TEXT: TM
  TM
  Golem
  An adventure by Mark Metzner
  For Weird Wars
  Weird Wars Concept and Additional Material by Shane Lacy Hensley and John R. Hopler
  Logos by Chris Appel
  Interior Art and Maps by Richard “Rico” Pollard
  Headers, Footers, and Graphic Design by Chris Libey
  Editing and Layout by Shane Hensley
  This adventure requires the use of the Dungeons & Dragons® Player’s Handbook, Dungeon Master’s Guide®, and Monster Manual®,
  Third Edition, published by Wizards of the Coast® Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of
  Wizards of the Coast, and are used with Permission.
  Note to GamePlay Users: Welcome to Weird Wars! Pinnacle’s new roleplaying game of
  historical horror. This sample adventure is intended to help new players get a feel for Weird
  Wars and give it a try. If you like what you see, check out the Weird Wars book, Blood on
  the Rhine, available at your local game store, or online at WWW.PEGINC.COM. Inside you’ll
  find complete rules for World War II character classes, prestige classes, feats, skills, and
  equipment. You’ll also find rules for vehicles, armor, firearms, and explosives usable in any
  modern D20 campaign!
  Please be sure to check out our Deadlands(tm) D20 demo adventure on the GamePlay CD as well!
  You can find Weird Wars: Blood on the Rhine at
  your local game store, or on-line at
  WWW.PEGINC.COM!
  
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  ™
  
  �
  �����
  By Mark Metzner
  ����������’�
  �����
  This adventure takes place in the
  Hedgerows of France in the early days of
  July 1944, with the Allied forces just
  beginning their advance into the heart of
  the countryside. Many French towns and
  villages have cooperated with the German
  occupation, but some brave men and
  women fight against their Nazi captors
  with their very lives. These people, the
  French Resistance, work with the Allied
  forces to infiltrate, spy and fight the
  Germans at every chance.
  Near the coast of France, in a little
  village of Villes-Bretonneaux, the
  movement is strong, and in recent
  months, the town has become a haven for
  the Resistance. So, when SS troops and
  German soldiers arrive and begin
  ransacking abandoned Jewish homes,
  searching for something, the members of
  the Resistance did the only thing they
  could: they called the Allied forces and
  asked them for assistance.
  Enter the heroes. Captain Robert Jarrell,
  their commanding officer, has instructed
  the party to assist the Resistance ASAP.
  Their orders: find out what the Nazis are
  up to and make sure they don’t
  accomplish what they’re there for. The
  Resistance has promised all the help they
  can muster in return.
  The Nazis aren’t even aware of the
  French Resistance’s presence in the area.
  In fact, they consider it a sleepy little
  town, offering no resistance. They search
  desperately for an ancient book, a tome
  of incredible magical power, called the
  Kabballah. More on that in a moment.
  The Great Rabbi Loew from Prague has
  been a thorn in Hitler’s side for some time
  now. Loew helped fend off German
  invaders and protected the Jews when
  Poland was first attacked. Eyewitness
  accounts claim the old Rabbi used “the
  power of the Hebrew God” against the
  invaders.
  But, alas, when the country fell, Loew
  fled the country and ended up in France,
  where he met another fleeing Rabbi, a
  young man named Avi Reis. Loew took to
  the young man and began to teach him
  the ways of Jewish mysticism, the magic
  of the Kabballah.
  They had just begun their studies when
  the Germans attacked their current home
  of Villes-Bretonneaux, capturing many
  Jews and the Great Rabbi himself. Reis
  was able to evade Loew’s captors, and
  currently remains in hiding in the village
  along with many other frightened Jews.
  
  �
  ��������������
  The French townspeople, abhorring the
  treatment of the Jews by the Nazis, have
  taken them in and hidden them in their
  attics, cellars, and hidden rooms, once set
  aside for the Resistance. The Kabballah
  tome lies waiting in Rabbi Reis’ room,
  where the young Rabbi has been reading
  and studying and learning. Among the
  rituals is an ancient spell once used to
  create the Golem, a servant made from
  clay that can be commanded to
  protect…and destroy.
  Unfortunately, the Germans have access
  to a horror of their own, a “fext” by the
  name of Ehrmann Winter. The Nazis seem
  to know what they are looking for, and
  have begun a systematic search of homes
  in the area. All have been Jewish homes,
  but if they do not find what they are
  looking for, the searches will surely
  continue. It will be only be a matter of
  time until they uncover the Resistance’s
  network of tunnels and room and the
  people hiding there. The fate of both the
  Jews and the local resistance lies in the
  party’s hands.
  In the larger picture, if Ehrmann Winter
  recovers the Kabballah and returns it to
  his masters in Berlin, Hitler will add yet
  another horror to his menagerie, a legion
  of nearly unstoppable Golems!
