons and their monsters. something that Clauberg has Later. 80 ft long with the balcony overlooking Knowledge (arcana) +16. Ofr 1.” In 1942. Uruz. before his capture. lashing out on anyone weaker University of Berlin. Diplomacy +5. Bluff +5. 101st Himmler. Thurisaz. the planet. Wunjo. He is planning to release a very special Clauberg arrived at Natzweiler-Struthof specimen he has devoted his time to in in December. Full reign over an even Special Qualities: larger scale version of his current creature Create Runes: see BotR 119 experiments would be his. skewed them into what are now his “pets. He is a banishment from a professorship at the coward. He is hoping that Spell. Flamethrower with their support. Laguz. Cha 12 holds detailed information on Clauberg’s experiments. Str 12. Shortly thereafter. Spell Penetration will be even easier. Search +7. doctors involved. Atk . above and around the arena Silently +2. as well as demeanor. Firearm Proficiency. Wis 14. Init he could and went north to make trouble. Use Magic Device +14. AC 10. he Con 14. Ref +2. Run. but quickly capitulating to Clauberg joined the Nazi party and bought anyone obviously stronger than he is. He also morale weapon. Knowledge the far end. carefully prepared and served on Fehu. Ryan Wico. During his pursuits. Mannaz. Driving +3. the OSI. He extend his experiments into new realms. SV successfully stalling a supply convoy Fort +7. He volunteered for the first recruited him and gave him the means to American unit shipped to Europe.

Listen first sign of combat between the SS and +6. Wilderness Lore +4. Clauberg uses a radio control to activate the traps +11/+6 M1 Carbine (2d8+9). even larger than any the heroes have 55 Brian Perlis (order #12741268) . the cage opens and Swim +4. Str 14. Weapon the arena to help as soon as the action Specialization (M1 Carbine) starts. AL NG. and fails a DC20 Reflex save into the Sct 2. panicking and running at the Hide +9. Dead Eye. unarmed. Down in the arena. loose. but in Special Qualities: the arena. ugliest. addition of drop floors that swing open and drop anyone who is standing on them Sgt. Opt 1. Wis 10. Track. Rank. Medium-size arena itself to face whatever creature is Human. Improved Initiative. Gather Information +2. Sense Motive +3. and most dangerous of the creatures emerges. gives the OSI a huge traps similar to those found in the escape advantage in stopping the continuation of tunnel at Natzweiler-Struthof with the these atrocious experiments. Croteau recognizes Wico and leaps into Weapon Focus (M1 Carbine). all of which are Handbook page 47 concentrating their fire on whoever remains on the walkway since anyone down below has the creature to deal with Gladiator and it is sure to triumph over them. Automatic falls into the arena regardless of uniform Weapon Proficiency. slaughter Sgt. or rank. Wico and anyone else who Parachute Proficiency. SV found along the walkway and sets the Fort +11. Wico stands unceremoniously on Arena Creature the arena floor. Dex 16. One of Clauberg’s This beast is twice the size of any creature’s paces behind a second barred creature previously seen by the heroes door. Atk +9/+4 melee. previously seen. Move Silently +9.. HD 4d10+3d8+21. Ryan Wico: Male Human Grt 4. Sgt. Ref +7. Test of Worth and how the creatures hunt and fight. Spot +6. they have no cover from the Sneak Attack +2d6: See the Players Germans on the balcony. trapped floors to drop when anyone steps Con 16. Jump +4. Climb +4. Spd 30 ft. Search +7. AC 13. Point Blank Shot. the heroes. hp 57. Innuendo +1. Will +4. German +4. Int 12. ready to +6. Open Lock +4. English the largest. The walkway leading Returning him alive. Rapid Shot. Cha 12 on them. The heroes can follow him. The SS officers themselves carry Skills and Feats: Bluff +2. Upon spotting the intruders. Init +7.. CR 7. with or without from the stairway to the balcony hides Clauberg’s papers. Lugers and the serving staff is completely Disguise +2.

they are still creatures decide to take an interest in the deadly and easily match the heroes one. AC 22 (+3 Dex. Their attack. Soon after they are spotted Croteau and any heroes by his side to or gunfire is heard. appearance on its face. Ref +9. and run for it. If the creatures have other creatures’ cages and opens the door followed the heroes up. and run like hell if the these creatures are smaller. The creatures shows that this creature can last. especially if it Sgt. Dex 16. to the bunker. or any hero it can the surface. Hide +3.. not touch a weapon if it means exposing himself to danger. escape Hidden Guns: If the creature is losing. Froth drips from its the creature and eight of its brethren stalk enlarged jaws and the madness in its eyes them through the bunker. Though handiwork before. Wis 10. it dies spectacularly. Weapon With SS officers pinning them with Focus (Claws) gunfire and the monster and its Special Qualities: companions in the arena below. Listen +4. Large the going even more difficult. alarms raise across help him. walls. three SS release their dogs and open fire Clauberg deactivates the locks on the on the heroes. fast. Croteau. His life is Skills and Feats: Climb +12. Move Silently +7. Cha 6 while he cowers under cover. The heroes’ escape is bound to alert the guards around the area. almost its elbows. reach to bash and slash them fatally. Str 14. Once they pair of Sturmgewehr 44’s extend are out. Automatic even if all of the creatures die and the SS Weapon Proficiency. letting Fort +10. he is even more ready for this the camp and any available guards come battle. Improved Initiative. them. Spd 30 ft. guards themselves. This is a move and its fuel barrels could provide the equivalent action. even though Wico has a definite any of the other guards arrive. he does Proficiency. blades extend from then going still with a peaceful. SV the table for most of the battle. Atk break for it if they leap into the arena as well. distraction to throw the creatures and Armor Plating: If a weapon with a officers off their trail while they make for the vehicle housing by the railway station positive PV is used. through the steel door may be the only hatches open in its chest and a option for the player characters. HD 8d8+32. Firearm surrender or suffer similar fates. Test of Worth either in the wild or within these very kill the creature. creature as AC 15. +6 Armor. Wico. the guards split to release them into the arena if it their fire. a variety of iron spikes run human. +10/+5 2 Clauberg himself takes cover behind Sturmgewehr 44’s (2d8-1). Metal plates have been crudely writhing and twitching on the ground bolted into its skin. Will +2. having never seen Clauberg’s appears the heroes are winning. and brutal in its do nothing to slow or stop them. but it also Monstrous Humanoid. but the size disadvantage. using its blades and claws when attacks follow the heroes all the way to close to Wico. is a hasty one with wounded and Sgt. more valuable to himself than that of the Jump +11. grab Wico. bare-chested and unarmed. The release of another half dozen less- advanced creatures into the arena makes Arena Creature: CR 9. creatures. and each hand if they cut and run as soon as possible. war cry. The heroes can make a +4 Natural. Otherwise. Bellowing a running towards the bunker in 1d6 rounds. hp opens up the steel door that leads back 68. With Wico in tow. Wico. Simple Weapon Proficiency. Spot +5. If the heroes manage to 56 Brian Perlis (order #12741268) . treat the or simply run for the hills on foot. whatever the outcome. A fast drive across the for-one. both Wico and the creature The heroes can make a break for the charge one another and grapple in vehicle storage across a long yard before combat. a quick raid on the supply room into its hands. Init +3. his creatures and the SS do the fighting Con 18. ends in wicked claws. on their return to safety and freedom for The creature shifts focus from Wico to Sgt. German countryside in a stolen vehicle If the heroes leap into the arena. the ridges of its shoulders. AL CE. using its blades and machine guns where necessary. Int 8. He can always make more and Search +4. they awaits the heroes if they take this route can provide covering fire for Wico’s battle. -1 Size). refuses to go down without a fight. The follow them above ground if the heroes creature is strong. +15/+10 2 claws (1d8+9).

steps forward and addresses the heroes. His critiques or the newly recruited OSI heroes. group of OSI officers arrives. it is only a day before a never knew existed. they quickly set to grilling the duties that you may be called Sgt. you can help stop the congratulating Croteau on another darkness from swallowing the light. look forward to an extended stay behind Any papers the heroes took from bars if he refuses to cooperate and keep Clauberg’s files are confiscated and the the events he witnessed secret. The hero can various types of creatures encountered. fought. Test of Worth operatives for the Office of Scene 5: Supernatural Investigations. you already know this. or endangered the mission or has its responsibilities after all. successful mission. Heroes whole process is very orderly if who return to the world spouting off somewhat rushed. its secrecy is excused from the rest of the proceedings and escorted out of the safe house for detainment elsewhere. Hitler and his Nazi thugs are unleashing something terrible Croteau informs the heroes that he has on the world and we must do a safe house in Luxembourg where they everything we can to stop it. the heroes receive questioning on what they saw.” their individual debriefing. then I welcome on Clauberg’s experiments. Wico for all of the information he has upon to perform. Wico. was involved in actions that silence their former squad mat. and the participate in this ceremony. and won over creatures that no man has ever encountered before and escaped from. as I am sure none of you has ever dealt with events like those before either. evil you face. Being were flagrantly in violation of OSI members of a secret government agency standards. Any hero found lacking does not how the creatures operated. Croteau and I are 57 Brian Perlis (order #12741268) . everything they saw are watched and Croteau gives the OSI officers his likely put six feet under. It is not often that people come into this type of knowledge and live for long afterwards. and someday you Once they have returned to might be eaten by something you Luxembourg. or OSI. Of course. Once everyone has finished with their questioning. This and observations determine whether the could lead to an interesting “Test of heroes receive positions with OSI. by either Croteau assessment of the heroes. Separated for you to our ranks. Nevertheless. you might never occasional rebuilt bridge to cross the truly know the full extent of the rivers. with the OSI. all are fit for the role of OSI agents. Croteau and the OSI officers gather the heroes in the dining room. you have done us a great service. these past few days you have seen. “Men. The journey back can go north and follow You may never get to speak of the coastline. with a streak of gray running through his hair. an organization tasked with The Return to guarding the world from things like Clauberg and his experiments as well as things you cannot even Luxembourg imagine. However. The older officer. Any Worth” mission where the Heroes are hero who has been lax during the asked to search out and permanently mission. can hide out while waiting for his Croteau has informed us that you superiors to arrive and pick up Sgt. taking advantage of the what you see. Without a word about If you accept the responsibilities of who they are.

Brian Perlis (order #12741268) .

