TEXT: LEG1101
  
  CREDITS & ACKNOWLEDGMENTS
  Written by 
  Andrew Hind
  BRIDGE ACROSS TIME
  LEG1101
  Published by
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  First Published 2004
  www.legionpublishing.co.uk
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  INTRODUCTION
  Welcome to Bridge Across Time, the first in
  Legion Publishing’s mission manuals for
  Pinnacle Entertainment’s WWII d20 roleplaying
  game. Each mission manual is a complete
  adventure for your Weird Wars heroes and pro-
  vides new creatures, weapons, rules, and ideas
  for your campaign.
  DUAL STATS
  This Weird Wars book has been enhanced
  using advanced PDF design. You will now be able
  to view this books rules and stats for both the D20
  and Savage World systems at the click of a
  button. Using your mouse, choose your prefered
  game system by either selecting the D20 logo or
  ‘Jack’ for Savage Worlds. You can switch between
  either at any time by returning to this page.
  BACKGROUND
  This first book is set in Burma in 1943 and
  describes the everyday challenges faced by the
  British and Empire troops and provides the rules
  necessary to play a Tommy in the jungles of the
  Far East during the weird wars. Some of the
  material presented in Pinnacle’s Land of the
  Rising Dead may be of use in this scenario, but it
  is not necessary. Also included are two new
  starting packages, particular to this setting, and
  a number of new weird horrors. Finally, there is
  an adventure deep into the Burma jungles to stop
  the Japanese advance. 
  Central to the mission is an ancient bridge,
  survivor of countless years of conflict, and a
  stark reminder of the timelessness of war. This
  monument to the jungle’s violent past could hold
  the key the British Army’s future in this turbulent
  theater of the war.
  TOMMY IN THE JUNGLE
  In a mere five months, from December 1941 to
  May 1942, the British Empire suffered a series of
  humiliating and costly defeats in the Far East. By
  mid-1942, the Japanese were on the frontiers of
  the Raj itself, the crown of the Empire. These lost
  campaigns, and the subsequent ones to hold the
  Indian borders and retake lost territory, were
  largely fought in the jungle, a terrain that was
  terrifyingly alien to the British soldier. 
  LIFE IN THE JUNGLE
  Life in the jungle had a depressing effect on
  the morale of British troops, the vast majority of
  whom had no practical experience in terrain
  that, only a few years before, was considered
  impenetrable for troops. The feeling of isolation,
  the limited vision, the difficulty of movement, the
  oppressive heat, and the host of dangerous dis-
  eases and wildlife all sapped the confidence of
  the average soldier.
  Accurate maps of the jungle are difficult to
  W E I R D W A R S -  B R I D G E A C R O S S T I M E
  2
  
  make and the British often make use of local
  guides. Traveling without a guide requires a
  Survival check (DC19) once per hour to avoid
  getting lost in the jungle. Fighting in the jungle
  is arduous work and often at close quarters as
  the maximum distance at which a Spot check
  for detecting the nearby presence of others can
  succeed in the dense terrain is 2d6×10 feet.
  Furthermore, the thick undergrowth provides
  ready concealment, so it is usually easy for a
  creature to use the Hide skill in the jungle.
  Logs and massive trees also offer cover, and
  additional hiding places. The background noise
  in the forest makes Listen checks more diffi-
  cult, increasing the DC of the check by 2 per 10
  feet, not 1 (but note that Move Silently is also
  more difficult in undergrowth). In addition to
  the disorienting terrain, soldiers must also
  learn to tolerate the pests that make the jungle
  their home. 
  LEECHES
  Leeches of all kinds are omnipresent in the
  jungles of Burma. The common black leech
  thrives anywhere damp and moist, and the
  larger yellow leech proliferates in the pools
  from which the soldiers take their drinking
  water. Their bites are not painful, but they
  secrete a natural anti-coagulant that opens the
  wound to infection. Pulling leeches off is not a
  wise option, as there is a risk of detaching the
  head, leaving the jaws in the bite. In the humid
  jungle conditions, any such wound can quickly
  turn septic (DC16, Incubation: 8 hours, Damage:
  1d4 Con). 
  Leech swarms, occurring when soldiers cross
  leech-infested water (or when summoned by
  jungle shamans or Japanese onmyoji) are par-
  ticularly dangerous, and must be dealt with
  immediately. A leech swarm inflicts 1 point of
  temporary Con damage each minute, and the
  chances of wounds turning septic increase for
  every minute they remain (it takes 1d4 +1
  minutes to remove the leech swarm from a
  W E I R D W A R S -  B R I D G E A C R O S S T I M E
  3
  victim). Soldiers soon learn to remove ordinary
  leeches with burning cigarettes, but such
  methods are useless against the monstrous ele-
  phant leech or the evasive shadow leech, both of
  which were not merely discomforting but deadly
  (see below). 
  
