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DISCOVER THE SECRET OF SKELLEN ISLAND!

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ACHTUNG! CTHULHU CREATED BY CHRIS BIRCH

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Contents

Operation
Vanguard

Mission: Operation Vanguard...................... 4


Act 1 :Getting There....................................... 6
Scene 1 Arming Up..............................................6
Scene 2 Making Waves.......................................7
Scene 3 Going Ashore........................................8
Scene 4 A Safe Haven......................................10
Act 2: To The Lighthouse................................
Scene 1 A Fish Man’s Friend............................. 11
Scene 2 The Ambush Site................................ 13
Scene 3 To the Lighthouse.............................. 14
Act 3: Skellen Island........................................
Across the Ocean Blue..................................... 19
Further Scenes.................................................. 20
The Grand Finale............................................... 24
Debriefing..................................................... 27
Mission:
Mission  Operation Vanguard

Operation Vanguard
Synopsis
Operation Vanguard details a covert Section M operation captured the Deep Ones, and then observe and analyse
on the north Netherlands coast in August 1940, where the tactical situation to determine the best way to get
the agents will investigate Installation 41, a strange new themselves onto Skellen Island. The agents will also visit
facility operated by Nachtwölfe. Following the fall of the St Olaf’s lighthouse and attempt to disable the radar
Netherlands in May 1940, Nachtwölfe quickly rushed to antennae which protects the passage to the base.
establish this experimental base on the remote Skellen
Island near the small town of Nermegen. They came In the final act, the pace picks up considerably and is more
with one sinister goal: to capture some Deep Ones and action oriented. The agents journey to Skellen island itself,
investigate the regenerative qualities of that undersea race and must overtly or covertly penetrate Installation 41.
for use in super soldier programmes. There, they must discover just what Nachtwölfe are up to,
gather what intelligence they can, and decide on the fate
The first act of Operation Vanguard details the Section of the Deep One captives. The base presents a formidable
M agents’ preparations for the raid back in Britain and obstacle and is manned by a considerable Nachtwölfe
their deployment by submarine into occupied territory. force as well as both static and mobile defences. Yet this
Once there, they will need to rendezvous with a key local daunting task may be eased by the imminent arrival of a
resistance contact, avoid detection on their approach, Deep One warband who have come to liberate the captives
make their way to Nermegen itself and establish and return them to the ocean’s depths.
themselves in a safe house as a base of operations.
This mission is set early in the Secret War and is a direct
The second act is a slower-paced affair, giving the agents sequel to A Quick Trip to France, the Achtung! Cthulhu
the opportunity to investigate their surroundings more Quickstart. It’s designed for low level/beginner agents and
thoroughly: exploring the landscape and picking up introduces them to Nachtwölfe, the Nazi’s second occult
valuable insights into the area while striving to remain faction, and the Deep Ones, the first major Mythos faction
undetected. They will need to gather information from that agents will encounter.
a suspicious local, investigate the site where Nachtwölfe

Mission Briefing & Goals


Following their initial mission in A Quick Trip to France, over the North Sea. Carter’s dinghy drifted for days and he
your agents will have a little while to rest and recuperate eventually ended up on the north coast of the Netherlands.
before they are summoned to a secret Section M office,
concealed behind an anonymous doorway within the After several minor misadventures, Carter managed to
bustle of King’s Cross on the London Underground. There, make contact with the fledgling Dutch resistance and
Lieutenant Archibald Strang, codenamed Hunter, will was moved between safe houses for several weeks, before
introduce himself as their new handler and liaison officer. the RAF were able to arrange a pick up for him. While in
Hunter is a Scotsman in his late twenties and speaks with hiding in the small coastal town of Nermegen, the pilot
a mild Edinburgh accent, but retains a twinkle in his eye learnt of a remarkable new base, which has been built on
and tends to emphasise his sentences by pointing his pipe a nearby island, an intriguing nugget of information which
when he grows animated. bears further investigation.

Hunter will begin by recounting the tale of RAF pilot Flight What’s drawn Section M’s interest is that this is the first
Lieutenant Michael Carter who recently returned to the UK confirmed sighting of a permanent presence deployed by
after ditching his Spitfire in the drink following a dogfight a shadowy organisation known as Nachtwölfe. The agents

4
Mission  Operation Vanguard
have already encountered Black Sun, but Nachtwölfe, and gather any data they can which will give an indication
the “Night Wolves”, are a rival Nazi occult force who of Nachtwölfe’s structure and intentions.
it is rumoured favour technological development and
bio-experimentation. Little is known about them at this There’s not a great deal more Section M can offer at
stage, apart from their badge which resembles a wolf’s this stage. Nermegen is a small place, home to a tiny
paw and their advanced equipment which emanates fishing fleet and some light industry, but otherwise seems
a distinctive blue glow. Section M is particularly keen unremarkable, apart from a few local legends about
to gather any further intelligence and find out exactly mermaids, sea folk, selkies and the like, typical tall stories
what Nachtwölfe are up to on this isolated, apparently you might find in any port. “It’s a sniff-it-and-see kind of
insignificant isle. operation,” concludes Strang. Aerial reconnaissance has
proved inconclusive and so the agents will be operating
The agents will be dispatched to Nermegen via behind enemy lines largely on their own, but they’re a
submarine and their mission is to make contact with the capable bunch and should be more than used to that.
local resistance, establish a base of operations, gather Section M will provide training and supplies and the
information on Nachtwölfe’s activities, and then surveil agents can choose even some specialised equipment to
this facility which is known as Installation 41. Depending help them on their way. “Good luck and god speed. You
on what they learn, they should then prepare to penetrate leave in 24 hours, so make ready, any final questions?”
the facility by assault or stealth, uncover its true purpose, says Strang, before sending them off.

Historical Background
It is August 1940, and the Netherlands is still reeling Following the Battle of France the previous year, there
from German Invasion just three months earlier. The are few major developments in the Secret War. Black
Netherlands attempted to remain neutral at the outbreak Sun is riding high after its key role in the victory and
of World War II, but in May 1940 Germany invades and is busy consolidating power, looting the museums and
after a short, sharp Blitzkrieg culminating in the bombing libraries of Europe for esoteric tomes and artefacts.
of Rotterdam, the outdated and obsolete Dutch army Nachtwölfe, overshadowed by its rival in the early
surrenders. Queen Wilhelmina and the administration part of the war, is starting to flex its muscles, seeking
escape and form a government in exile. Hyperborean artefacts and sources of Blauer Kristall,
and experimenting with new bio-enhancements and
The Germans appoint an Austrian Nazi, Arthur Seyss- weaponry, hoping to catch the eye of the Führer and
Inquart, to head their new regime, and he institutes a impress the Nazi high command.
‘velvet glove’ policy. There are no immediate repressive
measures and the Germans order goods and materials to On the home front, Section M is gathering its strength and
fuel their war machine, benefitting Dutch industry and marshalling its resources. After successfully defending
business. Any nascent resistance is at a very early stage. Britain from a Norn dreamer attack, it is now shoring up
There is resentment toward their occupiers, but many and reinforcing its defences for the first air campaign over
Dutch are uncertain about how to proceed and await England’s skies. It is also seeking information, knowledge,
developments. Over the skies of France and the English and resources that will help it fight the many occult
Channel, the first phases of the Battle of Britain are about battles which undoubtedly lie ahead.
to commence.

Difficulty Rating & Enemy Personnel


Operation Vanguard has been balanced for a party of feel and progress of your play sessions. Likewise, skill
four to five relatively inexperienced agents who will test difficulty levels are suggestions rather than hard
have usually completed one basic adventure (most and fast rules and should be adapted according to the
likely the Achtung! Cthulhu Quickstart: A Quick Trip unique circumstances of your game. Adjust, improvise,
to France). As a GM you should feel free to add or play around, and above all, enjoy! Don’t get too hung
subtract additional enemy forces, according to your up on absolute values. It’s your game and as a GM
agents’ experience and composition, how they prefer you’re entitled to have as much fun as the players (if
to play (all-out-action versus cautious stealth), and the not more).

5
Act 1:
Mission  Operation Vanguard

Getting There
Scene 1: Arming Up
Despite its make-do-and-mend ethos, Section M doesn’t This is a good chance to introduce your team to the
put its troops into harm’s way without preparing them Requisition Rules in the Achtung! Cthulhu 2d20
adequately, and the agents’ first assignment will be an Gamemaster’s Guide. This is a mission with moderate
intensive three day course under the auspices of the support, which entitles them to 5 standard requisition
recently formed Special Boat Squadron. points, plus two for each team member and they may
spend these on any of the covert British equipment listed
Transported to a remote Scottish loch and drilled under that they wish, as well as any appropriate kits they think
the eagle eye of Captain Roger Courtney and a dozen small they will need. Explosives and infiltration equipment will
wiry and extremely dangerous looking men, the agents be recommended, including wire cutters.
will acquire some skills in the new folboat technology,
a folding canoe which is ideally suited for deployment Captain Appleby is a stern and rather humourless woman
by submarine. Any agent without the Vehicles skill, in her mid-thirties, a serious presence who is a stickler for
immediately acquires Vehicles 1. Any agent who already detail, regarding the equipment in her charge as vital to
has a rating in Vehicles will acquire the Watercraft focus, the war effort, and not to be frittered away foolishly.
for use in handling folboats.
If the agents can persuade her of their noble intentions,
After completing the course, the agents will be granted via some good roleplaying, she may loosen up and be
a day or two’s rest at a Section M base to recover from prepared to help them out. Alternatively, you could
their gruelling ordeal, and then given notice that they will apply a Reason + Persuasion (negotiation) test with an
be deployed in less than 24 hours. They will also pay a appropriate difficulty. If successful in either endeavour,
visit to the subterranean lair of Captain Martha Appleby, Captain Appleby will recommend an additional item
Section M’s Quartermistress who will furnish them with from her ‘special trove’, a pair of Cornwallis Goggles
the following: (see Achtung! Cthulhu Gamemaster’s Guide) for the
agents to take with them although these will still cost 4
Covert Clothing for blending in with the local Dutch