” The innkeeper had obviously worked up The innkeeper tried to look as busy as enough courage to approach his new Brian Perlis (order #12741268) . The conversation was cut short by a “No. unseasonable chill and rattled the The innkeeper silently served the beer. “No sign of them yet. “Well…heroes of the Reich! Allow me rest of their men. Two “We’re stationed at the castle. not lost. Although the thought—but he began to see the man’s Germans in Austria might have some other intent. Viktor Viktor grunted.” on the loud peasant act a bit thick. watched the eyes of his men around the The SS men swaggered across the room room. The two Nazis looked the wind whipping through the mountains. What was the man thinking? Uwe shrugged. nursing a walked over to the two jackbooted warm beer. looked him over with suspicion and others were playing cards or even catching obvious contempt. seated around the room. and Viktor Laslo sat by the fire. a quick nap. The uniforms of Hitler’s Waffen SS. Weird Wars Schloss Fenris By Gareth Michael-Skarka A small fire crackled in the hearth.” soldiers. we can “What brings you so far up into the finally start to turn the tide. Viktor’s eyes widened as Uwe got up. The death’s castle! Why were they here? Were they heads and lightning bolts gleamed in the sent? Did they know of the rendezvous? He firelight. reflecting the same questions that to the bar. Uwe.” Said one of the Nazis. around the room at the undisguised hatred Despite the warm summer days. “Give us now raced through his mind. to buy those drinks for you!” The Nazis Some were talking amongst themselves. windows of the small building. two beers. “And when they do. the wind glaring in the eyes of the inn’s patrons. He was checking to see if the two ideas…they’re the ones who invited them in SS officers were alone. burst of wind as the door flew open. The Nazis will mountains? Are you lost?” Uwe was laying abandon Austria soon enough. “They’ll show soon Uwe put on his best country-bumpkin enough.” He nodded in the direction of the smile. wearing the distinctive Viktor’s heart leapt to his throat. up in the mountains filled the air with an “Good evening.” One said sarcastically. or part of a larger after all. “Hopefully. possible as he hustled to get the two warming the main room of the inn against officers their drinks.” group who might be outside. “Innkeep!” one barked. The room fell silent.” men entered.

almost in a destination is a castle known as Schloss whisper. through the mountains equal precision. you should simply have the battle smile.” One of the Nazis hands flashed Adventure Summary outward. assassinate the Reichsführer. A horrible. describe the aerial maneuvers narratively. Viktor that an OSI unit would be best equipped thought it sounded like somebody to handle any supernatural eventualities screaming—until he realized the screams of the mission. This mission will lead the normal weapons are useless. briefs the characters as Uwe’s neck broke with a wet snap. The C-47 appears to have been Brief discovered by an old-fashioned Fokker triplane. At least one Chapter Two: The characters must player capable of wielding magic is survive a low-altitude parachute jump recommended. they’ve now dark magics. this sight. grabbed the top of the near the Hungary/Austria border. Their orders are simple: came from him. where he is to personally decorate black fur sprouted from the Nazis’ skin. and an honored SS unit for bravery in combat. “Ja. before the other Nazi silenced The OSI has learned that a member of him by tightening his grip on the man’s Hitler’s inner circle. their eyes glowed yellow in the dimly lit Given the rumors that Himmler has room. The innkeeper’s head like a great melon. The situation characters into direct confrontation with becomes more dire when the pilot of the one of the most infamous figures of C-47 is killed. for the mission it undertakes is the Nazi’s hand began to squeeze. and long of the utmost secrecy. into heavily-wooded mountains. gentlemen? I didn’t hear any motor outside Note that the Weird Wars supplement and I know that the walk down from the Dead From Above is necessary to play out castle must’ve made you hungry…” the first scene. bullets rip through the fuselage as the aircraft comes under attack. Castle Schloss customers and speak. one of the most skull. Even the player jagged nails (which Viktor hadn’t noticed characters are not informed of the details before) began to tear into the flesh. The other Nazi.” Coarse. A smile that made Viktor’s flesh fought as a normal ranged combat crawl. It caved in with a pulpy. supernatural (particularly if they played summoned back into hellish existence by the adventure. as horrific threat. and reports indicate countertop and idly pawed at the ruined that his motorcade left for Vornau earlier skull of the innkeeper. it was decided A howl burst forth from them. Spies in Vienna blood from his hands. Timidly. catching Uwe Chapter One: The characters are flying about the throat. plane flies low to avoid detection by the Viktor watched his friend’s eyes bulge as Luftwaffe. near the room. hollow powerful of the Nazi hierarchy. knowing book. and then 60 Brian Perlis (order #12741268) . will be sound. impossibly fast. “Quite hungry indeed. characters of levels 6-9. making a visit to a castle in the Austrian The Nazi turned to face the rest of the mountains near Vornau. Intelligence indicates that his bar. he said the adventure may prove to be a short one “Would you like anything to eat. Given their past experiences with the Richtofen…the Red Baron of World War I. War Master’s Suddenly. The player characters must been assigned to specifically deal with a find a way to defeat the air wraith. with in a C-47 Skytrain. His companion confirmed the arrival of Heinrich Himmler pounced up on the blood-slicked earlier in the week. If you don’t have that The Nazi smiled. The on the darkened plane as it weaves its innkeeper whimpered like a small child at way through the jagged peaks. It is quite a journey. “Oh yes…” He said quietly. a splashed over the countertop and the floor British OSI officer. slumped over the this evening. for it seemed to have too many teeth between the Baron and the heroes and within it. Too many sharp teeth. Without magical back-up. for the unfortunate party. Broome) are forced to bail out of the The adventure is intended for 4-6 crippled aircraft. Blood until they are well underway. As the attacks continue. it This adventure takes place in late becomes evident that the attacking pilot summer of 1944 and assumes the player is not a normal flier but rather the characters have been initiated into the undead spirit of Manfred Von OSI. Broome. We are quite hungry. Test of Worth). Fenris. dabbled in black magic. and the plane begins to fall Hitler’s inner circle: Reichsführer Heinrich out of the sky. The one that killed Uwe licked the Hungarian border. The characters (along with Himmler—the master of the SS himself.

successfully infiltrate Schloss Fenris. however. Currently. The fight. The castle is a focus of evil in the area. OSI CR 6: With nightfall. paratrooper transport used by the Allies He changes into the hybrid wolf-man at this point in the War. It is headquarters to a Hide +6. The choice of what to British officer attached to the OSI. preferring investigation. The At the climax of the mission. Spd 30ft. With the sun coming up. The inn is empty. and Ref +5 Will +5. Con 16. and subsequently does not leave the floorboards upstairs. There are 13 scheduled rendezvous with members of Wehrwolves here as well…Himmler has an Austrian resistance group. the efforts have been make matters worse. and the player characters must deal with a nicknamed “Gooneybirds” by grunts wolf in the fold. He tells the party their way back to Allied territory and that the inn was visited earlier by two SS relative safety. AL LG. where they can proceed to the castle and complete their mission Prayer under cover of darkness. During the lighting cigarettes is discouraged. The party must The player characters find themselves sleep in shifts. even attacks the player characters. do is a burden that is borne solely on the PCs. save for the bodies of patrons who have following the Reichsführer’s orders. have been warped by proximity to the evil Additionally. During the brought them here as part of an overland hike through the night. Scene One: They were wehrwolves. the castle is one of Himmler’s centers of Skills and Feats: Driving +4. Broome leads the party to a player characters have their work cut out small roadside inn. the party moves on to Medium-size Human. Str 13 Dex 16. To lycanthropy (So far. is one of player characters discover that Himmler is unremitting slaughter. been literally torn limb from limb. air wraith to protect the castle. Atk Webley Chapter Three: The party must +5 (2d6-1) Ranged. hp 43. where they are for them. the sight that greets them. them there. They must fight group that works as a fifth column their way out of Schloss Fenris. Int 17. AC 13 (+3 Dex). discover a wounded man instead to send dopplegängers bound to hiding in an upstairs closet. Viktor. not Himmler. The Himmler is aware of the efforts of the player characters hear a creak of the OSI. the characters must marred by the bloodlust of the deal with forest encounters such as a Wehrwolves…it is difficult for them to pack of dire wolves (normal wolves that stop at merely wounding a target). the party experiment to see if they can be used to must avoid detection by the Red Baron create more of their kind by wounding flying overhead (assuming that they were volunteers and infecting them with not able to defeat him in Chapter One). The players efforts were for one of the Austrian patriots who resent naught. he mauls Broome pretty badly…but plane is crewed by a pilot and a co-pilot. supposed to meet their contacts. The C-47 is the standard contracted lycanthropy from his wound. Wis 10. Capt. and find behind enemy lines. running dark—no lights at all. Josiah Broome. Class: Schloss Fenris and the horrors that await Ofr 3/Opt 3. the British officer survives. but rather a Dopplegänger. Leadership +9. the third awaits him. he begs the party to kill him crew member is Captain Josiah Broome. officers from Schloss Fenris who changed into powerful wolf-men and systematically killed everyone in the inn. Init +3 (Dex). Broome A Wing and a suggests the party lay low and hide at the inn until nightfall. The Eventually. The Skytrain is form and in an uncontrolled frenzy. Himmler and the Blood of the castle) while trudging through the Mages have raised Von Richtofen as an woods. Cha 17. occult research. SV Fort +6. First Aid +4. though they at least the German occupation—a resistance learn Himmler’s secret. it seems. Knowing what but in place of a jump master. has everywhere). Dakota to British characters. in the end. Castle Schloss get a fix on their location. which turns veteran unit of the Waffen SS (including out to be only a few miles from their several Blood Mages). posting guards to defend on board a C-47 Skytrain (known as a against discovery. and upon borders of Germany any longer. a before he changes. has been for hundreds of years. He is Viktor. however. Move Silently 61 Brian Perlis (order #12741268) . As night falls. his service.

Castle Schloss wicked creatures. 60 rounds of that have seen far too much for a man his . Spot +8. Search +6. and soon. The OSI discovered this. AL CG. and began to use the opportunity to Special Qualities: None feed on the inhabitants of Broome’s street. SV Fort +1 Ref +6 the army since one served under Wellington (as Broome will tell anyone Will+2. uniform their homes. eventually destroying +5. AC 12 (+2 War”. an assignment with the Ministry—a Improved Initiative. Class: Plt 4.45 ammunition. from a long line of distinguished Human. Single-engine Aircraft local band of goblins. with half a moment to listen). Firearms Proficiency. Str 10. He affects a pencil-thin Special Qualities: Sneak Attack +1d6. Rank: Lieutenant. was awakened by the fear generated by the Proficiency Blitz. Wis 12. Broome unwittingly discovered the plot. Piloting +9. and is perhaps a little longer than regulation permits. where he Escape Artist +4. Firearms Proficiency. Broome’s familial Automatic Weapons Proficiency. Con 11. Rank: Captain. and bravely fought the 62 Brian Perlis (order #12741268) . Cha 11. hp 20. License to Kill but it is the steely look in his eyes—eyes Possessions: Webley Mk4. His father fought in the “Great Dex. Open Lock +5. A the Pants. Swim +4. moustache in an effort to appear older. Possessions: Colt M1911. his grandfather fought at Dex. relatively cushy office job…or at least it Simple Weapons Proficiency. has served with distinction ever since. Leadership supernatural while serving as a young +8. Josiah had his first run-in with the Skills and Feats: First Aid +6. Tactician. 2 full magazines picking off neighbors as they cowered in of . top. Int 12. Dex 15. Language Broome was promoted to Captain and (French) +2. Josiah Broome is a career military Pilot/Co-pilot CR 4: Medium-size officer. Init +6 (+2 service.Spot +4. His Proficiency. uniform age—that truly give him the maturity he seeks. history and connections had gotten him Barnstormer. Command sandy blonde hair is beginning to thin on Voice. Garrotte. Atk M1911 +5 (2d6+2) Isandalhwana…Broomes have excelled in Ranged. Seat of was until the Battle of Britain began. Spd 30 ft. Demolitions +3. Lieutenant in 1940. them. +4 Feat). long dormant.38 ammo. seconded to the organization. Weapons Proficiency Parachute hardened by war beyond his years. Language (German) +5. Bluff +4. Garrotte. +1 Armor). Automatic Captain Broome is young man. Swim +2.

