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  The Hateful Place
  The Hateful Place
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  No Place Reich Home
  The Hateful Place
  No Place Reich Home
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  No Place
  Reich Home
  A Weird World War II Adventure
  for
  The Hateful Place
  PDF EDITION
  with OSR STATS
  
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  No Place Reich Home
  The Hateful Place
  Writing & Design:
  Seann McAnally
  Playtesting:
  Ryan Ashmore, Teresa Biswell, 
  Colin Campbell, Jason Cotterell, 
  Lynette Dhone, Nathan Ellebracht,
   Connor McAnally & Joe Scharf .
  On the Cover:
  Insignia SS Excalibur Division,
   by Dave Mitchell
  The Hateful Place
  Created by Dave Mitchell
  Also Available:
  The Hateful Place Core Rules
  The Hateful Place Book B
  3 (Being the Third Book of The Hateful Place)
  No Rabbits in Rabbit Wood
  Hop Hop My Dead Frog
  Victimshire
  Sirenswail (OSR)
  Find The Hateful Place books at
  http://www.lulu.com/spotlight/DaveMitchell
  Amazon
  Orc’s Nest gamestore, London
  Exalted Funeral gamestore, Fruitland, Idaho
  The Hateful Place is the property and copyright of 
  Dave Mitchell ©2019
  Interior art is modiﬁ ed from sources in the public domain: 
  William & Robert Chambers Encyclopaedia - A Dictionary of Universal 
  Knowledge for the People (Philadelphia, PA: J. B. Lippincott & Co., 1881); 
  William Dwight Whitney The Century Dictionary and Cyclopedia: An 
  encyclopedic Lexicon of the English Language (New York, NY: The 
  Century Co., 1889); John Clark Ridpath, Cyclopedia of Universal History 
  (Cincinnati: The Jones Brothers Publishing Co., 1885)
  Also by Seann McAnally: 
  Riders of the Black Sage (tHp/OSR)
  Times That Fry Men’s Souls (OSR)
  Mad Am I? (OSR)
  Song of the Sixgun Spaghetti Western RPG
  Gentlemen Vs. Demons Cinematic Pulp Horror RPG
  Available at DriveThruRPG and Lulu
  Contents
  OSR stats for this module...........................6
  For Referees and Players............................8
  The Sword of Sourhamption.....................9
  The Mission..................................................10
  Arms and the Man.........................................11
  Highway to Hell...........................................11
  Rumors................................................12
  Starting the Adventure..............................13
  PC Background Generator.......................13
  Sourhamption-Upon-Stull.................14
  Stull Castle...................................................28
  Inﬁ ltrating the Castle................................29
  Ending the Adventure...............................41
  .
  