  MOSQUITO
  The monsoon season means an exponential
  increase of the malaria-bearing mosquito. In
  1942, the epidemic was of such proportions that
  entire divisions were laid up. As a result, new
  anti-mosquito measures have been introduced
  and are strictly adhered to; officers of units found
  lax in this regard are harshly reprimanded. All
  tents and shelters must be sprayed before
  morning parade and soldiers must apply anti-
  mosquito cream twice daily. Long trousers and
  long-sleeved shirts are standard issue in an
  effort to reduce the cases of bites. Each of these
  measures, if strictly adhered to, provides a +1
  circumstance bonus to Fortitude checks when
  determining whether a soldier has contracted
  malaria (as detailed in Land of the Rising Dead).  
  However, mosquitoes are not merely feared for
  the disease they carry. Some grow to such size
  that they can drain a man entirely of blood,
  leaving him nothing more than a desiccated
  corpse (see below). 
  TICKS
  With both leeches and mosquitoes associated
  with the monsoon season, one would assume the
  soldiers eagerly await the dry season, but even
  this relatively comfortable period brings with it
  dangers. Jungle ticks are an insidious evil, hard
  to ward against but deadly due to the scrub
  typhus they bear.
  SLEEP
  As a result of the many privations a soldier
  must endure while waging war in the jungle,
  and the constant necessity of staying alert,
  soldiers need more frequent rest than might
  otherwise be the case in other theaters. After
  every week in the jungle a character must
  succeed at a Fortitude save (DC12+2 per pre-
  vious check) or become fatigued. Even the
  most hardened soldier will eventually be worn
  down and their fighting ability undermined in
  these conditions. With that in mind, the army
  maintains rest areas a day’s march to the rear,
  and units are intended to rotate through them
  for a total of two weeks out of every six. Here
  the troops can recuperate from their ordeals,
  enjoy extra rations, and receive medical exam-
  inations. Meanwhile, their unit can be reor-
  ganized as necessary. Of course, operational
  considerations or surprise attacks may
  prevent this rotation from happening, leaving
  fatigue a life-threatening danger for officers to
  consider.
  JUNGLE DISEASES
  Several diseases are prevalent in the warm
  and tropical climate of North East India. In addi-
  tion to those already detailed in the Land of the
  Rising Dead sourcebook, War Masters should be
  aware of a few others.     
  SCRUB TYPHUS
  Also known as mite fever, and occurring
  widely through Asia, this disease is carried
  by ticks whose larvae infest rodents. The
  ticks transmit the disease by biting, result-
  ing in a sore developing in a few days.
  Severe headaches, shivering and fever
  develop within 10 days. Since infection is
  more likely in areas of thick dry vegetation,
  soldiers are taught to avoid such areas
  whenever possible and to sleep at least 1
  foot from the ground.
  W E I R D W A R S -  B R I D G E A C R O S S T I M E
  4
  
  Infection: Bite (ticks); DC15; Incubation: 10
  days; Damage: 1d3 Strength
  DENGUE FEVER
  The disease is transmitted via mosquitoes as
  malaria and lasts for about a week, with
  headaches, pains in the joints, and a rash. Unlike
  malaria, one attack by this virus usually confers
  immunity. 
  HORRORS OF THE JUNGLE
  BLOOD MUD
  Medium-Size Ooze
  Hit Dice: 3d10+10 (26 hp)
  Initiative: -5 (Dex)
  Speed: 10 ft.
  AC: 5 (-5 Dex)
  Attacks: Slam +3 melee
  Damage: Slam 1d6+1
  Face/Reach: 5 ft. by 5 ft./ 5 ft.
  Special Attacks: Improved Grab, Constrict
  1d6+1, Blood Drain, Mire
  Special Qualities: Blindsight, Cold and Fire
  Immunity, Ooze, Camouflage
  Saves: Fort +1, Ref –4, Will –4
  Abilities: Str 13, Dex 1, Con 12, Int -. Wis 1,
  Cha 1
  Climate/Terrain: Tropical jungle or swamp
  Organization: Solitary
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 4-6 HD (Medium-Size), 7-9
  (Large)
  A blood mud is an amorphous creature that
  inhabits marshes, swamps, and water sources
  within jungles. Made entirely of dark mud, it
  grows to about 8 feet in diameter and to a thick-
  ness of about 6 inches, and is indistinguishable
  from its earthen surroundings. Sometimes, frag-
  ments of bones can be seen jutting forth from
  their mass, evidence of their predatory habits. 
  COMBAT
  Mindless but always ravenously hungry, blood
  mud lies in wait for its victims to approach. They
  employ their mire ability to ensure victims are
  unable to flee.  
  Improved Grab: To use this ability, the blood
  mud must hit with its slam attack. If it gets a
  hold, it can constrict its victim.
  Constrict: A blood mud deals automatic slam
  damage with a successful grapple, and may
  attempt to drain blood. 
  Blood Drain: Constricted victims are drained of
  blood. This deals 1d4 points of temporary
  Constitution damage per round. 
  Mire: Once per hour, the creature can soften
  a patch of earth 10’ in radius into a thick,
  engulfing mud. The range of effect is 30 feet.
  Any creature within this area of effect sink to a
  depth of 4 feet and must make a Reflex save
  (DC14) or be held fast, unable to move, attack,
  or cast spells. The only means of escape (short
  of being rescued) is to make an Escape Artist
  (DC20) check. Those that succeed at the save
  can move through the mud at half speed, though
  they can’t run or charge, and make attacks at
  –3 to hit. 
  Blindsight: The creature can ascertain prey
  W E I R D W A R S -  B R I D G E A C R O S S T I M E
  5
  
  within 60 feet using scent and vibration
  Ooze: Immune to mind-influencing effects,
  poison, sleep, paralysis, stunning, and polymor-
  phing. Not subject to critical hits.
  ELEPHANT LEECH
  Large-Size Vermin (Aquatic)
  Hit Dice: 4d8+12 (30 hp)
  Initiative: +1 (Dex)
  Speed: 20 ft., Swim 40 ft.
  AC: 15 (-1 size, +1 Dex, +5 natural)
  Attacks: Bite +6 melee
  Damage: Bite 1d10+5
  Face/Reach: 5 ft. by 10 ft./5 ft.
  Special Attacks: Improved Grab, Blood
  Drain, 
  Special Qualities: Vermin, Fire Vulnerability
  Saves: Fort +7, Ref +2, Will +1
  Abilities: Str 17, Dex 12, Con 17, Int -, Wis
  10, Cha 1
  Skills: Hide +12, Move Silently +12, Swim
  +13
  Feats: Weapon Finesse (Bite)
  Climate/Terrain: Warm swamp or aquatic
  Organization: Solitary or swarm (2-5)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-10 HD (Large)
  An invertebrate with a voracious appetite for
  blood, an elephant leech is indistinguishable
  from its more mundane brethren save for its great
  size (generally 10’ in length) and the pair of tusks
  that grow on either side of its gaping maw.  
  COMBAT
  An elephant leech prefers to wait until a crea-
  ture wades through its watery domain or comes
  to drink before revealing itself and attacking. It
  will venture from the water under the cover of
  darkness, however, if necessary to feed. The
  leech bites its victim and drains it of blood, often
  killing the creature.
  Improved Grab: If an elephant leech hits an
  opponent with its bite attack, it deals normal
  damage and begins a grapple as a free action
  without provoking an attack of opportunity. If it
  gets a hold, it drains blood. The leech’s tusks
  impale victims, providing a +5 circumstance
  bonus to grapple checks. Each successful
  grapple check made during successive rounds
  automatically deals bite damage.  
  Blood Drain: An elephant leech drains blood
  from grappled opponents, automatically dealing
  1d8 temporary points of Constitution damage
  each round it maintains its grip. It is completely
  sated after drinking 12 Constitution points worth
  of blood, at which time it cannot drain any more
  and will seek to retreat from combat.
  Vermin: An elephant leech is immune to all
  mind-influencing effects and has dark vision
  with a 60-foot range.  
  Fire Vulnerability: An elephant leech takes
  double damage from fire attacks unless the
  attack allows a saving throw, in which case it
  takes double damage on a failure and no damage
  on a success. 
  SHADOW LEECH
  Tiny vermin
  Hit Dice: ¼ d8 (1 hp)
  Initiative: +3
  Speed: 5 ft., 15 ft. swim
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  6
  