? requisition points. A very handy tool for reconnaissance,
populace this sorcerous eyewear grants the user the See the Unseen
truth, allowing them to detect entities, ferret out secrets
Rations and supplies

? during investigations or discern things which escape the
Explosives and covert devices (at GM’s discretion)

? common gaze, albeit at the cost of a point of Fatigue
for the wearer at the end of each scene they are used.
Binoculars (allow agents to view at long range and

? Cornwallis goggles count as Minor items.
make any Observationbased tests easier by 1)

,
e n t s , s u p p li e s are limited
ully ag
Choose caref y o u e a t a nd the bullets
the fo o d
and outside of s t u ff ba c k . O therwise it’ll
nt this
you fire, I’ll wa
ur pay packet.
come straight out of yo
ss
A pp le by , S e ct io n M Quartermistre
a
— Captain Marth

6
Mission  Operation Vanguard
Mission Area HMS BUCKLER 
NORTH

RENDEZVOUS
SKELLEN
ISLAND

SAND
DUNES
AMBUSH
SITE AR
N
RI
VE
R

SAND
DUNES

0 miles 1 mile 2 miles


NERMEGEN
0 km 1 km 2 km

HEER BASE
ST. OLAF’S
LIGHTHOUSE

Scene 2: Making Waves Re: Operation Vanguard

You will shortly be deployed by folboat


to rendezvous with a resistance contact
The next day, the agents will board HMS Buckler, a British
codenamed Nightfire.
S Class Submarine and begin their three-day journey
Aim for the beach approximately two
across the North Sea toward the Dutch Coast. At 01:00 on
miles to the North East of the town above the
20th of August, Captain Bannard will let them know he is
river Arn. At 03:00 Nightfire will signal the
will be ready to surface in an hour and that they need to
rendezvous point with three short flashes
make ready to launch the folboats. He will then hand the
from a night lantern.
following sealed orders to the agents.
You will be challenged with the code
phrase “There were angels dining at the Ritz”
Bannard will explain that his orders (right) are to surface
which you will answer with signal “And a
some three miles off Nermegen, where the agents will
nightingale sang on Berkeley Square”.
deploy the folboats and paddle their way to shore. Bannard
Nightfire will take things from there.
is keen to make sure this operation goes smoothly and
You are free to use your discretion on how to
that his submarine spends as little time on the surface as
achieve your objective, but if I were you, I
possible, avoiding detection by either s-boat or enemy radar.
would remain undetected for as long as you
can. Do nothing to attract attention until
Within the hour, the Buckler will surface, sloughing off
you are ready to launch your strike.
tons of water, and its hatches will be popped. With the
assistance of the crew, it’s now down to the agents to
Good luck and good hunting.
deploy their folboats, stow their gear and get into the
water as quickly as possible.
- Hunter

7
Mission  Operation Vanguard
It is a fine night, with light breezes, the moon is hidden
behind clouds and the swell is relatively benign, so this
Mishaps
should be a straightforward Coordination + Vehicles D20 ROLL CONSEQUENCE
test at difficulty 1. Any complications might cost the
agents some equipment or an ammo refill lost overboard, 1-2 Lose one ammo refill overboard
while outright failure will earn the agent a dunk in the 3-4 Drop secondary weapon overboard
cold water and two Fatigue points.
5-6 Lose other item of covert equipment
Once the agents are underway, HMS Buckler will slide Uniform becomes waterlogged
beneath the surface once again. Approximately three 7-8
adding 1 to Fatigue
miles directly to their south are the lights of the village
of Nermegen on the shore, and just below it and to the 9-10 Lose items of covert clothing
southwest, the steady blink of a lighthouse whose beams
Lose contact with fellow agents
glow with a peculiar blue tinge. 11-12
delayed 10 minutes

Off to their southwest, they will also catch their first 13-14 Drift off course delayed 10 minutes
glimpse of Installation 41, a dark, lightless silhouette
Strike debris—minor damage to
which occupies Skellen Island. Paddling toward their 15-16
folboat (requires minor repair)
rendezvous point will take approximately an hour, and
involves three Coordination + Vehicles skill tests, Strike debris—major damage to
one every twenty minutes. If there are any significant 17-18
folboat (requires major repair)
failures or complications you might use the following
table to simulate the consequences, or choose something Drop Cornwallis Goggles or primary
19-20
appropriate yourself. weapon overboard

During their journey to the shore, the agents may also


spot the presence of a prowling Nachtwölfe s-boat (p.16) and spook their players, by having the s-boat suddenly
which is patrolling Skellen island. Although the agents veer off course, activate its searchlights and power toward
are outside of its patrol route and it is unlikely to discover them, continuing on this course for several minutes, before
them, mischievous GMs may wish to add to the tension, breaking off and resuming patrol.

Scene 3: Going Ashore


As the agents close in on their rendezvous point, they of nearby trees where Fenna will advise them to
should be able to spot a signal from shore, (a simple Insight conceal their folboats (which can be folded and then
+ Observation test) which is repeated at five-minute camouflaged). She will also advise them to sweep the
intervals. Navigating toward them is a simple Reason beach for any telltale signs and their success in both
+ Survival test followed by one final Coordination + aspects will be measured with a Coordination + Stealth
Vehicles test to have them finally land safely ashore. You (camouflage) test. This may become important later. If the
may wish to apply complications should any arise. boats are poorly camouflaged and discovered by German
patrols, it will not only alert them to the agents’ presence,
Waiting to rendezvous with them are Fenna de Vries and but they will also undoubtedly be destroyed, cutting off a
Daan Leiden, two members of the local resistance who means of getting to Skellen Island. Alternatively, you may
helped the RAF pilot Michael Carter escape. Both Fenna wish to express this by adding additional Threat to the
and Daan are in their mid-twenties and are dressed in GM’s pool to be spent later.
typical working person’s clothing as both work in the local
fishing industry. Although opposed to the Nazi occupation, Both resistance members will be tight-lipped, saying
this is their first major cloak and dagger operation, so they will answer questions when they are in a safe house
both will be tense and nervous. You might take the and insisting on the need to get to Nermegen before first
chance to roleplay their edginess with the agents, until light. There is no formal curfew in town, but patrols do
their identities have been confirmed with the proper code roam abroad and anyone outside at night is likely to be
phrase. Daan’s profile is almost the same as Fenna’s, but questioned. A group carrying weapons and equipment will
she is armed with a pistol and has a Tactics 1 (Leadership) instantly arouse suspicion and be challenged strongly.
rating, which he lacks, while he has a farmer’s shotgun.
Both speak excellent English. The landing site is an hour’s walk from town, especially
across the moderately challenging route Fenna and Daan
Once the correct responses have been exchanged, the intend to take which encompasses the Arn river and the
agents will be quickly led off the beach into a clump grassy sand dunes which cover the northeast approach

8
Mission  Operation Vanguard
Fenna de Vries & Daan Leiden German Infantry Soldier
TROOPER NPC TROOPER NPC

Truths Truth

?
Resistance Leader
?
Rank-and-File German Soldier

?
Dedicated to Overthrowing Occupiers
Attributes
Attributes AGILITY 8 BRAWN 9
AGILITY 8 BRAWN 8 COORDINATION 8 INSIGHT 8
COORDINATION 9 INSIGHT 7 REASON 8 WILL 7
REASON 7 WILL 9
Skills & Focuses
Skills & Focuses Athletics 2, Fighting 2 (Rifles), Resilience 2, Stealth
Athletics 1, Engineering 1 (Explosives), Fighting 2 1, Survival 1, Tactics 1, Vehicles 1
(Close Quarters), Resilience 3, Stealth 2, Tactics 1
(Leadership) STRESS 6 INJURIES 1
ARMOUR 2 COURAGE 2
STRESS 6 INJURIES 1
ARMOUR 0 COURAGE 2 Weapons

?
Geweher/Karabiner 43: (Rifle), Medium range, 5
Weapons (Salvo: Vicious), Reliable

?
Pistol (Fenna): (Handguns) Close range, 3
Vicious, Close Quarters

?
Bayonet: (Melee), 4 Piercing


?
Farmer’s Shotgun (Daan): (Close Quarters) Escalation Options
Close range, 4 Vicious, Reliable, Inaccurate

?
Machinengewehr 42 (MG42): (Rifle), Medium
range, 6 (Salvo: Area), Heavy, Inaccurate

to the town. They will follow the course of the Arn river
?
Stielhandgranate 24: (Throwing), Close range, 5
inland, and cross relatively close to the bridge. The Area, Stun, Munition
resistance members warn the mouth of the estuary is
currently considered dangerous as, following a recent
incident, the Germans have closed off and mined this aren’t on the alert or expecting any particular kind of
zone. This will be the first glimpse the agents get of the trouble, these three-man patrols will be keeping an eye
ambush site from Act 2 Scene 2, but Fenna and Daan will out for anything out of the ordinary. Your agents will
be keen to skirt around it, and not get too close. probably need to pass a couple of Agility + Stealth tests
at a difficulty of your discretion to sneak past them. Fenna
Once they reach the crossing point, the agents will and Daan will insist on avoiding any encounter which
discover a slow-moving and relatively benign waterway, would put the garrison on alert and let the Germans know
which can be readily swum or, more likely, waded, with there are hostile forces in the area.
a Brawn + Athletics (Swimming) difficulty 1 test, but
weapons and equipment will need to be held above the
waist high current if they are not to become waterlogged,
and the complication range increase by one to 19-20.
There is a guard post on the bridge crossing the river
upstream, manned by a couple of sleepy Heer sentries, but
if the agents are careless, or fail a test, they may become
alerted and come to investigate.