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  No Place Reich Home
  The Hateful Place
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  This adventure was originally written for The Hateful Place. It was a print-only 
  release. This PDF version is dif erent in that it includes the addition of this page and 
  the next one. They contain generic OSR fantasy game stats that may prove helpful 
  if you choose to use your favorite old-school fantasy system to play this adventure. 
  Adapt them to whatever version or edition you play - you should be pretty good at 
  that kinda thing by now. Just ignore the stats in the body of the text. 
  I realize there’s some page-ﬂ ipping required here, but it wasn’t feasible to sub-
  stantially re-adjust the original layout to accomate in-text OSR stats. 
  OSR stats for this module
  THE FEN (p 15)
  • Seamus, a patchwork man. HD7, AC16, Move 9, attacks and saves as a 7th level 
  ﬁ ghter with two bludgeoning ﬁ sts (d6+3) or one bite (2d4+3). He regenerates d6hp 
  per round, and is immune to mind-af ecting spells such as charm or fear. 
  QUEEN’S ROAD BRIDGE (p 16)
  • N
  azi Bridge Guards. HD3, AC12, Move 12, attack and save as 3rd level ﬁ ghters with 
  submachine guns (2d8) or daggers (d4+1). 
  BLYTHE INSTITUTE (pp 16-17)
  • W
  ounded Angel. HD11, AC18, Move 12 (cannot ﬂ y), attacks and saves as an 11th level 
  cleric with ﬂ aming sword (conjured at need, d10+4). 
  FLESH MARKET (p 20)
  • Jay Gould, ﬂ esh dealer. HD6, AC14, Move 12, attacks and saves as a 6th level thief 
  with revolver (2d6) or dagger (d4). 
  • H
  auptman H
  einz, N
  azi oﬃ
    cer. HD7, AC12, Move 12, attacks and saves as a 7th level 
  ﬁ ghter with automatic pistol (2d6+1) or of  cer’s saber (d8+2). 
  • Stormtroopers. HD4, AC14, Move 12, attack and save as 4th level ﬁ ghters with sub-
  machine guns (2d8) or daggers (d4+1). 
  GROVER HOTWATER’S HOUSE (p 21)
  • Grover H
  otwater, collaborator & informer. HD5, AC12, Move 12, attacks and saves as 
  a 5th level thief with dagger (d4+1). 
  OBERON SIMMS, DRUGGIST (p 22)
  • Oberon Simms. HD4, AC12, Move 12, attacks and saves as a 4th level cleric (but can-
  not cast spells) with revolver (2d6) or syringe (save vs. poison or became sleepy and 
  lethargic, with all tests at -4/20% for 2d4 hours. 
  URIAH HULL’S HOUSE (p 23)
  • Shazernandy, a demon. HD16, AC20, Move 24, attacks twice with claws (d6+2) or 
  weapon; casts spells as a 12th level magic-user. He may assume any human form at 
  will. He follows all your game’s rules for demons. 
  RESISTANCE CELL (p 24)
  • T
  ed Sexton. HD6, AC12, Move 12, attacks and saves as a 6th level ﬁ ghter with re-
  volver (2d6) or dagger (d4+2). 
  • Florence Sexton. HD5, AC14, Move 12, attacks and saves as a 5th level thief with 
  submachine gun (2d8). 
  • Loretta Paige. HD2, AC12, Move 12, attacks and saves as a 2nd level thief. 
  CLEVELAND PUDDING’S HOUSE (p 25)
  • Cleveland Pudding. HD6, AC12, Move 12, attacks and saves as a 6th level magic-user 
  (but cannot cast spells) with sword cane (d6+1). 
  PANZER (p 27)
  • Panzer Crew. HD3, AC12, Move 12, attack and save as 3rd level ﬁ ghters with sub-
  machine guns (2d8) or dagger (d4+1) or Panzer Tank (AC30, Move 18, one big gun 
  (treat as 20-die ﬁ reball, save for 1/2 damage). 
  STULL CASTLE (p 28)
  • Generic N
  azi. HD2, AC12, Move 12, attack and save as 2nd level ﬁ ghters with sub-
  machine gun (2d8) or dagger (d4+1). 
  • Dogs of W
  ar. HD2, AC14, Move 18, attack twice with claws (d4+1) or one bite 
  (2d4+1).
  • N
  azi Senior Oﬃ
    cer. HD6, AC14, Move 12, attack and save as 6th level ﬁ ghter with 
  automatic pistol (2d6+1) or of  cer’s saber (d6+1). 
  • Castle Guards. HD3, AC12, Move 12, attack and save as 3rd level ﬁ ghters with assault 
  riﬂ e (2d6+2) and bayonet (d6+1). 
  • N
  urse N
  ina. HD3, AC12, Move 12, attacks and saves as 3rd level cleric (but cannot 
  cast spells) with scalpel (d4) or syringe (save vs. poison or sleep for d4 hours). 
  • Verner (see Generic Nazi, above)
  • H
  ansi. HD2, AC12, Move 12, attacks and saves as a 2nd level ﬁ ghter (no weapons). 
  • Major Hahn (see Nazi Senior Of  cer, above). 
  • Obersturmfuhrer Voigt. HD8, AC12, Move 12, attacks, saves and casts spells as an 8th 
  level magic-user, with automatic pistol (2d6+1) or sword cane (d6). 
  • Ben Zimmerman. HD5, AC14, Move 12, attacks and saves as a 5th level cleric (but 
  cannot cast spells) with improvised weapons (d4). 
  • Oberjunker U
  do (see Generic Nazi, above, but with automatic pistol, 2d8). 
  • Kommandant Koepke. HD8, AC14, attacks and saves as 8th level ﬁ ghter with special 
  pistol (see text, 2d6+2) or dagger (d4+1). 
  • Doktor Schell. HD6, AC12, Move 12, attacks and saves as a 6th level cleric (but 
  cannot cast spells) with automatic pistol (2d6+1) or syringe (save vs. poison or lose 1 
  point of Constitution permanently). 
  • Obergruppenfuhrer Otto Von Hammer. HD12, AC18*, Move 12, attacks and saves as a 
  12th level ﬁ ghter with Aryan Black Blade (d10, +6 to hit and damage) or automatic 
  pistol (2d8). *Wears a greatcoat made from demon hair). 
  