  AC: 17 (+2 size, +3 Dex, +2 natural)
  Attacks: Bite +5 melee
  Damage: Bite paralysis
  Face/Reach: 2 ½ ft. by 2 ½ ft./0 ft.
  Special Attacks: Paralysis, Improved Grab,
  Blood Drain
  Special Qualities: Shadow Walk, Vermin,
  Light Vulnerability
  Saves: Fort +2, Ref +5, Will +1
  Abilities: Str 2, Dex 17, Con 11, Int 1, Wis 12,
  Cha 1
  Skills: Climb +11, Hide +18, Listen +8,
  Spot +8, Swim +12 
  Feats: Weapon Finesse (bite) 
  Climate/Terrain: Warm land or aquatic
  Organization: Solitary, or swarm (2-5)
  Challenge Rating: ½
  Treasure: None
  Alignment: Always neutral
  Advancement: ½ to 1 HD (Tiny), 2-3 HD
  (Small) 
  The shadow leech is significantly larger than
  most leeches, but still isn’t much bigger than a
  small garden snake. They are as black as pitch
  and seem to blend with shadows and darkness,
  becoming all but invisible. Unlike other leeches
  they are not harmed by fire, but do shy away from
  any source of bright light. 
  COMBAT
  Despite their small size, shadow leeches are
  frighteningly deadly. Their poison can leave a
  grown man paralyzed or even in a coma, and
  several working in tandem can completely drain
  a human of blood. After drinking its fill, the crea-
  ture shadow walks to safety. 
  Shadow Walk: Shadow leeches can use
  shadow walk at will as per the spell cast at 15th
  level of ability. 
  Paralysis: Bite, Fortitude save DC12, initial
  damage paralysis for 1 minute; secondary
  damage coma for 1d4 days. 
  Improved Grab: If a shadow leech hits an
  opponent with its bite attack, it begins a grapple
  as a free action without provoking an attack of
  opportunity. If it gets a hold, it drains blood. Each
  successful grapple check made during succes-
  sive rounds automatically deals bite damage.  
  Blood Drain: A shadow leech drains blood
  from grappled opponents, automatically dealing
  1 temporary point of Constitution damage each
  round it maintains its grip. It is completely sated
  after drinking 5 Constitution points worth of
  blood, at which time it is completely bloated and
  cannot drain any more. 
  Vermin: A shadow leech is immune to all
  mind-influencing effects and has darkvision with
  a 60-foot range.  
  Light Vulnerability: A shadow leech is instant-
  ly destroyed if exposed to sunlight, and will flee
  immediately by shadow walking if exposed to
  bright artificial light, such as that of a torch
  (that’s a flashlight, to you Yanks).
  Skills: A shadow leech gets a +12 racial
  bonus to Hide when in shadows. 
  CHITTAGONG MOZZIE
  Tiny Vermin
  HD: ¼ d8 (1 hp)
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  Initiative: +2 (Dex)
  Speed: 5 ft., 40 ft. fly (good)
  AC: 16 (+2 size, +4 Dex)
  Attacks: Bite +4 melee
  Damage: 1d3-1 +poison
  Face/Reach: 2 ½ ft. by 2 ½ ft./0 ft.
  Special Attacks: Attach, Blood Drain,
  Disease, Swarm
  Special Qualities: Fire Vulnerability.
  Saves: Fort +2, Ref +6, Will +1
  Abilities: Str 2, Dex 19, Con 10, Int 1, Wis 12,
  Cha 1
  Skills: Climb +6, Hide +18, Move Silently
  +10
  Feats: Weapon Finesse (Bite)
  Climate/Terrain: Any tropical land or marsh
  Organization: Swarm (10-100)
  Challenge rating: ½
  Treasure: None
  Alignment: Always neutral
  Advancement: ½-1 HD (Tiny), 2-3 HD
  (Small), 4-5 HD (Medium-size).   
  Chittagong mozzies are essentially monstrous
  mosquitoes, growing to an average of a foot in
  length, though some have been reported growing
  to twice that size and the Naga hill-people claim
  some are as large as a man. The British first
  encountered them half a century ago when con-
  ducting operations in the North East frontier of
  India, but despite their name they are not limited
  to merely the Chittagong Hills. Indeed, if anything
  they are more prevalent throughout the swamps
  of Burma.    
  COMBAT
  Like the mundane mosquito, the Chittagong
  mozzie is most active after dark when it can
  stealthily approach its prey. Unless swarming, a
  single individual mozzie blood draining rarely
  kills healthy humans outright, but the malaria it
  bears very often proves fatal.  
  Attach: If a mozzie hits with its bite attack it
  uses its legs to grab hold of the victim and sinks
  its proboscis into the skin. The only way to
  detach a feeding mozzie is to kill it or allow it to
  drink its fill. When attached, the insect’s AC
  drops to 12.  
  Blood Drain: Once a mozzie sinks its proboscis
  into a victim it begins to drain blood at the rate
  of 1 point of temporary Constitution damage each
  round. It has its fill after draining 6 points, so
  while a single mozzie is rarely deadly a swarm is
  clearly a very real threat to a human. 
  Disease: The insects’ bite carries with it a vir-
  ulent form of malaria, far deadlier than that
  carried by normal mosquitoes. Symptoms: fever,
  chills, headache, tiredness, vomiting of blood,
  nausea; Infection: Bite; DC18; Incubation: 5 days;
  Damage: 2d8 Con.  
  Fire Vulnerability: A Chittagong mozzie takes
  double damage from fire attacks unless the
  attack allows a saving throw, in which case it
  takes double damage on a failure and no damage
  on a success. The creatures dislike fire and
  smoke, and take great pains to avoid either.
  Swarm: A swarm of Chittagong mozzies is a
  frightening thing to behold. All creatures with 2 or
  fewer HD flee from the swarm at their fastest possi-
  ble speed and do not stop until they are a minimum
  of 100 feet from the insects. Any creature with 3-5
  HD flees as well unless it makes a successful Will
  save (DC10+ 1 per 10 insects in the swarm).
  Within a swarm, vision is limited to 10 feet. 
  W E I R D W A R S -  B R I D G E A C R O S S T I M E
  8
  