They were your escape after completion of met at the airfield by Broome. Allow the players to ask any questions At this point. but continues his briefing Size: Huge Maneuverability: -2 unabated. near have flown for the OSI on past missions. Broome nods in Damage Points: 75 agreement. Himmler is such an infamous of fifth-columnists…Austrian nationalists figure that all characters recognize him who resent the German occupation.” At this point. loadmaster) there to personally decorate a Armor: Wing 2 Fuselage 2 Cockpit 4 veteran SS unit for bravery in Engine 4 combat. We’ve got reliable reports of resistance? “It is a confirmed fact that his motorcade leaving Vienna this Himmler has headed up the Nazi occult 63 Brian Perlis (order #12741268) . The plane took off defenses of the castle. If they say anything. The person who is humming the “That’s right. turn out to be one of the most What sort of resistance should we important operations of the war. They castle in the Austrian Alps. Broome’s lads—it’s no exaggeration to say that briefing is interrupted (see Ghost Rider you are now engaged in what may in the Sky. plus command group. OSI operatives are low through the mountains to avoid perhaps best equipped to handle detection. Reichsführer Himmler. flying practices. Now then…any questions?” scary as hell. Sample answers are listed the characters and begins his briefing. expect at the castle? “Schloss Fenris is Intelligence reports indicate that currently operating as headquarters for a a high-ranking member of Hitler’s veteran company of the Waffen SS. Vornau and the Hungarian Border. as far as we know. this week. b) flying in the dark is mission. Reichsführer tune to Eidelwiesse is your man. Broome hands the How are we to identify our characters file photographs of Heinrich contacts? “The contacts are a small squad Himmler. C-47 Skytrain (Allow rune-using characters to realize that Fenris is the Norse/Thule word for Armor Class 12 (-2 size +4 Speed) wolf. Herr Himmler is Crew: 3 (pilot. and are considered able to be trusted. You are to infiltrate the led them to the C-47. Castle Schloss The pilot and co-pilot are a mixed afternoon. The castle is known as Schloss Their names are Smith and Jones (no Fenris. Sent there under outside of Vornau. Expect inner circle arrived in Vienna earlier near to 100 men. reports. and c) those mountains look awfully damned close. You’re to parachute into the mountains and meet up with The player characters boarded the plane the members of an Austrian fifth- at an Allied airfield outside the newly- column resistance group at an inn liberated city of Rome.” kidding).” Heinrich Himmler. around four hours. After the third question. below. below). headed north. co-pilot. Well. who then the mission. That’s where you chaps come in. Broome sits down with they wish.” some vehicles…no armor. Any questions not covered below Read or paraphrase the following: should be answered with fairly correct answers— Broome and the OSI are “I suspect you chaps are operating under reliable intelligence wondering why you’re here. apparently headed to a crew—one American and one English. be at a mountain inn two miles north of Vornau. They’ll with a DC 10 Intelligence roll. and The party has been flying now for assassinate him. They’ll guide orders of the OSI.) Engines: 2 Range: 1600 miles Weapons: None Bombs: None “Apparently. Any character who has Allied intelligence feels that the Navigation or Piloting skills can figure given the rumors of Himmler’s out that the plane is currently somewhere interest in magic and other occult near the Hungarian/Austrian border. the characters currently you to the castle and arrange for have no idea of their mission. commander of Is the OSI expecting supernatural the SS. Characters without those skills any of the eventualities that may will only know that a) they’ve been flying arise during the completion of the for quite a while. locate just after dark.

20 Speed: 40 ft. 4 Colt M1911A1. and watercolor in a child’s painting. as any Challenge Rating: 10 experienced military man is able to tell 64 Brian Perlis (order #12741268) . A skilled What method are we to employ in pilot in a DR-1 enjoyed an almost unfair the assassination? “That aspect of the advantage over any other opponent of mission is to you. Ghost Rider in the Sky unnatural aura. three large satchel AC: 15 (+3 Dex.. Con __. six small satchel charges. but has no real effect. and adorned with Iron provided? “As a clandestine operation. small detonators. Fly-by attack. 4 spools of rope (50’).45 Initiative: +7 (+3 Dex. you will under attack by what appears to be a contact a pilot by the name of Strassen. 2 Huge Undead (Incorporeal—includes Enfield No 2 Mk1. Int 14.” any contemporary Allied aircraft.” glow. Given that. Pilot +10.45 ammunition. 12 Survival Kits.38 ammunition. the Red Baron was shot should definitely take some silver bullets down over St. You Of course. flaming skull that rests where with a pallet that contains the following. you should but a supplementary airfoil on the wheel attempt to get out via air if possible. sunlight powerlessness. Initiative) 20 rounds of 9mm silver ammunition. this Austrians are unable to help. Your squad leader (the that time. The initial barrage blows a few holes in Search +10. 200 rounds . fly 200 ft. Quentin in April of as Himmler is likely to have a few 1918…over 26 years ago. +4 turn resistance. four Special Attacks: energy drain. Hit Dice: 8d12 (55 hp) 100 rounds . (good) rounds of silver . the pilot’s head should be. He triplane—a World War One era Fokker DR- will fly you to Italy. Introduced in late 1917. save Feats: Alertness. will attempt to take you to a private Investigation reveals that the C-47 is airfield outside of Vienna. horrific appearance. six sets of energy drain climbing gear (hammer and pitons). +2 deflection) charges. of the party members for 1 week. Dex 16. the overland route to Allied Fokker to out-climb and out-turn almost territory should be your last option. four medic’s corrupting gaze kits. +4 Improved ammunition. 100 rounds 9mm ammunition. This is not a from which the player characters are human airman…this is an air wraith! welcome to take whatever they wish: 12 Entrenching Tools. There. 2 BAR. 4 M3 Greaseguns. to be precise. grenades. These features enabled the Barring that. The bullets that rip through the we must assume that he has learned some cabin are sheathed in an unearthly green magic. Crosses on the wings and tail. four 500’ spools of detonation Damage: Spectral guns (2d8) and wire. Combat to let the player characters have a change Reflexes. they are suddenly Abilities: Str —. or if you are style of aircraft had not only three wings compromised in any way. 4 plane) Sten. ranking member of the party) has final Give the player characters a chance to authority on the ground. Improved Initiative to observe the eerie green tracer effect Climate/Terrain: Airborne accompanying the weapons fire. Feel free to load up from the of Manfred Von Richtofen: The Red Baron. 500 rounds . Cha 15 the aircraft…the C-47 is under attack! Skills: Tactics +12. As the player characters engage in their Saves: Fort +2. Spot +13 the fuselage. and enough survival rations for each Special Qualities: Undead. 12 Air Wraith knives. which lingers slightly. on sight. 36 Mk2 Pineapple frightful moan. materials we’ve got on board here. Will +7 briefing with Broome. Listen +13. That would wehrwolves on hand. Ref +5. Those you’ll be limited to the equipment that you markings are unmistakable—it is the livery can carry. following the What is our exit strategy? “The fifth path of the shot like a streak of columnists will act as your guides. Castle Schloss research efforts during the war. 2 Browning HP. 6 Garrottes.” probably explain the unearthly greenish glow that surrounds the air craft…and the The cargo area of the C-47 is loaded horrible. In the event that the 1. This is Organization: Solitary or gang (2-4) no normal tracer round. carriage.30 ammunition. interrupted by the tell-tale chatter of machine gun fire peppering the hull of Wis 14. incorporeal.” notice that the Fokker is painted a What sort of equipment will be distinct red color.

or to the the pilot becomes as one with his plane— passengers and pilots within (at the whim permanently. ability damage.” from the dead. plane is ungainly and intended for Instead of being seated within the parachute delivery. Castle Schloss Treasure: None distance of 100ft. In death. stunning and disease. given the fact that the C-47 is makes use of its incorporeality—flying not armed. of the gamemaster—although give Combat passengers hidden from view within the In combat. not air combat. poison. An air wraith resurrected by means of dark magic. paralysis. Lost attribute points return at the rate of one per day. +1 or better magic weapons. or death from massive damage. Sunlight Powerlessness (Ex): Air Air wraiths are the undead spirits of wraiths are utterly powerless in natural pilots who have been damned to hell. or magic. the body of matter is made even worse by going up the pilot appears to be growing out of it— against a creature like an air wraith. tortured wail once per day. Incorporeal: Can be harmed only by other incorporeal creatures. armament of their craft during life. The cockpit of his former aircraft. and 1d4 points of Constitution. The air wraith also available. Even against a real-world Fokker DR-1. 1d4 points of Dexterity. subdual damage. energy drain. Unnatural aura (Su): Both wild and domesticated animals can sense the unnatural presence of an air wraith at a 65 Brian Perlis (order #12741268) . They caught in sunlight dissipates until the sun patrol the area that they are commanded goes down again. Can pass through solid objects at will. They do not willingly Alignment: Lawful Evil approach any nearer than that. The the airplane itself is actually part of the spectral guns of the air wraith can do air wraith’s incorporeal “body”. to by the mage who brought them back A C-47 is aptly named “a gooney bird. All living creatures within a 100-foot radius must succeed at a Will save or lose 1d4 points of Strength. and flee from it. The flaming skull in the place of his head. and panic Advancement: 8-14 HD if forced to do so. Not subject to critical hits. Corrupting Gaze (Su): The air wraith can wither living beings with its infernal gaze at a range of up to 30 feet. it An air wraith looks like a man with a would be hard-pressed to survive. Creatures that meet the air wraith’s gaze must succeed at a Fortitude save or suffer 2d10 points of damage and 1d4 points of permanent Charisma drain. Undead: Immune to mind-influencing effects. the air wraith attacks with plane concealment and a bonus to their its spectral guns—ghostly versions of the AC of +3). They remain panicked as long as they are within that range. The The party most likely attempts to attack of these guns drains the life of return fire with whatever weapons are those they strike. Frightful Moan (Su): The air wraith can emit a horrible. sleep. and sunlight. direct damage to the plane. None of the provided weapons through obstacles and opponents alike. A creature that successfully saves against this effect cannot be affected by that air wraith again. Energy Drain (Su): Living creatures hit by the air wraith’s spectral guns must make a DC 15 Willpower save or lose one level. This is a free action for the creature.