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  No Place Reich Home
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  FOR REFEREES AND PLAYERS
  The Nazis, armed with abominable power, overwhelmed 
  and defeated the Allies in the Second World War. With their 
  victory came the Darkness. Demons, working in concert 
  with the SS, assassinated Harry Truman and Winston Chur-
  chill (they left Stalin alone - they rather liked the guy). The 
  occult-fueled blitzkrieg, fueled with the power of a thou-
  sand supernatural artifacts collected from all corners of the 
  globe*, surged like a tsunami of metal and ﬁ re out of Eu-
  rope and around the world. 
  Isolated, rural pockets exist where the Nazi taint has not seeped 
  into the landscape, but they are few and hidden. All the great empires 
  of the world have fallen to Hitler, who is himself merely the sop and 
  puppet of the inef able force of the Darkness. 
  For 23 hours a day, the world is bathed in a grim twilight, infused 
  with chaotic magic, where monsters and wicked men hunt. Only one 
  precious hour of light graces each day**. The world population is a 
  quarter of what it was before the war, yet life is still cheap. Flesh, how-
  ever, commands a price. Where the soul is lost, the body may still have 
  value, especially in a world where edible ﬂ ora and fauna are scarce, and 
  folks eat what they must. 
  Yet even in this dark place of hate, hope has not completely died. 
  As the forces of magic swept the land, they reawakened forgotten 
  acestors, primal forces of nature that had slumbered since the Dark 
  Ages. Rumors that the Nazis have unearthed Excalibur in southeastern 
  England have passed in secret whispers throughout the countryside. 
  The prophecies of Merlin and Nostrodamus both predict a time when 
  Excalibur shall be found, and King Arthur will return to aid Britain in 
  her darkest hour. 
  If this isn’t Britain’s darkest hour, nothing is. 
  THE SWORD OF SOURHAMPTON
  This module is set in Sourhampton-Upon-Stull, a quiet town in the 
  southeast of England. Once a sleepy backwater, it played a role during 
  the war as the site of a radio tower used to send signals to confuse 
  Luftwaf e bombers in the Battle of Britain. The tower, situated in the 
  old fortiﬁ cations of Stull Castle, has, along with Sourhampton-Up-
  on-Stull and the rest of the world, been occupied by the Nazis. 
  Life goes on the best it can in the town, considering the abject hor-
  ror existence has become. Many houses and shops are empty, and part 
  of the town is rubble from air strikes that missed the tower. A shadow 
  population soldiers on, maintaining what semblance of normalcy it 
  can. Most citizens pay lip service to the Nazis, who occasionally swoop 
  into town from Stull Castle to demand service and entertainment. But 
  a vigorous cell of the Resistance is also here, and it keeps close tabs on 
  the doings at “Schloss Stull.” 
  The Resistance has learned that the Nazis have been excavating 
  in the sub-levels of the castle, and, within the last fortnight, they’ve 
  found something important. Important enough that Obergruppen-
  fuhrer Otto Von Hammer has come all the way from Imperial Berlin 
  with a cadre of SS scientists and occultists, all of whom are now en-
  sconced in the castle. Loretta Paige, employed by the Nazis as a maid, 
  is friendly with the Resistance, and has passed on word that the Nazis 
  have unearthed none other than Excalibur, the legendary magical 
  blade of King Arthur Pendragon. The Nazis, are, of course, thrilled - 
  possession and perversion of this priceless, quasi-holy artifact would 
  clench the Reich’s ﬁ st ﬁ nally and forever around the soul of England. 
  Obviously, the Resistance can’t let that happen. They passed word 
  to the cell in London, and a plan has taken shape: a group of spe-
  cialists, brave, desperate or stupid enough to take a terrible risk, will 
  This Darkened Isle...
  *In this universe, Indiana Jones was killed by the Nazis. 
  **The default time of light in this module is 6 to 7 a.m. (Sourhampton Time) but the 
  Referee could make it any time. A fun option is to make it random each day...
  
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  inﬁ ltrate Castle Stull, locate Excalibur, extract it, and deliver it safely 
  to London. In the right hands, the sword could be an inspiring ﬂ ame 
  to rekindle the courage of the English people, and just maybe, banish 
  both the Reich and the Darkness from the world. 
  THE MISSION
  Inﬁ ltrate the town of Sourhampton-Upon-Stull individually and 
  make contact with the Resistance, who will equip you. Gain access to 
  Castle Stull, retrieve Excalibur, and escape. Rendezvous at Bright Tor 
  (see page 37), where a truck will extract you to London. 
  Optional Secret Orders (For the Referee Only): At the Referee’s discretion, 
  one player may have secret orders to destroy Excalibur (if possible), 
  rather than let the Nazis have it, should the mission come to a com-
  plete failure. 
  USEFUL GENERATORS FROM OTHER tHp BOOKS
  Almost any of the generators in the tHp books work well in con-
  junction with this module, provided minor adjustments for time peri-
  od are made. Likewise, any monster is appropriate. In particular, the 
  following generators ﬁ t the tone and style of this module: 
  Core Rules:  
  Cursed Items, p 45-46
   