  Infection: Bite (Mosquito); DC15; Incubation: 1
  week; Damage: 1d4 Con  
  CHARACTERS
  PCs created for adventures in Burma
  should be British if they are grunts or offi-
  cers (or of those character types are pre-
  sented in Land of the Rising Dead). Players
  can choose other character types with the
  War Master’s approval. This mission is best
  played with a squad made up of British sol-
  diers, but two new starting packages are
  presented below for later missions in this
  theater. There is also a selection of new
  feats particular to the British experience in
  the Far East.
  NEW STARTING PACKAGES
  While most Weird Wars campaigns focus on
  the fighting men who won victory for the Allied
  cause, this overlooks the invaluable role played
  by “rear-echelon” types, military and civilian
  alike, who supported the men in the field in
  various ways. Below are two new starting pack-
  ages for players in a Far East setting, characters
  from either of which could be recruited by OSI.   
  BESA BELLE (EXPERT)
  You feel for the boys fighting in the jungles, so
  far from any civilization and without even the
  slightest of comforts. With the Japanese on the
  borders of the Raj and bombs raining down on
  India’s cities, the threat to your home suddenly
  became very real. It was therefore an easy deci-
  sion to join the Bengal Entertainment for the
  Services Association (BESA), a locally-raised
  touring troupe that visits with the army camps in
  the field to offer the soldiers a brief respite from
  the war. Its very rewarding work, and you find the
  warmth of the reception increases with every
  mile you go towards the front lines.  The soldiers
  nicknamed you all “besa belles”, a sobriquet you
  proudly wear as a badge of distinction. 
  You spend as much time near the front as pos-
  sible, convinced that’s where you’re needed
  most. You’ve seen some terrible things in the
  jungle, but it hasn’t shaken your resolve. In fact,
  it’s only made you want to contribute more to the
  war effort.
  Weapons: None
  Skill Selection: Choose a number of skills
  equal to 6 + your character’s Intelligence
  modifier.
  Skill
  Ranks
  Ability
  Diplomacy
  4
  Cha
  Driving
  4
  Dex
  Gather Information 4
  Cha
  Knowledge (local) 4
  Int
  Listen
  4
  Wis
  Perform
  4
  Cha
  Search
  4
  Int 
  Sense Motive
  4
  Wis
  Spot
  4
  Wis
  Feats: Honest Face (+2 to Diplomacy and
  Gather Information), Skill Focus (Perform). 
  Gear: Several changes of clothes, touring
  truck, mess kit.
  MFTU DOC (MEDIC)
  You are assigned to a Malarial Forward
  Treatment Unit located just behind the front
  lines. Being so far forward means you can save
  a lot of lives that might otherwise have been
  W E I R D W A R S -  B R I D G E A C R O S S T I M E
  9
  
  lost to disease, but it also means you’ve had
  you share of close calls with regards to the
  enemy and seen some strange illnesses. Your
  CO quickly discounts these cases as malaria
  before hurriedly shipping the patients off under
  armed guard to God knows where (and you
  know better than to ask), but you don’t sub-
  scribe to his prognosis. If there are new dis-
  eases out there, perhaps even mutant strains of
  malaria, you want to help protect the troops
  from it. But it looks like you’ll have to do it on
  your own.
  Weapons: None
  Skill Selection: Choose a number of skills
  equal to 6 + your character’s Intelligence
  modifier.
  Skill
  Ranks Ability      
  Combat Medicine
  4
  Wis
  Concentration
  2
  Con
  Diplomacy
  2
  Cha
  Driving
  4
  Dex
  Knowledge (Disease)
  2
  Int
  Search
  4
  Int
  Spot 
  4
  Wis
  Feats: 
  Great 
  Fortitude, 
  Skill 
  Focus
  (Knowledge: Disease)
  Gear: Helmet with red cross, arm band with
  red cross, medical kit, mess kit, canteen,
  anti-mosquito spray, 4 tubes of anti-mosqui-
  to cream, 4 doses of mepracine (+2 to
  Combat Medicine checks against malaria).
  NEW FEATS
  AIR SUPPLY
  You have contacts with someone in the RAF
  and can get supplies dropped to you from the air.
  Prerequisite: Officer class, Cha 13+ 
  Benefits: Air supply is vital in the jungle due to
  the long and tenuous lines of supply, and aircraft
  are equally important for the speedy evacuation
  of wounded soldiers. Luckily for the men under
  your command you have a contact with the RAF
  and can request airdrops or evacs with a suc-
  cessful Diplomacy roll (DC15; though the
  Warmaster is free to modify the difficulty
  depending upon the circumstances). Only a
  single request can be made per adventure and it
  must be feasible—-the target must be within
  range of transport aircraft, evacuation requires a
  landing strip, and so forth. Finally, since large
  transports are in extremely short supply in-
  theatre, the plane is likely a small aircraft—- a
  Westland Lysander or WACO (both detailed in
  Afrika Korpse)—-and therefore can only carry a
  few hundred pounds of re-supply or a single
  wounded soldier.       
  HAD IT!
  You previously contracted dengue fever and
  are no longer susceptible to the disease
  Prerequisites: None
  Benefit: At some point in the past you con-
  tracted dengue fever, which means you can’t
  catch it ever again. You are completely immune
  to the disease.
  MOSQUITO REPELLANT
  It seems the mozzies can’t stand the taste of
  your blood and don’t bother with you much.
  Prerequisite: Weird Circumstance
  Benefit: While your mates are covered in
  repellant cream and still swatting away hordes of
  mosquitoes, you’re walking past in your skivvies
  with nary a bite. Whether it’s your odor or some-
  W E I R D W A R S -  B R I D G E A C R O S S T I M E
  10
  
