TEXT: B o n u s  M a t e r i a l
  t h e  W o r l d 
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  liBerty road 
  introduction
  “Liberty Road” is a complete five-scene Scion story set in 
  World War Two. It may be used as a self-contained story or 
  the jumping-off point for a longer cycle set in this era. This 
  story mixes elements of the mythical with the historical, 
  but it is not meant to be an accurate representation of 
  actual events. All key characters, locations and battles 
  are strictly fictional, so playing this adventure won’t help 
  you cram for a history exam. But it will serve as a great 
  introduction to gaming in this time period and to two 
  particular elements of World War mythology: the great 
  prison-camp escape and the Nazi super-soldier.
  treatMent
  It is a few days after D-Day, and the Axis powers are 
  readying their nastiest tricks in hopes of breaking the 
  Allies’ advance. Their Nazi minions still hold more than 
  a few critically important Axis Mundi connection points 
  which allow them direct access to enemy Godrealms. To 
  secure these points, Uncle Sam needs a Band to go deep 
  behind enemy lines on a desperate mission, and what 
  they find there might prove worse than anything they 
  had imagined. “Liberty Road” tells the story of a group of 
  special operative Scions as they uncover a secret weapons 
  program that threatens to turn the tide of war.
  The Band of Allied and Yankee Scions is called to 
  duty in the Axis War to capture objectives inside occupied 
  France. The first scene begins with their effort to seize and 
  hold an Axis Mundi connection point long enough to allow 
  a friendly God to retreat from an enemy Godrealm. From 
  this God, the Band learns that the Nazis have captured 
  another Axis Mundi connection point, this one being held 
  in a small town still deep within enemy territory.
  In the second scene, the Band must then figure out how 
  to slip through the enemy line and move deep into occupied 
  areas until they arrive at Brissot, a small garrison town. Here, 
  the Scions get their first taste of a new enemy when several 
  deranged and mutated POWs smash their way through 
  the heroes’ camp. Every sign indicates that these creatures 
  originated in the exact site that the Band is heading: a Nazi-
  held castle which now serves as a prisoner-of-war camp. The 
  castle is run by an enemy Scion who has been conducting 
  Now, some troops can move and some troops 
  can shoot. But when you can move and shoot 
  at the same time, then you and Napoleon are 
  pissing through the same straw.
  —General George S. Patton
  experiments to transform prisoners into brainwashed super-
  soldiers ready to serve der Führer. In the climactic scene, the 
  Band must steal back the artifact they came for and then 
  destroy the super-soldier operation before it can go full scale.
  theMe: heroisM
  This is a dirty job, and few people are capable—let 
  along willing—to undertake this mission. The enemy holds 
  an advantageous position at each step of the way and can 
  bring superior force against the protagonists at any time. 
  War can bring out the worst in people, but the Scions will 
  have ample opportunities to choose the heroic path, going 
  beyond the call of duty by defending innocent townsfolk 
  and freeing war prisoners from their cruel fate. The Scions 
  will need to achieve the impossible, and they’ll need to do 
  it with very little help. However, success will earn them 
  not only a strategic victory but a moral one as well.
  Mood: urgency
  The outcome of the war is far from guaranteed. 
  The Allies are winning the war at the moment, but if 
  the Scions fail in this mission, the consequences will 
  be devastating. With the Axis Mundi connection and 
  an army of supersoldiers, the Nazis regime would be 
  unstoppable. Each day brings the enemy’s plans closer 
  to fruition, and any hesitation on the part of the heroes 
  could cost the only chance to set things right.
  storyteller advice
  War is hell, but that doesn’t mean that your game needs 
  to be. While real-life wars often blur the lines of morality, 
  this is a game of heroism in keeping with the often black-
  and-white worldview of epic mythology. Therefore, it is okay 
  to include villains who are thoroughly evil and thus only 
  fit to be violently defeated. Certainly, players should get 
  caught in the crux of an ethical dilemma once in a while—is 
  it really worth ordering your men to risk their lives to save 
  a few civilians? Will you break the Geneva Conventions if 
  it might get the prisoner to give up the enemy’s plans?—
  but dwelling too much on such issues can sap the game’s 
  momentum. Besides, the protagonists are the children of 
  Gods, so it is likely that they are immune to psychological 
  repercussions such as shell-shock or survivor guilt. 
  
  3
  You should also be aware that the combat 
  encounters in this adventure are likely to be a little 
  tough, especially for novice characters. War often 
  punishes soldiers for making the slightest mistakes 
  (and sometimes for making no mistakes at all), but 
  if this would create distress among your players 
  then you should consider reducing the number of 
  enemies in some or all of the encounters. If you see 
  players about to make a blunder, there are a number 
  of ways for a Storyteller to avert disaster. The most 
  blatant way would be to inform them of something 
  the characters would know that the players might 
  not (“Lt. Washington would remember from basic 
  training that he can’t outrun a tank”). You might 
  also have subordinates refuse orders and explain why 
  such actions would be suicidal, or, for a more potent 
  example, have a greenhorn private run out and get cut 
  to pieces attempting exactly what the player characters 
  were about to do. Of course, characters must be free to 
  suffer the consequences of bad decisions, so if a player 
  persists with a disastrous strategy or continually puts 
  himself at risk, don’t feel obligated to prevent his fate. 
  If the worst does happen, allow players to re-enter the 
  story as new Scions who just happen to be escaped 
  POWs picked up along the way or delivered to join 
  the Band by a divine messenger. You may also want to 
  allow players to have extra Followers to serve as medics 
  or even cannon fodder or Relics that boost the Band’s 
  ability heal or protect themselves. 
  a chapter in  
  your chronicle
  As written, this story takes place in France on 
  June 10, 1944, four days after D-Day. Now and for 
  the next several months, the Allies will be moving out 
  from their hard-won beachheads to push the Germans 
  back across the countryside. The Reich’s armies, 
  along with the Aesir, are now backpedaling, but they 
  are far from defeated. The scenes of this story will 
  locate the characters in France, where they will fight 
  and maneuver through northern European forests, 
  farmlands and population centers.
  At the Storyteller’s option, this tale could easily 
  be transposed to another time and place to fit with a 
  chronicle already in progress. Below are suggestions for 
  how to change the details to fit into alternate theaters 
  of operation.
  Eastern Europe: If set on the Russian front, the Axis 
  has snatched an Axis Mundi connection point no less 
  significant than the preserved corpse of Vladimir Lenin. 
  If set between the years 1941 and 1943, Soviet Scions 
  and their allies would need to reclaim the artifact from 
  a location in the west of their own country but still far 
  behind enemy lines. In 1944 or 1945, the Nazis would 
  have had to remove the artifact at least as far as Poland, 
  and perhaps all the way to Germany.
  North Africa: Here, the cold northern climes 
  of France would be replaced by the hot, dry, sandy 
  landscapes of European colonies in Africa. There 
  is less cover in the desert, which changes military 
  strategy significantly but population centers are 
  spread farther apart so a Band of Scions able to 
  survive among the dunes would find it easier to 
  evade patrols. The captured Axis Mundi connection 
  point would be a golden Sarcophagus and a set of 
  ritual artifacts used in the mummification process. 
  The leader of the antagonists could be the Scion 
  of Vidar, or it could also be the Scion of Ares, 
  Quirinus or even of the Axis sympathizer Set. The 
  super-soldiers would be powered-up mummies born 
  from the blasphemous union of Nazi science and 
  Egyptian magic.
  Germany: For a conclusive World War II campaign, 
  this story could be set in April of 1945, at the very end 
  of the war in Europe. In this case, Jeanne d’Arc’s shield 
  is being held at Hitler’s “Eagle’s Nest” military palace 
  at Berchtesgaden among the German Alps. You may 
  want to give the players the gratification of personally 
  defeating Hitler himself. In this case, der Führer has 
  faked his death and fallen back to prepare his new army 
  of invincible supermen, and only the Band of Scions 
  can stop him.
  a story By itself
  “Liberty Road” is designed to be run as a self-
  contained story. To season it for your particular 
  taste and the tastes of your players, the best option 
  is for everyone to create new protagonist characters 
  with patrons from the Yankee or Allied pantheons. 
  For a faster start, the pre-generated characters Lt. 
  Washington (Scion Companion pp. 232-233) and 
  Marie du Champs (Scion Companion pp. 248-249) are 
  well suited to this story. The sample characters from 
  Scion: Hero can also work, although they would need 
  alterations to their backgrounds at the very least, and 
  to their supernatural powers and divine patrons in the 
  more extreme cases. Aaron Tigrillo, for example, might 
  remain largely unchanged, save that he has enlisted as 
  an Army field surgeon. Donnie Rhodes, on the other 
  hand, is the Scion of an Axis God, but he might be a 
  citizen of Greece who has rebelled against his divine 
  mother to fight for his mother country. Yukiko 
  Kuromizu may have been disinherited by Susano-o for 
  being corrupted by foreign ways and subsequently been 
  adopted by Uncle Sam and agreed to fight in Europe in 
  order to get out of the internment camp. Eric Donner 
  might also be in rebellion against his parents, or he 
  might have been sired by a completely different God 
  such as John Henry or Paul Bunyan. Wherever your 
  group looks for character inspirations, you will find 
  that the young men and women of the nineteen-forties 
  were not much different from people today.