   
   
  Random Monster Encounters, p 54-56
  tHp Book B:  
  Cult Generator, p 14-20
   
   
   
  Cursed Items 2, p 30-35
  3 (Being the   
  What’s in the Lake?, p 21 
       
      Third Book 
  What’s in the Cursed Soup?, p 24  
      of The Hateful What Type of Torture?, p 29
      Place):  
   
  How Did He/She Die?, p 38
   
   
   
  What is in the Forest?, p 46
   
   
   
  Who or What is in the Cave?, p 54
   
   
   
  City Encounters 1, p 60
   
   
   
  Curses, p 65
  ARMS AND THE MAN
  Speciﬁ c types of weapons are mentioned in this module, but that’s 
  for ﬂ avor. In this module guns are either handguns, riﬂ es, shotguns, or 
  machine guns. And of course we’re not going to forget grenades. 
  As in the core rules, guns cost 400CUR. In this module, that’s a 
  standard handgun. The characters are likely to be equipped near the 
  start of the adventure, but they may choose to augment their arms on 
  the black market. 
  Riﬂ es (800CUR) have better range than handguns. The Referee must 
  adjudicate range as he or she sees ﬁ t, but in wide open spaces it could 
  be a distinct advantage, particularly during the one hour of sunlight. 
  At the very least, a riﬂ eman will get of  a shot or two against a pistoleer 
  if they ﬁ rst encounter one another at long range. Riﬂ es also hold more 
  ammunition (15). 
  Shotguns (600CUR) have +1 AR at short range only (generally, sev-
  eral paces - the Referee must decide when this bonus is appropriate). 
  Machine guns (1,000CUR) can hit multiple targets - essentially, ev-
  eryone not in cover - automatically (anyone who fails DR is hit). 
  Grenades (100CUR each) do 8d10 damage to anything they hit di-
  rectly. Nearby targets take 2d10 damage from ﬂ ying debris. 
  It takes a full round of combat to reload any gun likely to be en-
  countered in this setting.
  HIGHWAY TO HELL
  Motor vehicles are likely to play a role in this module. If stats for 
  them are needed, consider each to fall into one of three speeds: fast 
  (motorcycle) normal (sedan, work truck, armored car) or slow (tank). 
  Each also falls into one of three sizes: small (motorcyle), normal (sedan, 
  work truck, armored car), or large (tank). 
  In a chase, apply the dif erence in speed as an AR bonus to the active 
  party (someone on a motorcyle has +1 AR to get away from an armored 
  car, while someone in a tank is at -2 AR to outrun a motorcyle). 
  Small vehicles have 100hp. Normal vehicles have 300hp. Large vehi-
  cles have 500hp. Battleships are a bit outside the scope of this module...
  Treat vehicle-mounted weapons as machine guns or grenades. 
  