  ���������������
  This adventure was created to be a
  starting point for a one-night adventure or
  an on-going campaign. It is intended for
  three to five characters of 3rd level, which
  takes into account basic training and
  surviving the beaches at Normandy. By
  the end of the adventure, the characters
  should be close to attaining 4th level.
  It is helpful, but not necessary, to have
  a medic in the party, as well as a scout.
  Those wishing to play a resistance fighter
  also have a natural start here, as a
  compatriot of Ulysse Heron, the party’s
  Resistance contract in town.
  No special equipment is required to
  complete the scenario, as pretty much
  nothing will harm the fext the group
  encounters at the end of the adventure. If
  you’re planning an ongoing campaign, the
  fext has been included as a perfect villain
  to be an ongoing thorn in the party’s side.
  Be sure to have his unholy gifts frighten
  rather than kill the heroes. Nothing can
  upset a roomful of players quicker than a
  villain that they can’t defeat. If used
  wisely, the ending battle between the
  golem and the fext should make for a
  very creepy experience, one that will
  hopefully stick in the players’ minds for
  years to come, and create a powerful
  opponent for the heroes in the future.
  The golem, fext, SS, and German
  soldiers can be found in the Weird Wars
  sourcebook, and are repeated in this
  adventure for those playing Weird Wars for
  the first time. The complete entry for Clay
  Golems can be found in the Monster
  Manual®.
  ������������
  The trek to Villes-Bretonneaux is filled
  with German patrols, though each should
  be quietly passed and avoided. The War
  Master is welcome to require a few Move
  Silently rolls to instill some tension into
  the trip.
  The Nazis have increased their patrols
  since they arrived to investigate the
  Jewish homes in the area. Finding a safe
  route to the village is tricky but not
  overly difficult for experienced heroes
  (especially if one of the characters is a
  scout). In the dark hours before morning,
  the party arrives in Villes-Bretonneaux
  without incident.
  If you wish to roleplay the advance of
  the unit into the area, feel free. This
  adventure is meant to get the ball rolling
  a little faster, but experienced roleplayers
  may want to devise ways of getting into
  the town under the cover of night. Feel
  free to have fun with timed patrols and
  German Shepherds if you want.
  Otherwise, the party arrives and reaches
  the meeting place without any
  interference from the enemy.
  ������������
  ��������������
  The scene opens in the basement of
  what appears to be an abandoned grocery
  store. Candlelight flickers and casts a
  warm glow over the impromptu meeting
  place. Wooden crates serve as desks and
  cabinets. Maps and pictures of prominent-
  looking Nazi officers line the walls.
  Several men and women are busy here,
  writing and planning. One in the corner
  works a radio transmitter, tapping out
  codes to other resistance cells in the area.
  The party’s contact, a Frenchman
  named Ulysse Heron, is a thin, reedy man
  in his early forties with a thin moustache.
  He smiles and shakes the heroes’ hands
  vigorously when everyone is settled
  inside.
  
  �����
  �
  Read the following in a very thick
  French accent to the players when you are
  ready to begin:
  “Oh! Zis is wonderful! Thank
  you for coming to our aid in zis
  time of trouble, mes amis. We were,
  how you say, worried?…that we
  would be left to our own defenses.
  My name is Ulysse Heron and I
  am ze one in charge here in Villes-
  Bretonneaux. All zese people have
  dedicated everything to driving ze
  Nazis back and liberating France!”
  If a player has chosen to be a
  resistance fighter, you can introduce him
  here. Just have Ulysse wave him over and
  introduce him as his right-hand man or
  woman, as the case may be. The
  resistance fighter is then instructed by
  Ulysse to stay with and assist the party
  in any way possible.
  “As you may already know, SS
  soldiers have been zearching ze
  homes of Jewish villagers, looking
  for zomething. Our people have
  reported zat ze homes have been
  ransacked, walls torn down, floors
  destroyed, and furniture left in
  many pieces. Zere is no doubt zat
  zey are looking for zomething…or
  zomeone. And unfortunately, our
  little village has much to hide.“
  Ulysee gestures with an outstretched
  hand and a cute little blonde girl runs
  into the room. She is smiling and she
  hugs Ulysse’s pant leg, staring up at the
  party.
  “LeeLee, zese men are here to
  protect us. Zey are here to make ze
  bad men go away. What do you
  think of zat?”
  LeeLee looks up and smiles.
  “Even the Jews?” she asks.
  “Yes, little one. Especially the
  Jews.”
  With that Ulysse looks into the
  groups’ eyes.
  “I don’t know how much you
  know about the Germans and the
  Jews. In Germany and Easter
  Europe, zey take zem away in great
  trucks—few know where. But here,
  in France, zey do not usually do so.
  But in Villers-Bretonneaux, the
  Nazis are just like those in the east.
  After several acts of sabotage by Le
  Resistance, they gathered up all ze
  Jews and “undesirables” and
  shipped them away in great trucks.
  To ze east, we suppose.”