  thing in your blood you don’t know, but the little
  buggers don’t seem to pay you much mind. As a
  result, you need not fear contracting malaria or
  dengue fever.      
  STAG
  You actually like sentry duty (or stag, as the
  blokes call it), and what’s more you’re good at it.
  Prerequisite: Wis 13+ 
  Benefits: When alone and standing sentry,
  your senses become attuned to the jungle around
  you. You gain +2 to Spot and Listen checks when
  operating by yourself, and concealment for oppo-
  nents is reduced by one degree (total conceal-
  ment becomes nine-tenths, and so on). In addi-
  tion, you can tell the difference between natural
  and unnatural sounds, even differentiating the
  footfall of an English Tommy and a Japanese
  soldier.  
  BRIDGE ACROSS TIME
  WAR MASTERS BRIEF
  This adventure takes place in Burma in the
  autumn 1943, during the Second Arakan cam-
  paign. The “squad” can either consist of regular
  troops thrown together in an ad hoc task force if
  this is the PCs first adventure together, or be a
  team of OSI veterans already hardened by expe-
  riences with the strange and supernatural. 
  The action begins with a briefing at 14th Army
  Headquarters, where the squad has assembled
  for a mission of some importance, well behind
  enemy lines on the Arakan Peninsula. British
  Intelligence has grown concerned because an
  entire Japanese division has seemingly disap-
  peared and decrypted messages indicate that a
  team of surveyors is searching for a ford in the
  region.
  Putting two and two together, the British fear
  that the Japanese have located a ford by which
  to filter troops across the swollen Teknaf River
  and thereby affect a flanking attack. The squad is
  to determine the veracity of these reports, and do
  such as they might to undermine the Japanese
  efforts. 
  The PCs are to be delivered by sampan,
  crewed by four Indians intimate with the local
  waterways, to a location near to the point where
  the radio transmissions were triangulated. From
  there, they will be on foot while the boat retreats
  a safe distance downstream to await the squad’s
  return. Any reasonable requests for equipment
  can be granted, but War Masters should bear in
  mind that the 14th Army wasn’t called the
  “Forgotten Army” for nothing. It is relatively low
  on the priority list, so many modern items will be
  in extremely short supply. 
  IN NEED OF REPELLANT!
  The boat journey is largely uneventful as, over
  several days, the sampan works its way up the
  rain-swollen Teknaf River, always moving under
  the cover of darkness and holing up during the
  day to avoid detection. The days are spent cam-
  ouflaged and silently, the nights long and filled
  with fears of discovery. In this way, the first two
  days go off without undue difficulty. As the final
  evening approaches the spirits of the crew are
  buoyed by the belief that they might just make
  the trip successfully. 
  W E I R D W A R S -  B R I D G E A C R O S S T I M E
  11
  
  Without warning, however, a maddening din
  rises from the jungle canopy. It’s a rapidly
  approaching buzzing, like a cloud of angry bees.
  A swarm of Chittagong Mozzies swoops down to
  attack the squad and the sampan’s crew. The
  PCs must ward off the vermin without resorting
  to firearms. Should they fail to do so, the first
  Japanese squads arrive in 4d4 rounds. In addi-
  tion to protecting themselves, the squad must
  keep the 3-man sampan crew alive to avoid
  having to man the craft and navigate the
  unknown waters.   
  Chittagong Mozzie (10): CR 1/2; Tiny
  vermin; HD ¼ d8; Hp 1; Init +2; Spd 5 ft, 40
  ft. fly (good); AC 16; Atk +4 melee (1d3-1
  plus poison); SA Attach, Blood Drain,
  Disease, Swarm; SQ Fire Vulnerability
  (double damage, and seek to avoid fire or
  smoke); AL N; SV Fort +2, Ref +6, Will +1;
  Str 2, Dex 19, Con 10, Int 1, Wis 12, Cha 1
  If the party alerts the Japanese to its pres-
  ence, the squad must succeed at Move Silently
  checks every hour on the move and Hide checks
  every hour spent stationary. Any failures indicate
  a squad of 4d4 Japanese soldiers (see stats on
  page 17) has discovered the PCs’ whereabouts.
  Any further fighting summons an additional
  squad of enemy soldiers, which arrives in 4d4
  rounds.
  Should the squad take cover from the
  patrols in any available pools or in the river
  itself (hidden among the foliage on the banks
  perhaps) there is a good chance that they are
  afflicted by leeches of some variety. Again,
  they have the dilemma of dealing with these
  horrible creatures silently.
  After either avoiding or evading the Japanese
  patrols, the squad reaches the point at which it
  must leave the boat. If the sampan crew is still
  alive, they drop the soldiers and retreat along the
  river to await the mission’s end. If not, the squad
  must make arrangements to hide the boat and
  continue on foot.
  If the squad already alerted the Japanese, the
  area swarms with patrols and progress is slow
  this evening. If the squad is yet undiscovered,
  there are fewer patrols and the PCs penetrate
  deep into the jungle before nightfall.
  A BRIDGE TOO FAR?
  Making camp for the night allows the soldiers
  a brief rest, though sentries should be posted
  around the clock to keep watch. In the dead of
  night, however, the squad is alerted by a rum-
  bling sensation that vibrates through the ground
  and a sound, not unlike that of a heavily laden
  train struggling along its tracks, which causes
  birds take to the air in a panic. Investigating the
  source of the sound brings them to a stretch of
  river broiling and muddied by some unseen,
  underwater force. Though the origin of the noise
  is difficult to ascertain precisely, the raging
  waters of the river seem to be the source.
  A rough path leads from the water’s edge into
  the jungle. Wide enough for trucks and light
  tanks to navigate, the path is clearly freshly cut
  and disappears into the thick jungle on both
  sides of the river. A Spot check (DC12) also
  reveals a cave entrance in the hills nearby (see
  map below).
  W E I R D W A R S -  B R I D G E A C R O S S T I M E
  12
  