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  Background and set-up
  In this adventure, the heroes get to foil two nefarious 
  Nazi schemes for the price of one. The Nazis (and, by 
  proxy, the Aesir) have possession of a shield once used 
  by Jeanne d’Arc as she rallied her country to fight for 
  independence. Ironically, this shield now opens France to 
  enemy attack due to its portable nature and its connection 
  to the French Axis Mundi. As long as the Axis has it, they 
  have easy access to the French Godrealm.
  Thanks to some very deft counter-intelligence, 
  the Nazis were taken unawares by D-Day, but they 
  already had standing orders to keep the shield safe. 
  Commandant Klaus Schmitt, a Scion of Vidar and 
  military commander, had his SS division remove the 
  shield to Brissot, a town approximately 300 miles east 
  of the front. This is a stop-gap measure, but if the Allies 
  ever make it that far inland, the Nazis will have plenty of 
  time to remove it farther, possibly all the way to Berlin.
  Aside from the location’s defensibility, Klaus Schmitt 
  has another reason for transporting the shield to Brissot. 
  This town serves as Schmitt’s base of operations, where 
  he has converted a captured castle into both a prison 
  camp and a research laboratory. In the laboratory, the 
  head scientist, a Scion of Hephaestus by the name of Dr. 
  Antonio Legrottaglie, is approaching the perfection of a 
  formula which derives a special serum from the blood 
  and other body tissues of an imprisoned frost giant. 
  Through extensive testing, Dr. Legrottaglie has managed 
  to transform ordinary men into Eis-Soldaten (singular: 
  Eis-Soldat), super-soldiers with the physical strength and 
  toughness of giants. The persistent flaw, however, is that 
  after a short period of operation an Eis-Soldat loses his 
  grip on reality and degenerates into a mindless killing 
  machine. The first batch of prisoners to undergo the 
  process have long since degenerated, so Commandant 
  Schmitt has ordered that they be dumped amid the 
  Allied forces to wreak as much havoc as possible before 
  being put down. In Schmitt’s estimation, the serum 
  is functional enough, and he plans to begin mass-
  producing brainwashed super-soldiers from the prison 
  population. He needs only a few more weeks to ramp up 
  production. With his disposable army, Schmitt plans to 
  personally turn the war back against the Allies and one 
  day perhaps even challenge Hitler himself for control of 
  the Third Reich.
  Schmitt has been so busy with his preparations 
  that he has not been attending the population of his 
  prison as closely as he might. A group of British and 
  American prisoners, with the help of British Secret 
  Service, have amassed an arsenal of escape equipment. 
  They have been burrowing under the walls of the castle 
  and even disguising themselves as guards. Although they 
  are unaware of the Eis-Soldat process, they are ready 
  to attempt a mass escape in the hopes of warning the 
  allies that something is rotten in the castle of Brissot. 
  Considering the forces arrayed against them, they are 
  unlikely to succeed, but they may provide valuable 
  information and support to a Band of Scions come to 
  put a stop to Schmitt.
  
  5
  the cast
  coMMandant klaus schMitt
  Quote: You are not heading in the direction of the prison 
  bunks, and I see the wire cutters you are attempting to hide in 
  your socks. Your lies are becoming quite tiresome.
  Nature: Autocrat. Above all else, the Commandant 
  believes that superiority is founded on organization and 
  discipline. Through his iron will he has driven himself to 
  climb the echelons of the elite military force of the SS, 
  and now he expects to teach everyone under his command 
  the value of maintaining pristine order. He will swiftly and 
  severely punish any deviation from his direction. To him, 
  there are only two kinds of people in the world: those who 
  march in lock-step and those who must be destroyed.
  Background: Schmitt has been juggling orders from 
  several different authorities, which has created conflict 
  within his otherwise perfectly ordered world. He sees his 
  duty as defeating the enemies of his homeland and it is with 
  some difficulty that he, an accomplished war hero, refrains 
  from striking out for the front. The last commandant of 
  the Brissot prison camp was assassinated by the French 
  resistance and now Schmitt, who happened to be in the 
  area, was given orders directly from Berlin to fill in until 
  a suitable replacement could be found. Then the orders 
  to secure the Shield of Jeanne d’Arc came through from 
  his commander in the SS, and his duties at the prison 
  prevented him from personally retrieving the artifact. 
  The one benefit of being stuck with this somewhat 
  ignoble duty is that Schmitt is more easily able to carry out 
  his final set of orders from Vidar himself to safeguard Doctor 
  Legrottaglie’s experiments. Schmitt doesn’t enjoy sitting out 
  the war for even a short period of time, but he recognizes the 
  tremendous potential of the Eis-Soldat program and is willing 
  to see it through just for the opportunity of leading these new 
  super-soldiers into battle. Still, he longs for action and secretly 
  hopes for a prison-break or commando attack to thwart.
  Description: Commandant Schmitt looks like he has 
  been sculpted from steel and granite. He is a powerful, 
  imposing man in his physical prime. His movements, like 
  the orders he gives to his subordinates, are quick, precise 
  and without hesitation. When not in combat, he maintains 
  impeccable attire with razor sharp creases in his sleeves and 
  boots polished so perfectly he could use them as a shaving 
  mirror. When outside, he wears a black leather overcoat 
  even when it is a little too warm for comfort, all just to 
  strike the right image with it sweeping out behind him as 
  he walks. His men both idolize and dread him for his rigid 
  discipline, high expectations and ruthless capability. 
  Storytelling Hints: Schmitt is the primary antagonist, 
  and as such he must come across as absolutely formidable. 
  Build him up as not only a physical threat but also as the 
  mastermind behind all the operations centered in Brissot. 
  The townsfolk, POWs and captured German soldiers can 
  contribute to his mystique by sharing rumors such as “I 
  heard his tank got incinerated and he walked away alive” 
  or “he executed a hundred men, women and children in a 
  market square because he knew one of them was a spy.”
  Making Schmitt out to be frightening is the easy part; 
  the tough job is making him live up to his reputation. 
  A full band of Scions will make short work of him in 
  a face-to-face fight, but his real strength comes from his 
  command. The heroes will need to earn the right to 
  finally defeat him by first going through his tanks and his 
  troops. When Schmitt is finally cornered, he will remain 
  defiant to his last breath and will readily take his own life 
  before allowing himself to fall into enemy hands.
  doctor legrottaglie, 
  unethical scientist
  Quote: This research could end all disease. Do you understand 
  the significance of that? Any regrettable short-term military application 
  is irrelevant to the ultimate potential of this experiment.
  Nature: Visionary. The doctor is the picture of an ethically-
  impaired genius. To him, all that matters is his research. He is 
  not willfully evil and does not have any particular love for the 
  Nazi agenda, but works for them simply because they provide 
  the funding. He is ignorant of what life is like outside his lab 
  and will argue that any damage caused by his creatures will 
  ultimately prove a small price to pay for reaching his goals. He 
  honestly believes that this research could lead to the cure for 
  all diseases, an end to world hunger and any number of other 
  pie-in-the-sky pseudo-scientific futurisms.
  Background: Legrottaglie is the Italian-born Scion of 
  Hephaestus and was an itinerant professor prior to the war. 
  In another era, Legrottaglie would likely never have received 
  a Visitation, but Loki convinced Hephaestus that every Scion 
  would be needed for the war effort. The doctor does not 
  know this, of course, but he still feels more loyalty to “the 
  advancement of science” than he does to the Axis. If the Band 
  seeks to take him captive or simply invites him to switch sides, 
  he will readily cooperate because he knows that other countries 
  are now in better positions to fund his continued research. 
  Dr. Legrottaglie was granted Dernwroth, his frost-giant 
  test subject, by his father, who simply instructed him to see 
  what could be learned. Since then, Legrottaglie’s studies have 
  progressed down avenues Hephaestus never expected, but 
  which the Aesir soon decided was promising enough to keep 
  secret. Legrottaglie is now essentially as much a prisoner of 
  Brissot as the POWs. He leaves his lab only to eat and sleep 
  in a small rectory connected to its rear. This arrangement 
  suits him well, as he desires nothing more than the test 
  subjects necessary for progressing towards his vision.
  Description: The doctor is impatient with everything but 
  his research. He does his best to ignore the daily commotion 
  of the prison, and he wishes he could banish his need for 
  trifling interruptions such as food and sleep. Beneath his 
  wrinkled lab coat, his body is gaunt and shrunken, giving 
  him an angular look augmented by a sharply hooked, aquiline 
  nose and long, narrow fingers. His unkempt salt-and-pepper 
  hair and perpetual dark circles under his eyes suggest he is 
  accustomed to long hours of isolated scientific inquiry.
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  Storytelling Hints: Doctor Legrottaglie is not a likeable 
  man, but men as brilliant as he do not need to be likeable. 
  Although he is a Scion, he is really not much better equipped 
  to defend himself than a generic mortal. If attacked, his 
  response will be to run for the alarm or cower and beg. 
  His presence may also raise a moral quandary: should he 
  be punished for his experimentations or should he be given 
  amnesty so that his science can be put to use by the Allies?
  Abilities
  Surgery (dice pool 6, 1 automatic success): Although Dr. 
  Legrottaglie never took the Hippocratic oath, his pursuit of 
  biology led him to acquire a medical degree and a deft hand 
  with a scalpel. His bedside manner leaves more than a little to 
  be desired, but he will readily volunteer his services if doing 
  so will make him seem less expendable in times of crisis.