  “LeeLee’s family was taken in zis
  way. She escaped capture only
  because she was down by the river,
  picking flowers. Zere are still 30 or
  40 Jews hiding here. Le Resistance
  feels responsible for their plight,
  and is hiding zem in ze cellars,
  attics, and secret rooms meant for
  us. But if the Nazis begin to search
  our homes, zey will find us as well
  as our guests and Le Resistance
  will be crushed.”
  Before the party can respond, the door
  to the meeting room opens and an
  attractive woman rushes in. She is tall,
  thin, and wears her long, brown hair back
  in a coif. With a Spot roll of 15 or better, a
  character notices that the hairpin that
  holds back the coif looks as if it could
  be used as a weapon in an emergency.
  “Ulysse! Rabbi Reis has gone missing! They
  think the Germans have him!”
  
  �
  ��������������
  Ulysse looks to the party and gestures
  for them to follow. “Quickly! If ze Nazis
  make him talk, we’re all as good as dead!
  LeeLee begins to cry. Ulysse holds her,
  shushing her tears and nods to the party
  to follow the woman. “Please,” he begs,
  “find out what you can. We have little
  time.”
  �����������������
  The woman introduces herself along
  the way. Her name is Evelyn Pasionne, and
  she is the Resistance’s main contact with
  the Jewish groups hiding in the area. She
  communicates their needs to the group,
  who then do what they can to help. She
  leads the heroes down a long hallway
  carved out of the earth, which then leads
  into another basement filled with families
  and children. All look frightened and tired.
  None look like they’ve slept much in the
  last few weeks.
  A nervous-looking man steps forward
  to the party and the woman. “You are here
  to help us, yes? Our Rabbi, he is gone. We
  think taken by the Germans.”
  When questioned, the following facts
  arise:
  • The people don’t know why the Nazis
  are destroying their homes. Some believe
  they are looking for gold or other precious
  items.
  • Rabbi Reis was a student of the Great
  Rabbi Loew, who was a great and
  powerful Rabbi.
  • Loew was a legend in Prague and
  Poland. Rumor has it that Loew stopped a
  German tank dead in its tracks with only
  a single word.
  • Loew was captured when the city fell,
  leaving his student behind to lead them.
  • Rabbi Reis spends much time
  studying the Great Rabbi’s books in his
  room. He came out the other day, laughing
  and singing. He said he’d found a way to
  protect us.
  • Reis was shaken by the news that the
  SS were searching old Jewish homes in
  town. He grew pale and went back into
  his room and would not respond to
  anyone.
  • This evening, he came out, looking
  tired and worn, and said, “Shalom,” which
  means “peace.” He shut his door and
  never came out again.
  • A couple on the second floor heard a
  German patrol shout “Halt!” and they
  swore they heard the young Rabbi
  screaming for vengeance and swearing
  that God would destroy them all. That
  was an hour ago. They couldn’t get here
  sooner because they had to dodge
  German patrols and make it here safely.
  They believe it happened down by the
  river.
  If the party wishes to be taken to the
  Rabbi’s room, they find it in disarray, with
  books scattered all over the floor and
  papers everywhere. There are no exits to
  the room and he is nowhere to be found.
  A successful search roll, DC 20, finds a
  scrap of paper lined with dates but
  written in Hebrew. Any Jewish person
  nearby can easily translate. It is a page
  from a diary of some sort and it reads as
  follows:
  “July 2, 1944.  The Nazis are here
  and they know. May God have
  mercy on the Great Rabbi, they
  must not find the book.”
  Other than that, it is too messy and
  the people gathered around won’t allow
  the party to search the room more,
  insisting that the Americans help find
  their beloved Rabbi instead of prowling
  through his personal things.
  If asked, Evelyn provides a map of the
  town, marked with where the Nazis have
  been spotted looking through homes.
  When ready, she leads them to a safe exit
  to an abandoned home nearby. She
  wishes them luck and Godspeed, and
  maybe plants a quick kiss on the
  character with the highest Charisma.
  ������������
  ���������������
  ����������
  The exit leads to the basement of an
  old home. The stairs creak as they climb
  them. No Germans are in the area, but the
  party doesn’t know that. Take a moment
  to have the group make Move Silently rolls
  and shake your head if one looks low.
  Make a roll yourself, no DC, just to make
  the players feel uncomfortable. Anything
  you can do to heighten the fear here is
  good. Remember that Weird Wars is a
  horror game, and it’s time to rack up the
  tension a notch.
  The stairs lead to a back door that
  faces a high brick wall. A quick look
  
  �����
  �
  reveals no one is in sight. Once everyone
  is outside, wait a moment, then ask for
  another check.
  From this point, the party can go to
  many places. The river bank, the searched
  homes, or the deserted library the Nazis
  are currently calling home.
  ���������
  At the river, have the squad make
  Search rolls (DC 18). If made, they find a
  large amount of clay from the river bed
  has disappeared. There are no tools or
  machines to allow for this. Footprints
  show that several people had been here
  recently, and there are tracks to indicate
  someone was dragged away from the river
  bank recently. The tracks vanish after they
  reach the town’s streets. The party is on
  their own from there.