  A Blood Mud lies hidden within the brackish
  water, revealing itself only when potential prey
  comes close enough to attack. 
  Blood Mud: CR 4; Medium Ooze; HD
  3d10+10; Hp 26; Init –5; Spd 10 ft; AC 5; Atk
  +3 melee (1d6+1); SA improved grab, con-
  strict; SQ blindsight (60 ft), cold and fire
  immunity, ooze, camouflage (Spot DC15);
  AL N; SV Fort +1, Ref –4, Will –4; Str 13, Dex
  1, Con 12, Int -, Wis 1, Cha 1
  Tactics: The blood mud remains concealed
  and motionless below the pool of brackish water
  (which provides half-concealment), waiting for
  creatures to approach the waters edge. Once a
  creature is within 5 feet the blood mud lashes
  out, trying to grab a victim and pull it into the
  water to drown. It uses its mire ability to trap the
  creature if its initial grapple attempt isn’t suc-
  cessful, or to prevent others from coming to its
  defense. 
  Characters who watch the water for five
  minutes or more see an ancient stone bridge
  slowly rising from the depths accompanied by the
  great rumbling sound. Though covered in weeds
  W E I R D W A R S -  B R I D G E A C R O S S T I M E
  13
  
  and mud, its clear the bridge is very solid and
  likely capable of supporting mechanized units. 
  The edifice is a masterpiece of engineering,
  left by Alexander the Great in anticipation of
  completing his conquest of the world. At either
  end of the massive stone structure is a slime-
  covered plinth on which stand worn and cracked
  statues of Greek warriors. Between the two end
  plinths, a number of stepped stone blocks rumble
  and grate upward into a gentle arc. Forcing the
  upward motion of the bridge are two great
  Corintian columns, stained with water and
  damaged by wear. Weeds and mud clings to the
  structure and slide from the stony surfaces. 
  If the squad continues to watch the unfolding
  of events, after five more minutes of painstaking-
  ly slow movement, the bridge finishes its emer-
  gence from the waters. With a thundering boom,
  Alexander’s secret bridge shudders into its fully
  raised position, allowing passage across the
  river Teknaf.
  CAVE
  The cave extends only a short way into the hill-
  side and ends in an apparently solid rock wall.
  The walls show worn Greek carving and a suc-
  cessful Spot check (DC10) detects on the dirt
  floor signs of significant recent activity.
  SECRET DOOR
  The solid rock door has been carefully crafted
  to emulate the surrounding cave walls, making it
  difficult to notice (Spot check DC20; Search
  DC15). Characters may notice the concealed
  stone pressure plate nearby (Search check
  DC15) that causes the door to swing inwards. 
  Heavy Stone Door: 3 ft. thick; Hardness 8; Hp
  280; Break (DC25)
  A shironingyo has set up an ambush (Spot
  check DC22) near the door by scraping a shallow
  into the cave floor and covering itself with earth.
  It has been ordered to remain here and guard the
  secret door against non-Japanese intruders.
  Tireless and without need of sustenance, it never
  abandons its vigil. 
  Shironingyo: CR 4; Large Undead; HD 4d12;
  Hp 26; Init +1, Spd 30 ft,; AC 13; Atk +7
  melee (1d8+5, slam); SA Poison Gas (10
  foot cone, Fortitude save DC17, damage
  W E I R D W A R S -  B R I D G E A C R O S S T I M E
  14
  
  3d6. Use once/four rounds); SQ Undead; AL
  NE, SV Fort +0, Ref +2, Will +4; Str 20, Dex
  13, Con -, Int 8, Wis 10, Cha 1
  Skills: Climb +11, Hide +7, Move Silently
  +7, Search +5, Spot +6. Feats: Improved
  Bull Rush, Power Attack
  Tactics: The shironingyo hides in its concealed
  position by the door. As soon as the door opens,
  it releases its poison gas attack and bursts from
  cover with an improved bull rush attack. It has no
  fear, no remorse, and fights until destroyed. 
  HALLWAY
  The cave opens into an expansive hallway
  decorated with crumbling tile mosaics. Mighty
  pillars, carved with the likeness of Greek gods
  and legendary monsters, support the ceiling 60-
  feet above. The bodies of two monstrously large
  men, their flesh so horribly burned that bones
  and musculature pierce through blackened skin,
  lie in twisted positions upon the floor. Observant
  characters (Spot DC14) also notice burn marks
  upon the pillars around the bodies. The corpses
  are of shironingyo, sent before their Japanese
  masters to clear the way of danger. They fell prey
  to an ancient flamethrower trap, triggered by
  weight being placed upon a 5’ strip of floor
  stretching across the hall. 
  Flamethrower Trap: CR 4; nozzles in the mouths
  of cockatrices on the pillars fire jets of Greek fire
  (4d6 damage), Reflex save (DC18) for half
  damage; Search (DC22); Disable Device (DC24). 
  One of the shironingyo yet has a sliver of life in
  it. If its body is disturbed, the monster jerks
  awake and fights with the last fiber of its exis-
  tence. The damage to its body is so severe that
  the undead is no longer able to walk, and can
  only move with great difficulty by dragging itself
  along with the ragged remains of his arms. 
  Shironingyo: CR 4; Large Undead; HD 4d12;
  Hp 4; Init +0, Spd 10 ft. (crawl); AC 13; Atk
  +5 melee (1d8+3, slam); SA Poison Gas
  (10 foot cone, Fortitude save DC17, damage
  3d6. Use once/four rounds); SQ Undead; AL
  NE, SV Fort +0, Ref +0, Will +4; Str 17, Dex
  10, Con -, Int 8, Wis 10, Cha 1
  Skills: Climb +11, Hide +7, Move Silently
  +7, Search +5, Spot +6. Feats: Improved
  Bull Rush, Power Attack
  Tactics: The shironingyo only attacks if its
  body is disturbed, attempting to grapple and
  strangle the offending creature. Otherwise, it’s
  harmless. Anyone who sees the corpse come to
  life should make a Will saving throw (DC10, or
  DC15 for the subject of the attack) or become
  shaken (-2 to attacks, saves, and Skill checks
  until the end of the encounter). 
  Once both the flamethrower trap and the shi-
  roningyo have been dealt with, the PCs are free
  to examine the rest of the chamber.  
  CONTROL ROOM
  As they fight the monsters or cross the impres-
  sive hall, the squad is thrown suddenly to the
  floor as the sound of an explosion reverberates
  through the ruins. Having heard the PCs
  approach, the Japanese have collapsed part of
  the ceiling in the control room to jam the door.
  They intend to delay the PCs long enough for the
  bridge to complete its ascent, while urgently
  calling for reinforcements by radio, then hold the
  W E I R D W A R S -  B R I D G E A C R O S S T I M E
  15
  