  Bargaining for His Life (dice pool 5): Legrottaglie’s first 
  priority is to stay alive, and his second priority is to continue 
  his research. After that, nothing really matters to him. He 
  will attempt to negotiate his survival by offering anything in 
  his power to provide, and, if that doesn’t work, he will delve 
  into impossible claims and irresponsible promises.
  captain roBins, raf
  Quote: Up, now, men—we may be behind fences, but we still 
  have a duty to support the war effort. For king and country!
  Nature: Gallant. Robins has assumed personal 
  responsibility for each and every POW in camp, and he 
  intends to see them safely off. He knows that escape is a 
  risky business, but he believes that it is the prisoner’s duty 
  to escape, or at least to attempt escape so that the enemy 
  will need to divert resources from the front lines to the 
  prisons. He volunteers for the riskiest tasks and is fully 
  prepared to face the firing squad if it will protect his men.
  Background: Captain Robins is a Royal Airforce Pilot 
  whose Spitfire was shot down over North Africa before 
  the Americans even joined the war. He was transferred 
  to several prisons and attempted escape numerous times, 
  once coming within five miles of Switzerland’s border. 
  Here, in Brissot, he formed an “Escape Committee” and 
  has managed to unite the prisoners behind his plan—or at 
  least the English speaking prisoners, as he mistrusts the 
  Russians and Polish also held here. For more than two 
  years, Robins and his men have been receiving equipment 
  from MI9, a British Secret Service branch founded to assist 
  escaping prisoners. These deliveries, smuggled in among 
  Red Cross packages, have provided his men with maps 
  hidden in playing cards, money hidden in records, cord-
  saws hidden in shoe laces and compasses hidden in pencil 
  clips. Robins has even created a false wall which hides 
  an attic room containing a radio, forged papers, several 
  German Army uniforms and tins of boot-black to serve 
  as hair dye. His main project is a tunnel extending far past 
  the outer fences, which he hopes to have completed soon.
  Description: Captain Robins is a bulldog of a man, with 
  a squat frame, thick fingers and pronounced jowls. His speech 
  usually resembles a succession of quick barks, but his seeming 
  bluntness belies great skill at foiling enemy interrogation. He 
  never laughs out loud, but his eyes sparkle with glee whenever 
  his plans take another step towards fruition. 
  Storytelling Hints: Captain Robins is the go-to man in 
  the Brissot prison camp. He can tell newcomers just about 
  anything they need to know about the grounds, the guards or 
  the surrounding area. Although he does not know anything 
  about Dr. Legrottaglie’s experiment, he has heard the ghastly 
  screams coming from that wing of the castle, and he suspects 
  the Nazis are conducting an atrocity of some kind. Given a little 
  time, he can procure or improvise nearly any disguise or piece 
  of equipment necessary. The only thing he requires is that he 
  be informed of all escape attempts—not because he wishes to 
  stop anyone, but because he wishes to coordinate all escapees 
  to provide the maximum chance that each will succeed. 
  Abilities
  Procuring Equipment (dice pool 6): Captain Robins 
  does not actually produce any of this equipment, but rather 
  organizes the network of POWs with skills in scrounging, 
  forging and disguising. His ability to provide will be 
  enhanced if he is given something to use as raw materials 
  or to bribe the guards, but his stash of contraband is fairly 
  complete already. He is always on the lookout for prisoners 
  with special talents, although he views this as volunteer 
  work and so will not coerce anyone to work for him.
  Sneaking (dice pool 6): Robins is good at not getting 
  caught. These were skills he first developed as a child 
  hunting rabbits, but his imprisonment served as a crash 
  course in evasive maneuvering.
  resistance operative
  Quote: Be quiet—they’re coming!
  Background: Most French citizens hate the Nazis, and 
  a few are even brave enough to continue the struggle against 
  them. In some cases, they are motivated by vengeance 
  for a loved one killed by the occupying force, but most 
  are in it because they believe it is their patriotic duty. 
  They run underground railroads to help Allied soldiers 
  get back to the front, and they conduct light sabotage. 
  Since the occupation began, they have not managed any 
  overwhelming victories, but that was never their plan; 
  rather, they intend to slowly chip away at the Reich, forcing 
  it to expend precious resources.
  Description: Resistance operatives can be found 
  anywhere from the biggest cities to the smallest hamlets and 
  come from every level of society. The fact that they could be 
  anyone is what makes them so difficult to root out.
  Storytelling Hints: These are the ready-made Allies 
  already awaiting the arrival of the Scions. Some are tied 
  in to the underground resistance already and could be 
  considered part of a player character’s Allies Birthright. 
  Others may have never sought to join, but if presented with 
  an Allied soldier in need, they would do the right thing. 
  They are willing to take some risks to defend their country, 
  but they risk much in doing so, and there is a limit to their 
  courage. In many cases, it might be best not to trust them 
  with too much important information, because any given 
  operative isn’t likely to last long under interrogation.
  
  7
  Abilities
  Misleading the Germans (dice pool 6): While most 
  Frenchmen aren’t trained for this kind of espionage, they 
  are motivated and well-meaning. Once in a while, they 
  might even offer up an ingenious ruse that saves the day.  
  dernWroth,  
  Mutilated test suBject
  Quote: I… kill you. Kill… you… all!
  Background: Dernworth is a frost giant who had 
  been living in Tartarus until he was offered a chance 
  at freedom in exchange for fighting against the Allied 
  pantheons. He agreed readily enough, but deserted at 
  the first opportunity. Unfortunately for him, he didn’t 
  make it far before he was tracked down and clapped 
  in chains. He passed from one jailor to another until 
  Hephaestus requested him for research purposes and 
  officially handed him off to Dr. Legrottaglie. For the 
  past year, he has been strapped to a table, unable to 
  move as the good doctor vivisected him over and over.
  Description: Dernwroth has seen better days. Large 
  sections of his alabaster skin have been surgically peeled 
  back to expose still-quivering organs. Rubber tubes 
  loop in and out of these wounds and more tubes run 
  into his arms, thighs, chest, neck and head. The right 
  quadrant of his skull has been removed and placed on 
  a nearby silver dish, while his skull was re-capped by a 
  metal patch. 
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  Storytelling Hints: Dernwroth’s mind was long ago 
  fractured by Legrottaglie’s experiments. If Dernwroth 
  ever escapes, he will rampage mindlessly until he is 
  destroyed, just like a degenerated  Eis-Soldat. The only 
  coherent thought he is capable of forming is that he 
  wants to crush those responsible for his torments—and 
  as far as he’s concerned everyone is responsible.
  In every other way, Dernwroth is a frost giant with a 
  legend score of 5 (see Scion: Hero pp.316)
  eis-soldat
  An Eis-Soldat (“Ice Soldier”) is the product of 
  a serum derived from frost giant blood, brain tissue 
  and spinal fluid. After undergoing the process, Eis-
  Soldaten are not enthralled by the giant as they would 
  be if they drank its eitr, but they do spend the first 
  week of their new existence in a highly impressionable 
  stupor, during which time they may be brainwashed 
  into fanatic obedience to their creator. After the 
  stupor passes, they display many characteristics of the 
  frost giant, including improved physical prowess as well 
  as appearance characteristics such as icicle teeth, pale 
  skin and frosty breath.
  Attributes: Strength 4, Dexterity 4, Stamina 4; 
  Charisma 3, Manipulation 2, Appearance 2; Perception 3,  
  Intelligence 2, Wits 4
  Virtues: Ambition 1, Malice 2, Rapacity 1, Zealotry 4
  Abilities: Academics 2, Athletics 4, Awareness 3, 
  Brawl 4, Command 3, Control 3, Fortitude 3, Integrity 3,  
  Investigation 1, Marksmanship 4, Medicine 2, Melee 4, 
  Stealth 3, Survival 2, Thrown 2
  Supernatural Powers:
  Boons: Battle Cry
  Epic Attributes: Epic Strength 2 (Holy Rampage, Hurl 
  to the Horizon), Epic Stamina 2 (Damage Conversion, 
  Holy Fortitude)
  Join Battle: 7
  Attacks: 
  Clinch: Accuracy 8, Damage 5B, Parry DV –, 
  Speed 6, P
  Grenade: Accuracy 6, Damage 10L, Range 20, Speed 5
  MP40: Accuracy 8, Damage 4L, Range 30, Clip 30, 
  Speed 4, P
  Unarmed, Heavy: Accuracy 7, Damage 7B, Parry DV 4,  
  Speed 5
  Unarmed, Light: Accuracy 9, Damage 4B, Parry DV 7,  
  Speed 4
  Sturmgewehr — Accuracy 10, Damage 7L, Range 100, 
  Clip 30, Speed 6, P
  Soak: 2A/5L/7B (Helmet and Fatigues, +1L/+1B)
  Health Levels: -0/-0/-0/-2/-2/-4/incap
  Dodge DV: 4  
  Willpower: 6
  Legend: 3 
   
  Legend Points: 9
  Trophy: None
  Other Notes: Approximately three months after 
  the Eis-Soldat has undergone the transformation, 
  he will degenerate into a ravening madman, ready 
  to attack anyone and anything in his vicinity. 
  Degenerated Eis-Soldaten lose all Abilities except 
  for Athletics, Awareness, Brawl, Fortitude and 
  Melee. This change is preceded by a mounting 
  fever and profuse sweating, but it is unpreventable 
  and irreversible.
  THE ESCAPE 
  COMMITTEE
  [ M••   P•   S•• ]
  SHOWDOWN
  [ M•   P•••   S• ]
  BEHIND  
  ENEMY LINES
  [ M•••   P—   S•• ]
  BRING ME  
  THAT HILL!