  ���������
  The hand-drawn map points to several
  homes. All have been utterly ransacked
  and looks demolished from the inside. If
  the players wish to visit them, there are
  three nearby with easy access—feel free
  to improvise any details or encounters as
  you see fit. Below are some general
  details for each house—be sure to spread
  them around if many are to be visited.
  • Pictures are torn from their frames, as
  if they were looking behind them.
  • Floorboards and walls have had holes
  bashed in them.
  • In one house, a wall safe hangs open.
  Pictures of family members and smiling
  children like scattered on the broken floor.
  • Carpet and a pile of drapes in one
  corner smell of urine. A spot check, DC
  20, finds a chrome SS symbol lying on
  the floor nearby. (WM: Winter caught one
  of the SS desecrating one of the homes
  and cuffed him. Winter does not care for
  such behavior, especially from men under
  his command.)
  • Anything else you feel might be a
  nice touch. Remember to have the party
  make Move Silently rolls every now and
  then! The Nazis aren’t nearby, but let them
  think they need to.
  ��������������
  In passing, have the party make a Spot
  check, DC 18. If made, a Nazi guard is
  noticed walking around a large building
  nearby. It looks as if it is the remains of a
  library. A burnt pile of logs and ashes
  still litter the ground here, where the
  books were taken and burnt.
  Two more guards can been seen from
  here, both at the ready, and a German
  truck is parked nearby. Apparently, this is
  where they have been staying during their
  search. The stone building rises two
  stories from the street, with intricate
  masonry carved to resemble grape leaves
  and vines. The name of the building,
  carved into the headstone, cannot be read,
  as bullet holes have chipped away the
  words themselves.
  
  �
  ��������������
  The party has two options here: break
  in using stealth and subterfuge (i.e., Move
  Silently and Hide and some accompanying
  distractions) or go in the front door, guns
  blazing. Either way works fine. If
  shooting, there are ten SS guards (four in
  the front (two per side), four in the back,
  and two wandering the perimeter. All are
  armed as below:
  Waffen SS Soldier
  CR 1: Medium-size human; Class: Grt 1;
  Hp 6; Init +1; Spd 10 yds; AC 12 (+1 Dex, +1
  Armor); Atk MP40 +3; AL LE; SV Fort  +3
  Ref +1 Will +2, Str 12, Dex 12, Con 12, Int 10,
  Wis 11, Cha 10.
  Skills and Feats: Driving +2, First Aid +2,
  Hide +5, Move Silently +5, Spot +5;
  Automatic Weapons Proficiency, Firearms
  Proficiency; Point Blank Shot, Rank: SS
  Grenadier, Simple Weapons Proficiency,
  Weapon Focus: MP40, Wheeled Vehicle
  Proficiency.
  Special Qualities:
  Devotion: The devotion of SS members
  to the Nazi party gives them +2 morale
  against Will saves.
  Possessions: MP40, 4 full magazines of
  9mm ammunition, helmet, uniform, 2
  stielhandgranate 24
  It is important to note that the Nazis
  aren’t expecting any kind of trouble. This
  is a broken town filled with broken
  people. The Nazis are arrogant and fulfill
  their duties with as little care as possible.
  Any frontal assault catches them
  completely off guard, giving the first
  round to the party’s attacks.
  If the party attempts to sneak in, have
  them make the appropriate Hide/Move
  Silently rolls made. Add +5 to the checks
  due to the lax natures of the SS guards.
  Arrogance is costly.
  Once inside, if sneaking in, they come
  face to face with an SS officer inside and
  combat ensues. The SS guards outside
  arrive on the second turn of combat, but
  only three can attack through the doorway
  entrance at a time. There is ample cover
  for the party against the guards, as the
  architecture creates corners for them to
  hide behind.
  Once defeated, there is silence and the
  smell of smoke in the antechamber. Ask
  for party positions. The antechamber
  leads to a closed door. It is unlocked.
  Chances are, the heroes are not really
  going to want to open it, but after a
  moment of indecision, anyone listening
  can hear the quiet sounds of weeping
  coming in through the door.
  Beyond the door is a large, empty room
  with great wooden shelves knocked on
  their sides. No books are found here—all
  were burnt outside long ago. Towards the
  back of the room, an unconscious man
  sits strapped to a wooden chair, bound
  with hard hemp rope. He looks beaten
  nearly to death. Blood covers his face and
  hands, his right eye has swollen shut, and
  his nose has flattened, badly broken.
  The weeping comes from the corner. A
  second man of average build is curled up
  in the corner, covering his hands in front
  of his face. He continually repeats: “Please,
  don’t kill me. Please stop, we don’t know
  anything. Please, don’t kill me.”
  If the heroes approach him gently, he
  stops and recognition streams across his
  face. “Americans! You have saved us! God
  be praised.”