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  RUMORS
  1. A good witch lives in the ruins of the church south of the village. 
  The Nazis will pay 10,000CUR for her, preferably alive, but even 
  the vilest informants of the village are reluctant to turn her in. 
  2. Obergruppenfuhrer Otto Von Hammer is an avid opera fan. He’s 
  so keen as to be easily distracted by a ﬁ ne voice, rare recording, etc. 
  3. The village black market is hidden behind the old greengrocer’s 
  establishment. Expect to pay handsomely. No ﬂ esh accepted. 
  4. A wounded angel is hidden among the student population of the 
  Blythe Institute, a school for young ladies that continues to operate. 
  5. The old mews in the top ﬂ oor of the castle is usually open, provid-
  ing direct access to the interior for anyone who can get up there. 
  6. Underwater caverns lead to a well in the lower levels of the castle, 
  but no one is sure where it is (FALSE).
  7. The sword the Nazis found under the castle isn’t actually Excalibur, 
  but a normal British Roman gladius. Let the Nazis waste their time!
  8. Cleveland Pudding, the former star of early horror ﬁ lms, is still 
  alive and lives in the village. An accomplished thespian, he might be 
  prevailed upon to help in some way with a plan of inﬁ ltration. 
  9. Kommandant Koepke, who commands the castle garrison, is a her-
  oin addict. He gets his supply from Oberon Simms, the druggist. 
  10. Marguerite Herault does the castle garrison’s laundry. Few know 
  she’s been entrusted with a key to the castle’s service quarter.  
  11. Uriah Tull, a farmer, has a demon trapped in his cellar. He says he 
  can make it do whatever he wants. Then again, he’s a drunk. 
  12. Doctor Marples, the village physician, advocates cannibalism as a 
  healthy alternative to pre-war diets. “A chop’s a chop,” he says. 
  13. The old castle chapel is being used for storage. That’s where the 
  Nazis keep several large tanks of diesel fuel (FALSE). 
  14. The Stullwater Hall Hotel is actually a brothel. When new girls are 
  hired they are often brought to the castle by the Kommandant. 
  15. The Nazis don’t actually have much ammunition for their tank. 
  They can ﬁ re it about a dozen times, that’s it. 
  16. The old garderobe (toilet) chute is still open. You can see it on the 
  north side of the castle, under the second-story overhang. 
  STARTING THE ADVENTURE
  The team members don’t already have to know each other - they’ve 
  been thrown together by the Resistance. If they’re not already ac-
  quainted, they’ll at least have physical descriptions and code phrases so 
  they can get into contact. Coming up with the codes should be fun. 
  The mission calls for inﬁ ltrating the village individually - that is, one 
  at a time, the PCs drift in over a few days from various directions. This 
  is a good chance to introduce each character in turn, as well as dif erent 
  parts of Sourhampton-Upon-Stull and the people in it. 
  Good places for the party to make contact with each other are the 
  public house (area I on the map), the hotel (G), or the ﬂ esh market (K), 
  as people congregate in those places and meetings are less suspicious. 
  For more drama, a stand of woods outside the town (L) or the fringes 
  of a nearby marsh (R) are possibilities. 
  Once everyone is together, they should meet with the local Resis-
  tance cell (Q ) to requisition gear. See that location for details. 
  PC BACKGROUND GENERATOR
  1. You were a violent criminal before (and probably during) the war,  imprisoned but 
  freed by the Resistance to serve as a soldier. It’s better than jail. 
  2. You were a Nazi, but sickened and guilty about your crimes, you turned yourself 
  over to the Resistance. The Nazis will pay 300,000CUR for your capture. 
  3. You were a non-violent business owner in the village (see area U), who, after wit-
  nessing one too many acts of Nazi brutality, have snapped and are ﬁ ghting back. 
  4. You’re an American airman, stranded here when the Darkness fell. What you 
  really want is to somehow ﬁ nd a plane and fuel and get home to your loved ones. 
  5. You were a government codebreaker before the war, and you can still decipher 
  most Nazi encryptions - an invaluable asset for the Resistance. 
  6. You were a Scotland Yard detective on home service before the war. Now that it’s 
  over, you have your chance to ﬁ ght, and use your investigative skills as well. 
  7. Your spouse was Jewish, and died horribly in the concentration camp at Oxford. 
  You’re out for revenge, plain and simple. The more dead Nazis the better. 
  8. You were a respected arcaeologist before the war, and a little too old for combat. 
  The Resistance recruited you for this mission speciﬁ cally, due to your expertise. 
  9. You are the scion of a noble family of Lords. You never took being an aristocrat 
  seriously before, but now you realize it’s your duty to cleanse your ancestral land. 
  10. You’re just in it for the kicks. 
  
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  SOURHAMPTON-UPON-STULL
  Dominated by Stull Castle, with easy access to the river Stull and the 
  railroad, the town has strategic importance primarily because of its 
  powerful radio tower. The village was quiet for centuries, but the war 
  and its aftermath have thrust it into the center of action. 
  A
  B
  C
  D
  E
  F
  G
  H
  I
  J
  K
  L
  M
  N
  O
  P
  Q
  R
  S
  T
  v
  U
  W
  X
  Y
  z
  A. STULL CASTLE & RADIO TOWER. 
  The Nazis have occupied this historic castle, mostly because of the 
  powerful radio transmitter installed here. Retreiving Excalibur from 
  the castle is the objective of the mission. As the “dungeon” of this 
  adventure it has its own section on page 28.
  B. THE FEN. 
  This vast tract of land is seldom trodden by walkers, as its essentially 
  a grassy mire. However, there is still a good chance of catching small 
  game here, so people occasionally risk getting stuck. Aside from tall 
  grasses, there is little cover, but it could be a good out-of-the-way 
  place to hide. The Referee should feel free to put almost any monster 
  encounter here, or, lacking any other ideas, can introduce Seamus, a 
  Frankenstein-like monster made in the castle by Doktor Schell. Sea-
  mus isn’t a tortured soul yearing for human contact - he’s a murderous 
  sociopath who hates and fears everyone and everything. 
  Seamus, a Patchwork M
  an. +2AR / +2DR. 1-20hp. 4-40 damage. He 
  heals 1d10 at the beginning of his turn each round, unless he has 
  0 hp - in that case he’s too dismembered to be ef ective. He can’t 
  really die, though - the poor bastard just lingers on in pieces. 
  C. THE CAUSEWAY. 
  The railroad is carried through nasty marshes on a causeway, con-
  structed some 30 years ago but not maintained or updated since then. 
  It’s still stable and strong in most places, but at one speciﬁ c point, the 
  underpile of concrete bricks has sunk into the marsh. The Resistance 
  (Q ) knows about this, and can pass the information along to the par-
  ty. The spot is marked with an incongruous scarecrow wearing a Nazi 
  helmet. A relatively weak explosion, such as one from a simple gre-
  nade, would probably be enough to warp the track and cause a wreck. 
  This could be a good distraction for another plan, or as a way to draw 
  Nazis out of the castle to supervise the (forced) labor of rebuilding it. 
  Any explosion on the tracks will be met with ﬁ erce reprisals by Kom-
  mandant Koepke (1d10 random villagers will be rounded up and shot). 
  