  [ M••   P••••  S— ]
  FUBARED  
  [ M—   P••   S—/••] 
  scene floWchart 
  scenes 5        [ Mental      physical      social  ]        Xp level 0–34
  
  9
  storyteller goals
  Establish the feeling of being in a warzone by presenting 
  the events as fast-paced and chaotic. As the action progresses, 
  introduce the Eis-Soldat in a way that will make the players 
  wonder what they are facing. If the Eis-Soldat directly 
  confronts the Scions, describe his strange appearance and 
  supernatural powers in a way that will clearly indicate he is 
  not human. If the Eis-Soldat first encounters the G.I.s, let 
  him demonstrate his superhuman strength and toughness 
  by slaughtering the hapless soldiers.
  character goals
  The Scions will need to either destroy or circumvent 
  the enemy forces and retrieve Br’er Rabbit’s unconscious 
  body, which will appear at the base of the tree five rounds 
  after the start of combat. Capturing the hill is preferable but 
  unnecessary so long as the Scions can get in and get out.
  actions
  The best way to start a war story is in the thick of 
  the action, so lay out the battlefield and give the players 
  exactly five minutes to plan their assault. If you can, 
  display a stopwatch counting down to communicate the 
  feeling of urgency and to remind players that careful 
  planning is a luxury they won’t always have.
  charge the guns
  There is no good way to take out a machine gun nest. 
  One option is for the heroes to charge it in hopes that 
  at least one person lives long enough to leap over the 
  gunners’ cover or land a grenade in their laps. A better 
  option would be to flank the gun crews—they have 60% 
  cover from the sides and none from the rear, though 
  they receive DV bonuses for being prone. Against a 
  frontal assault, each of the 3-man machinegun crews 
  enjoys 90% cover thanks to periscope attachments—they 
  are able to aim and fire their tripod-mounted MG42s 
  without even sticking their heads above their foxholes, 
  although they suffer -2 accuracy while aiming through 
  these attachments. They have plenty of ammo, but if 
  their machineguns are fired for ten consecutive actions, 
  the barrel will overheat and need to be replaced. A barrel 
  change can be accomplished in a single action, but the 
  lucky crewman performing the operation gets only 30% 
  cover while he is at it.
  The Nazis half-track, an Sd Kfz 251 “Hanomag,” 
  will move to intercept any force coming to flank the 
  machineguns. This particular Hanomag variant is 
  designed to carry Stuka Zu Fuss (the “Infantry’s Stuka”), 
  which are artillery rockets designed to be fired right 
  out of the crate. These rockets are not really accurate 
  scene
  Bring Me that hill!
  Mental ••    physical ••••    social -
  overvieW
  Uncle Sam himself (or another God with high 
  authority over the Scions) has issued urgent orders to 
  the Band of Heroes. He needs them to capture a key 
  “AMCon” (Axis Mundi Connection point) in the form 
  of an ash tree atop a hill located in the middle of one of 
  the hottest fighting zones. This AMCon is about to serve 
  as the escape route for a Yankee God on his way back 
  from Asgard, but the Nazis recaptured the hill a half hour 
  ago. It must be taken back and kept intact at least until 
  the God’s retreat is complete; if it remains in Nazi hands, 
  they could ambush the weakened divinity as he emerges.
  description 
  The Nazis have set up two machinegun nests, one on top 
  of the hill with the tree and one on even higher ground fifty 
  feet farther back. They also have an armored half-track truck, 
  a couple of artillery rockets and twenty German soldiers, all 
  under the command of an Eis-Soldat lieutenant. The good 
  news is that the Scions get support in the form of American 
  G.I.s. The bad news is that the supporting platoon got hit 
  on its way in and now there are only ten of them left. 
  Corporal Smith leans back to peer over the mound of earth. 
  The second he does, a torrent of bullets rips into the ground all 
  around him. Smith tumbles back into cover amid a shower of 
  dirt. By some miracle, his head is still in one piece. “This ain’t 
  going to be easy,” he mutters, pressing his back into the trench 
  wall. “Tell you what: you go first.”
  Note: The G.I.s are armed with M1 Garands and plenty of 
  grenades, and are considered to be experienced soldiers (Scion: 
  Hero pp. 283). If using the Mass Combat rules, treat them as 
  an experienced G.I. squad (Scion Companion p. 260). 
  Scaling the Story
  With a little reworking, the challenge level 
  of this adventure could be elevated for play 
  with demigod or even God-level characters. 
  Because more powerful characters are likely 
  to waltz through any number of mortal 
  soldiers, the Nazi troops would all need to 
  be replaced with Eis-soldat. Even then, they 
  should have a few extra machineguns and 
  maybe a tank to even things out a bit. Gods 
  would need to face even more powerful 
  opponents, such as an enemy God leading 
  an army similar to Hrungnir’s forces in 
  “Titanomachy” (Scion: God, pp. 199)
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  enough for use against anything other than large, fixed 
  targets, and they are certainly not designed as anti-
  infantry weapons. Furthermore, the crew has only 
  two of them left. But in the urgency of war, even the 
  disciplined German soldiers will level the rockets at any 
  cluster of enemy soldiers (or single enemy soldier, if he 
  displays superhuman powers), hoping to at least scare 
  their foes away if not blast them to smithereens. Under 
  these circumstances, the rockets have an automatic 
  deviation of 50 feet, so even if the rocket operator scores 
  a direct hit, roll a die and multiply the result by five feet 
  to determine how far it actually lands from the target. 
  Aside from the rockets, the Hanomag serves as rolling 
  cover for its crew and any Nazi infantryman who wants 
  to join them.
  Twenty German soldiers support the Machinegun 
  and Hanomag crews. All the Nazis are grunt soldiers 
  (see Scion: Hero pp. 282), and they know enough not 
  to stand around in the open waiting to be shot. They 
  will find cover whenever it is available or lay prone 
  when it isn’t and will move with their armored vehicle 
  to respond to incoming soldiers. Each carries two 
  grenades. The infantrymen have rifles, and the vehicle 
  and gun crews carry MP40s. They are dedicated, but not 
  suicidal and will retreat or surrender if their Eis-Soldat 
  commander is killed, if half their number are slain of if 
  it looks like they are facing an overwhelming force. If 
  using the mass combat rules, treat them as a platoon of 
  German regulars (Scion Companion p. 260)
  Hanomag: Armor 12, Mass 6, Manueverability -2, 
  Health Levels 40
  Stuka Zu Fuss: Accuracy 4, Damage 20L, Range 1,000 
  (indirect only), Clip 6, Speed 6
  MG42 (with periscope): Accuracy 6, Damage 12L, 
  Range 400, Speed 4, P
  Infantry Rifle: Accuracy 9, Damage 8L, Range 100, 
  Clip 8, Speed 6, P
  MP40: Accuracy 6, Damage 4L, Range 50, Clip 30, 
  Speed 5, P
  The heroes probably don’t have time to shoot it out 
  from behind cover or to circle around at a distance to 
  attack from behind. One solution might be to charge 
  right up the middle, with the tougher Scions leading 
  the way like human tanks. As long as the Scions 
  target the machineguns first, they will probably attain 
  victory, albeit at a price. Another solution could 
  involve creating a distraction or executing a pincer 
  maneuver. Until the Nazis know who they’re dealing 
  with, the G.I. squad would appear to be the greatest 
  threat due to numbers. If the G.I.s take a covered 
  position on one side of the battlefield, they could draw 
  the enemy’s fire long enough for the Scions to race 
  in to flank the guns. Whatever solution the players 
  come up with will need to include maneuvering, 
  judicious use of Boons and Knacks, and, perhaps, a 
  good measure of luck.
  consequences
  If the Scions capture the hill and keep most or all 
  of the G.I.s intact, they should be up for medals. If 
  they don’t get to the tree in time, on the sixth round 
  of combat they will see a body mystically fall from 
  its branches to thud limply at its base. The Nazis 
  will also see this, and on their next action they will 
  attempt to load the body into the Hanomag and 
  speed off with it. If the Nazis are overwhelmed from 
  the start, one of their number will break cover and 
  attempt to set the tree on fire with a signal flare—if 
  they can’t have it, no one will. It will take him two 
  actions to ignite the tree’s lower branches. Even if 
  he manages to live long enough to succeed, the tree 
  won’t burn fast enough to cut off the God’s retreat, 
  although it will prevent the AMCon from being 
  used in the future.
  The God coming down the tree is Br’er Rabbit, 
  who will be unconscious when he lands (even a God is 
  affected by a fall from Yggdrasil). If the Nazis get him, he 
  will be handed over to the Aesir before the sun sets. If 
  this happens, the Scions may need to pursue the Nazis 
  and reclaim the prisoner. Uncle Sam has a few light 
  aircraft held in reserve for these kinds of emergencies, 
  and the players may have mechanized transportation of 
  their own. 
  Most likely, the characters will capture the hill 
  at least long enough to grab Br’er Rabbit. Reviving 
  the God is not difficult—his eyes will flutter open if 
  he so much as smells booze or food being consumed 
  within twenty feet of him, and he will recover quickly 
  after that. He will explain that through his trickery 
  he was able to slip into Asgard, where he collected 
  several critical pieces of information—including the 
  location of the shield of Jeanne d’Arc. But on his way 
  out, Heimdall recognized him. Fortunately, Br’er was 
  able to taunt and enrage Heimdall enough to cloud 
  his judgment, and then trick the Aesir into throwing 
  Br’er over the side of the Rainbow Bridge. It takes a 
  long time to fall down the World Tree, so Heimdall 
  sent orders for the German squad to capture the 
  connection point in the World and reclaim the body 
  once it emerged.