  If not, the man curl ups harder,
  mumbling “God help me.” until they do.
  A DC 25 Language (French) roll detects
  a faint German accent…
  ���������
  Here’s the surprise. The unbound man is
  Ehrmann Winter, the fext sent by Berlin to
  retrieve the Kabballah so that Hitler’s
  Blood Mages can figure out its secrets. It
  is his mission to find the tome by any
  means possible. If you have any question
  how to play this scene, rent Die Hard.
  Play up the sincerity to those who fall
  for this ruse. The man calls himself Jon
  Ehrmann. If asked, he tells the party he
  was captured trying to help Rabbi Reis
  complete his ritual. When asked about the
  ritual he admits he doesn’t know what
  Reis was trying to do. “The Rabbi only
  said that it would wreak vengeance and
  death on the hated Nazis.”
  If there is a medic in the party, he can
  attempt to heal the Rabbi. Bones can be
  set and cuts fixed, but no amount of
  treatment causes the Rabbi to awaken. It
  is apparent the Rabbi needs bed rest and
  appropriate care. “Jon Ehrmann” volunteers
  to help carry the Rabbi, or to at least
  assist in some way.
  If questioned about what was asked of
  the Rabbi (and presumably himself), he
  answers truthfully. It makes for better lies.
  In short, Ehrmann does whatever is
  needed to assure the heroes he’s on the
  level. Don’t let the party figure it out until
  the Third Chapter). Even if someone
  detected his slight accent, Ehrmann
  simply claims that he’s a German Jew who
  moved to France in the pre-war years.
  
  �����
  �
  Here are some of the things Ehrmann
  says:
  • The Germans sent the SS to look for
  some book. (True)
  • The Nazis questioned Rabbi Reis for
  hours but Reis never said anything. (Sort
  of a lie. Reis said the Nazis would die
  soon for their crimes against God.)
  • The book is called the Kabballah. It is
  a book of Jewish magic. Apparently
  powerful enough to have them send all
  these SS men. (True.)
  • The officer in the hallway led the SS
  group. (Lie, Ehrmann is their leader.)
  • Other than the SS guards, that’s all he
  saw. There are no others. (Lie.)
  The trip back to the little house
  entrance is uneventful, but it is best to
  have a party member scout ahead and
  make Spot checks. Have the group make
  Hide and Move Silently rolls as well,
  though nothing happens. Ehrmann does
  nothing to draw attention either—he’s
  fairly confident he can handle the
  Americans and their Resistance friends
  on his own.
  Evelyn Pasionne herself waits at the
  old building. She rushes to the wounded
  Rabbi and hugs him, giving his frightened
  “helper”  nothing but a quick glance.
  Ehrmann, for his part, keeps his face
  hidden in shadow as much as possible
  (not difficult in the dark stairway). Once
  downstairs, Evelyn hurries the group
  inside and takes the Rabbi to a small
  room with a nearly clean mattress to treat
  his wounds. If asked, Evelyn mentions
  that she was a nurse before the war.
  After checking Reis out, she nods her
  head and mentions that he only needs
  rest now. She thinks some ribs might be
  broken, but she’s done all she can do. She
  turns and faces the stranger (Ehrmann).
  “And you? May I treat your wounds… Who
  are you?”
  Evelyn now notices his face and
  recognizes the SS leader.
  Ehrmann Winter smiles, a thick book in
  his hands. It is old and the cover is thick
  with age. His other hand points a gun at
  you all. “Why, I’m the Spider, of course. You
  must be the flies.”
  Ehrmann Winter, Fext
  (see Weird Wars p.165-166 for more
  details)
  Medium-size Humanoid
  Hit Dice: 3d10 (27 hit points)
  Initiative +1 (Dex)
  Speed 30ft
  AC: 12 (+1 Dex, +1 Armor)
  Attacks: +4 Ranged, +3 Melee
  Damage: by Weapon
  Face/Reach: 5ft by 5 ft/5ft
  Special Attacks: none
  Special Qualities:
  Immune to non-magical weapons,
  weakness (bullet made of glass,
  stake used to tie up a young tree
  driven through heart)
  Saves: Fort +4, Ref +2, Will +1
  Abilities: Str 11, Dex 13, Con 12, Int 10, Wis
  11, Cha 10
  Skills: Driving +4, First Aid +2, Hide +7,
  Move Silently +7, Spot +7
  Feats: Automatic Weapons Proficiency,
  Firearms Proficiency, Point Blank
  Shot, Rank: Grenadier, Rapid Shot,
  Simple Weapons Proficiency, Weapon
  Focus: Kar 98k, Wheeled Vehicle
  Proficiency.
  CR: 5
  ��������������
  �����
  Any sudden moves ends up with
  someone getting shot (Ehrmann has the
  drop on the leader—or Evelyn or the Rabbi
  if you feel that might make the group
  stall more). Evelyn cautions against
  shooting because there are families with
  children behind this wall and door. Stray
  shots could kill innocents here.