Once the agents reach the sand dunes, going will be slow.
The sand is moist and clings and drags on the feet, making
progress difficult, and slowing your agents down. You
might impose Brawn + Survival tests here to see if the
agents suffer any mishaps or complications.

More concerning though are a couple of German foot


patrols which crisscross the area. Although the Heer forces

9
Scene 4: A Safe Haven
Mission  Operation Vanguard

Once at the outskirts of Nermegen, a final Agility + Nachtwölfe issued an edict via Hauptmann Freuder

?
Stealth test will see the agents safely smuggled into the saying that they were in the area for research into
village, and ensconced in a hidden basement of the house ‘oceanographic phenomena’ and locals should not be
which Fenna occupies. Fenna and Daan will then greet the alarmed. However, their equipment is experimental,
agents properly and answer any questions. This is a chance highly sensitive and dangerous, and so they have
for some roleplay, where the agents can question these established exclusion zones around the islands and
brave members of the nascent resistance and find out lighthouse where locals aren’t permitted.
more about what’s been happening in the area, especially
any Nachtwölfe activity. These following rumours reveal quite a bit more about
the plot and situation in Nermegen, so you should treat

RUMOURS AND GOSSIP them with care. They can either be revealed by good
roleplaying or a series of Insight-based skill tests. Players
Nermegen is a quiet and unremarkable town of some

? could even use Obtain Information Momentum spend.
300 souls, far from the bright lights and busy streets They do contain important clues though, and will point
of a city like Amsterdam. Its main source of wealth the players toward their objectives in Act 2, so at least
is fishing, and some small light industry based on some, especially the one about Pieter Dijkstra, should be
processing the catch to be transported to the main revealed to the agents.
inland markets of the Netherlands.
The German Heer don’t mix with Nachtwölfe at all,

?
Like all Dutch people, the locals found the German

? and seem quite suspicious, even mistrustful, of these
invasion shocking, but being so remote, the inhabitants
supposed ‘comrades’.
of Nermegen didn’t really believe it would affect them
in many ways. Nachtwölfe did pay a visit to old Pieter Dijkstra,

?
a retired fisherman who might know more. He’s
It was a surprise therefore to find a garrison established

? something of an eccentric, an irascible old drunkard
in the town with a squad of some 15-20 German Heer
who lives a little way out of town.
or regular army under the command of a Hauptmann
Freuder. The Germans have a small camp just to the west What’s drawn Nachtwölfe here? Well, it probably isn’t

?
and some of them have been billeted with local people. the fishing, and there’s nothing particularly remarkable
about the seas around here. There are some old legends
These ordinary German soldiers have been well-

? about mermen, and so-called fish people in the area,
behaved, and they’ve treated the locals civilly. The
but Fenna is dismissive about these as old wives’ tales.
Germans conduct patrols and question anyone abroad
at night, but otherwise do little to interfere with Daan is less so, saying it’s a long-standing local

?
day-to-day life. They buy beer and other local produce tradition, and some older sailors and fishermen swear
at fair prices and haven’t harassed anyone. Hauptmann that strange creatures frequent the area, especially
Freuder seems to be a reasonable man. during the late summer months, when there are
abundant fish stocks.
Nachtwölfe— which translates roughly as “Night

?
Wolves”— soldiers arrived in June on a merchant The only other unusual incident happened on July

?
ship which carried a lot of strange machinery. It was 18th. Word was passed to the local populace about
unloaded directly onto the deserted Skellen island and an extremely strict curfew that night and they were
a base was quickly constructed and secured. warned to stay indoors and not venture out. In the
early hours of the morning there were booms and
Nachtwölfe never come into town or mingle with the

? flashes of light around the mouth of the Arn. What
Heer. Their only real presence on the mainland is at St
happened, no-one knows, but the area was apparently
Olaf’s lighthouse, where their s-boat sometimes docks.
sown with mines and marked as verboten—and no-one’s
They seem to have installed equipment, a radar or some
dared venture near it since. Perhaps this site might be
other scanning device which constantly sweeps the
worth investigating to see what Nachtwölfe were up to?
islands and ocean around them. Its eerie blue glow can
be seen at night. It’s also situated on a rocky headland
Fenna will offer the agents some food, smoked fish and
which is a good place to observe Skellen Island itself.
bread and advise them to bed down for the night where
all accumulated Fatigue and stress will be removed. She
says, “Think about what you’ve heard, discuss it amongst
yourselves and we’ll formulate a plan of action together in
the morning.”

10
Act 2:

Mission  Operation Vanguard


To the Lighthouse
In this second Act, the agents will be free to pursue
their investigations into Skellen Island. From their Moving About Town
conversations with Fenna and Daan, they might deduce a
The agents may wish to explore Nermegen itself, but
few major lines of enquiry to pursue.
Fenna will discourage this. While moving about during
the day in small groups shouldn’t present too many
Speak to Old Pieter Dijkstra

? problems in theory, there seems little to gain by risking
Investigate the ambush site near the river Arn

? themselves this way.

Observe Skellen island and explore the St. Olaf’s



? The Heer aren’t particularly on alert and their
lighthouse site
clandestine clothing and forged papers should have
them pass any cursory enquiries easily enough,
If the agents don’t pick up on the details, Fenna and Daan
especially if they have a cover story in place. Yet most
could provide some guidance, advice or a gentle shove.
agents won’t speak Dutch and Nermegen is a small
These scenes can be tackled more or less in any order, but
place; outsiders are easily noticed.
Fenna might steer them toward Dijkstra first, as this is best
place to begin their investigation and presents the least risk.
Local citizens may not be quite so understanding if
they suspect the agents’ true nature, thinking they will
f and think him stir up trouble and disturb an already uneasy peace.
“Pff, you may laugh and scof They might even go so far as to inform the Heer of the
but he’s seen them, oh
mad. to say these things,
agent’s presence if the agents aren’t careful. You can
from another epoch who use Daan’s profile if you need to model any locals and
yes, die Diepe, creatures add points to your Threat pool if the agents venture out
have lived beneath the ocean waves since the and act incautiously.
world was young.”
- Pieter Dijkstra

Scene 1: The Fish Man’s Friend


Pieter Dijkstra lives a mile or so to the east of Nermegen
Stop and Search in a smallholding set back a long way from the main road
amid desolate sand dunes. He only comes into town once
As the agents are moving about on their mission, a week to stock up on a few parcels of food, buy bottles
GMs may wish to take the opportunity to engineer of beer and his stock of cheap but potent Jenever (Dutch
some non-combat encounters with small Heer Gin). He used to drink in a couple of Nermegen’s bruin café
patrols. Perhaps the members of this patrol merely or brown bars, but his bad temper and boorish behaviour
glance at the agents meaningfully as they march earned him a permanent ban. Now he drinks alone on his
by, noting their presence for later. But the patrol porch most evenings. The best way to loosen his lips is to
might also stop the agents ask to see their papers, pack a couple of bottles of Jenever, and Fenna will suggest
question them about where they are going, or what this and will happily supply the agents with these, if they
they are doing. The cross examination shouldn’t concur. Provided the agents take suitable precautions, they
be too exhaustive or onerous, but it’s a good should be able to reach Dijkstra’s smallholding undetected.
opportunity to test their roleplaying skills, remind the
agents that they are now behind enemy lines, and The path leading to Dijkstra’s cabin is weed-choked and
that the stakes are raised. the agents may spot evidence of bottles tossed into the
undergrowth long before they arrive at the ramshackle

11
Mission  Operation Vanguard
“They normally keep themselves to themselves but

?
Pieter Dijkstra could sometimes be persuaded to help fishermen
in return for ‘special favours’.” [He will cackle
TROOPER NPC
lasciviously and wink at any female agents here]
Truths There was a small colony of the creatures who lived

?

?
Rambling Alcoholic close by and who used to have some truck with the

?
I Have Seen Them remoter villages further up the coast. But that was
before the turn of the century, and those villages have
Attributes been abandoned for decades.

AGILITY 8 BRAWN 8 For a while, those villages enjoyed monster catches of



?
fish and were blessed with prosperity in the form of
COORDINATION 9 INSIGHT 7
strange golden jewellery, but then became foul and
REASON 7 WILL 9 degenerate. “Too many bastaard hybride, and they all
go to live with de Diepe, their fathers in the oceans.”
Skills & Focuses
“Still, de Diepe could always be summoned again by

?
Athletics 1 (Swimming), Fighting 1, Persuasion 2,
those who knew how to call them. Those Nachtwölfe
Vehicles 3 (Watercraft)
seemed very interested in that. All it takes is to cast
one of their golden charms in the salt water and
STRESS 6 INJURIES 1
wait for the first full moon and they would come.”
ARMOUR 0 COURAGE 2 Fortunately, Dijkstra was able to sell them one, which
his father had given him as a curio. These Nachtwölfe
listened avidly, began speaking among themselves in
building itself. It looks like an ordinary wooden-built barbaric German, but eventually paid him handsomely
seafarer’s house, but the paint on the walls is peeling, for his artefact.
moss blocks the roof and gutters, and a couple of
Dijkstra wondered might come of it, probably no

?
broken windows have been clumsily repaired. The
good at all; but he didn’t care because it paid for his
grass is waist-high, and the garden and flowerbeds are
Jenever for a long time to come. Then, at the next full
overgrown.
moon, wouldn’t you know it, but down near the Arn
estuary at midnight, there were strange lights, flashes,
Sitting on a rocking chair on the dilapidated porch and
an eerie blue glow, a deep hum and what sounded like
eyeing any prospective visitors with disdain, is a fractious,
energy discharges.
hungover Peter Dijkstra. Skilful roleplaying, outright
bribery, or an Insight + Persuasion test will be required Dijkstra is also sure he heard the high-pitched clicks