Dead From Above).) have him kill off one of the pilots. Make this part of pilot reveal (in a most dramatic fashion. If they do think of it. the squad finds itself deep in the the air wraith. A failed landing results in the control. and unleash his Corrupting Gaze. Otherwise. fudge it (just don’t parachute from the C-47 before it plows let the players know!). matching speed with party manage to find each other and his prey. but the jump takes control of the aircraft. the air wraith has a anyway—all of the squad is needed for the Maneuverability of +6. Dropping below position 0 hero taking 3d6 points of damage—and at requires a DC 25 check or the plane the WM’s discretion. the team flies straight towards the C-47. So the squad and Broome need to air combat. strafing fire into the cabin of the plane. players specific questions on how they’re 66 Brian Perlis (order #12741268) . as they say. If a player happens mission. play out the fly. fudge a bit—have the remaining Search with a DC of 10. pathos from the best war movies you can During the Baron’s first run of attacks. If the players don’t remember to grab 47. Of course. the Baron knows that a affix extra chutes to the entire pallet and collision isn’t possible—but the pilot of chuck the whole mess out of the jump the C-47 doesn’t. well. Think of the heaviest volume of accumulated from their past missions. If the player characters exploding against the side of a mountain have methods by which they may attack fade. materials from the equipment pallet. described in the supplement Dead From Broome points out they need to bail out Above). he turns his attention from bringing the Over Hill. and Broome himself is unable to to take the yoke of the C-47. That Regardless of how it occurs—the way. Over plane down to directly attacking the characters themselves. the pilot must make an immediate incredibly difficult—not only is the terrain piloting skill check (DC 15) to avoid losing below heavily forested. raising the DC of the Dexterity make a successful DC 15 check to regain check to 20. but those. As the echoes of the C-47 on the inhabitants. its incorporeality. Dale The combat with the undead spirit that The heroes spend the next period of was Manfred Von Richtofen continues time finding their companions without until the air wraith successfully kills the drawing the attention of any locals or remaining NPC pilot. one of the player characters will be aircraft now has no pilots (save. The creature is affected clutching his bleeding wound until he just only by magic or through any magical couldn’t continue any longer. making the can either try to grab what little they can pilot dodge to avoid a collision. before jumping. the members of the to the target aircraft. takes a Will Save at DC 15. The aircraft loses 1 place at a much lower altitude than position per turn unless the pilot can normal. players are able to defeat or drive off the Finding a member of the party requires a Baron. altitude rapidly. Note that if the German troops that might be in the area. To avoid “chickening out” doors to recover it after landing. include: naturally. allowing the any member of the party with the players to take a more active role in the appropriate skill). matching flight bestows a +3 to hit to any trying to attack him during this maneuver. ending up dangling crashes in 2d4 rounds (as described in from a tree. diving and strafing again and again. this is probably their best heart of the Austrian Alps. remember. If the save is The jump from the crashing C-47 is failed. After a few minutes of rummaging Gaze Attack: The Baron flies parallel around in the dark. Even if the player For the purposes of air combat (as characters are able to fly the plane. recover whatever equipment they managed Horrific Appearance. Castle Schloss are affective against the air wraith due to and had been heroically continuing. perhaps forced to take his place. and Frightful Moan to escape with. are the Playing “Chicken”: The air wraith breaks. and begins losing scene. Some of the air wraith’s favorite tactics don’t remind them…they’ll hate you for it. The minute the Baron realizes the Scene Two: player characters represent a threat. into a mountain (in 2d4 rounds) The Red Baron harasses the hapless C. or instead they can try to being incorporeal. with a opportunity…the Baron’s purposefully mission to fulfill. the adventure rife with tension: ask the naturally) that he’d been injured early on. (Lay it on items the player characters may have thick.

Dex 15 Con 17. Getting him down requires a DC 10 *The encounters are detailed in their own sections. If the climbing character falls and takes 1d10 check is made. the pack is revealed. or c) the sun rises (approximately five hours from the time The dire wolves attack with some the team landed). Ask the Roll (1d10) Result* players to make the occasional roll. +3 natural) become very difficult. compass readings and their map of the Their eyes gleam with an unnatural area. coming from the tree line up ahead. Failure causes 1 point of damage from minor cuts and scrapes. During the overland having to bunch up within the range of travel. together. Broome isn’t being the following: particularly quiet. low speed for an aircraft. Checking against the neighborhood of 700 pounds. Init +2 (Dex). once per hour: Good Witch or Bad Witch? What Big Eyes You Have The heroes come upon a cottage in the The player characters are making their woods. and saliva drips from their they are in the forest approximately eight fanged muzzles as they approach miles north of Vornau…some 6 miles away with grim and deliberate purpose. assuming that they were unsuccessful in overcoming the CR 3. the party is able to determine that light. Int 2. Ref +7. A critical failure (rolling a 1) means the dire wolves get a surprise attack. in fact. Large animals. Spot +6. players miss the Listen check. Wilderness Lore +1 continues to hunt the player characters until such time as either a) he succeeds Special Attacks: Trip in killing all of the heroes. which at first might make them way through the woods when a DC 10 believe that they’ve arrived at their Listen check reveals a low growling rendezvous earlier than anticipated. They attempt to Regardless of any harassment from the flank the party so that they are able to Baron. The Red Baron flies Attacks: Bite +10 melee (1d8 +10) just above the tree level at an unnaturally AL: N SV Fort +8. eerily passing Cha 10 through the trees unharmed as his hunt Skills: Hide +5. read or paraphrase whole time. Climbing roll. from Chapter One. which should have the players freaking out. Occasionally roll the dice and act as if Random Encounter Table you’re consulting something. convinced that You see a pack of what appear they’re going to be discovered at any to be wolves…but you’ve never seen moment. travel for the player characters AC: 14 (-1 size. the pack of attempting to verify the party’s position. and occasionally Str 25. and points of damage from bouncing off of initiative is rolled as normal. b) he himself Special Qualities: Scent is destroyed. roll on the following table to check automatic weapons fire. specimens this big before. and 1 to 4 No Encounter don’t tell them what they’re rolling for (it’s 5 to 6 What Big Eyes You Have! actually just to make them paranoid. Wis 12 flies below the tree level. Spd 50ft around. Castle Schloss looking and what noise they’re making. 67 Brian Perlis (order #12741268) . who landed 10 SS-Search and Destroy roughly and is snagged in the branches of a tree. Listen +6. pours over the map. If the Broome. The wolves are revealed. +2 Dex. from their rendezvous point. If the air wraith is still hp). When the branches and hitting the ground. they must then try to get a fix and looks to weigh somewhere in on their position. the hike to the rendezvous point attack individual characters without takes four hours. Move Silently for the heroes continues. Dire Wolves: A pack (1d4 +4) of wolves As the player characters travel through that have been warped by centuries the heavily forested mountains. degree of intelligence. below. Each Once the heroes have managed to get wolf is huge— nearly 8 feet long. HD 6d8+18 (45 threat earlier. Will +6. for encounters. but 7 Good Witch or Bad Witch? they don’t need to know that!) 8 Night of the Living Dead The third or fourth player attempting a 9 Lair of the Beast roll finds Captain Broome. The Baron +5. An overland hike appears to be the only option. they may of exposure to the evil of Schloss have to contend still with the air wraith Fenris.

like appearance is revealed. and waylay travellers. carrying with it smells of home cooking and Alpine Witch: CR 3. Castle Schloss Read or paraphrase the following: Save to avoid puking their guts out when faced with the evidence of their own “No. or question the odd area. after two rounds. The witch can also make herself hangs on a hook over a small fire in look just like a specific person. Move Silently +5. Skills: Knowledge (arcana) +5. They passed by here a short time ago. They live in cottages deep have food and drink for such valiant in the alpine woods. this can’t be it. re. Mannaz. The front door of the cottage Spd 20ft opens. Feats: Dodge. 9 Down with the Nazi pigs. shoo. Init +1 (Dex). Listen +6. Wis 13 Cha 12 She chortles in Austrian. good! Special Qualities: Silver weakness. good. their true. and I think they might be Alpine witches are creatures of legend coming back. with a reveals herself as a witch and attack the trickle of smoke rising from the heroes. The interior of the their shape into one specific type of cottage is the very picture of the creature. Str 9. the stew—one of the bowls of steaming If the player characters are successful meat appears to have a bit of shiny metal in destroying the witch permanently.I. Give the player characters a DC silver coins or objects. For player characters a meal—the stew she is this reason.” Broome says. Medium-size comfort. Eihwaz. and flees from 10 chance to notice something odd about silver forcefully presented. Special Attacks: Spells. by any other means simply rises again The old woman attempts to serve the with full hit points. Extend Spell “Eh? Soldiers. and a small old woman AC: 11 (+1 Dex) Attacks: by spell AL: CE ushers a couple of cats out into the SV Fort +4. player characters refuse the old woman’s stowing the laminated map of the invitation. remain hidden. You can hide here—I and fairy tale. We’re unintentional cannibalism. “Shoo. HD 5d6(17 hp). hmmm? Allies? G. and in it…metal which turns out to be an SS search her lair (DC 15). The old woman leads you inside Polymorph (Sp): Witches can change her home. or. Sowilo. Sense Motive +5. stone chimney. nowhere near the rendezvous point. Kenaz. Ehwaz. Silver weakness (Su): Only silver weapons can kill a witch. See you for breakfast. A few hand-made chairs commonly simply disguise her hag can be found through out the main appearance. A black cat is the most common rustic alpine lodge. At this point (or if at any point the This isn’t it. There is a Nazi patrol Wunjo.” 13 Con 11. and if the witch touches anything table which currently has exactly silver. Polymorph Joe! Doughboys! Good. humanoid. careful. a witch refuses to handle cooking. A witch killed See the accompanying map. Teiwaz. Will +4. Ptui!” she spits. Ref +2. member of the squad. Dex night. She calls the squad forward. she instantly changes back into her enough place settings for each true form. Enlarge Spell. If they do.” devouring them. most the hearth. lovelies…out for the night. runes: Ansuz. nearby. if any of trunk that contains three magically the player characters have eaten any of inscribed items: the stew. please…you must be Laguz. they will find a lapel badge. read the following: Witches know the rune magic of the ancient Thule. Upon this revelation. they must make a DC 20 Fort 68 Brian Perlis (order #12741268) . “Please. Int 12. They can appear to be kindly old women. the old woman spots them Concentration +4 and cackles in broken English. Wilderness Regardless of the heroes’ attempts to Lore +1. In the clearing ahead sits a coincidences of her hospitality) she small ramshackle cottage. Allies. along with a rough-hewn hour. A stewpot variety. but the minute they The squad has the option to take the are revealed as witches. The change only lasts for an room. hag- old woman’s invitation or not. Spot +6. and can also polymorph.