  control room until those reinforcements arrive.
  Therefore, when the squad reaches the control
  room, they find the stone door secured in place. 
  Heavy Stone Door: 3 ft. thick; Hardness 8; Hp
  280; Break (DC25)
  As a young woman, Hiroe had studied in
  archeology in western universities, intent on
  researching and preserving the knowledge of the
  Orient. As war clouds loomed over Asia, she
  joined the military to serve the Empire in an offi-
  cial capacity, using her knowledge to uncover
  relics and ancient secrets of value to the
  Japanese war effort. One such mission went ter-
  ribly awry, leaving her permanently scarred. Her
  body was badly blistered and a red-hot coal
  impaled in the skin at the base of her neck. Now,
  whatever the weather, she sweats uncontrollably,
  but wears the heavy army garments at all times to
  hide her shame at her damaged body.   
  Hiroe discovered veiled references to the
  bridge in the course of her studies and volun-
  teered to lead the team searching for the vanish-
  ing relic. Having found the ancient structure,
  Hiroe considers it her own – a means to promo-
  tion and glory. She is also very aware of the
  importance of the crossing point and is ferocious
  in her defense of the controls.
  Lt. Hiroe: Officer 4th; CR 4; SZ Medium-size
  Human; HD 4d10; Hp 22; Init +1, Spd 30 ft.;
  AC 12; Atk +5 melee (1d8, katana), +4
  ranged (2d6, Nambu); SA Steam Breath
  (once/four rounds breath a cone of scalding
  mist cloud; 4d6 fire damage; 40 foot range;
  cloud dissipates immediately); SQ: Devotion
  (+4 to Will saves in combat); AL LN, SV Fort
  +1, Ref +2, Will +5; Str 11, Dex 13, Con
  11, Int 14, Wis 12, Cha 12
  Skills: Disable Device +2, First Aid +5,
  Intimidate +5, Knowledge (Archeology)
  +5, Leadership +6, Move Silently +5,
  Search +6, Spot +7. Feats: Automatic
  Weapons Proficiency, Command Voice,
  Firearms Proficiency, Martial Weapons
  W E I R D W A R S -  B R I D G E A C R O S S T I M E
  16
  If the squad has moved quickly, they reach the
  control room as the Japanese commander, Lt.
  Hiroe, very nearly has the bridge in position. The
  squad can attempt to stop her, but even if they
  manage to gun her down immediately the grind-
  ing sound of the gears slowly raising the edifice
  into position continues unabated. 
  
  Proficiency, Point Blank Shot.    
  Tactics: Hiroe uses her steam breath attack
  initially, then pulls her pistol and engages the
  PCs, hoping to take as many with her as possible.
  She fights to the death, buying time for rein-
  forcements to arrive and secure in the knowl-
  edge that before dawn an entire division will
  have crossed and a great victory will be at hand. 
  Protecting Hiroe, and willing to lay down their
  lives in her defense, are four Japanese soldiers.
  Use these stats also for the other Japanese sol-
  diers the squad might encounter as they
  approach and escape from their objective.
  Japanese Soldiers (4): Grunt 1st; CR 1;
  Medium-size Human; HD 1d10; Hp 10; Init
  +1; Spd 30 ft.; AC 12; Atk: +3 ranged (2d8,
  Arisaka Model 38), +1 melee (1d4, bayonet);
  AL LN; SV Fort +2, Ref +1, Will +0; Str 11,
  Dex 12, Con 11, Int 10, Wis 11, Cha 10. 
  Skills: Artillery +2, Heal +2, Hide +3, Move
  Silently +4, Search +2, Spot +3, Swim +2.
  Feats: Automatic Weapons Proficiency,
  Firearms Proficiency, Point Blank Shot,
  Weapon Focus: Arisaka Model 38.
  Tactics: The soldiers exchange gunfire with
  the squad, hoping to wipe them out or at least
  hold them off until reinforcements arrive. They
  are wary of throwing grenades around, for fear of
  damaging the bridge mechanism before the
  structure is fully useable. When either half of the
  soldiers are dead or Hiroe has been killed,
  whichever comes sooner, those remaining mount
  a suicide banzai charge. 
  As soon as the din from the firefight dissolves,
  the squad hears over the Japanese radio urgent
  orders sending reinforcements to the cave and
  beginning the movement of troops towards the
  bridge. It should be made clear that they have
  very little time before a lot of Japanese begin
  swarming the area.
  ALEXANDER’S LEGACY
  There are several methods by which the char-
  acters might seek to disable the bridge. The first
  thing they are likely to try is simply to destroy its
  pilings, though the characters should not have
  enough explosives to do so. They may be able to
  weaken one of the great columns, but this still
  requires at least one character climbing under
  the bridge – a time consuming and risky
  prospect when the area is about to be swarming
  with the enemy.
  More inventive characters may elect to jam the
  controls in the raised position (allowing the RAF to
  bomb it come daylight) with a simple Disable
  Device check, but they run the risk of Japanese
  engineers repairing it before dawn. A more thor-
  ough solution would be to destroy the controls. 
  Characters making a Search check (DC15)
  find a stone trapdoor accessing a crawlspace
  located below the chamber crowded with
  gears and pulleys. Destroying this equipment
  ensures the bridge remains inoperable for
  several days, as the Japanese are forced to
  repair the ancient workings. 
  Finally Characters making an Engineering roll
  (DC20) are able to identify a self-destruct mech-
  anism left by the Greeks to disable the bridge if
  ever they felt the need to do so. Essentially,
  underwater hydraulics “kick the feet out” from
  W E I R D W A R S -  B R I D G E A C R O S S T I M E
  17
  