?
to get him to talk. He will be cagey at first, but if they and whistles of the weird language of de Diepe—but
agents demonstrate enthusiasm for his tales, and especially they sounded like they were in pain or distress. The
if they ply him liberally with Jenever, the difficulty will whole damn commotion went on for about 15 minutes
reduce, and he will warm to his theme. and then he spotted that Nachtwölfe boat heading off
toward Skellen Island afterward.
Yes, he was visited by Germans but not the usual idiots

? He won’t dare go near that damn place now, for fear

?
you find in town. These were different, the ones who
that de Diepe may blame him somehow, for selling that
have made their base on Skellen island.
charm. But mark his words, if those Nachtwölfe have
These Nachtwölfe got straight down to business and

? been interfering with de Diepe, there will be hell to pay.
were interested to hear his tales of de Diepe, the Deep They’re stirring up forces beyond their comprehension,
Ones. They were also prepared to pay handsomely for and the ocean always comes to reclaim its own!
his knowledge.
Eventually Dijkstra will succumb to the effects of the
He’ll say: “Maybe you are sceptical, don’t believe Old

? alcohol, his memory will become hazy, and his speech
Pieter, mock him, hm? Call him an old drunkard and
slurred, he may fall asleep or get angry and veer off on an
a liar, but these creatures are real. Oh yes, I have seen
incoherent rant, blaming the agents for his many woes and
them, basking on the rocks, under the moonlight.”
demanding they leave his property. After that, they will
“These Diepe have lived in the oceans down the long

? get little sense from him.
centuries, long before man walked the earth but are
well known to those who live on the coast and who
work the oceans the world over. “

12
Scene 2: The Ambush Site

Mission  Operation Vanguard


This site near the mouth of the river Arn is where on the bridge upriver were told to keep an eye on the site
Nachtwölfe laid an ambush for the Deep Ones around to make sure no-one trespassed or for ‘any unusual activity
mid-July. Having learned of a potential Deep One enclave in the water’.
nearby in a manuscript called Lore Ipsum Amphibia looted
from Amsterdam’s Rijksmuseum’s special collection, local Investigating the ambush site will present a challenge for
Nachtwölfe Commander Lotte Bernhard moved quickly to the agents and is best tackled by stealth and engineering
secure Pieter Dijkstra’s information, adding his ‘golden specialists. Exploring the site by daylight will be difficult,
artefact’ and knowledge to her own findings. as its exposed location means the agents will most likely
be spotted. The terrain is sand dunes with knee- to waist-
Having consulted the Abteilung der Geheimnisse, or high grass, with a mix of sandy and rocky shoreline, but
Department of Mysteries, the Nachtwölfe division it is overlooked by the guard post on the bridge upstream.
dedicated to sorcerous and magical research, she secured a The agents’ best chance is to get to work at night, a task
practitioner to perform the Summon Deep One ritual, eager made easier if they have secured the Cornwallis Goggles.
to capture her first test subjects. Choosing an ambush
site with care, Bernhard laid her traps and lured in a 1. Barbed Wire and Achtung Minen! signs
dozen Deep Ones, detonating a series of Blauer Kristall These have been placed liberally around the perimeter of
concussion mines to stun them into submission. the crash site to warn off interlopers, but they are a rather
unsophisticated bluff. The barbed wire is real enough,
All did not quite go according to plan. Of the twelve but there is only one mine left (3) and it is a dud. An
specimens that were summoned, six were stunned and Insight + Engineering test at a relatively straightforward
captured, however five remained conscious and turned on difficulty will quickly establish there is little to fear here.
their prospective captors and were killed in the subsequent
struggle, alongside several Nachtwölfe specialists. One is 2. Remnants of a Summon Deep One Ritual
unaccounted for, having escaped the trap and fled back Although partially washed away by the tide, half of a
into the depths. The captured Deep Ones were loaded into strange sorcerous pentagram is still clearly visible in
cages and transferred onto the s-boat for transport to the the mud, its otherworldly sigils glowing with a faint
facility on Skellen Island. The ambush site was secured phosphorescence. The stubs of several candles can be
by running barbed wired along each bank and placing observed at points on its circumference, and they reek of
Achtung Minen! signs to warn intruders off. Heer sentries a curious fatty smell. A Reason + Academia (occultism)

Ambush Site 
NORTH
B

D
C 0 yds 100 yds 200 yds 300 yds
C B
A 2
0m 100 m 200 m

RI
VE
R
AR
N
GUARD HUT

1
BRIDGE

13
Mission  Operation Vanguard
difficulty 1 test will identify them as extracts from some
extra-terrestrial but otherwise unidentifiable creature. The Night Watch
Particularly sharp-eyed agents may well also find a golden
If you want to interrupt your agents’ investigation with a
charm on a chain in the shallows.
stealth or combat sequence, then the guard post to the
north may be keeping a wary out for intruders. Periodic
Deep One Charm: Although ugly and worn, this

? Insight + Observation tests may ascertain the agents’
golden charm resembles a bizarrely misshapen
presence or for a suitable Threat spend, you could
mermaid but retains some of its original magic. If used
dispatch a small patrol to investigate the area. Whether
as votive object it reduces the difficulty of summoning
the agents choose to hide or engage might make for
Deep Ones by 1 if used in the appropriate ritual.
an entertaining encounter.

3. Concussion Mine
Half submerged in the clinging mud of the estuary and
battle. Although the tide has washed away much of
discernible by its faint blue glow is one of the concussion
the evidence, agents may discover a severed Deep One
mines used to subdue the Deep Ones. This particular
flipper and a gore-encrusted trident which was used to
example failed to detonate, though it will take a Reason +
skewer a Nachtwölfe specialist.
Engineering (explosives) test to identify it as a dud. Close
by, agents can identify depressions in the riverbed where D. It is also possible to see physical evidence of where
the other mines detonated and small fragments of casings the unconscious Deep Ones were dragged into cages
and components with additional Reason + Engineering before those cages were loaded onto the s-boat. There
(explosives) tests allowing them to piece together the are heavy footmarks where Major Lotte Bernhard, a
sequence of events below. Nachtwölfe Stalker, used her force plates to drag the
creatures along (leaving great furrows in the sand)
4. Footprints and Web Prints then lifted the heavy wrought-iron cages onto the
There are many footprints still visible in the sand and s-boat. There are also impressions where the cages
surrounding the ritual site, and astute agents with stood, and some evidence of the camouflage netting
appropriate survival skills will be able to piece together their used to disguise them. The remains of one such
story with appropriate Insight + Survival (tracking) tests. flattened cage, its bars broken and mangled, has been
poorly concealed in the sand.
A. The approach of the Deep Ones. On the riverbed and
near the ritual site they will see heavy, weighty web Your agents should be encouraged to play detective and
prints where the Deep One warriors came ashore. see if they can work out what happened by assembling
all these different clues together to get a picture of the
B. There is plenty of physical evidence of a substantial
sequence of events. You could use Daan or Fenna to help
Nachtwölfe presence prior to the Deep Ones arriving, as
tease out what had happened either by asking relevant
they prepared the ritual and armed the mines.
questions or filling in any blanks. Don’t forget agents can
C. Here is evidence of hand-to-hand combat as Deep also spend Momentum to Obtain Information from the GM,
Ones and Nachtwölfe engaged in a desperate pitched which might help fill in any missing pieces of the puzzle.

Scene 3: To the Lighthouse


The final area to explore and the climax to the mainland + Stealth test. This task becomes more difficult if it is
sequence is St Olaf’s Lighthouse. Before Nachtwölfe attempted during daylight, if the agents’ presence in the
arrived, this was a normal lighthouse used to warn town is known, the base has been alerted, or the GM
shipping off some of the treacherous sandbars near wishes to expend some Threat.
both Skellen and the surrounding isles. Now it has been
converted into a shore base and an advanced radar device
installed to scan the area and give advance warning of
OBSERVATIONS
hostile planes, shipping or any other threats. The rocky Once in hiding, the agents can learn some, or all, of the
promontory on which the lighthouse is situated also following. They could also spend Momentum and use the
provides the best place to observe Skellen Island in the Obtain Information mechanic to learn some, or all, of
area, so the agents may wish to use the opportunity to these secrets.
make the most of their visit.
The agents should quickly realise that if they don’t
Finding a concealed position to observe both targets is a sabotage or neutralise the lighthouse it will make their
relatively easy task, amongst the rocks and tall grass of passage to Skellen Island extremely difficult, putting the
this wild headland with a straightforward Coordination island on full alert and directing the powerful s-boat onto

14
Mission  Operation Vanguard
St. Olaf’s Base 
NORTH
0 yds 10 yds 20 yds 3
0m 10 m 20 m

1
4
2

LIGHTHOUSE
2

6
5

9
9
8

10

their trail in open water. If they attempt to go straight to PATROL AND GUARD FREQUENCY
the island without neutralising the radar, the GM receives
Agents watching the compound for a suitable length of
9 Threat to spend as they wish.
time should take an Insight + Observation test and
will come to understand the guards patrol frequency and
S-BOAT FREQUENCY routes. If sneaking into the compound, this will reduce the
difficulty of Stealth tests by 1 and increase the difficulty of
The s-boat moors here twice a day, once in the morning
the guards’ Observation tests to spot them by 1.
at 8am and once at 8pm in the evening, and it spends the
rest of the time on patrol around Skellen Island. The boat
will sometimes stop at some of the smaller islands and THE LIGHTHOUSE
might be successfully ambushed there.
Eagle-eyed agents keeping an eye on the entrance to the
lighthouse will see visitors use an alpha numeric keypad
RADAR SWEEPS to gain entry. A simple Reason + Observation test will
spot the code is “3204”.
The Lighthouse radar is focussed on the sea and sky
around Skellen Island and sweeps back and forth every
minute or so with a strobing blue glow, which leaves a ST. OLAF’S BASE
distinct afterimage in the eyes if anyone stares directly
at it. Anyone foolish enough to do so for more than a 1. Beach
moment or two, should make a Will + Resiliance test at
This beach consists of a long expanse of sand and pebbles
difficulty 1, or suffer a point of Fatigue.
but contains sufficient dunes and tall grass to provide a
means of concealment and an unhindered approach to the
A Reason + Engineering test will ascertain that this
base of the rocks.
is a high-powered experimental beam which will detect
anything larger than a human-sized object on the water 2. Rocks
(for example a folboat). Agents will need to sabotage or
These craggy, 30-yard-high cliffs are certainly one way
destroy this mechanism if they wish to proceed to Skellen
to approach the interior of the base unnoticed but will
island undetected.