  When he finds out what happens, he will thank 
  the Scions profusely and promise to reward them as 
  soon as he can. Before that, however, he has some 
  urgent news he needs to report to Uncle Sam. Some of 
  it pertains to battle plans for the war in the Overwold, 
  but he will share the fact that the shield of Jeanne 
  d’Arc is being held in Brissot, 300 miles to the East. 
  He will explain its importance and the need to get it 
  back right away.
  If this isn’t enough for the players to act on, 
  then within the hour they get orders from one or 
  more of their divine Patrons: get to Brissot and get 
  that shield.
  
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  overvieW
  As soon as the Scions receive their mission to get to 
  Brissot, all they have to do is travel deep into enemy territory 
  with no supply lines and without anyone knowing they’re 
  there. These kinds of missions are why G.I.s invented the 
  acronym SNAFU— Situation Normal: All Fucked Up.
  description
  The heroes will need to develop some way of traveling 300 
  miles through Nazi territory. They might avoid the established 
  roads and camp in the fields in hopes of not being seen, or 
  they might disguise themselves and trick their way in.
  The thin, gray-haired soldier waves the truck forward to stop 
  just in front of the line in the road. Two other guards finger 
  their sub-machineguns as they stand by in a little booth on the 
  side of the road. They watch as the gray-haired soldier extends 
  his open palm towards the driver. “Papers, please,” he says. 
  “And please state your name and business.” 
  storyteller goals
  Help the characters understand the need for secrecy 
  and establish that they are entering hostile territory 
  without backup.
  character goals
  The characters will need to concoct a plan which will get 
  them to Brissot without alerting the enemy to their presence.
  actions 
  The Scions haven’t got a chance if they just try to shoot their 
  way through. The Germans will initially respond by sending 
  a squad of three Stuka dive-bombers to drop 500-pound 
  bombs in their path, and if that doesn’t work, they will send 
  in progressively larger forces until they are assured that the 
  Band has been repelled. Even if they take a whole armored 
  division with them, they will just be surrounded and crushed 
  by the awaiting German army. Air travel is also problematic; 
  this shield of Jeanne d’Arc is only one of many objectives the 
  Yankee and Allied Gods are balancing in the greater context 
  of the war, and they simply can’t supply a big fleet fast enough 
  for this mission, while a small number of planes would never 
  make it past all the flack and Messerschmitts between here 
  and there. So what options remain? As Sun Tzu wrote: the 
  essence of combat is deception.
  travel incognito
  Enterprising players may develop plans to hide in plain 
  sight. Captured German army uniforms can be found 
  aplenty, and the characters may even have access to an only 
  slightly battered Hanomag. Travelling in disguise, they should 
  expect to be stopped at checkpoints frequently along the way 
  so they ought to have at least one character who can speak 
  fluent German. The big challenge will be the use of correct 
  passwords and the forging of rubber-stamped paperwork—
  the Nazis love nothing more than intricate rubber stamps 
  to authenticate a person’s identity. Using yesterday’s code or 
  having the wrong color papers will instantly arouse suspicion, 
  but Scions may be able to compensate with various Knacks 
  and Boons. Travelling in this way, the Scions will be able to 
  cover an average of 30 miles per hour towards their goal, and 
  they will encounter checkpoints every few hours.
  Dice Pool: Manipulation + Presence vs. Perception + 
  Empathy (in the case of a generic guard, the pool is 4)
  Action: Instant and contested
  Hindrances: No documents (-3); Poorly forged 
  documents (-2); Checkpoint on alert (-3)
  Help: Well forged documents (+3); Good 
  disguises (+1)
  Roll Results
  Botch: The guards will alert a nearby platoon, 
  leaving the Scions with a major fight on their hands. If 
  they escape, all future checkpoints will be on alert.
  Failure: Two or three guards will attempt to take 
  the Scions prisoner. Even if they are silenced, within a 
  few hours their absence will be noticed, and all future 
  checkpoints will be on alert.
  Success: The Scions are allowed to pass.
  traveling overland
  It is possible to travel through the back country most of 
  the way, though even with the right vehicles the characters 
  would be lucky to average 15 miles an hour towards their 
  goal (or 3 miles an hour if on foot). If the Scions restrict 
  their travel to the nighttime, they would make it much 
  easier to avoid both spotters and pursuers, although they 
  increase their own chances of accidentally stumbling into 
  an enemy position. Every 60 to 100 miles, they will cross 
  an area where a pilot or a lookout could spot them 
  Dice Pool: Intelligence + Stealth vs. Perception + 
  Awareness (in most cases, the pool is 4)
  Action: Instant and contested
  Hindrances: Traveling with vehicles (-3); More than 
  10 people (-1); Previously spotted in the area (-3)
  Help: Traveling only at night (+3); Fewer than 6 
  people (+1)
  Roll Results
  Botch: The Scions will soon be attacked by several 
  fighter planes or by a large ground force such as that in 
  “Bring Me That Hill.”
  Failure: The Scions will soon be intercepted by a small 
  ground force that will demand surrender before attacking.
  scene
  Behind eneMy lines
  Mental •••    physical -    social ••
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  Success: The Scions will cover this segment of their 
  journey unseen.
  consequences
  Even if they have the entire German army on their tail, 
  the Scions will arrive at the small town of Brissot just in 
  time for the events of the next scene. If they have been 
  spotted several times along the way and took no steps to 
  disguise their trajectory, the German troops throughout the 
  countryside and in the castle will be on high alert, which 
  could make things more complicated for the Scions in the 
  fourth and fifth scenes. If they raised no alarms along the 
  way—or, at least, no alarms near Brissot—the castle guards 
  in will not be on the lookout for anything unusual, and 
  the Nazi command will not be in a position to send heavy 
  support to the castle for at least one or two days. 
  scene
  fuBared
  Mental -    physical ••    social -/ ••
  overvieW
  However the Scions manage to cross through the 
  enemy territory, they will eventually arrive in the small 
  town of Brissot. Here, they may find allies among the 
  French Resistance and gather information about the 
  castle and its prisoners. They will also encounter three 
  degenerated Eis-Soldaten, who pose a threat to the 
  civilians and a mystery to the heroes.
  The characters must stop here. If the players are 
  travelling on the open road, then this is an inevitable 
  stop and the only place for miles around—aside from the 
  castle—where they can get food, gas or information on 
  what they’re heading into. If the characters aren’t going 
  to stop of their own will, then Fate will make them. They 
  will run out of gas, lose a tire or accidentally collide with 
  a hay cart belonging to Jacques, the local Underground 
  director. In the worst-case scenario, the characters will 
  overhear the sounds of calamity from the town as the 
  degenerated Eis-Soldaten commence their rampage.
  description
  The rural city of Brissot sits a scant few miles from 
  the castle-turned-prison. It provides an excellent view 
  of how the Nazis have stationed themselves around 
  the castle, and plays host to many of the guards when 
  they come down on leave. The residents of Brissot are 
  generally ill-disposed towards the Nazis, and can be 
  trusted to keep the Scion’s identities confidential. 
  Before the players get time to plan their next move, 
  the Scions and any assembled townsfolk overhear a 
  thunderous crash followed by howls of semi-human 
  rage. The crash came from the single crossroads in 
  town, where an army truck collided with the general 
  store. Both the store and the truck are smashed be-
  yond recognition, but from the cloud of dust and de-
  bris emerge three massive, gorilla-like figures. These 
  monsters proceed to rampage through town, attack-
  ing anything that moves or looks like it might move. 
  These are degenerated Eis-Soldaten, and they are truly 
  FUBARed—Fucked Up Beyond All Recognition. 
  Worse than its icy, cone-shaped teeth, worse even than the 
  horse-sized muscles roiling beneath its white skin as it moved, 
  was the depraved look of rage and hatred in its eyes. These 
  horrid eyes searched the streets until they alighted on the 
  cobbler who was half buried beneath the shoes from his toppled 
  cart. It lunged at him with a demonic howl, a chunk of stone 
  from the broken wall raised high overhead.
  storyteller goals
  Reward players for good role-playing and investigating 
  by giving them information that will help shed light on 
  what they can expect in Castle Brissot. 
  character goals
  This scene offers the opportunity for the Scions to prepare 
  themselves for infiltrating the castle by making contacts, as 
  well as discovering clues to the origin of the Eis-Soldaten.
  actions
  netWork With  
  the french resistance
  Any character with extensive connections to the French 
  Resistance (such as Marie du Champs) may have a local 
  contact here, or characters may be able to find a contact 
  through tactful social maneuvering and Investigation rolls. 
  Once the Scions are taken in, the Underground can inform 
  them that an SS-led German force is using Brissot Castle as 
  a prison camp for captured soldiers and political prisoners 
  from all across Europe. The town’s mayor will be happy 
  to share a map of the general layout of the castle, and can 
  point out the locations of the machineguns in the towers. 
  A washerwoman hired by the castle guards can say that the 
  Nazis have two tanks, one of which is le Géant (“the Giant,” 
  by which she means the Tiger), and where those tanks are 
  stationed. One local farmer also thinks that there must 
  be some kind of sanatorium or medical facility inside; on 
  some nights he can hear agonized wailing emanating from 
  within the walls. One young townsman and former French 
  soldier has also been in contact with several of the British 
  prisoners. He knows that they have formed an “Escape 
  
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  Committee” which is secretly supplied by British Secret 
  Service, and that they are planning a mass escape soon.