  under the bridge and topple the pillars, causing
  the bridge to collapse. If the squad chooses this
  last method and opts to escape by racing across
  the bridge (see below), stage the destruction to
  coincide with their crossing and the ensuing
  battle, increasing the tension immeasurably.     
  ESCAPE
  The characters can then either race to meet
  the sampan at the rendezvous (the crew make it
  clear they will not attempt to bring the boat any
  closer, for fear of drawing enemy fire) or escape
  across the bridge.  In the former event, charac-
  ters must make a series of Move Silently and Hide
  rolls to slip past enemy forces scouring the forest
  for them. If they fail in any of these rolls, or
  dawdle in the cave, they are engaged by a squad
  of 6 Japanese soldiers (stats as above) who
  attempt to keep them at bay for 4d4 rounds, at
  which time another squad arrives to outflank
  them. Every 4d4 rounds of contact, another squad
  of 6 Japanese soldiers arrives until the PCs flee. 
  If characters elect to cross the bridge instead,
  they arrive just before a Model 94 Tankette does.
  The Tankette chases the squad across the 120-
  foot span, leading to an exciting running fight,
  possibly as the bridge begins to crumble around
  them (depending on the squad’s earlier attempts
  to sabotage it). In 5 rounds a second Model 94
  Tankette, this one with three soldiers hitch-
  hiking a ride on top, arrives at the bridge as well. 
  Model 94 Tankette: Armour Class: 11;
  Damage Points: 30; Size: Large; Weapons:
  6.5mm machinegun (turret); Ammo: 50
  bursts; Crew: 2; Armour-Turret 9/5/4, Upper
  Hill 24/10/4, Lower Hull 24/12/4, Deck 4,
  Suspension 25.
  THE PRICE OF FAILURE
  The exact repercussions of any failure to
  destroy the bridge depend upon whether the WM
  chooses to maintain the historical events or
  allow for radical divergences. In the former
  case, the direct results of the squad’s failure to
  is likely minor in the grand scheme of things: the
  Japanese counter attack diverts the 7th Indian
  Division from its planned offensive, a delay that
  inevitably costs more lives but doesn’t ultimately
  undermine the success of the campaign.
  If the WM elects to make the actions of the
  PCs play a much more central role in the
  unfolding events, then the Japanese spoiler
  attack succeeds in derailing the planned
  Arakan offensive. The Japanese units cut the
  fragile supply lines feeding the 7th and 5th
  Indian Divisions, drawing allied reinforce-
  ments into the region that weakens other
  sectors. The effects are felt in January when
  Japan launches Operation HA-GO towards the
  Imphal Plain, which sends the British reeling.
  While the Japanese are ultimately halted
  before making any significant advances into
  the Raj, the Allied invasion of Burma is
  thereby postponed by several vital months.
  War Masters with a taste for the apocalyp-
  tic may decide that failure to destroy the
  bridge leads to a series of co-ordinated
  attacks and a massive Japanese advance
  across Asia. This could serve as the start of a
  campaign in which the heroes find them-
  selves cut-off and struggling to make it back
  to the rapidly shifting allied lines. As fatigue
  and disease take their toll on the heroes, this
  could be a tense, danger-packed campaign.
  W E I R D W A R S -  B R I D G E A C R O S S T I M E
  18
  
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based
  on original material by E. Gary Gygax and Dave Arneson.
  Mission Manual #1 - Bridge Across Time, Copyright 2004, Legion Publishing.
  Blood on the Rhine, Copyright 2001, Pinnacle Entertainment Group, Inc.
  Land of the Rising Dead, Copyright 2002, Pinnacle Entertainment Group, Inc.
  "Dungeons & Dragons(R) and Wizards of the Coast(R) are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used
  with permission."
  
  D 2 0  P R O D U C T S  B Y  L E G I O N  P U B L I S H I N G
  The funeral cortege shimmered in
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  A circle of beautiful blue-green
  swimmers formed a living halo
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  king forced hundreds of the people
  of the sea to gather at the seabed.
  Thord's family had ruled Sadia, the
  seabed realm for two 
  thousand years. Now full of sorrow
  the new king mourned at the
  passing of his father. The wars with
  the Zoonoans, and the Kua Toans
  had taken their toll on the highest 
  echelons of his society and now
  they all suffered.
  Finally the cask was placed into the
  newest, and highest chamber 
  adjacent to the shrine containing the
  sleeping servants of the dead kings.
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  As the chambers were eventually
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  LEG1101
  WELCOME TO THE JUNGLE!
  In the depths of the jungle, something moves
  for the first time in centuries. Long forgotten, the
  bridge has remained buried at the bottom of the
  water for countless years. But it has been dis-
  covered again and, where once it bore the
  invading armies of Alexander across the raging
  river, now it will move again in the service of the
  imperial Japanese army. Unless, that is, your
  band of heroes can put a stop to the enemy's
  plans. The armies may have changed but the
  importance of the crossing has not diminished
  over time.
  Somewhere in the heat and the humidity of
  the Burma jungle, a division of Japanese sol-
  diers waits. Your small team must locate the
  force and discover if they have discovered a way
  across the river. If they have, Britains future in
  Asia could hang in the balance...
  Bridge Across Time is a Weird Wars adventure
  by Andrew Hind set in the jungles of Burma. In
  addition to the mission, this book includes addi-
  tional horrors to be found beneath the humid
  canopies and rules to cover the unique difficul-
  ties of fighting and living in such inhospitable
  terrain. This pdf has been designed to be com-
  patible with both the d20 Weird Wars rules and
  Great White Games' Savage Worlds rules system
  and is the first in a range of dual-statted books
  from Legion publishing.
  So whether you are a veteran of the weird
  wars looking for additional d20 material or a
  Savage Worlds new recruit, you'll find new mon-
  sters and material to take you into the heart of
  the jungle, where it isn't only the enemy that'll
  kill you.
  
SOURCE: textdata/thevault/Weird War II/Weird War II Mission Manual Bridge Across Time.pdf