15
Mission  Operation Vanguard
this large open-sided supply tent. As well as providing a
Nachtwölfe S500 S-Boat place of concealment, it could also be major distraction if
set alight and the volatile material would burn readily and
Schnellboote are light, quick and highly versatile sea
would certainly explode in a prolonged blaze.
vehicles used for raiding and coastal operations as well
as escort duties. A normal s-boat had a crew of 25+ 6. Garrison Tent
but on this model, many of the normal functions have
This closed canvas tent is where the rank-and-file
been automated and they run on a compliment of just
Nachtwölfe troops make their home and is typical of field
5 personnel (use standard Nachtwölfe troopers profile
quarters throughout Europe, consisting of a temporary
p.17 with Vehicles 3 (Watercraft)).
wooden floor, camp beds, lockers, weapons racks and
Truths other necessities.


?
S-boat 7. Latrines and Showers
This small toilet block caters to the garrison’s needs, a
Profile wastewater pipe leads down the cliff to the shoreline
SCALE 4 BRAWN 15 (+3) where it empties out into the ocean.
STRESS 20 INJURIES 3
8. Administration Block
ARMOUR 5 SPEED 2 This is where the senior Nachtwölfe officer on site, Hans
Frick, is lodged and it’s a more permanent construction,
Passengers: 5 (10)
consisting of a pre-fabricated frame with floor, walls, and
Cover: Enclosed roof bolted together. Inside is a simple three-room layout
consisting of an office, bedroom/living quarters and a
Qualities: Enclosed
small washroom with toilet, sink, and shower. Amongst
Impact: 9 various memos and office work, the agents may discover
this intriguing note in German.
Weapons

?
37mm Cannon: (Vehicle Weapons), Medium range,
8 Piercing 2 (Salvo: Area), Heavy, Inaccurate
Lieutenant Frick,

?
20mm Autocannon: (Vehicle Weapons), Medium
range, 6 Piercing 1 (Salvo: Area or Vicious), Note that the Hundemeisters are now in
Escalation, Giant-Killer, Heavy, Inaccurate situ with their charges and are patrolling
the island.

?
Torpedo: (Vehicle Weapons), Medium range, 12
Piercing 2 (Salvo: Area), Giant Killer, Heavy The beasts are highly trained, but may
attack unfamiliar personnel even if in
uniform.
require at least one Agility + Athletics (climbing) test
and possibly more. Complicating factors might also Ensure that your men don’t stray into
include weather and time of day. areas outside of the quay, the camp, and
the approaches to the installation.
3. S-boat Dock
- —Bernhard
This deployable Nachtwölfe dock allows the s-boat to moor
alongside and load and unload cargo and supplies from
island to shore.

4. Lift 9. Fence
A mini-funicular lift has been installed here to transport This three-metre high barbed wire fence supported by
cargo and supplies from the beach to the camp. It concrete posts surrounds the compound protecting it from
consists of two simple control panels, top and bottom, intruders, and a spotlight is mounted on every third post
which raise and lower a platform on the set of tracks providing illumination. It could be cut, climbed, or possibly
embedded into the cliff. Hopping onboard would make detoured around with suitable tests, but any permanent
gaining access easy but would increase the chance of damage may be spotted, raising the alarm.
discovery. Canny agents may forgo the mechanism and
use the tracks themselves to reduce the difficulty of a 10. Entrance
silent climb. The compound’s main entrance consists of a pair of
wooden gates, which are permanently guarded by a sentry
5. Supply Dump stationed there.
Fuel, ammunition, and crates containing various
provisions and useful materials are stored under canvas in

16
PATROLS AND GUARDS

Mission  Operation Vanguard


The garrison consists of a small detachment. The
following forces can be deployed in whatever manner
the GM sees fit. A guard is always maintained at the
gate, and Lieutenant Frick is usually to be found in the
administration block unless supervising other business.
The technicians and troopers work in shifts, so half are
likely to be sleeping in the garrison tent at any one time.

4 x Nachtwölfe technicians (Use Trooper profile, but



?
only armed with Luger, no Escalation Option)

6 x Nachtwölfe Troopers

?
1 x Nachtwölfe Lieutenant/Scout

?

NACHTWÖLFE TROOPER
Trooper NPC LIEUTENANT HANS FRICK
Truth NACHTWÖLFE PATHFINDER
Ambitious Intelligent Infantry

? (SCOUT)
Lieutenant NPC
Attributes
AGILITY 8 BRAWN 8 Truths
COORDINATION 8 INSIGHT 7 Elite Scout

?
Cutting Edge Technology

?
REASON 9 WILL 8
Attributes
Skills & Focuses
AGILITY 8 BRAWN 8
Academia 1, Athletics 1, Engineering 1, Fighting 2
(Rifles), Resilience 2, Stealth 1, Survival 1, Tactics 1 COORDINATION 9 INSIGHT 9
(Leadership) REASON 9 WILL 9

STRESS 5 INJURIES 1 Skills & Focuses


ARMOUR 1 COURAGE 2 Academia 1, Athletics 2, Engineering 1, Fighting 3
(Heavy Weapons, Rifles), Observation 3 (Sight),
Weapons Resilience 2, Stealth 1, Survival 1, Tactics 2, Vehicles 1
MP 40: (Close Quarters), Close range, 4

? , Stun,
Inaccurate STRESS 11 INJURIES 2
Luger P08 9mm: (Handguns), Close range, 4

? ARMOUR 1 COURAGE 3
(Salvo: Vicious), Close Quarters
Weapons
Escalation Options MP 40: (Close Quarters), Close range, 4

? , Stun,
Machinengewehr 42 (MG42): (Rifles), Medium range,

? Inaccurate
6 (Salvo: Area), Escalation, Heavy, Inaccurate
Special Rules
Stielhandgranate 24: (Throwing), Close range, 5

? Advanced Optics: Frick may reroll a single d20 on any

?
Area, Stun, Munition
Observation skill test which uses his Sight focus. He
Special Rules ignores any difficulty increases that come from poor
light or darkness.
Advanced Technical Training: Nachtwölfe Troopers

?
training means all tests using technological devices are Bombardment: Pathfinders utilise state of the art

?
decreased by 1 to a minimum of difficulty 1. spotting and communication technologies to ambush
enemy troops. As a major action, the Pathfinder can
spend 2 Threat to call in supporting fire from distant
watercraft like an s-boat. This is an attack, requiring a
Reason + Fighting test with a difficulty of 2, and uses
this profile: Bombardment: (Heavy Weapons), Long
range, 8 Area

17
ST. OLAF’S LIGHTHOUSE
Mission  Operation Vanguard
the agents succeed in sabotaging these generators (an easy
Insight + Engineering test), it will disable the lights and
1 Door and Ground Level lift and render the radar inoperable.
The entrance to the lighthouse itself has been secured with
a coded keypad which agents can crack with a Reason + 4. Top Level: Fledermaus Radar
Engineering test at difficulty 2 or if they have spent time Installation and Radio
observing, they will know the combination is 3204. The This floor is packed full of banks and screens of Blauer
ground floor itself is unremarkable, serving mainly as a Kristall powered technology which links the radar
storage area, but containing little else of value. detection system into the eye of the lighthouse’s lens. This
is an automated system, which will raise the alarm on
2. Spiral Staircase both the s-boat and Installation 41 adding 6 to the GM’s
Access to the upper floors of the lighthouse is provided by Threat pool. It is easy to simply destroy this equipment,
a stone spiral staircase which runs around the interior of but technically minded agents might be able to perform
the building. The sightlines mean observers above can’t more sophisticated sabotage: re-programming the radar to
see the approach of anyone below and vice-versa. ignore smaller craft, diverting the s-boat away on a wild
goose chase or programming false readings to simulate an
3. Middle Level: Generators allied air attack or other ingenious diversion.
Nachtwölfe have installed some small Blauer Kristall
powered micro-generators here, which power both the It takes a tough Insight + Engineering (Electronics)
Fledermaus radar and the entire facility’s energy needs. If to inspect and understand the Fledermaus system.
Reprogramming it for a desired effect requires an
extended task. This uses the same test, but with a
stress track of 10, a resistance of 1 and requires two

St. Olaf’s Lighthouse breakthroughs (see Achtung! Cthulhu Gamemaster’s


Guide). There is also a powerful radio set here which
provides voice communications between the base, the
s-boat, and Skellen Island itself. Agents will also find the
following note, in German.
5

Lieutenant Frick,

Note that the Singvögel devices have now


4
been deployed on the island.

We have already tuned them to avoid


detecting birds and some of the smaller
wildlife, but please ensure your men keep
3 to the assigned areas and paths to avoid
triggering unnecessary alerts.

- —Bernhard

5. Lens and Beam


The top floor houses the lens and beam of the Fledermaus
radar detection system and agents who favour a direct more
physical approach could destroy it with ease. However,
the beam is Blauer Kristall powered (containing a fragment
of the shattered mind of Sarthothus) which is further
amplified by the lens, so prolonged exposure is extremely
hazardous. Agents who linger here for more than a minute
must make a Will + Resilience test at difficulty 2 or suffer
a mental attack of 5 . If they suffer an injury as a result,
the GM should choose an appropriate permanent mental
1
scar (Achtung! Cthulhu Gamemaster’s Guide) as the god’s
consciousness seeps in to infect their mind.