  Dice Pool: Charisma + Investigation
  Action: Extended. Each roll represents ten minutes 
  of socializing. This task has a difficulty of 1 and requires 
  6 successes.
  Hindrances: Disguised as Nazis (-3)
  Help: Speak fluent French (+1); French Resistance 
  contacts (+2); Defeated degenerated Eis-Soldaten (+3)
  Roll Results
  Botch: The citizens believe the Scions are actually 
  German spies and report them to the Nazis in order to 
  maintain the appearance of loyalty.
  Failure: The citizens are reasonably sure the Scions are 
  actually German spies and do not share anything with them.
  Success: The citizens are convinced that the Scions 
  are Allied operatives and will offer to support them.
  Battling the aBoMinations
  After the transport truck crashes in the town square 
  and releases the three degenerated Eis-Soldaten, the 
  heroes will no doubt wish to join battle. Because the 
  Eis-Soldaten have only their own fists and improvised 
  clubs, the Scions will likely make short work of them.
  investigating the crash
  When the heroes have cleaned up the Eis-Soldaten, 
  they are likely to want to do a little investigation as to 
  who these monsters were and where they came from. 
  Dice Pool: Perception + Investigation
  Action: Extended. Each roll represents one minute 
  of searching. This task has a difficulty of 1 and requires 
  8 successes.
  Hindrances: Truck or Eis-Soldaten obliterated 
  during the fight (-2)
  Help: Assisted by French Resistance (+1)
  Roll Results
  Botch: The investigator cannot even be sure that the 
  Eis-Soldaten arrived in the truck.
  Failure: The investigator knows only that the Eis-
  Soldaten were on the truck when it crashed.
  Success: The investigator can determine the reason 
  for the truck crashing: the Eis-Soldaten were strapped into 
  the back of the truck, but one broke free, reached into the 
  cab, and broke the driver’s neck. Additionally, one of the 
  Eis-Soldaten bears the tattoo of an American flag on his 
  left arm, indicating that he may have been a POW.
  consequences
  If the Eis-Soldaten are not stopped, they will raze the 
  town and kill half its residents. In a day or two, Commandant 
  Schmitt will hunt them down and then order the execution 
  of all the survivors of Brissot, just to make sure the secret 
  doesn’t get out. Hopefully, the Scions won’t let things 
  go that far. If the characters achieve good relations with 
  the townspeople, they should be able to formulate a well-
  informed plan of action before moving on to Castle Brissot.
  If the Scions are particularly tough, they might decide to 
  seize the castle in an open assault. After all, it is a prison camp, 
  so the guards might not be prepared for people trying to break 
  in rather than out. If the Scions attempt such an attack, skip 
  to the final scene, “Showdown.” Bear in mind that a siege will 
  almost certainly give Schmitt enough time to send one of his 
  men away with the shield, and it could be halfway to Berlin 
  before the characters realize it is no longer in the castle.
  scene
  the escape coMMittee
  Mental ••    physical •    social ••
  overvieW
  The Band’s next challenge is to get into Castle 
  Brissot. At the very least, they will want to retrieve the 
  shield that they came for, but more than likely the play-
  ers will now also be looking to discover where the Eis-
  Soldaten are coming from and will probably also seek to 
  help the prisoners with their escape.
  description
  The castle was built nearly a millennium ago, but it 
  was extensively renovated in the late sixteenth century. 
  The lowest walls are thirty feet high and ten feet thick, 
  and the tower battlements rise almost seventy-five feet 
  into the air. To its original defenses, the Nazis have added 
  machineguns in the battlements, double barbed-wire 
  fences, spotlights and canine patrol units. The castle itself 
  consists of several sections, with the prisoners concentrated 
  in the main courtyard and the inner buildings. The east 
  wing houses the guards and their vehicles, including 
  several military trucks and two panzers (one is a generic 
  tank, the other a Tiger). In the north wing, housed in a 
  long room that was once the refectory, Dr. Legrottaglie 
  has set up his lab. It is here that he keeps the imprisoned 
  giant and the latest batch of Eis-Soldaten.
  More than likely, the characters will seek to keep their 
  initiative as long as possible by sneaking in as close as they 
  can. Sabotaging the tanks could be a good idea, as might be 
  dynamiting the walls. If the heroes time it right, they will be 
  able to easily enter the castle during the confusion, although 
  they will still have several thousand square feet to search for 
  the shield. The characters can also infiltrate the ranks of the 
  guards by presenting themselves as “new recruits” for the 
  f
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  garrison. If they can maintain the charade, they would be 
  able to network with the prisoners and the soldiers to find 
  someone who can tell them what they need to know.
  Of course, the simplest way for the Scions to get into the 
  prison camp is to allow some or all of their number to be 
  captured. They might need to spend a few Willpower points 
  and roll a few Integrity Ability checks to hold up under 
  interrogation, but the Germans probably wouldn’t recognize 
  the characters and therefore wouldn’t have any reason to 
  believe that the Scions were anything other than a group 
  of army scouts who lost their supply line and couldn’t keep 
  going. Many characters would be hesitant to put themselves 
  into enemy hands, but with a little forethought they could 
  arrange to smuggle in most of their Birthrights and hide the 
  rest nearby. Knowing from the townsfolk that there is an 
  organization called the Escape Committee already awaiting 
  inside may also help put their minds at ease.
  the castle layout
  The Prison Courtyard
  The prison population consists of approximately one 
  hundred inmates (primarily of British stock, but also including 
  American, Russian, Polish and even Italian prisoners) and is 
  concentrated within the courtyard and the rooms immediately 
  adjacent to it. This is the area where the Scions may contact 
  Captain Robins and the Escape Committee, who will offer 
  whatever assistance they can. In one of the basement rooms 
  the prisoners have also started a tunnel which now extends 
  all the way under the wall. They still have several dozen 
  feet to go before it will reach beyond the outer fences, and 
  the excavation is a slow process since it must be conducted 
  without shovels, and the excess dirt must be carefully removed 
  in order to avoid suspicion. Alas—they could complete the rest 
  of the tunnel in a single night if only they knew a Scion with 
  a high Fortitude and the Work Smarter Boon!
  The Escape Committee is playing a dangerous game 
  because the recent mass escape attempt from Stalag Luft 
  III prompted Hitler to declare that all fleeing prisoners 
  are to be shot. But the men of Castle Brissot know that 
  this may be their last chance to cash in on all their hard 
  work, because if the Allies get any closer then all the 
  prisoners will be transported to Germany.
  The East Wing
  Aside from providing egress, the Escape Committee 
  can help the Band by supplying them with information 
  about the east wing. Robins knows the guards’ schedules 
  and he knows the likely locations of the vehicles, which 
  consist of two tanks (one a Tiger), two trucks and several 
  motorcycles. He can also draw a map to the armory, which 
  is where any of the characters’ captured gear would be kept. 
  Most importantly, Captain Robins knows exactly where 
  the shield is. He overheard Schmitt order a soldier to take 
  it to his personal bed-chambers in the east wing. 
  Getting into the east wing is not an easy task, owing to 
  the fact that it is largely sealed off from the prison area, not 
  to mention the fact that this is where the guards sleep, eat 
  and live. The Escape Committee will provide the Band with 
  anything they have, and if the Scions manage to sneak into 
  Schmitt’s room to steal the shield, they will find it mounted 
  over his bed, just as Robins indicated. However, there is an 
  alarm wired to the shield’s mounting, so removing it from 
  the wall without checking will trigger an alarm, which will 
  immediately thrust the Band into the final scene.
  The North Wing (Dr. Legrottaglie’s Lab)
  No one in the prison knows for sure what goes on in 
  the north wing, since it is completely isolated from the rest 
  of the castle. The inmates can see from their windows that 
  soldiers only occasionally go to and from those buildings, 
  and they can hear the screams which sometimes come from 
  the lab, but don’t know that the source of those screams are 
  their fellow POWs. To maintain order in the compound, 
  Commandant Schmitt is careful to create the illusion that 
  the selected prisoners are transferred to another camp, 
  but then he has the truck circle back after dark to deliver 
  the victims to Dr. Legrottaglie’s laboratory. The only way 
  to access the laboratory from the prison area is to drop 
  down twenty feet from a window, scale the sheer thirty foot 
  courtyard wall and enter the north wing via its roof. None 
  of the prisoners have been willing or able to go to such great 
  lengths to satisfy their curiosity. The only people permitted 
  in the building are the Commandant, the Doctor and the 
  prospective Eis-Soldaten. The windows are blacked out to 
  prevent even the German guards from snooping, leaving 
  the interior lit only by a series of naked light bulbs dangling 
  from long cords retro-fitted into the ceiling. 
  Dr. Legrottaglie’s lab is a classic mad scientist affair, 
  with bubbling blue and green liquids in beakers, electric 
  arcs snapping their way up a Jacob’s Ladder and arrays 
  of gleaming silver surgical implements laid out neatly on 
  darkly-stained wooden tables. At the front of the long, 
  cold room are six “patients” strapped to chairs. They wear 
  soiled smocks and stained bandages and have a profusion 
  of tubes and needles jammed into various points of their 
  bodies, with bags of slimy, viscous looking fluids dripping 
  into them through these tubes. All six in this batch are 
  former prisoners recently “transferred” out of the camp 
  but they are already almost unrecognizable due to their 
  developing frost-white skin, muscle bulk and icy teeth. 