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  D. QUEEN’S ROAD BRIDGE. 
  The road has actually been renamed for a Nazi of  cial, but the locals 
  still call it Queen’s Road. This modern road follows a medieval route 
  to London. Crossing the Stull by other means takes one hours out of 
  the way on back roads that are in poor condition and plagued by mon-
  sters. The bridge could be destroyed with suf  cient TNT (see Q ), 
  which would cause a signiﬁ cant distraction for the castle garrison. It is 
  normally guarded by a machine gun nest on the soutwest corner, and is 
  of course covered by the guns of the tower.  
  Nazi Bridge Guards (4). +0AR / +2DR, 1-20 hp, 4-40 damage. Two 
  men operate the large machine gun, while two cover them with riﬂ es. 
  They are normally dozing or playing cards unless on a state of alert. 
  E. CASTLE BRIDGE. 
  For centuries this has been the site of a bridge over the Stull, link-
  ing the castle complex with the town. Now, Nazis have converted this 
  into a modern drawbridge, with the hinge housing on the castle side. 
  It’s relatively narrow - a Panzer barely ﬁ ts on it. In states of alert, the 
  bridge is raised or it’s lowered and blocked by one of the garrison’s 
  two Panzers. Otherwise, the bridge is lowered and is covered by the 
  guards of the castle (see p. 24). Direct assault on the position is fool-
  hardy, but the bridge makes a great target for stealthy sabotage (such 
  an act would prevent one of the Panzers from moving into the town, 
  although its gun would still be a problem). The Resistance (see Q ) 
  can provide TNT if it comes to that. 
  F. BLYTHE INSTITUTE. 
  You’d think a school for young ladies would be one of the ﬁ rst places 
  the Nazis would overtake and turn to their own perverse uses, but for 
  some reason the Blythe Institute has remained relatively unscathed, 
  its students unmolested by Nazis as long as they remain on the school 
  grounds. Most of the students have been here since the beginning of 
  the war and have no homes to go back to. The Reverend Hammond 
  Bee and his sister, Miss Bee, have taken permanent responsibility for 
  the girls (of whom there are about a dozen). The continued operation 
  of this institution is nothing short of remarkable. Some even say it’s 
  miraculous. In fact, it is. Hidden in the basement of the institute is a 
  wounded angel. One of her wings is permanently damaged and she 
  cannot ﬂ y. She was wounded during the Battle of Britain, fell into 
  the school’s yard, and has been here ever since. The Reverend and 
  Miss Bee have taken good care of her, but for months she has been in 
  a coma-like state, with only brief awakenings. She talks in her sleep, 
  and the Reverend writes down everything she says (it’s in the angelic 
  tongue, so he can’t unerstand it, but he spells everything phonetically). 
  It is the presence of this wounded angel in this school that accounts 
  for the incredible fact that the place is left alone by the Nazis. Indeed, 
  they feel deeply uncomfortable, bordering on physically sick, when 
  they come near the place. Until recently, there were no Nazis at Stull 
  Castle who were perceptive enough or interested enough in the occult 
  to draw any conclusions from this. But the recent arrival of Ober-
  gruppenfuhrer Otto Von Hammer might change all that. If he even 
  suspects there is an actual angel in the place, he will spare no ef ort to 
  storm the school, regardless of the cost. 
  It’s possible that if the Reverend or Miss Bee realize who the adven-
  turers are or why they are there, that they will ask them to transport 
  the angel somewhere far away, where the Nazis will never ﬁ nd her. If 
  nothing else, they can take her to the Resistance cell in London. 
  It’s also possible the adventurers will have no reason to go here, un-
  less they realize through observation or rumor that it seems to be un-
  der some miraculous protection. As such, it’s a good place to hide from 
  the Nazis - for awhile. If any serious search of the village is necessary, 
  the Institute will not be spared. The aura of protection that surrounds 
  it is more of a deterrent than an impenetrable barrier. 
  Wounded Angel. +4AR / +3DR, 100 hp (currently 50). Spells: Light-
  ning (as ﬁ reball, 2d20x100 damage, no point loss); Heal; Bleed. She 
  has other powers but cannot use them due to her wounded state.  
  