18
Act 3:

Mission  Operation Vanguard


Skellen Island
Scene 1: Across the Ocean Blue
Once the agents have investigated Skellen Island’s BY TRAWLER
defences and the St Olaf’s Lighthouse facility they will
If all else fails, it’s possible that Fenna and Daan could
be ready to go to Skellen Island itself and complete their
persuade one of the local fishermen to ferry the agents
mission. How they do so is a matter of risk and reward.
close to the island. However, the locals have been warned
Any of the following methods are acceptable and are
not to venture within a kilometre of Skellen, an embargo
ranked in order of most likelihood of succeeding:
vigorously enforced by the s-boat which sank a trawler
which got too close.
LIKE MOST COVERT
If the agents take this approach the fisherman and his
OPERATIONS, ANY RAID OR
crew will only agree to do so after dark and that the
OPERATION MOUNTED HERE IS agents will have to swim the final kilometre and a half (a
BEST CONDUCTED AT NIGHT. challenging Brawn + Athletics (swimming) test). They
may risk losing or waterlogging weapons and equipment
they bring with them.
BY FOLBOAT
Unless the lighthouse radar has been destroyed, disabled,
The most straightforward method would be to retrieve
or reprogrammed, the GM receives 9 Threat to utilise
and utilise their folboats. Paddling toward Skellen
as they see fit. 6 Threat can be used summon the s-boat,
Island will take approximately 80 minutes, and involve
alerted by the radar to the agents’ presence in the Folboats
four Coordination + Vehicles skill tests, one every
or the trawler.
twenty minutes. If there are any significant failures or
complications use the table on p.8, or choose something
appropriate of your own. SKELLEN ISLAND TOPOGRAPHY
Skellen island itself is a combination of sandy beaches, rocky
BY S-BOAT outcrops, and tall grass, with patches of scrubby trees and
wild untended undergrowth. Like most covert operations,
Audacious agents may wish to attempt to hijack
any raid or operation mounted here is best conducted
Nachtwölfe’s own s-boat when it’s docked which could
at night where the cover of darkness provides extra
be used as transport to get to the island. It’s a high-risk
opportunities for concealment. The Nachtwölfe camp and
strategy, but with sufficient daring, luck and courage, it
installation here don’t use lighting, to better conceal their
might just work.
activities from prying eyes. Nachtwölfe personnel on duty
have all been issued with night vision goggles which allow
them to alleviate the worst effects of working in the dark.
ugh me,
po w er of th e se rum coursing thro
“I can feel the d…
aliti es b o o stin g body and min Nachtwölfe Nachtauge “Night
eq u
its regenerativ
I also feel a growing af
finity with these creatu
res
Eye” Night Vision Goggles
limitless oceans.”
and the call of the
These goggles allow the user to see in darkness
or low light, reducing any skill test difficulty or
rd’s private journal
- Major Lotte Bernha complications caused by lack of light by a factor of 1.
The user may attempt skill tests that would normally
be impossible in darkness.

19
Mission  Operation Vanguard

Skellen Island 
NORTH

SONGBIRD AA

AA

INSTALLATION PATROL
41
PATROL
CAMP

ELECTRIC FENCE
AA
AA
SHOWER` COOK

SONGBIRD
FUEL LATRINES

S-BOAT
0 miles 1/4 mile

0 km 200 m 100 m

Further Scenes
The agents can approach Skellen Island in a number of Patrols
ways, so rather than breaking down this final act into a 1 Patrol Consists of 3 x Nachtwölfe Troopers with

?
number of set scenes, as a GM you should adopt a more Nachtauge Goggles
free-form method, varying each scene according to the
1 x Nachtwölfe Hundemeister with Kristall Modified Alsatian

?
agents’ actions. You also have the option of deploying They
Came From the Deeps! (p.26) to add a little more fun and
a lot more carnage into the mix at any time, especially if NACHTWÖLFE HUNDEMEISTER
the agents are hard-pressed by Nachtwölfe forces. Lieutenant NPC
Truth
OUTER DEFENCES Depraved Beast Handler

?
Songbirds
Although it’s impossible to monitor every square yard Attributes
of Skellen Island, Nachtwölfe have installed a number of
AGILITY 9 BRAWN 9
Singvögel, or “Songbird” motion detection devices around
the island to detect intruders, the positions of which are COORDINATION 8 INSIGHT 8
marked on the map. Spotting these devices is a tricky REASON 9 WILL 8
Insight + Observation test, but once discovered, they
can be disarmed with a relatively simple Reason + Skills & Focuses
Engineering (mechanical engineering) test. If triggered,
Academia 1, Athletics 2, Engineering 2
they generate 3 Threat which can be spent by the GM in
(Combat Engineering, Mechanical Engineering),
whatever way they choose, although summoning a roving
Fighting 3 (Rifles, Heavy Weapons), Medicine 1,
patrol is the most usual response.
Observation 1, Resilience 1, Stealth 1, Survival 2,
Tactics 2 (Battlefield Tactics), Vehicles 1

20
Special Rules

Mission  Operation Vanguard


STRESS 10 INJURIES 2
Grasping

?
ARMOUR 3 COURAGE 1 Keen Senses (Scent)

?
Defend Until Death

?
Weapons
Maschinenpistole 40 (MP40): (Close Quarters),

?
Close range, 4 (Salvo: Stun), Inaccurate
S-BOAT DOCK
The dock parallels the one at St. Olaf’s lighthouse,
Special Rules a deployable device allowing s-boats to moor and
Beast Ally

? offload cargo and supplies. It has a small crane used to
manoeuvre heavy loads and there are two supply tents:

KRISTALL-MODIFIED ALSATIAN one contains a fuel dump (which like its counterpart
could be detonated as a distraction), the other is full of
Trooper NPC crates and boxes of supplies.
Truth
Augmented Fighting Dog

? AA-GUNS
Each of these turrets houses an automated Nachtwölfe
Attributes Jotun cannon, a single-barrelled Bluer Kristall rail gun on a
powered mounting to target Allied aircraft. These are sealed
AGILITY 12 BRAWN 10
units automatically controlled from within Installation 41
COORDINATION 5 INSIGHT 10 and cannot usually be ‘hacked’ from outside.
REASON 4 WILL 8
Jotun AA Gun: (Heavy Weapons), Long range,

?
Skills 12 (Salvo: Area, Stun), Escalation, Inaccurate,
Giant Killer, Persistent
Athletics 3, Fighting 3 (Bites), Observation 2 (Smell),
Resilience 2, Survival 3 (Tracking)
GARRISON
STRESS 6 INJURIES 1
This site is a typical field camp, comprising three larger
ARMOUR 3 COURAGE 2 tents which serve as living quarters for the Nachtwölfe
troops stationed on the isle containing camp beds, storage
Attacks and living quarters. There is also a kitchen tent for meal
Enhanced Bite: Agility + Fighting (Hand-to-Hand

? preparation and a shower tent. A short distance away field
Combat), 4 Piercing 1 latrines have been dug into the sandy ground.

Installation 41
OUTER FENCE
This three-metre-high wire fence is held up by concrete Reinforcements
supports and it is electrified, as an easy Insight +
At any one time this garrison will contain the forces
Engineering test will reveal. Cutting through it
below, but GMs can also summon additional troops,
successfully to bypass the current requires a similar test at
expending Threat to provide sterner opponents or
difficulty 2. Anyone touching it inadvertently will receive
more challenge. See the Nachtwölfe section of Heroes
3 worth of shock damage with the Stun effect.
and Villains of the Secret War in the Achtung!
Cthulhu Gamemaster’s Guide. Reinforcements might
MAIN GATE include a Scout, Nachtjäger or Pionir, if you want to
really give your agents a challenge, but these are tough
The main gate is left unguarded, and access is provided
foes, so use sparingly.
by a keypad, which for ease of use has been set the same
as the one at St Olaf’s lighthouse, the code being 3204.
Concealed agents who have the patience to wait for

?
6 x Nachtwölfe Troopers off duty and resting.

Nachtwölfe personnel to go in or out will observe this with


?
1 x Nachtwölfe Hundemeister & Kristall Modified
an easy Insight + Observation test. Alsatian

21
GUARD TOWERS
Mission  Operation Vanguard
beakers and flasks of strange and downright foul-smelling
liquids. A faint fishy odour seems to linger in the air and
A single Nachtwölfe trooper (p.17) mans each of these two
there are racks of spare lab equipment and machinery
10-metre high guard towers which provide 3 Cover and
affixed to the walls.
which are accessed by an exterior ladder on the ground.
Observant agents may note that their MG42 machine guns
The most notable feature is a series of unusual
are, rather curiously, facing inward rather than outward,
experiments testing the properties and composition
covering the only entrance to the building.
of several samples labelled Specimens A-F. Anyone
conducting an Insight + Medicine test at 2 difficulty,
CENTRAL BUILDING will discern that they appear to be analysing some form of
DNA composition, and that the samples appear distinctly
Installation 41’s central structure favours function over
non-human in origin.
form and is a pre-fabricated structure built of metal sides
bolted together, resembling a large windowless shipping 2. Mortuary
container with a set of double doors at one end. A plain
This room also resembles a scientific laboratory but reeks
utilitarian corridor connects its four rooms and there is a
of formaldehyde, preservatives, and an overpowering,
set of stairs leading downward at one end.
nauseating smell of fish innards. One wall is lined with
large, gleaming surgical instruments including bone saws,
GROUND FLOOR scalpels, knives, and axes. In the centre, laid out on a
slab is the dissected corpse of a Deep One, its entrails
1. Laboratory exposed, while its ichthyic eyes, several of its limbs and
This room resembles a typical scientist’s workspace: organs have been removed and preserved in containers on
packed benches house several strange and unusual the opposite wall. Agents witnessing this macabre sight,
experiments in progress, and it is replete with all manner should make an easy Will + Resilience or suffer a mental
of apparatus and equipment: bunsen burners, bubbling attack inflicting 2 worth of stress.