  The six patients sit, drooling, with their heads strapped 
  into place to ensure their gaze is aimed at a movie screen 
  bolted into the wall ahead of them. On the screen flickers non-
  stop images from Nazi propaganda movies, including Hitler 
  orations, SS marching in formation, a Swastika flag rippling 
  in the wind and so forth. Behind the row of seats are a series 
  of movie projectors ingeniously rigged to loop their film over 
  and over without stopping. There is no sound to the movies, 
  just the ghostly black and silver flicker of pure evil. These Eis-
  Soldaten are in their developmental phase, undergoing the 
  brainwashing that will instill perfect obedience to the Nazi 
  party. They have no capacity for conscious thought at this 
  point, so if the movies are interrupted they will continue to 
  stare ahead, their expressions as blank as the screen in front 
  of them. If anyone tries to communicate with them, they 
  
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  will follow that person lazily with their eyes but will evince 
  no sign of understanding any gestures or spoken words and 
  cannot be induced to take any action.
  Pressing farther back into the laboratory, the heroes will 
  discover one more semi-conscious figure, this one strapped 
  flat to a table. This is Dernwroth, the frost giant who has 
  served as the unwilling progenitor of the Eis-Soldaten. The 
  giant’s eyes flicker under his lids and his muscles occasionally 
  twitch, but he will remain unconscious unless attacked. He 
  is obviously the subject of ongoing surgeries, and that he 
  has been kept this way for some time. Anyone with the 
  Science or Medicine skill will recognize that that about half 
  the tubes are pumping fluids into the giant, while the other 
  half are harvesting the fluids that serve as the components 
  for the serum being put into the Eis-Soldaten. If the Scions 
  try to free the giant or put him out of his misery, he will 
  wake up and attack anyone around him, beginning combat 
  with his Battle Cry Boon that will also alert every guard in 
  the castle and trigger the Showdown scene.
  storyteller goals
  Your goal in this scene is to provide an interactive 
  environment for the Scions to explore. Present the castle 
  as a smoothly running military establishment and make 
  its residents respond to the players’ ideas for exploiting 
  the system’s weaknesses.
  character goals
  The characters will need to test the defenses of the 
  castle and find a way to infiltrate it, either by force or guile. 
  They will likely need to explore and experiment before 
  they attempt to retrieve the shield, free the prisoners, or 
  put a stop to Legrottaglie’s experiments.
  actions
  cliMBing the Wall
  The outer walls of the castle are 30 feet high and the 
  inner walls aren’t much lower. For the most part, the walls 
  are sheer, but this is an old castle and an enterprising 
  climber can find areas with fingerholds in the weather-
  worn mortar. If climbing an exterior wall, a character will 
  need to deal with the barbed wire lining the top.
  Dice Pool: Strength + Athletics
  Action: Instant, with a difficulty of 3
  Hindrances: Smooth patch of wall (-2)
  Help: Rope and grappling hook (+3)
  Roll Results
  Botch: The character falls from a height of 20 feet, 
  making a din that attracts the attention of the guards.
  Failure: The character can’t get over the wall in 
  this location.
  Success: The character gets over the wall.
  iMpersonating a guard
  Deceptive characters may find that they can move 
  around the castle a little more easily if they pose as a 
  guard, either by using one of Robinson’s disguise kits 
  or something of their own invention. It is relatively easy 
  to carry out this charade from a distance, as long as the 
  impersonator isn’t seen entering any highly restricted 
  areas such as Legrottaglie’s lab or Schmitt’s bedchambers. 
  If an impersonator is questioned up close by one of the 
  guards, the illusion will be much more difficult to retain.
  Dice Pool: Manipulation + Presence vs. Perception 
  + Awareness (for most guards, the pool is 6)
  Action: Instant and contested
  Hindrances: Cannot speak German (-3); Flawed 
  disguise (-2); Doesn’t know guards’ names or schedules (-1)
  Help: High quality disguise (+1)
  Roll Results
  Botch: The suspicious guard plays along but then 
  raises the alarm as soon as he is out of sight.
  Failure: The suspicious guard attempts to hold the 
  impersonator at gunpoint while calling for backup.
  Success: The suspicious guard is reasonably 
  convinced that the Scion must actually be “a new guy.”
  consequences
  When Commandant Schmitt becomes aware that 
  there is a threat to his operation, he will immediately 
  move to destroy that threat, which automatically ends 
  this scene and moves to “Showdown.” He may become 
  aware of the Scions’ actions through several means: the 
  mass escape of prisoners, an attempt to steal the shield, a 
  disturbance in Dr. Legrottaglie’s lab or even a display of 
  supernatural powers by one of the prisoners.
  scene
  shoWdoWn
  Mental •    physical •••    social •
  overvieW
  The final scene may be triggered in several ways, but 
  the result is always the same: Commandant Schmitt 
  discovers who the Scions are or what they’re after and 
  attacks them with everything he’s got.
  description
  Any disturbance in or around the castle will initiate 
  this scene. The Commandant is cunning and battle-
  experienced, so he won’t fall into Scion traps easily, 
  preferring to first send in his men to see what he’s 
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  dealing with. If guards or prisoners go missing, if the 
  shield disappears or if the lab is compromised in any 
  way, Schmitt will find out about it within only a few 
  hours at the most and will scour the castle for intruders 
  and order a flight of spotter planes into the air from a 
  nearby base. More than likely, the final confrontation 
  will take place on the castle grounds. If Schmitt has 
  warning of enemy Scions on his base, he will order one 
  of the guards to slip out with the shield and carry it by 
  motorcycle back to Germany. If Schmitt is not under 
  personal attack, his next move will be to sprint to a 
  wooden barn by the north wing where he has hidden 
  his personal Tiger tank, which he will use to patrol the 
  outskirts of the Castle and nab the Band whenever they 
  emerge. This could turn into a siege situation, with 
  the German forces on the outside and the Scions and 
  POWs defending the walls and gates.
  There are only a few dozen guards stationed here, and 
  these are grunt soldiers (see Scion: Hero, pp. 282). There 
  is virtually no place on the grounds which is not covered by 
  at least one of the MG42s housed in the castle turrets and 
  battlements, but for the most part the rank-and-file guards 
  probably won’t be able to put up much resistance. However, 
  they could rip up the prisoners, unless those prisoners are 
  properly armed and positioned to fight back. The bigger 
  threat comes from the SS forces, which consist of Schmitt 
  
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  and his tank, a squad of six Eis-Soldaten who are never far 
  from their Commandant and the two other tank crews (who 
  are stationed with their vehicles outside the east wing). In 
  the event of an emergency, all the SS have standing orders 
  to engage the enemy if visible, or to move to the north wing 
  to rendezvous with Schmitt. If this happens, the Band will 
  need to think of a way to elude the group or get the jump 
  on the enemy, because the fully assembled SS are capable 
  of inflicting serious damage, even on Scions.
  If Schmitt loses his tank or if he is unable to reach it 
  in the first place, he will seek to make his final stand in 
  the north wing science lab, along with any Eis-Soldaten 
  who remain alive. This activity will awaken the giant, 
  who will then attack anyone and everyone nearby. 
  storyteller goals
  You will need to orchestrate the various components 
  of Schmitt’s forces, making sure that each responds 
  logically to the battle. In order to achieve the most 
  dramatic climax, Schmitt must escape to the lab, where 
  he awakens the angry Dernwroth.
  character goals
  The Scions have a single goal here: defeat Schmitt 
  and his minions.
  actions
  getting aWay cleanly
  Sneaking to Brissot may have been difficult, but it 
  should be nearly impossible to get back to friendly territory 
  unseen when the enemy is actively on the hunt. Within 
  as little as a single hour after the shield or prisoners go 
  missing from the castle, Schmitt will use his high rank 
  to set the entire region on high alert. Every checkpoint 
  within a hundred miles will become a barricade to all 
  traffic, while dozens of spotter planes will crisscross the 
  countryside in search of the fugitives. Every fifteen miles, 
  the Scions will need to roll to elude their pursuers.
  Dice Pool: Intelligence + Stealth vs. Perception + 
  Awareness (The spotters are more diligent now, raising 
  the typical pool to 6)
  Action: Instant and contested
  Hindrances: Traveling with vehicles (-2): More than 
  10 people (-1); Previously spotted in the area (-3)
  Help: Traveling only at night (+3); Fewer than six 
  people (+1)
  Roll Results
  Botch: Schmitt, with his three tanks and six Eis-
  Soldaten, knew exactly where the Scions were heading 
  and intercepts them with an ambush.
  Failure: The Scions will be intercepted by a platoon 
  of soldiers or a squad of four Messerschmitt. These 
  forces will attempt to destroy the Scions or at least delay 
  them as Schmitt races to catch up.
  Success: The Scions will cover this segment of their 
  journey unseen.
  saBotaging or stealing a tank
  A smart Band may have arranged to sabotage or 
  capture the enemy vehicles first. Although they are 
  extremely unlikely to know about Schmitt’s hidden tank, 
  the tanks they know about could be rendered inoperable 
  from something as simple as a grenade dropped into the 
  tank’s on-board ammunition. 