  “And that would be horrible, yes?”
  Winter purrs with a sneer. “I admit
  destroying those homes piece by piece was
  growing stale. Thank you very much for not
  only delivering the Kabballah to me, but
  also the location of the Resistance and
  more Jews. Happy Birthday to me.”
  With that he opens the door behind
  him and smiles. “Thanks for the book.”
  And turns to walk off.
  If a hero shoots him in the back, have
  him roll as normal, but remember, pretty
  much nothing the PC’s have is going to
  even put a dent in this guy. Evelyn cries
  out to stop shooting and when the
  hysteria of the moment is gone, Winter
  has not moved, but maybe his hair was
  parted out of place by the shot. He stands
  perfectly still, turns his head to reveal a
  horrible grin and says, “Heil Hitler.”
  After the first time the party shoots
  Ehrmann Winter and they witness no
  
  ��
  ��������������
  damage, have the party roll a DC 15 Fear
  check. The war just got weird.
  If the party doesn’t get it and
  continues shooting, have Winter continue
  walking towards the door, the bullets
  tearing his clothing, but leaving his body
  unharmed in any way.
  If the party simply follows, Winter
  makes it to the door they came from.
  “Good day.” He then nods and leaves.
  Assuming the party follows, Winter
  makes it to the front lawn of the house
  and turns to face the party. If the heroes
  decide to shoot the living daylights out
  of Winter at this time, let them, but use
  the same descriptions as before. All in all,
  it means nothing.
  At this point, or if the party simply
  watches, Ehrmann Winter faces the party
  and addresses them. “Fascinating book.
  Apparently, the Jews have used it to do all
  sorts of awful things. I’ll have a wonderful
  time reading it all the way back to Berlin.”
  ���������������
  Now the party can see what Winter
  cannot. A giant clay man, a Golem, rises
  from the rubble behind Ehrmann and
  towers silently over him. Then, in one
  sweeping motion, the monster grabs the
  man by the shoulder and hurls him across
  the yard. Ehrmann soars ten feet in the air
  and lands roughly on the cobblestone
  street. The book dashes to the dirt and
  pages spill out onto the ground.
  Winter gets up, disoriented. “Who the
  Hell – “
  The Golem turns and moves in a blur
  towards the fallen man. In a low voice
  that sounds as if it comes through a layer
  of we mud, he screams: “I AM
  VENGEANCE. I WILL DESTROY YOU ALL.”’
  With that, he grabs Winter’s arm and
  begins flailing his body against the street
  over and over. The book slips from
  Ehrmann’s grasp. The creature is
  inhumanely fast for it’s size and bulk.
  Between the creature’s clay “skin”
  glistening in the moonlight and Winter’s
  body being thrashed around like a rag doll
  (and continuing to live!), the Fear check
  here is 20. That goes for the German
  soldiers who arrive now as well.
  ��������������
  German soldiers race up the street and
  begin shooting. There are 20 of them, all
  of the Waffen SS variety. Some shoot at
  the Golem while others shoot at the party.
  At the start of each round of combat
  from this point forward, roll a d6. On a 1-3,
  half shoot at the Golem, on a 4-6 they all
  do. Confusion reigns supreme here. (Also
  remember that the effects of fear last for
  the entire combat).
  The Golem’s attack is always to throw
  or slam Winter into something. The other
  attacks are focused on the SS guards.
  Once they are gone, the Golem turns and
  faces the party. That’s when things get
  hairy.
  At the start of each turn after the first,
  roll a d20. On an 18 or higher, Rabbi Reis
  appears behind the party. He looks grim. If
  the SS guards are still standing, he
  watches as the Germans attack the Golem
  helplessly. He does nothing to stop the
  Golem. If the Golem attacks the party, he
  commands it to stop—but it doesn’t.
  As in the classic story of the Golem,
  the creature does not want to return to
  mud. It attacks the heroes and must be
  fought. While tough, the creature isn’t
  invincible. If the heroes have a very rough
  time, Evelyn emerges with a few grenades
  to help them out.
  During the fight, Winter lies crumpled
  on the ground. To all intents and
  purposes, he’s dead. Not really, of course.
  He’s playing possum until the creature is
  nearly destroyed. At that moment, while
  the party still fights the thing, he bolts
  up, snatches 1d6 pages of the ravaged
  Kabbalah, and disappears.
  ��������
  In the end, the Golem lies on the street
  like so much clay. Rabbi Reis hobbles his
  way down the front steps and looks at
  his handiwork and weeps. The Kabballah
  is destroyed. Its pages are torn, marred
  with clay and blood. “He warned me of
  this. Rabbi Loew was great, not because of
  the things he had done, but because of
  what he could do and did not. Now I
  understand. Much had been lost this night.”
  Evelyn can treat wounds (except death,
  of course). A quick transmission to Allied
  HQ sends trucks and the like to the area
  for safe evacuation of the heroes and the
  Jewish families.