Installation 41,
Ground Floor
OFFICE
LABORATORY

ENTRANCE

MORTUARY
BATHROOM

22
Mission  Operation Vanguard
Although the room contains little else of value, there
is a journal containing notes and observations on Even though they say little, the pressure for
Deep One anatomy and DNA sequences from the results is incessant. I have decided to try Serum
Nachtwölfe pathologist who conducted the autopsy. A 259 on myself. If it works, we have made a
mix of technical German and scientific formulas, its title
translates as a thesis on the “The Regenerative Quality
major step forward. If I fail or die, someone else
of Amphibian DNA, For use in Human Subjects” but will will take up the mantle. No future is without risk.
be pretty incomprehensible to the non-specialist. Agents
retrieving this journal will have achieved the primary It tasted vile, and I thought I was going to die,
goal of this mission, for it fully details Nachtwölfe’s but it proved a triumph! I feel rejuvenated and
attempts to harness Deep One DNA for use in its super re-enervated. Serious cuts and wounds seal up
soldier programmes. When it comes to the post-mission
debriefing, they should be suitably rewarded.
in moments, and I had Trooper Hess put a bullet
through my shoulder. Thirty minutes later, it
3. Lotte Bernhard’s Office was if I had never been shot. I experienced a
The Nachtwölfe field commander’s office contains a desk, profound dizziness as the wound healed but
chair, and several filing cabinets. While strictly functional
in nature, it is a treasure trove of useful information. A
other than that, all seems fine.”
search will yield pieces of intelligence which reveal more
about Nachtwölfe and its activities both here and in the
The remaining subjects fascinate me. Before the
wider war. serum, they were just creatures to be used for
the glory of the Reich, but now I feel a strange
Orders From Above. This project, codenamed Still

? kind of affinity with them. I sit and watch them
Waters, was commissioned by one Professor Kraft
Heimburg, apparently a very senior Nachtwölfe
for hours while the scientists do their work
scientist. This is the first positive identification of a and sometimes, I think I hear meaning in their
senior Nachtwölfe official and will allow the Allies strange clicks and whistles: stories and tales of
to probe his background for information (see the phosphorescent gardens and underwater cities
Achtung! Cthulhu 2d20 Gamemaster’s Guide).
in the deeps.
Heimburg has placed Still Waters under the command
of one Major Lotte Bernhard, supplied her with ample
resources and instructed her to do whatever it takes
to achieve its aim. Its primary focus is to, “Investigate
and assess the potential regenerative qualities of this 4. Bathroom
amphibian species for use in Nachtwölfe’s Starkmeister
A fairly high-quality but otherwise unremarkable bathroom
and Sturm Trooper weapons programmes.”
with several enclosed cubicles and a row of sinks.
Alongside a range of recommendations and
instructions, Heimburg signs off with a rather
indiscreet note which says “Both my own and the
LOWER FLOOR
entire eyes of Nachtwölfe high command are upon A set of stairs lead down into the facility’s subterranean
you. Do not fail, for both the Generaloberst and the lair. If warned of their coming, Bernhard will have retreated
Noble Wolf himself await your conclusions with here to protect her test subjects and the first viable samples
anticipation!” of Serum 259. The door will be locked and require a tough
Insight + Engineering (mechanical engineering) to open.
Bernhard’s Diary. This diary records Bernhard’s

? If the agents have made it this far without raising the
thoughts on the progress of the project with notes on alarm, they will find it unlocked and Bernhard and her
the commission and construction of Installation 41. scientific team located within and working away.
A quick flick through will reveal the background to
the project, the bargain struck with Pieter Dijkstra, The underground floor is a large open plan chamber
extensive notes on the capture of the Deep Ones with several large columns to support the roof, each of
“a triumph of planning and ingenuity” and their which provide 2 Cover. The far end contains six cages,
imprisonment within the installation. which have been partially submerged in a pool of sea
water to accommodate their inhabitants. Three are
The latest entries are more intriguing. They detail
occupied by surviving Deep One warriors who look weak,
experiments on the captive Deep Ones, the death
malnourished and bear signs of mistreatment, with crudely
and dissection of three specimens, and the rapid
repaired scars and wounds from the extreme surgeries
development of Serum 259 from their glands which
which have been inflicted on them. Two Deep One corpses
could be the answer her superiors are seeking.
remain in their cages with tubes which appear to be
siphoning off fluids and enzymes from them.

23
Mission  Operation Vanguard

DOOR
FRIDGE CONTROL

CAGE AREA
ENTRANCE

COLUMNS

Installation 41,
Lower Floor

The Grand Finale


Once the agents enter the chamber, Bernhard’s scientific Thrown into this mix are the three surviving Deep Ones
staff will take cover behind pillars or scientific equipment who will sense a chance to escape. The agents might
and defend themselves with their Lugers. Although not quickly comprehend their situation with a Reason
front-line fighters, they are fanatical, determined, and + Observation test and free them by operating or
prepared to defend their warped research to the death. destroying the control mechanism. Additionally, a stray
shot, a complication, or a relevant 3 Threat spend may
Bernhard herself will be much more aggressive, spoiling suddenly hurl three very angry Deep Ones into the melee!
for a fight, a chance to try out her powers in actual combat These creatures are intelligent and seeing the agents
and determined that any interlopers will pay the price attack their tormentors will likely conclude ‘the enemy of
for their presumption. She is not suicidal though and if my enemy, is my friend.’ However, if the agents threaten
pressed, will summon reinforcements, calling in additional or injure them, they will not hesitate to attack, but their
Troopers through GM Threat spends to destroy the agents primary motivation will be to escape back to the waters
before they can spoil her chances of advancement. from whence they came.

24
Weapons

Mission  Operation Vanguard


Each of the side walls has several benches running along
it, mounting banks of scientific equipment monitoring the Luger P08 9mm: (Handguns), Close range, 4

?
Deep Ones’ vital signs. A locked refrigerated glass cabinet (Salvo: Vicious), Close Quarters
contains several samples of the vile looking Serum 259
Atlantean Force Plates: (Close Quarters), Close range,

?
which glows with a putrid green phosphorescence.
5 Stun (Salvo: Intense), Cumbersome, Escalation,
Giant Killer
There are a few Deep One possessions here too,
confiscated while they were stunned including some Eisenstachel Dagger: (Melee), 2

? Piercing 1
strange gold jewellery (similar properties to the charm
p.13) and the tridents which the creatures use as weapons. Special Rules
There is a bench with a control system which allows Advanced Force Plate Training: Force masters are

?
each cage to be opened individually and can also pass a trained to such a degree that they can coax additional
powerful electrical shock of 6 with the Stun effect to performance from their Force Plates. When making an
subdue the occupants and ensure their compliance. attack with them, Bernhard may spend 1 Threat to do
one of the following, or 2 Threat to do both: increasing
As well as Lotte Bernhard herself there are four Nachtwölfe the weapon’s range to Medium or add the Snare effect
scientists here, conducting their bizarre research into the to the attack.
Deep Ones and refining more instances of Serum 259.
Slave to the Serum: Bernhard has imbibed

?
experimental Serum 259 which grants her regeneration
A LOCKED REFRIGERATED in combat. At the end of each round roll 3 , Bernhard
GLASS CABINET CONTAINS heals the equivalent of any stress suffered from
physical damage, but note any effects rolled. Once six
SEVERAL SAMPLES OF THE
effects have been accrued, in the next round she suffers
VILE-LOOKING SERUM 259. 6 worth of damage as the demands of the accelerated
healing overload her system. If that does not defeat
her, the process begins all over again.
MAJOR LOTTE BERNHARD— Nachtwölfe Armour: The special Blauer Kristall alloy

?
STÄRKEMEISTER (FORCE MASTER) breastplate grants the +2 Morale against hostile magical
attacks, in addition to the Armour 2 it provides.
Lieutenant NPC
Force Masters are the officer class of Nachtwölfe, both
cunning commanders and ready to enter the fray to strike
NACHTWÖLFE SCIENTIST
at their enemies. Trained in the use of advanced Atlantean Trooper NPC
force plates, Bernhard has augmented her combat Truth
prowess with Serum 259, which allows her to regenerate
Amoral Scientific Experimenter

?
in combat, although little does she know, the serum is
unstable and will eventually rebound on its user. The
serum has also adversely affected her mental state, and
Attributes
she has become fascinated by the Deep Ones in her charge. AGILITY 7 BRAWN 8
COORDINATION 6 INSIGHT 8
Truths
Nachtwölfe Leader

? REASON 10 WILL 9
Under the Spell of the Sea

?
Skills
Attributes Academia 3 (Science), Engineering 2, Medicine 2,
Observation 1, Persuasion 1, Vehicles 1
AGILITY 8 BRAWN 8
COORDINATION 9 INSIGHT 8 STRESS 4 INJURIES 1
REASON 9 WILL 9 ARMOUR 4 COURAGE 4

Skills & Focuses Weapons


Academia 1, Athletics 2, Engineering 2 Luger P08 9mm: (Handguns), Close range, 4

?
(Combat Engineering), Fighting 3 (Close Quarters), (Salvo: Vicious), Close Quarters
Resilience 2, Stealth 1, Survival 2, Tactics 2
(Battlefield Tactics), Vehicles 2 Special Rules
Dedicated Researcher: While within Close range of a

?
STRESS 15 INJURIES 3 subject of their research, the scientist gains +2 Morale,
ARMOUR 2 COURAGE 3 as they will undertake substantial risks to continue
studying their subject.
25
DEEP ONE WARRIOR*
Mission  Operation Vanguard

Trooper NPC
They Came from the Deeps!
Truths This eventuality is optional but could be injected into
the mission at any point after the agents reach Skellen
Deep One Warrior