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  G. STULLWATER HALL HOTEL. 
  This large country house hotel has been essentially claimed by the 
  Nazis as their personal R&R spot. It was luxurious in the Victorian era, 
  when it was a private home, and it was a spa in the 1920s. It is some-
  what past its prime today (like everything else). The owner, Henry 
  Bellweather, collaborates out of self-preservation (so much so that a 
  huge Nazi ﬂ ag hangs from the balcony of the main hall). The place no 
  longer functions as a proper hotel, but as a bar and brothel. The public 
  is not banned - indeed this is the only place in town you can have a pint 
  with a Nazi if you’re so inclined. That being said, any shenanigans will 
  be dealt with harshly by the of -duty soldiers who are always present 
  (and they deﬁ nitely get preferential treatment). 
  A German woman, Gretta Groper, has partnered with Bellweather 
  (much to his private chagrin) in running the brothel aspect of the busi-
  ness. Kommandant Koepke never visits the hotel himself, but whenev-
  er Gretta hires a new attraction, she makes sure he’s the ﬁ rst customer. 
  Such girls are transported to Stull Castle, Koepke being too digniﬁ ed 
  to fraternize at the hotel. This is a dramatic but risky way for one of 
  the adventurers to gain access to the castle. 
  One of the girls, Emily Hart (“Emmie” to clients) is a spy for the 
  Resistance, and if any of the party are making asses of themselves or 
  otherwise drawing too much attention, she will attempt to subtly in-
  tervene, if she is present. 
  Another of the girls, Cynthia Primm, is a wholehearted Nazi collab-
  orator, and she’s suspicious by nature. She remembers what she over-
  hears and will secretly report accusations and gossip to Nazi of  cers. 
  She might even make some stuf  up about anyone she dislikes. 
  The basement includes a tastefully stocked wine cellar that Bell-
  weather has not been able to bear to share with the Nazis (or anyone 
  else). Bellweather himself can’t easily access it - he bricked over the 
  entrance when it became inevitable the Nazis would win the war and 
  occupy England. The value of the contents is, considering the state 
  of the world, more or less priceless. No one on the current staf  knows 
  about the secret cellar. 
  The staf  are not gifted combatants (+o AR/DR).
  H. DOCTOR MARPLES. 
  Doctor Marples is one of the oldest people in town; he’s so old he 
  delivered babies who grew up to ﬁ ght in the First World War, let alone 
  the Second. He’s a ﬁ xture of village life, and age hasn’t diminished his 
  skill as a physician (if the adventurers seek his treatment, it deﬁ nite-
  ly works). However, Doctor Marples has become an avid proponent 
  of cannibalism. Since the Darkness fell over the world, cannibalism 
  has become a grim necessity for many. Still, in this part of England 
  its practitioners still feel great shame about it and avoid it if possible. 
  Doctor Marples has embraced it as a valid and healthy lifestyle, how-
  ever. He is, in fact, writing a cookbook full of recipes featuring various 
  parts of the human body. Predictably, he’s a frequent visitor at the 
  Flesh Market (see area K), and has developed quite a bit of skill as a 
  butcher. Anyone who accepts a dinner invitation pleases him, and will 
  ﬁ nd (to their horror, possibly), that the fare is excellent. 
  Mostly Doctor Marples is here for color and comic relief, but in the 
  very likely event that the adventurers need medical attention, he’s a 
  viable alternative. The Nazis have their own doctor and have no special 
  reason to visit Doctor Marples. 
  I. THE DOG & TRUMPET.  
  Even in the Darkness, under the ﬁ st of the Reich, a village must 
  have its public house. The Dog & Trumpet has been here since the 
  English Civil War (the cavelier poet Sir John Suckling carved a poem 
  on a ceiling beam that survives, which the Referee is free to invent). 
  The Nazis patronize the Stullwater Hall Hotel and almost never come 
  here. Inside, one can almost imagine it’s a normal night before the war. 
  Indeed, the publican, Old John, maintains a lucid and calm demeanor 
  no matter what life throws at him.  The fare isn’t what it once was, but 
  it’s the most natural place to pick up Rumors (see p 12). 
  The Dog & Trumpet’s purpose is the same as any good pub - to give 
  the adventurers a place to relax and interact with the locals in rela-
  tive safety. Obviously if they’re being hunted, this place can’t protect 
  them. Otherwise this is one place in town the adventurers can let their 
  guards down, unless they bring trouble here themselves.  
  