they also have the following Special These are local peasants whose dead Qualities: bodies have been brought back to a Hunger (Ex): Once a zombie has shallow mockery of life. it must make a armed with any weapons. Init +0. she Feats: Multiattack attempts to retrieve her trunk and use the Special Qualities: Undead. In fact. Ref +0. a longevity elixir (a formula provided to Night of the Living Dead Hitler by Dr. Medium-size undead. Zombies: CR 2. Castle Schloss 1) A key with a knock spell inscribed. Dex 11 Con —. Int 6. Attacks: 2 claws +2 (1d4+1). The result were these band of 2d4 zombies—hapless victims of zombies. They burst from Will save at DC 17 to keep from stopping the snowy ground and get a free attack to devour it’s victim’s brain. Roll for surprise for human brains. and Mages of Schloss Fenris. driven by a fierce need corpses in the snow. items against the heroes herself. who the Nazis simply cast out the SS Blood Mage’s negative energy. there are other items in the cottage which the witch might use as These zombies are the results of dark weapons: A carving knife (used to prepare experiments performed by the SS Blood the stew) which does 1d6+1 damage. into the woods. Spot +5. They were knitting needles (kept with her yarn) looking into the possibilities of extracting which do 1d4+2 points of damage. Skills: Climb +5. if the player characters present Move Silently +5. Swim +5 themselves as a viable threat. Spd 50ft 2) A ring of invisibility AC: 10. on the heroes with surprise. Unfortunately the process kills their trudge through the wintry forested the donor—and turned out to be mountains when they are come across a worthless as well. Wis 9 These are items the witch had inscribed herself for use against any prey Cha 6 who prove to be too much trouble. When not engaged in combat. his ally in Southern China) from the bodies of local The player characters are continuing peasants. Will +3. Hide +5. fearless. able to open any door HD 2d12(14 hp). Fu Manchu. the These zombies are lightning-fast and zombies simply sit as if they were frozen ravenously hungry. hunger Additionally. Str 13. Listen +5. the scene. None of them are brought a victim down. bite 3) A wand of magic missiles 1d4 AL: NE SV Fort +0. 69 Brian Perlis (order #12741268) . In addition to the should the party approach within 10’ of standard special abilities of reanimants.

damage from bumps and bruises. or If the characters take the time to by bursting forth from the lair and search the troll’s cave (a full search is DC attacking the group. It will attack the opponent is upwind. Ref +7. If the generated by the castle. 10 Algiz feet tall and covered in coarse grey fur. spawned by the aura of palpable evil within 30 feet by sense of smell. The sharp fangs and two jutting sabre-teeth unit is searching the mountains from the lower jaw. The cave is the lair of a troll—a creature (Eww…) of legend that has always existed in this Scent (Ex): Trolls can detect opponents area. as the flesh that was being not fall. It is up to the War to detect the player characters. They have intelligence and eat anything that crosses not yet reported back to the Castle. the A successful hold does not deal any lead member of the party must make a additional damage. but gives the Troll a +3 DC 17 Dex check to avoid falling into the to hit with its bite attack or a chance to hidden entrance of a cave. Improved Grab (Ex): If the troll hits Their statistics follow: with a claw attack. 13. Castle Schloss Lair of the Beast a grapple as a free action without provoking an attack of opportunity (See As the heroes continue their way to Grapple. have the Nazis make the same roll deal with this threat. They have massive six-fingered hands Search and Destroy that are tipped with razor sharp claws. (125 hp) Init +0. The player characters encounter a small and a gaping maw of a mouth with razor. covered over launch its rend attack. one veteran SS soldier. or sometimes having been in the area when the air under bridges. If that Master if they wish to add to this check fails. This attack releases the hold on the Dex check uncover the cave. it can attempt to start 70 Brian Perlis (order #12741268) . If the hero fails the cause confusion when players attempt to check. they will find the bones of around a dozen victims. The Rend (Ex): A troll that has a hold of a falling character takes 1d4 points of victim can tear the flesh apart. but rather the troll as check against a Move Silently roll by the it appears in alpine legends. They live in dank specifically for the player characters. Will +4. Spot +8 and the following usable items: · A Sturmgewehr 44 and 4 complete Special Attacks: Improved Grab. so are alone in their knowledge of the Note that this troll is not the standard heroes’ presence in the mountains. A troll attacks without any quarter or The unit is comprised of five Waffen mercy—its strategy is to overwhelm its SS soldiers. and so on. several rusted. Rend magazines of 7. unit of SS on patrol from the castle. Con 24. held on to is essentially torn away. Skills: Hide +7. SS Blood Mage in command of the group. caves up in the mountains. Int 3. Large Beast. Have rubbery-skinned. regenerating troll with a the player character who is on point or weakness for fire damage that most D20 acting as a scout make an opposed Spot players are used to. either by attacking the player feet. 2 claws +7 (1d6+3) dozen coins of various denomination AL: NE SV Fort +14. a few +12 (2d6+6). character who has fallen into its cave.92k mm ammo Special Qualities: Scent · Six Stielhandgranate “potato mashers” · Three runestones: Gebo. Dex 10. and an target with massive amounts of damage. This fact may approaching Nazis. Perthro and Trolls are immense humanoid beasts. Characters making damage. Wis 12 has been ruined. They are of animal wraith shot the plane down. with fallen branches and leaves. range decreases to 15 the area. and their path. +10 natural) Attacks: bite (German) and civilian clothing. Spd 30ft There are scraps of bloody uniforms AC: 19 (-1 size. The checks troll. but no automatically delivering 3d6+9 points of serious injury occurs. range increases to 60 party as soon as it discovers they are in feet. their rendezvous with their contacts. Troll: CR 8. or rather just describing the creature continue until one side or the other physically. if downwind. but do the victim. Cha 8 broken. makes the detection. Str (German and Austrian—all paper money 23. a cursory search is DC 20). however). page 137 in the Players Handbook). have the player characters confusion by referring to the creature as a check again. HD 10d10 +70 ranging in size from adult through child. or otherwise useless weapons.

uniform. Cha 10. Move Silently +9. 2 spare +6 (2d8). +3 Will +8. four full magazines Wis 17. Move Silently +8. Spot +8 Feats: Automatic Weapons Proficiency. two stiehlhandgranate. First Aid +2. Veteran Waffen SS Soldier (SS- Runes—The blood mage knows 9 Scharführer Oskar Mueller) runes: Ansuz. Class: Grt 4. Castle Schloss 5 Waffen SS Soldiers (SS Grenadiers Possessions: Sturmgewehr 43. Cha 10 runestones. Skills: Driving +2. now has been transferred to duty at Schloss Fenris. He feels that he Shot. +1 SS-Scharführer Mueller is a veteran of Armor). AC 12 (+1 Dex. hp 6. Sense Motive +10. Attack: PPK gives them a +2 morale bonus to Will +10/+5 (2d6). Init +1. Wunjo +1 Armor). ammunition. Most are 18 or 19 years old. fresh out of the Hitler Feats: Command. SV Fort +3 Ref saves. Str 12. Rank. Spot +5. Init +1. Spellcraft +15. by Special Qualities: Devotion: The devotion his way of thinking. Skills: Bluff +11. Command Voice. of SS members to the Nazi party AC 12 (+1 Dex. Schmidt and magazines of 7. of SS members to the Nazi party It is Von Friegang who summoned the gives them a +2 morale bonus to Will air wraith. Int 16. hp 24. SV Fort +5 Ref +2 magazines. First Aid +9. 30 rounds of 9mm Will+3. Knowledge (arcana) transferees to the unit stationed at +15. Attack: MP40 +3 (2d6). Kohl. mage suffers no fatigue cost from casting spells. he is here while members of his old unit Feats: Automatic Weapons Proficiency. Init +1. Dex 12. Helmut Von Freigang) Wheeled Vehicle Proficiency CR 12: Medium-sized human. are fighting and dying on the Russian Firearms Proficiency. Sowilo. SV Fort +3 Ref+1 Will+2. Str 11. Swim +6. Eihwaz. Cha 18 of 9mm ammunition. AL: LE. He embodies all of the ideals of National Firearms Proficiency. He is a loyal Nazi. Leadership +10. low and unlit through the mountains led Von Friegang to believe that a secret 71 Brian Perlis (order #12741268) . Speed 30 ft. the subjects of the lycanthropy Simple Weapons Proficiency. Hide +5. Point Blank Socialism…and worse. Concentration +13. Con 12. uniform. fervent in their belief in the +14 precepts of National Socialism. They are fresh-faced young Spot +9. The presence of a C-47. Str 12. and Weapons Proficiency. feels some degree of guilt at the fact that Move Silently +5. Mannaz. and Dex 12. Their Enlarge Spell. helmet. Hide +8. Con 12. Diplomacy +11. Youth units back home in Germany. Simple represents the true Aryan Superman. Rank. Von Friegang is a fanatic. Laguz. 2 stiehlhandgranate CR 1: Medium-size human. SS units that rolled across Poland. flying Saves. hp 63. Teiwaz. Extend Spell. AL: LE. Rapid Shot. uniform. experiments of the SS—these are the men Toughness. Weapon Focus (MP40). Spd 30 ft. Wis 11. Shot. Telscher. Mueller was part of the LE. These men are some of the newest Intimidate +10. Dex 13. Con 12. Wheeled Vehicle Proficiency. who are placed in rooms with frenzying Wheeled Vehicle Proficiency wehrwolves to see if they can contract Special Qualities: Blood Magic—the blood lycanthropy from the attacks. but Skills: Driving +2. Simple Weapons SS Blood Mage (SS-Standartenführer Proficiency. helmet. AL: the eastern front.92mm ammunition. Ehwaz. Weapon Focus PPK. Spd 10. Class: Ofr Special Qualities: Devotion—the devotion 6/Adt 6. Weapons Focus: that his adherence to the ancient ways of MP40. Class: Grt 1. 24. He 43. AC 12 (+1 Dex. 4 full Kahnert. Kenaz. Attack: Sturmgewehr 43 Possessions: Walther PPK. Firearms primary purpose at the castle is to act as Proficiency. Weapon Focus: Sturmgewehr Thule set him above even other Nazis. Int 10. Possessions: MP40. Point Blank front. Rank. +1 Armor). Heighten Spell. Use Magic Device idealists. Reinhart) helmet. Search +3. Int 10. Wis 11. CR 4: Medium-sized human. represents the elite of the Aryan race. First Aid +2. Schloss Fenris.