? Island. Perhaps they are struggling to penetrate the
Hulking and Monstrous

? island’s defences? Perhaps the climatic final battle is
Amphibious

? going against them? Perhaps you, as GM, simply wish
to add a little mischief into proceedings?
Attributes
AGILITY 7 (8) BRAWN 9 (12) The Deep Ones are an ancient and powerful race and
COORDINATION 7 (9) INSIGHT 9 unlikely to take interference from the upstart race of
men lightly. Remember the Deep One who escaped
REASON 8 WILL 9 (11) the Nachtwölfe ambush? Half submerged, it observed
its brethren being transported to Installation 41 and
Skills & Focuses returned to the deeps to report its findings.
Athletics 3 (Swimming), Fighting 2 (4) (Hand-to-Hand
Combat, Melee Weapons), Observation 2, Resilience 4, Incensed, Deep One elders dispatch a rescue
Stealth 2, Survival 1, Tactics 2 mission, a small but powerful Deep One warband
headed by a magic-wielding shaman to retrieve their
STRESS 8 INJURIES 1 (2) comrades. Throw this powerful force into the mix if
ARMOUR 6 COURAGE 6 you want to shake things up and enliven proceedings!
Like the captive Deep Ones, the warband will
Attacks recognise Nachtwölfe as its true enemy and ignore
the agents unless they take any hostile action against
Savage Claws: (Hand-to-Hand Combat) 6

? it. The warband is motivated to free its brethren and
Piercing 1
teach the presumptuous Nachtwölfe not to interfere
Horrific: (Mental attack), 5

? Piercing 1, Stun with it again!

Escalation Options
?
1 x Deep One Shaman
Impaling Spear: (Melee Weapons), 8

? Intense,
Piercing 1

?
6 x Deep One Warriors

Special Rules
Brutal 1

?
Fearsome 1

?
Immune to Cold

?
Night Vision

?
Scale 1

? “Mein Gott!
e coming,
Tough 1

?
O n e s a r
* Two stat lines are given for the Deep One Warriors here. The Deep
The stated set of values reflect the three injured Deep
f ro m t h e depths!”
Ones currently in Nachtwölfe captivity, while the values in
demons
brackets represent those of a normal Deep One Warrior.
The injured Deep Ones may not use Escalation options,
ruber
unless freed from their cages when they may be able to - Feldwebel Fritz G
seize their stored weapons.

26
Mission  Operation Vanguard
Deep One Shaman
Nemesis NPC Attacks

?
Savage Claws: (Hand-to-Hand Combat), 4
Truths Piercing 1

?
Deep One Priest of the Elder Gods

?
Horrific: (Mental Attack) 7 Piercing 2, Stun

?
Divine Inspiration

?
Amphibious Escalation Options

?
Totemic Staff: (Melee), 5 Drain, Stun
Attributes
AGILITY 8 BRAWN 11 Spells
COORDINATION 9 INSIGHT 12 A Deep One Shaman is a spellcaster who uses Insight
to cast spells and knows the following spells from the
REASON 11 WILL 12 spellbook of Cthulhu: Call of the Depths, Curse of Cthulhu,
and Echo of the Ocean, as well as Commune with Deity
Skills & Focuses (ritual). The GM may choose others if appropriate.
Academia 4 (Occultism), Athletics 3 (Swimming),
Fighting 1, Observation 5 (Instincts), Resilience 3 Special Rules
(Discipline), Survival 2, Tactics 1
?
Dark Preacher

Power: 5

?
Fearsome 2

?
Immune to Cold

STRESS 16 INJURIES 3

?
Night Vision

?
Spellcaster
ARMOUR 3 COURAGE 6
?
Threatening 3

Debriefing
Conclusions
If the agents retrieve the intelligence in Installation 41, XP and rewards accordingly but still be generous for a
defeat Lotte Bernhard, and carry back a sample of Serum fine performance. The intelligence especially, will be
259 to London, then the mission is an outstanding success. of critical value to Section M, giving them a first real
If they freed the Deep Ones, or managed to forge even insight into Nachtwölfe’s inner workings and a glimpse
a temporary alliance with the warband, they have gone of its high command.
above and beyond the call of duty and established cordial
relations with one of the alien races covertly involved in If Lotte Bernhard and Nachtwölfe ultimately prevail, the
the Secret War, which should be considered nothing short consequences are less certain. Ultimately Serum 259
of a triumph. will prove to be a failure, its regenerative powers too
volatile and dangerous for any immediate super soldier
You should consult After Action Reports in the programme, although who knows how Nachtwölfe might
Achtung! Cthulhu Player’s Guide, to source some refine it further during the course of the war? If Bernard
suitable rewards, but a clean sweep of the mission and survives (and defeat doesn’t always mean death) she
bonus objectives might earn agents as much as 10XP may well bear a considerable grudge against the agents
to spend on their character advancement, and even and become a recurring nemesis for them in your
put them in line for a Section M Service Medal. With ongoing campaigns.
partial or failed objectives, you reduce the amount of

27
The Ongoing Conflict…
Mission  Operation Vanguard

More intriguingly how will this mission affect the course negotiations with the undersea creatures themselves?
of the Secret War? Nachtwölfe’s actions here will have What will Section M do with the intelligence gathered
made a powerful enemy in the Deep Ones but what does on Professor Kraft Heimburg, and what might it do with
that mean in the immediate aftermath? Instant retaliation? a sample of Serum 259 of its own? We’re sure you’ll
A longer, more slow burning revenge? This might form an come up with some fascinating ideas and don’t forget to
intriguing plot strand as your campaign develops. share them with us in the Achtung! Cthulhu forums on
Modiphius.net or with the Achtung! Cthulhu community
On the Allied side, Section M now have some data on on its Facebook page. If you want to contact the author,
Nachtwölfe’s personnel and methods but how will it you can always reach out to him @johnh259 on Twitter or
use them? Will it seek to exploit the hostility between via his web site john-houlihan.net where a whole raft of
Nachtwölfe and the Deep Ones, perhaps opening up Cthulhu fiction awaits!

About the Author


John Houlihan has been a writer, journalist, and stories for Modiphius called Dark Tales from the Secret
broadcaster for over twenty-five years, working in news, War set in the Achtung! Cthulhu universe. He has also
sport, and videogames. He worked for The Times, written the Mon Dieu Cthulhu series comprising The
Sunday Times, and Cricinfo and is the former Editor-in- Crystal Void Illustrated Version and Feast of the Dead
Chief of Computer and Video Games.com. He currently and is currently working on the third novel provisionally
works for Modiphius Entertainment as a narrative entitled Keeper of the Hidden Flame. He is also the
designer, as well being a video game consultant and writer of the Achtung! Cthulhu: Tactics videogame and is
script writer. currently writing for Exoplanet: First Contact.

His first novel was Tom or The Peepers’ and Voyeurs’ Away from the written word he has an unnatural fondness
Handbook and more recently he has written The Trellborg for cricket, football, snowboarding, cycling, music,
Monstrosities, The Crystal Void, Tomb of the Aeons and playing guitar and all forms of sci-fi, fantasy and horror.
Before the Flood in his Seraph Chronicles series (also He has an unnatural dread about writing about himself in
collected in Tales of the White Witchman: Volume One). the third person and currently lives in his home town of
The Trellborg Monstrosities is also a game scenario for Watford in the UK, because, well frankly, someone has to.
Call of Cthulhu and Savage Worlds which is published For latest news and information see http://www.John-
by Modiphius. He has also edited a collection of short Houlihan.net or follow @johnh259 on Twitter.

..
NACHTWOLFE’S ACTIONS HERE WILL HAVE
MADE A POWERFUL ENEMY IN THE DEEP ONES
BUT WHAT DOES THAT MEAN IN THE
IMMEDIATE AFTERMATH?

28
Appendix:

Mission  Operation Vanguard


Handouts
Re: Operation Vanguard Even though they say little, the pressure for
You will shortly be deployed by folboat
results is incessant. I have decided to try Serum
to rendezvous with a resistance contact 259 on myself. If it works, we have made a
codenamed Nightfire. major step forward. If I fail or die, someone else
Aim for the beach approximately two will take up the mantle. No future is without risk.
miles to the North East of the town above the
river Arn. At 03:00 Nightfire will signal the It tasted vile, and I thought I was going to die,
rendezvous point with three short flashes
from a night lantern.
but it proved a triumph! I feel rejuvenated and
You will be challenged with the code re-enervated. Serious cuts and wounds seal up
phrase “There were angels dining at the Ritz” in moments, and I had Trooper Hess put a bullet
which you will answer with signal “And a through my shoulder. Thirty minutes later, it
nightingale sang on Berkeley Square”.
Nightfire will take things from there.
was if I had never been shot. I experienced a
You are free to use your discretion on how to profound dizziness as the wound healed but
achieve your objective, but if I were you, I other than that, all seems fine.”
would remain undetected for as long as you
can. Do nothing to attract attention until The remaining subjects fascinate me. Before the
you are ready to launch your strike. serum, they were just creatures to be used for
Good luck and good hunting.
the glory of the Reich, but now I feel a strange
kind of affinity with them. I sit and watch them
- Hunter for hours while the scientists do their work
and sometimes, I think I hear meaning in their
strange clicks and whistles: stories and tales of
phosphorescent gardens and underwater cities
in the deeps.

Lieutenant Frick,

Note that the Hundemeisters are now in


situ with their charges and are patrolling Lieutenant Frick,
the island.
Note that the Singvögel devices have now
The beasts are highly trained, but may been deployed on the island.
attack unfamiliar personnel even if in
uniform. We have already tuned them to avoid
detecting birds and some of the smaller
Ensure that your men don’t stray into wildlife, but please ensure your men keep
areas outside of the quay, the camp, and to the assigned areas and paths to avoid
the approaches to the installation. triggering unnecessary alerts.

- —Bernhard - —Bernhard

29

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