  This adventure is over, but Ehrmann
  Winter is still out there, ready to cause
  trouble for the heroes. The humiliation he
  received makes the heroes quite
  prominent in his mind. And he will have
  his revenge. The Rabbi and his book can
  be taken to HQ for de-briefing. This sort
  of thing attracts the attention of the OSI,
  who now watch the heroes and may
  induct them into their ranks if they
  continue to survive against the horrors of
  the Weird Wars.
  
  �����
  ��
  ������������
  ����������
  The following pregenerated characters
  may be used for this adventure. Print out
  multiple copies of the character sheet at
  the end of this adventure and copy their
  statistics and special abilities there.
  �����������
  2nd Lieutenant Joseph Holiday
  Medium-size Human Male; Class: Ofr 3;
  hp 30; Init +3; AC 14 (+3 Dex, +1
  Armor); Spd 10yds; Atk M1911 +6; AL
  LG; Sv Fort +4 Ref +4 Will +5; Str 14,
  Dex 16, Con 12, Int 13, Wis 15, Cha 18.
  Skills & Feats: Bluff +7, Diplomacy +7,
  Hide +7, Initmidate +9 (*), Leadership
  +10, Move Silently +7, Search +5,
  Sense Motive +4, Spot +7; Rank (2nd
  Lieut.), Command Voice (120ft – those
  suffering suppression or
  fear roll a new Will Sv at
  +2 vs effect), Tactician
  (At start of new combat,
  roll opposed Leadership
  vs opposing force. If
  successful, all under
  his command gain
  +2 Init and +2 Spot
  vs ambush
  checks), Simple
  Weapons,
  Firearms, Light
  Armor.
  Possessions:
  Helmet, M1911
  Pistol (Damage
  2d6+2, Crit 19-
  20/x2, Range
  Inc. 30 feet, Shots
  7), 3 full
  magazines of 7
  bullets each,
  binoculars, map case,
  mess kit, canteen, gas
  mask, entrenching tool,
  spare uniform, 4 pairs
  of socks, bedroll,
  overcoat.
  ���������
  Adam Cohen
  Medium-Size Human Male;
  Class: Med 3; hp 27, Init+7
  (+3 DX, +4 Feat), Speed 10yds, AC 14
  (+3 DX, +1 Armor), Attack M1 Carbine
  +5 (Base Attack +2, DX +3), AL LG,
  Fortitude +5, Reflex +4, Will +7; ST 13,
  DX 17, CO 15, IN 13, WI 18, CH 12.
  Skills & Feats: Climb +1, Combat
  Medicine +8, Driving +7, Hide +7,
  Jump +1, Listen +8, Move Silently +7,
  Search +6, Spot +8, Swim +5. Skill
  Focus (+2 bonus to Combat Medicine
  skill, factored above), Wheeled
  Vehicles, Automatic Weapons,
  Incoming!, Improved Initiative, Simple
  Weapons, Firearms, Light Armor.
  Special Abilities: Battleground Healing
  (Can stabilize characters at 0 Hp as
  well as restore Hp to wounded
  characters. See Weird Wars sourcebook
  p.50 for more details), Noncombatant
  (most medics don’t carry weapons;
  see note below), Red Cross on
  uniform and helmet (by Geneva
  Convention soldiers aren’t supposed
  to shoot at medical personnel).
  Possessions: Helmet w/Red
  Cross, Armband w/Red
  Cross, Medical Kit, Mess Kit,
  Canteen, Gas Mask, Entrenching
  Tool, Spare Uniform, 4 pairs socks,
  Bedroll, Poncho, M1 Carbine (Damage
  2d8, Crit 19-20/x2, Range Inc. 30
  feet), and 20 rounds of ammunition
  optional.
  Note:
  Most
  medics
  do not carry
  weapons, but some do
  (enemy soldiers do shoot at
  those medics). If the player wishes,
  he may do without the M1 Carbine
  and
  replace Automatic Weapon
  Proficiency Feat with the
  Alertness Feat (+2 to Listen,
  Spot).
  ���������
  Matt “Eagle-Eye” Hawkins,
  Private
  Medium-size Human Male,
  Class: Sct 3; hp 18, Initiative +1,
  Speed 10yds, AC 14 (+3 DX, +1
  Armor), Attack M1903A4
  +3/+3, AL CG, Fortitude
  
  ��
  ��������������
  +3, Reflex +4, Will +3, ST 11, DX 17, CO
  10, IN 14, WI 14, CH 10.
  Skills & Feats: Climb +6, First Aid +6,
  Hide +7, Intuit Direction +8, Listen +7,
  Move Silently +9, Spot +8, Wilderness
  Lore +7. Eagle Eyes (+2 Spot/Listen
  checks at 100yds or more, +4 to
  circumstance bonus to unit’s
  Leadership rolls at start of combat),
  Improved Initiative, Point Blank Shot,
  Rapid Shot, Simple Weapons,
  Firearms, Light Armor.