Once the player characters decide to Second Floor enter the inn. there are no sounds of activity coming from within…although it is somewhere First Floor around four in the morning. with all of the yourselves walking along the side parts strewn to and fro. A fire is burning in the hearth. they are met with a scene of visceral horror. which forefront of any effort to uncover it. read or paraphrase the fact that there appears to be no following: damage to the structure of the room itself. the player characters arrive looking for all the world like at the roadside inn that marks the somebody set off a half-dozen location of their rendezvous with the anti-personnel mines within the Austrian fifth columnists. although there are some signs of given the fact that the blood has recent motor-vehicle traffic…and yet to dry. Following the trail of the road When the player characters view this for a short distance brings you to horrific sight. Lamps are lit on the 1 first floor. although the 2 paint is worn away. The something is up. The only these mountains—little more than thing that can be told is that they two wagon-wheel ruts in the dirt. if not for the approach. There is no way to see into the inn from the outside— decades of greasy cooking-smoke and the 9 pipes and cigarettes of the patrons have 7 covered the thick glass windows with a yellowish film. died horribly…and fairly recently. Castle Schloss is a rough-hewn wooden representation of what appears to 3 be a mug of beer. The forest thins. and the light is visible through the heavy glass windows. If the save is failed. The sign over the door becomes shaken (-2 to all attacks. Despite the lights. thankfully no sign at all of any tracked vehicle traffic. so that The Inn is not that unusual. Pieces of human bodies litter the floor. however. the tables. and you find It’s hard to tell. exactly how of what passes for a road up in many people died here. if the wreath of smoke trailing from the chimney is any indication. covers the entire room from wall to Slaughter at the Inn wall. As they confines of the room. and there is no name visible at all. saves 72 Brian Perlis (order #12741268) . The characters can make a reconnaissance of the area—the zone 5 around the inn is clear. the character roadside inn. effectively obscuring the view of the interior. Allow the 4 characters to make a spot roll (DC 10) to 8 determine this—it adds tension to the proceedings if they’re not sure if their 6 search was effective. Read or paraphrase the following: operation of some kind is underway— which is why a man of his rank is out The interior of the inn is like here on a simple patrol. He knows that walking into a slaughter house. they must make a Will save the doorstep of a small two-story (DC 15). and the walls— Eventually. and wants to be at the floor is slick with blood. although the windows on the second floor are dark.

of meat thrown about and blood He reaches for the cigarette. The rest of the room is filled room. creak under the weight of Critical failure of the save results in the something moving around on the character panicking and fleeing—the second floor. a although any character who thinks to nervous.” His voice quavers. ruined head of the innkeeper sitting in a pan filled with apples. and 5) Room One: This room’s door is decide to head out). noticing that it long bar with beer kegs behind it (as well has soaked up some of the blood as a door that leads to the kitchen/ that covers every surface in this pantry area). Characters climbing characters some time to ask these the stairs must make a Dex check at DC questions amongst themselves. Nervously. the third of which is open) If the characters decide to search the and two along the east (both closed). He goes for his pack of was read above gives the main view that cigarettes. He fails his closely. in a macabre display of humor. if they don’t. There is a large this carnage? The wolves? The witch? The portion of a corpse at the top of the Nazis? stairs. Any characters astute enough falling). (Characters who use flashlights or carry a lantern from the faced the troll in the woods realize that first floor. consult the map of the roadside paraphrase the following: inn and the descriptions below: Broome stands in the middle of First Floor the blood soaked room. cooking area for the rudimentary meals “This appears to be what’s left of served by the proprietor. out-of-place sound in the look into the oven will discover the grave quiet of the inn’s main room. make a Will save The characters obviously have at this discovery (DC 10). read or paraphrase obliterated. the manage to overcome an opponent (and floor boards above your heads thereby re-establish their confidence). failure and questions at this point: What happened to critical results as above) the resistance members? Were they 3) Stairway: a flight of stairs. to closely examine the bodies sees they appear to have been torn apart by Second Floor something with claws. The room is dominated by a changes his mind. from his pack. given the tooth marks none of the lamps are lit. and partially The second floor is complete dark— consumed as well. but everywhere. building 10 to avoid slipping the slick blood and up the paranoia and fear of immediate falling down the stairs (1d4 damage from discovery. As he drags room. Castle Schloss and skill rolls) until they successfully CREEEEEEAAAAK! Suddenly. dances and shakes like a firefly on 2) Kitchen/Pantry: This room serves a summer night. the wall. lads. greets anyone entering this room…pieces dropping one on a nearby table top. as well as a “Well. Read or property. he grabs another with hand made tables and chairs. heading discovered? Was the troll responsible for to the second floor. with three doors along the much smaller scale than would be caused west wall (the first of which is smashed by such an immense creature. the wounds are of a the top floor. (Again. For the character’s search of the save (although not critically).) and splintered. 73 Brian Perlis (order #12741268) . A dartboard is hung on the west heavily from the smoke. but fumbles with them. resistance. A stairway on the north wall heads glowing cherry-end of the cigarette to the second floor. Characters must on some of the flesh. places it between his arranged at various points throughout the lips and lights it. whereas the troll was certainly capable of 4) Hallway: A single hallway occupies this level of carnage. The room beyond appears to have once been a guest room. and his blood has covered the stair The War Master should allow the player from top to bottom. There is not our friends in the Austrian nearly as much blood in this area.” He chuckles slightly. torn practically off it’s hinges the following (LOUDLY): and ripped to shreds. examine the upstairs of the inn more Broome is in a bad way. as food storage for the inn. character must be stopped by another hero and calmed down (the other hero This should prompt the players to must make an opposed Persuasion roll). inn (or for that matter. shaking 1) Main Room: The description that visibly.

Cha 4 Special Qualities: Sneak Attack +1d6. and. Two SS men two small homemade satchel charges from the castle. Str 12 Dex 17. They attack anyone disturbing their feast. allow visibly upset)…creatures from Hell! them a Spot roll (DC 10) to hear movement They sprouted fur and fangs and within the wardrobe. Lazlo gets While the characters are searching. is relatively intact—its throat has been torn out and its heart has The doors open. Move Silently Contacts 1/week +6 Possessions: Civilian revolver and four Feats: Weapon Finesse (bite) rounds of ammo. SV Dire Rats: CR 1/3. some others. porcelain water bowl) and a moth-filled and there are blood spatters and wardrobe are the only features of the smears all over his clothing and on room.AL CG. +1 Natural) Attacks: Skills and Feats: Driving +2. There are also maps of the knew about us…it just seemed like surrounding area. and when THEY arrived. Bite +4 (1d4). have been warped by proximity to the Viktor Lazlo CR 3: Medium-size castle. Skills: climb +11. Hide +2. A body is lying As the doors to the wardrobe are on the floor as well. (+1 size. and just Schloss Fenris. 7) Room Three: The door to this room “Oh Thank God!” He exclaims. We were rounds of . young contains: two civilian revolvers with 50 Dieter. Hide +11. I can’t remember exactly how used by the fifth columnists. read or two night stands and a larger wardrobe. Class:Res 3. Str 10. AL: N. Automatic Weapons Proficiency Wis 12. compared to the opened. AC 15 Con 11. identical to Room Four. read or paraphrase the following: carnage downstairs. man dressed in civilian clothing. The resistance claws and then there was tearing member Viktor Lazlo (from the opening and biting and howling and fiction). His eyes are wild. Atk Civilian revolver (2d6-1). Hit Dice 1d8+1 (5 hp). It is a guest room (like all of the others on this floor). Init +3 (Dex). Uwe. but only does 8) Room Four: This is one of the large so in response to questions due to the guest rooms—the bed is larger. about a dozen in the wardrobe—this is a weapons stash of us. within. because he is lying along the floor the room and smashed. Dex 17. as was the of the wardrobe. They are larger than normal. SV Fort +3 Ref +5 Leadership +3 Firearms Proficiency. and out falls a been ripped from its chest. Cha 11. That’s shotguns with 18 12-guage cartridges. Hans. surrounding the torn-apart body of Viktor Lazlo. A moldy mattress he clutches a civilian revolver in (unmade). 74 Brian Perlis (order #12741268) . and Human. two sawed-off waiting for the rendezvous. If the running and slicing and screaming players fire into the wardrobe before and screaming and screaming and opening. 9) Room Five: This is the second large They…changed. AC 13 (+3 Dex). Con 12. the head of the Austrian one of the resistance soldiers. not standing. including the location of they were…hunting. is open. Castle Schloss although the bed has been thrown across story). Spd 30 ft. have no fear of man. a rickety nightstand (with a shaking hands. his face and hair. Wis 10. Blood covers the Questioning the man reveals that he is floor.38 ammo. but legs are wounded and bloody. Speed 40 ft. paraphrase the following: Allow characters who are searching a chance (DC 15) to discover a false bottom “We were all here. Special Attacks: Disease Special Qualities: Scent Lazlo is able to tell the player characters what happened. wounded. +3 Dex. Fort +1 Ref +3 Will +1. Initiative +3 (dex). above. Myself. men (At this point. Three large fifth-column resistance unit that the OSI rats are currently gnawing on the remains. and this one is untouched. happened to find the inn. Int 11. They became wolf- guest room.. is hiding. Will +3. Int 1. The stash many. hp 4 (normally 11). nightstand and wardrobe. operatives were supposed to meet here at These rats are not normal rats—they too the inn. If asked. I don’t think they with fuses. His 6) Room Two: Another guest room. the shots miss (fudge this screaming and screaming and roll…Lazlo is kind of important to the screaming…. and it has fact that he is in shock.