  Another possibility is that the Scions hijack one or 
  more of the vehicles, but unless one of the characters 
  has the Control (Tank) Ability, they might have a tough 
  time getting a tank to do what they want. If they steal 
  the keys and study its controls for several minutes, they 
  can get it to move around clumsily, but they should be 
  prepared to clip the corners of a few buildings along 
  the way. Further, loading and aiming the cannon takes 
  a great deal of practice, so their rate of fire would only 
  be half that of an experienced tank crew. They could 
  also use a tank as a fixed gun position, which would 
  give them an opportunity to soften up the enemy before 
  the Eis-Soldaten scramble on top and use their Holy 
  Rampage against its armor. 
  If the Scions want to play Tanks with Schmitt, the 
  experienced “Panzer Ace” will probably make Swiss 
  cheese out of them as he hits them from extreme range 
  and gets the most out of his veteran crews’ ability to 
  maintain a higher rate of fire. All of the tanks are loaded 
  with Shaped Charge ammunition, which means that 
  even if Schmitt’s Tiger is gutted, his crew will likely perish 
  but his Fire Immunity Boon should keep him alive long 
  enough to make his final stand in Legrottaglie’s lab. 
  Dice Pool: Wits + Larceny
  Action: Extended. The task has a difficulty of 2, 
  requires 6 successes and each roll takes one minute.
  Hindrances: Castle on alert (-3); Crew inside tank (-2)
  Help: Stolen keys (+3); Control (Tank) skill (+1)
  Roll Results
  Botch: The tank remains sealed and a guard spots 
  the break-in attempt. 
  Failure: The tank remains sealed but the character 
  may try again at an increased difficulty.
  Success: The tank is accessible but requires another 
  extended action to start its engine.
  Battling the giant
  As soon as the battle turns against him, Schmitt 
  will flee to Legrottaglie’s lab. If he is shot, tackled or 
  outrun before he gets there, his last move will be to 
  throw a grenade through one of the darkened windows. 
  Otherwise, he will throw himself through the window 
  and administer the grenade directly to the most fragile-
  looking equipment. His goal is to burn the lab so that 
  none of it will fall into enemy hands, but he will first 
  focus on fighting any Scions and trust to collateral 
  damage to erase the evidence. What he doesn’t plan on 
  is that his disturbing the lab will both rouse and release 
  the frost giant, Dernwroth.
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  When awakened, Dernwroth’s first move will be to 
  douse himself with a nearby vat of water in order to use 
  his healing ability, and then he will use his Battle Cry 
  Boon. The giant has been driven mad by his unending 
  nightmare of pain and captivity, and he is now hardly 
  more conscious than a degenerated Eis-Soldat. He scoops 
  up the nearby jagged shard of a metal girder (treat it like 
  a club which does lethal damage) and seeks to slaughter 
  anyone nearby. He will attack whoever attacks him, but 
  if not directly threatened, he will first seek to skewer Dr. 
  Legrottaglie if present, followed by Commandant Schmitt, 
  and only then proceed to anyone else within sight.
  Scaling the 
  Showdown
  Demigod characters are likely to be able to 
  go toe-to-toe with Schmitt’s tank squad, but 
  just to keep them on their toes you should 
  increase Schmitt to a demigod himself. The 
  Eis-Soldaten should also be more powerful, 
  so double their Legend and then double their 
  Strength and Stamina Attributes and Epic 
  Attributes up to the maximum allowable 
  for humans with their new Legend score. 
  The source of their power should also be 
  increased, so Dernwroth needs to be a 
  generic Elder Giant with Legend 7 (see Scion: 
  Demigod, pp. 268). 
  The SS would really need to be cranked 
  up to face God characters. A Godly Schmitt 
  should be backed up by a fleet of tanks piloted 
  by crack troops. The Eis-Soldaten would need 
  their Attributes increased again, until they 
  are at least as formidable as Elder Giants, and 
  Dernwroth should have power similar to that 
  of Utgard-Loki (see Scion: Demigod, p. 270) 
  or Sinmore (see Scion: God, p. 324)
  consequences
  Depending on the results of the final battle, it is 
  likely that Schmitt, Legrottaglie and all the remaining 
  Eis-Soldaten will been destroyed. Once the principal 
  antagonists are defeated, the remaining German 
  soldiers will retreat or surrender, leaving the Scions in 
  control of the castle, at least for the time being. They 
  may now easily track down the shield if it remains in 
  Brissot, or pursue the motorcycle messenger who carries 
  it if Schmitt had a chance to send it away. 
  afterMath
  The final thing the Scions need to do is get back to friendly 
  territory. Because they might be attempting to travel incognito 
  with a hundred escaped prisoners and a captured scientist, it 
  could be pretty tough for them to get out. Usually, in the 
  event of a prison break, the escapees scatter in order to make 
  it more difficult to be rounded up en masse, but if the Scions 
  leave the prisoners on their own then most will eventually be 
  captured and shot. The heroes might instead use the Escape 
  Committee’s radio to see if the Allied Command is now in a 
  better position to provide extraction. Alternatively, if you are 
  afraid that getting back will be impossible or anti-climactic, 
  you can also use the shield itself as their ticket home. In 
  this case, the Yankee and Allied Gods have fought their way 
  through the French Overworld, creating a “safe” corridor. 
  A Scion of d’Artagnan (or, perhaps, d’Artagnan himself) 
  appears before them and uses the shield to open a gate for all 
  of them to return to HQ.
  Even with this victory, the war is far from over. The Band 
  may need to go out to secure or eliminate other AMCons, 
  or to achieve other objectives of military significance in any 
  Godrealm involved in the fighting. If Schmitt or Legrottaglie 
  escaped, Allies may not have seen the last of the Eis-Soldaten. 
  Even if the masterminds of this plot didn’t survive, you can 
  be sure the Nazis are working around the clock on other 
  super-soldiers and wonder-weapons that might require the 
  immediate attention of this Band.
  eXperience
  In addition to a basic award for each playing session 
  and the story award for concluding the tale by retrieving 
  the shield, grant the characters additional experience 
  for the following:
  • If a character developed a creative solution 
  to a problem, such as neutralizing the machinegun 
  nests or infiltrating Castle Brissot.
  • If the characters helped the prisoners return 
  to friendly territory.
  • If the characters destroyed Legrottaglie’s lab 
  and kept Legrottaglie himself from falling back into 
  Nazi hands.
  
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  mental 
  ••
  physical •••
  social 
   —
  SCENE:
  PCs
  H I N D R A N C E S
  H E L P
  Bring Me that hill!
  20 grunt soldiers
  2 machinegun teams with full cover (+3)
  Armored truck with two artillery missiles
  10 experienced soldiers
  Establish warzone feeling, introduce Eis-Soldtat as a frightening enemy
  STs
  Capture the Axis Mundi connection point at least long enough to rescue Br’er Rabbit
  mental •••
  physical 
  —
  social 
  ­••
  SCENE:
  PCs
  H I N D R A N C E S
  H E L P
  Behind eneMy lines
  Travelling Incognito: No documents (-3); Poorly 
  forged documents (-2); Checkpoint on alert (-3)
  Travelling Overland: Travelling with vehicles (-2): 
  More than 10 people (-1); Previously spotted in the 
  area (-3)
  Travelling Incognito: Well forged documents (+3); 
  Good disguises (+1)
  Travelling Overland: Travelling only at night (+3); 
  Fewer than 6 people (+1)
  Help the characters understand that they need secrecy and establish that they are entering hostile territory without backup.
  STs
  Develop a plan which will get them to Brissot without alerting the enemy to their presence.
  mental 
  —
  physical ••
  social 
  —/••
  SCENE:
  PCs
  H I N D R A N C E S
  H E L P
  fuBared
  Networking: Disguised as Nazis (-3)
  Investigating: Truck or Eis-Soldaten obliterated during 
  the fight (-2)
  Networking: Speak fluent French or English (+1); 
  French Underground contacts (+2); Defeated 
  degenerated Eis-Soldaten (+3)
  Investigating: Assisted by French Resistance (+1)
  Hint at information that will help shed light on what players can expect in Castle Brissot. 
  STs
  Learn about Eis-Soldat what is in the castle before going there.
  mental 
  ••
  physical 
  •
  social 
  ••
  SCENE:
  PCs
  H I N D R A N C E S
  H E L P
  the escape coMMittee
  Climbing: Smooth patch of wall (-2)
  Breaking in: Castle guards on alert (+1)
  Impersonation: Cannot speak German (-3); Flawed dis-
  guise (-2); Doesn’t know guards’ names or schedules (-1)
  Climbing: Rope and grappling hook (+3)
  Breaking in: Lockpicks (+2); Crowbar (+1)
  Impersonation: High quality disguise (+1)
  Create a responsive environment in and around Castle Brissot
  STs
  Infiltrate the castle and gather information
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  social 
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  PCs
  H I N D R A N C E S
  H E L P
  shoWdoWn
  Clean getaway: Traveling with vehicles (-2): More than 
  10 people (-1); Previously spotted in the area (-3)
  Boosting a tank: Castle on alert (-3);  
  Crew inside tank (-2)
  Clean getaway: Traveling only at night (+3);  
  Fewer than 6 people (+1)
  Boosting a tank: Stolen keys (+3);  
  Control (Tank) skill (+1)
  Orchestrate the various elements of Schmitt’s forces; arrange for Schmitt’s final stand in Legrottaglie’s lab.
  STs
  Destroy Schmitt’s forces
  
SOURCE: textdata/thevault/Scion (storyteller) [multi]/2nd edition/3rd Party/SCION 2e - Liberty Road.pdf