  Special Abilities: Pathfinder (Can find
  the best route through unfamiliar/
  obstructed areas. A Wilderness Lore
  check of 15+ reduces travel time by
  25%, a check of 25 reduces it 50%. Can
  guide a group of three at no penalty; -2
  for each additional 3 people). Sneak
  Attack +1d6. Track as a Bonus Feat.
  Possessions: Helmet, Binoculars, Mess
  Kit, Canteen, Gas Mask, Entrenching
  Tool, Spare Uniform, 4 pairs socks,
  bedroll, raincoat, M1903A4 Rifle
  (Damage 2d8, Crit 19-20/x2, Range
  Inc. 120 feet, Shots 5), and 5 full
  magazines of 5 bullets each.
  ������
  Horace Arthur Grimm, Private
  Medium-size Human Male; Class: Grt 3;
  hp 40; Init +2; Spd 10 yds; AC 13 (Dex
  +2, +1 Armor); Atk Unarmed +3, M1919
  +5; AL NG; Sv Fort +9 (+4 Con, +2
  Great Fortitude) Ref +3 Will +5; Str 18,
  Dex 14, Con 18, Int 13, Wis 15, Cha 13.
  Skills & Feats: Climb +7, Concentration
  +6, Hide +5, Jump +6, Listen +5,
  Mechanic +6, Move Silently +6, Search
  +5, Spot +5, Swim +5; Improved
  Unarmed Strike, Great Fortitude,
  Power Attack, Automatic Weapons,
  Simple Weapons, Firearms, Light
  Armor Proficiency.
  Possessions: M1919A4 MG (Damage 2d8,
  Crit 19-20/x2, Range Inc. 150 feet,
  Shots 250; fires in bursts of 3 bullets,
  every 5 points over the AC needed to
  hit scores an extra hit for additional
  2d8 damage per hit), 2 full belts of
  ammo (250 rounds each), Helmet,
  Mess Kit, Canteen, Gas Mask,
  Entrenching Tool, Spare Uniform, 4
  pairs socks, bedroll, raincoat, 3 frag
  grenades (6d6 damage in 15 foot
  radius; Refelx save for half damage).
  ���������
  Conrad Jenkins, Private
  Medium-size Human Male; Class: Grt 3;
  hp 33; Init +8 (+4 Dex, +4 Improved
  Initiative); Spd 10 yds; AC 15 (Dex +4,
  +1 Armor); Atk M1 +7; AL NG; Sv Fort
  +6 Ref +5 Will +3; Str 15, Dex 18, Con
  16, Int 13, Wis 14, Cha 13.
  Skills & Feats: Climb +6, Concentration
  +7, Hide +9, Jump +6, Listen + 4, Move
  Silently +9, Search +5, Spot +7, Swim
  +6; Improved Intiative, Eagle-eyed (+2
  Spot/Listen checks at 100yds or more,
  +4 to circumstance bonus to unit’s
  Leadership rolls at start of combat),
  Far Shot, Rapid Shot, Simple
  Weapons, Firearms, Light Armor.
  Possessions: M1 (Damage 2d8, Crit 19-
  20/x2, Range Inc. 90 feet, Shots 8/
  Magazine), 5 full loads of ammo,
  Helmet, Mess Kit, Canteen, Gas Mask,
  Entrenching Tool, Spare Uniform, 4
  pairs socks, bedroll, raincoat, 3 frag
  grenades.
  The Resistance Fighter
  Jean Le Pierre
  Medium-size Human Male, Class: Res 3;
  hp 17; Init +7 (+3 Dex, +4 Improved
  Initiative); Spd 10 yds; AC 13 (+3 Dex);
  Atk Sten SMG +5; AL NG; Sv Fort +2
  Ref +6 Will +2; Str 14, Dex 17, Con 13,
  Int 13, Wis 13, Cha 15.
  Skills & Feats: Bluff +11, Gather Info +10,
  Hide +7, Intimidate +7, Leadership +7,
  Move Silently +9, Open Lock +6,
  Search +5, Spot +4; Improved
  Initiative, Automatic Weapons, Simple
  Weapons, Firearms.
  Special Abilities: Immune to Rank,
  Sneak Attack (+1d6), Cell (can call on
  d6 members of Resistance for a single
  operation), Obtain forged papers,
  Obtain German uniform, Contacts (1/
  week, see p.32), Safehouse, Troop
  Information.
  Possessions: Clothes, Sten SMG
  (Damage 2d6, Crit 19-20/x2, Range
  Inc. 30 feet, Shots 32/Magazine; fires
  in bursts of 3 bullets, every 5 points
  over the AC needed to hit scores an
  extra 2d6 damage per hit), 50 rounds
  of ammo, large knife, forged papers,
  German Uniform, overcoat.
  
SOURCE: textdata/thevault/Weird War II/Weird War II The Golem.pdf