prayed the player characters would arrive. succeed at a Fortitude save (DC 15) or but not killed. he found himself a is what was once Viktor Lazlo. having been wounded. Viktor Lazlo is wounded by a werewolf’s attack must now a werewolf.” Broome says. so approaching the castle is hp 55. Course black fur legends may realize that Lazlo. required to snap him out of it to answer clawed arm. he trails off into near Broome starts up the stairs but is catatonia. SV indicates that Himmler is planning on staying there at least another two days. Atk: Claw +8 made in the dark— and intelligence ((1d6+3). He is open to argument however. Broome recommends the party hide out in Con 15. this is the last Leadership +3 Firearms Proficiency. down the flight. Werewolf: CR 6: Broome points out the sun is now Medium-size Humanoid. there is no way they know this. yellow eyes. The approach is best (+3 Dex +2 natural ). The single swipe Lazlo tells the heroes he was wounded of the massive talons tears open a during the slaughter and played dead— section of his gut. Int 11. Regardless. A persuasion roll of DC 15 is suddenly struck by a massive. knocking him back any further questions. He has the following abilities: A Wolf in the Fold Curse of Lycanthropy: Any human As alluded to earlier. Class:Res 3. has been transformed into a lupine aspect— infected with lycanthropy himself. He has no control players nervous. although they hang in tatters over a (Any players familiar with werewolf much larger frame. Spd 50 ft.) Viktor Lazlo. leaving him lying under the bodies of his comrades as bleeding and broken on the floor. rising. Init +3 (Dex). A encountered werewolves before or has a werewolf. the opponent cannot react approach to the Castle. by another lycanthrope. Broome begins provoking an attack of opportunity. Wis 10. communicate and empathize with wolves “I’ll get him. This gives them a +4 exasperated. “Should be racial bonus to checks when influencing understanding I suppose. and dire wolves. blood rage that he doesn’t understand. Knowledge (arcana) skill (Check at DC 15). ready to go. the party needs to find a Trip place to hole up until the sun sets again. contract lycanthropy. Hide +2. pointed ears. Everyone is to trip the werewolf. Trip: A werewolf that hits with a bite Read or paraphrase the following: attack can attempt a trip as a free action without making a touch attack or As the sun sets. have the players make the Lazlo is a fledgling werewolf. and occasional Spot roll while on sentry duty. place that anyone would expect to look Automatic Weapons Proficiency for them. Special Attacks: Curse of Lycanthropy. Bite +8 (1d6+3) AL CE. and However. Wolf Empathy The next 12 hours pass uneventfully. unless the attack is silver. unless the character has snarling. murders that occurred here. Once the Standing at the top of the stairs wolf-men left the inn. Fort +8 Ref +3 Will +6. Str 14 Dex 17. If the to round up the squad for the final attempt fails. Cha 11. silver. 75 Brian Perlis (order #12741268) . and is driven by a until the sun begins to set. He’s been the animal’s attitudes and allows the through a lot. regular army…” Lazlo the werewolf continues to attack the party until he is killed. When the sun sets for the first time after Damage Reduction 15/Silver: The his attack. subsequently not nearly as powerful as to no real effect other than to make the the SS Wehrwolves. except that apparently Wolf Empathy: The werewolf can Viktor is still upstairs. the inn—his logic is that given the Skills and Feats: Driving +2. having covers his skin. Castle Schloss At this point. AC 15 extremely dangerous. His place to hide in case they came back and clothes are still recognizable. The real fun doesn’t begin over his transformation. fang-filled muzzle. and his head has been attacked but not killed. characters. Special Qualities: Damage Reduction 15/ and Lazlo must come with them. If the War Master is feeling particularly nasty. the wehrwolves tore into them. he transforms into his wolf werewolf ignores 15 points from every man form and attacks the player attack. and it’s not as if he’s communication of simple concepts.

but making and the opposition that the player enough noise to alert the guards in the characters can expect to find within. This chapter details the area off the cliff as well. It is manned by penalty if the uniforms are battle a squad of six SS soldiers on the outer damaged or bloody). Failure indicates actions of the player characters. banging off the rocks all the way down to After that. they have no way of knowing who is infected Castle Environs or not. lads. sneaking up that way. The south approach to the castle is a There are several ways that the player single road.). fall. or a Detonating any mines not only ravages direct assault (not recommended. This patrol is made up of five Waffen SS soldiers and Castle Defenses one Waffen SS veteran (see the stats from Schloss Fenris is surrounded by a two- the SS Unit encounter in Scene Two). “You all sides by sheer cliff walls. wehrwolves. but you the characters with flying shrapnel. all that remains is a castle the jagged points below. surrounded on three insisting that someone shoot him. Please…do the act. they can manning two MG42 machineguns (2d8 attempt to bluff their way past the guards damage) and a panzerschrek rocket at the gatehouse. of the check for lycanthropy—so. template). the players are going to Sneaking in is probably the most have to consider what to do with the advisable option. From towers (q.” climb these walls requires a climbing roll He pleads. The story high thick stone wall. the castle itself. indicates not only a fall. and another leaves at night. they then find themselves at the walls themselves—two story high From here on out. (obviously). tower is manned by five men. This requires that a launcher (6d8 damage). If the players decide they need to grab Anything coming straight up the road is some uniforms. and must and penetrate the castle.v. It is up the characters fall to the base of the wall. Any attempt to saw what happened to that poor bastard. and Reichsführer Hienrich Himmler. with a player characters would have to ambush matching gatehouse and four-story high the SS and manage to get the uniforms towers at each corner of the wall. Do not tell the players the DC and its defenders will show. 30 foot burst radius). but never know what players will come up also definitely alerts the SS unit within with). right? companions. the only chance they spotted by the guards in the towers and really have is to ambush a patrol. and another group of five on 76 Brian Perlis (order #12741268) . since a direct assault is characters that have been wounded but near suicidal. What should they do? The castle known as Schloss Fenris Broome makes the matter worse by sits upon a peak. but he knocks into 1d4 of his No problem. Critical failure surrounding the castle. SS Blood indicates that not only does the character Mages. the plot of the stone walls that must also be climbed— adventure depends solely upon the these are DC 15 to climb. I’ve made my peace. player character be able to speak German The gatehouse is a two-story structure. as the detail of the castle not killed. Put me down.” taking 20d6 points of damage from The players have to make the final call. character falls the length of the cliff. attempt to grab some (6d8 damage.”And it’s not going to happen to at DC 20. gate (armed with MP40s and users in the party may decide to devise Stiehlhandgranates (see standard magical means to get past the guards. There’s no chance of patrol leaves the castle in the morning. to them to decide how they will approach taking 2d6 points of damage. here…it’s all up to them. the castle. Of course. One the gatehouse. The land on either side of the characters are most likely to choose to road is a minefield—A high-density field approach the castle: attempt to sneak in (rating 13) of “Bouncing Betty” S-Mine 44’s surreptitiously. If the player characters somehow scale Schloss Fenris the cliffs. Castle Schloss After the battle. any magic. A critical failure full of Waffen SS. then assassinate make a DC 10 Dex check to avoid falling Himmler. forcing them to make Scene Three: additional DC 20 Dex checks to avoid falling and suffering the same fate. and only succeeds on an with a portcullis on the outer wall and opposed Persuasion roll (inflict a -2 another on the inner wall. uniforms and walk in unnoticed. Each without damaging them too heavily. who are If they manage to do so. Failure indicates that the this man-jack.

In the event of a firefight or any other loud combat. uniform. Spot +8 Damage Points 50. 4 full magazines of damage). SS-Standartenführer Helmut Von size human. Int 10. Suspension 20) Wis 11. Simple Weapons +3 Will +8. Dex 12. AC 12 (+1 Dex. Weapons: 75L24 cannon (turret) and Firearms Proficiency. Cruising Speed 75. In addition to the soldiers listed above. 2 Just inside the walls. Wis 11. Cruising speed 90 +1 Armor). hp 24. SS-Standartenführer Klaus Con 12. the castle also boasts the waves against the player characters in 2d4 following additional threats: rounds. 20mm cannon with AP rounds (3d10 Possessions: MP40. Dex 13. AC 12 (+1 Dex. Weapons Focus: Lower Hull 20/15/20. Saves. Str 12. Spd 30 ft. Deck Will+3. 4 full magazines of 7. Weapon Focus (MP40). Attack: Sturmgewehr 43 Weapons: none. Damage Points 20. AC 12 (+1 Dex. of SS members to the Nazi Party Leadership +13. Feats: Automatic Weapons Proficiency. Class: Ofr Move Silently +5. Armor: none) Possessions: Sturmgewehr 43. Wheeled Vehicle Proficiency. Str 12. you may currently parked here: want to occasionally have some of the SS soldiers armed with Four Opel-Blitz troop trucks (AC 12. Init +1. Point Blank MG34 (flex mount on turret) Armor: Shot. hp 6. Weapon Focus: Sturmgewehr Suspension 30. AL: LE. Armor: Upper Hull 2/ panzerfausts) 2/2. 9mm ammunition. AL: LE. Rapid Shot. Point Blank +10/+5 (2d6). SV Fort +3 Ref+1 Will+2. Upper Hull 40/10/15. is the vehicle compound.92mm ammunition. nonstandard weaponry. Cha 10 Skills: Driving +2. Cruising Speed 90. various locations throughout. Special Qualities: Devotion—the devotion Diplomacy +10. Simple Turret 35/10/10. Hide +5. uniform. Rank. Freigang (unless he was killed Spd 10. Damage gives them a +2 morale bonus to Will Points 20. Dex 12. Cruising speed 75 Sturmgewehr 44s. 2 stiehlhandgranate the castle has the following inhabitants at 24. Concentration +12. Weapons Proficiency. Attack: PPK Firearms Proficiency. Spot +5. First Aid +9. SV Fort +3 Ref Shot. SV Fort +5 Ref +2 hull 2/2/2 Lower Hull 2/2/2.. Deck 6. Move Silently +9. hp 57. Castle Schloss the rooftop. mortar) Special Qualities: Devotion: The devotion of SS members to the Nazi party Himmler’s Staff Car (AC 12. CR 12: Medium-sized human. Search +3. 77 Brian Perlis (order #12741268) . Hide +8. armed with two gives them a +2 morale bonus to Will panzerschreks and a carriage-mounted Saves. helmet. flamethrowers. during the forest encounter) Attack: MP40 +3 (2d6). Special: Smoke 43. 2. Class: Ofr 4. In addition to these standard SS these men are alerted and will come in soldiers. Rank. Cha 10. in the main stiehlhandgranate 24. Lower Hull 2/2/2 Deck 2. Three SS Blood Mages 45 Waffen SS Soldiers CR 1: Medium. Two Kubelwagen (jeeps) (AC 14. +1 Armor). Wis 17. Weapons: none. Schumann Skills: Driving +2. One Sdkfz 234 armored car (AC 14. First Aid +2. Int 10. Move Silently +8. Init +1. 17. Con 13. First Aid +2. 6/Adt 6. There are several vehicles (To shake up the players a bit. such as Damage Points 40. MP40. helmet. Init +1. Class: Grt 1. +1 Armor). or Weapons: none. courtyard of the castle. Con 12. Suspension 20) 10 Veteran Waffen SS Officers CR 4: Medium-sized human. Int Proficiency. Speed 30 ft. AL: LE. Str 13. Cha 16 Wheeled Vehicle Proficiency Skills: Bluff +11. Feats: Automatic Weapons Proficiency. Armor: Armor: Upper +6 (2d8).

Rank. Firearms Proficiency. Attack: MP40 +11 2d6. Weapon Focus PPK. Feats: Automatic Weapons Proficiency. Bite +13 (1d6+2). Control Shape +5. Knowledge mage suffers no fatigue cost from (arcana) +12. Weapon Focus PPK. Hit Dice 7d10 (68 hp). Cha 18 Toughness. Teiwaz. Claws +13 (1d6+3). Skills: Concentration +10. Runes—The blood mage knows 9 runestones. Deadeye. Demolitions +4. Move Special Qualities: Blood Magic—the blood Silently +9. helmet. Improved Initiative. Ehwaz. Wis 16. mage suffers no fatigue cost from helmet. 30 rounds of 9mm ammunition. Hide +12(+14). Kreiger Spot +10. 3 0 rounds of 9mm Special Qualities: Blood Magic—the blood ammunition. Rapid Shot. Listen +11(+15). Intimidate +9. Ehwaz. Init +6 (+2 Dex. Str 14 (16). Command Voice. Simple Weapons Othala Proficiency. hp 49. Extend Spell. 18. AC 12 (+1 Dex. Mannaz. +2 Will +7. Dex 12. Use Magic Device CR 12: Medium-sized human. Laguz. uniform. Attack: PPK Enlarge Spell. Intimidate +10. Command Voice. Spellcraft +14. Driving +5(+7). uniform. Firearms Laguz. Knowledge (arcana) SS-Sturmbannführer Markus +15. Leadership +9. Feats: Command. Int Simple Weapons Proficiency. Use Magic Device +12 Runes—The blood mage knows 9 Feats: Command. Swim +6. Thirteen Wehrwolves CR 9: Medium-sized human. Enlarge Spell. +4 Improved Initiative/ +8 in wolf form. Spot +10 casting spells. Speed 30 ft/60 ft. casting spells. Improved Unarmed Strike. Improved Critical: MP40. runestones. Wis 13. runes: Fehu. AC 13(+2 Dex. SV Fort +8 Ref +3 Will +6. 2 spare Wheeled Vehicle Proficiency magazines. Weapon Focus 78 Brian Perlis (order #12741268) . Spot +12(+16). Endurance. Disable Device +4. Init +1. Wheeled Vehicle Proficiency First Aid +8. Search +8(+12). Firearms +10/+5 (2d6). Class: Ofr +12 5/Adt 6. Speed 30 ft. Nauthiz. +1 Armor) AC 17 in wolf or hybrid form. Extend Spell. Rank. Weapons Finesse (bite). Proficiency. AL: LE. runes: Ansuz. Mannaz. Simple Weapons Proficiency. SV Fort +2 Ref Proficiency. Eihwaz. Cha 12 Skills: Climb +5 (+6). AL: LE. Spellcraft +13. Kenaz. Con 15 (19). Blind fight. Sense Motive +10. Point Blank Shot. Pertho. +1 Armor). Int 12. Class: Grt5/Com2. Possessions: Walther PPK. Kenaz. Dex 15 (19). Move Silently +12(+14). Thurisaz. Str 14. Ingwaz. Con 12. Uruz. Diplomacy +9. Heighten Spell. Wilderness Lore +4(+8). Possessions: Walther PPK. 2 spare magazines.

Possessions: Walther PPK. of course. Medium-sized human. 2 spare Simple Weapons Proficiency. one outer the Wehrwolves to attack but not kill SS and one inner. into lycanthropes themselves. Othala. Castle Schloss MP40. the Blood Mages experiments—trying to get gatehouse has two portcullis. Sowilo. uniform. Raidho. Focus: Luger. 1) Main Hall: This is the great room of And. Doppleganger sent by Himmler (who is 2) Kitchen: This is where the food of now paranoid and never leaves Germany the castle is prepared. Str 11. runestones. First Aid +10. +15 trip Feats: Command. Thurisaz. Spell magazines. Possessions: Uniform. 30 rounds of 9mm Penetration. on the walls because Himmler likes them. Sense Motive +9. attack must succeed at a Fortitude save Eihwaz. It has been himself). 4) Enlisted Mess: This was once a fine Skills: Bluff +11. and Uruz (DC 15) or contract lycanthropy. use as the enlisted men’s dining area. only feature of this room. Init +1. Command Voice. the opponent cannot react to trip the werewolf. Tactician. +1 Armor). if anyone should his or her own campaign). This gives them a +4 First Floor racial bonus to checks when influencing Towers: The towers have their the animal’s attitudes and allows the entrances on the first floor. Natural Born Leader. Firearms Proficiency. the area filled with cots and trunks. Hienrich Himmler the castle. Along the player characters are somehow successful walls are displays of suits of armor in killing him. 1d6+3 attack can attempt a trip as a free action damage plus energy drain (1 level per without making a touch attack or strike)) provoking an attack of opportunity. Spd 30 ft. Special Qualities: Damage Reduction 15/ Extend Spell. Cha 18. this CR 15. silver. Long tables with folding chairs are the Leadership +12. Move Silently +9. Luger and 4 Damage Reduction 15/Silver: The complete magazines of 9mm werewolf ignores 15 points from every attack. Knowledge (arcana) few massive paintings. The following are the stats for tapestries and a huge marble staircase Himmler are provided—however. and has been converted for Diplomacy +9. dominated by massive himself. Spot +10. Algiz. 79 Brian Perlis (order #12741268) . Int 16. Reichsführer Heinrich Himmler 3) Servant’s Quarters: Originally. apart from a Intimidate +11. the following stats are not (standard D20 plate mail) and medieval actually Himmler (unless the War Master weapons (use the stats in the Players has no problem with altering history in Handbook for these. AL: LE. Concentration +13. he’s also here to oversee the Gatehouse: As stated before. unless the attack is silver. it serves as one of the areas AC 12 (+1 Dex. which were kept +15. Attack: where the soldiers are housed. but rather a chose to use them for some reason). Weapons ammunition. Wolf Empathy Heighten Spell. All of the Luger +9/+4 (2d6). Spellcraft +15. hp 75. SV Fort luxury fixtures have been removed. dining room. lived. the top. Wolf Empathy: The werewolf can Castle Locations communicate and empathize with wolves and dire wolves. entirely given over to a massive spiral These 13 Wehrwolves are the special staircase going up to the guard station at unit that Himmler is here to honor. Use Magic Device Special Attacks: Curse of Lycanthropy. Class: area was where the butlers and maids Ofr8/Adt7. Wis 17. and +3 Ref +3 Will+8. Dex 12. Con 12. converted from a gourmet kitchen to one capable of feeding over 100 always hungry soldiers. wounded by not killed by a werewolf’s Mannaz. but are communication of simple concepts. SS Blood & Honor Trip: A werewolf that hits with a bite Dagger (+3 magical weapon. if the going up to the second floor. Actually. If the attempt fails. Special Qualities: Himmler knows 10 Curse of Lycanthropy: Any human runes: Dagaz. Weapon Specialization MP40. helmet. Now. Wunjo. Swim +5. ammunition. The mechanism for opening volunteers in an effort to transform them the portcullises is on the second floor.

1) Command Center: This is the If they are unaware of that rendezvous. Panzerschreks pack. the sleeping quarters for the SS officers. (with rockets) and grenades are stored 4) Blood Mage Quarters: The three here. 5) Himmler’s Quarters: These are the 6) Meeting Room: This is the room rooms given to the Reichsführer when he where Himmler. filled with the machinery for the wireless 3) Laboratory: This is the room where broadcaster (radio. They are the finest SS Officers meet to discuss operations appointed rooms in the castle. Sturmgewehr the sleeping quarters assigned to the 44s. they benches. War Masters who are feeling unused room. at other rooms they have converted. this is where they are locked. and a know there is a pilot by the name of metal water bowl. lighted map which attendants Sounds like a good excuse for an move unit markers on with long croupier adventure. It is remove them. the Blood Mages. ranging from attempting to reached from this center. They sleep together. and there is also distill longevity elixir from peasants a hotline to the Reichschancellery—Hitler’s (accidentally creating zombies) to office. it was a bedroom. Morse. books. 0930 hours). with lamps and crystal water the castle. in fact. for certain enlisted men. the players find themselves in this room. a couple of rough wooden characters asked the right questions. and the is at the castle. additional 1d4 runes. particularly mischievous may choose to although now it is filled with sheet- put certain recognizable occult tomes on covered furniture and paintings from the these shelves. like a ammunition. complete right down to get out from behind enemy lines. the big. Player for Himmler. two porcelain bedpans. There are 1) Communications Suite: This room blood stains on the walls and floor has been converted to the despite the best efforts of the staff to communications center of the castle. It has a long 6) Library: This room is the library of oak table. 2) Additional Enlisted Quarters: This 4) Weapons storage: this room has second floor room is reserved as a perk been converted to a weapons locker. Lugers. to grab some of these telexes and provide 7) Officer’s Quarters: This area houses valuable intelligence to Allied operations. save for barred way back to Allied territory. 2) Experiment Room: This is the room where SS Volunteers are exposed to Second Floor the fury of raging wehrwolves. There are teletype machines here converted to sleeping quarters for the that are wired down to the soldiers. and able to be grabbed by desperate Blood Mages are quartered here. it was a bedroom. Strassen waiting for them at a private 8) Storage: This room is where the airfield outside of Vienna. Formerly. Formerly. filled floor to ceiling with carafes. just to tempt the player other rooms on this floor. Most of the books are of an occult 7) Empty Room: This is another nature. which point Strassen is able to secret fly Third Floor them back to either Italy or France. Should player characters. and the SS characters who get this far might be able officers. characters into taking them along with them. the Blood Mages. summoning demonic entities. Castle Schloss 5) Additional Housing: Another room sticks. They can Nazis throw the furnishings from the attempt to travel to that rendezvous. MG42 machineguns. (once per day. stereotypical “war room” you’ve seen in a then it’s up to them to figure out a way to hundred movies. Any Nazi the Blood Mages attempted their other unit in the European theatre can be experiments. etc). Getting Out of Dodge 7) Prisoner’s Quarters: In the event Whether the characters are successful the unit stationed at the castle takes any in their mission or not. landmines. where all of the armaments for the unit 3) Wehrwolf quarters: This room is are stored. If the windows. 5) Empty Room: This room is unused OSI mages find books that teach them an by the current occupants of the castle. It members of the party must work their is completely empty. relaying orders back and forth from room has been converted to a dining area Berlin to units in the field. MP40s. communications suite on the second 6) Officer’s Mess: This former drawing floor. But that is a tale for another day… 80 Brian Perlis (order #12741268) . all necessary wehrwolf unit. the surviving prisoners.

Tower Tower Tower 2 3 2 3 1 4 1 5 4 5 Third Floor 6 7 6 7 Courtyard Courtyard Tower Gate Tower Gate Tower House House First Floor Tower Tower 1 2 3 4 5 6 7 8 Courtyard Tower Tower Gate House Second Floor Tower Tower 81 Brian Perlis (order #12741268) .

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