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  J. SANDERSON’S GARAGE.
  Tyrell Sanderson moved into this auto repair facility when it was 
  abandoned by it previous owner, who ﬂ ed to greener pastures (the 
  joke’s on him - there are none). Sanderson services the few vehicles 
  (mostly delivery lorries) the Nazis allow civilians to have. He has three 
  working vehicles in the back yard, covered with tarps. So far he hasn’t 
  let anyone know they actually run. He claims to use them for parts. It’s 
  tough to befriend Sanderson, however. He lost his family to the Nazis  
  and has grown introverted and cynical. If he parts with the vehicles, it 
  won’t be for money (though he’ll take some). It will be because some-
  one convinces him they’ve got a plan that will hurt the Reich. 
  SANDERSON’S LOT
  1941 Rover sedan. Speed normal; Size normal. 300hp.
  1933 Bedford WT series lorry. Speed slow; Size large. 500 hp. 
  1939 Vincent Rapide motorcycle. Speed fast; Size small. 100hp. 
  K. JAY GOULD, BUTCHER (THE FLESH MARKET).
  Jay Gould is an opportunistic Nazi collaborator. He has made a small 
  fortune facilitating the trade of ﬂ esh, which almost everyone eats, but 
  few admit it. A small underclass of ﬂ esh purchasers attends an outdoor 
  market here each day, and discretely delivers ﬂ esh to those who’d 
  rather not be seen purchasing it. The Nazis come here regularly, where 
  they buy in bulk for entertainment or the feeding of laborers. The sale 
  of Jewish ﬂ esh is, of course, prohibited, and there is a 2 in 6 chance at 
  any given time that a Nazi of  cer, Hauptmann Heinz, will be here to 
  enforce this. He is usually attended by 1d10 stormtroopers. 
  Allowing oneself to be delivered as ﬂ esh to Stull Castle is one (very 
  risky) way to inﬁ ltrate the place in plain sight. 
  For more on ﬂ esh sellers and markets, be sure to see pages 14-15 of 3: 
  Being the T
  hird Book of T
  he H
  ateful Place. 
  Jay Gould. +1AR / +1DR. 1-20 hp. 4-40 damage (machete, whip). 
  Hauptman Heinz. +3AR / +2DR. 1-20 hp. 4-40 damage (Luger). 
  Stormtroopers. +2 AR / +2DR, 1-20 hp.  4-40 damage (MP40). 
  L.  UP-AND-DOWN CAVE.
  Just east of town in a small wood, near where three paths meet, is 
  a hidden cave. It’s essentially a hole in the ground. Before the war, 
  someone put a railroad tie with spikes down it, so hikers and spelunk-
  ers could climb down. Today, that has fallen into the cave. Inside is 
  about 300 square feet of room, with a small bubbling pool of drink-
  able water. It’s a cramped but secure hiding place, as the hole is easily 
  hidden with thick undergrowth (these woods are a tiny remainder of a 
  once-great primeval forest). 
  The Resistance knows about the cave, as do a few townsfolk, but so 
  far the Nazis know nothing about it. 
  At the Referee’s discretion, a random monster is in the cave (see pag-
  es 54-56, The Hateful Place).
  M. GROVER HOTWATER’S HOUSE.  
  Grover Hotwater, formerly a barrister, has done rather nicely for 
  himself in the Darkness, informing on the few Jews who lived near 
  Sourhampton-Upon-Stull as soon as the Nazis arrived. He was always 
  a Nazi sympathizer, and is only too glad to play cringing toadie to 
  Kommandant Koepke and the castle garrison. He takes it upon him-
  self to investigate strange goings-on, and because he’s suspicious and 
  wants to catch someone doing something, he tends to imagine a lot. 
  Because of this, Koepke already takes what Hotwater says with a grain 
  of salt - he doesn’t so much mind arresting and executing innocent 
  people as he does wasting his own time and ef orts.
  It’s almost certain that Hotwater will get onto the adventurer’s tails 
  once they start moving around town asking questions. He’s convinced 
  a Resistance cell is in the village, but he doesn’t know where, and right 
  now the Nazis are secure enough they don’t believe it. 
  While Hotwater is something of a “boy who cries wolf” as far as the 
  Reich is concerned, he does have Koepke’s (reluctant) ear, and if he 
  has anything even remotely resembling evidence, the Nazis will pay 
  attention. 
  Grover Hotwater. +2AR / +0DR, 1-20 hp, 4-40 damage (dagger).
  
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  N. OBERON SIMMS, DRUGGIST.  
  The apothecary Oberon Simms is another resident of Sourhamp-
  ton-Upon-Stull who has done well for himself in the Darkness. Drugs 
  are still prevalent, and people need them more than ever. To make 
  them, Simms needs Nazi cooperation in obtaining ingredients. He 
  gets it because Kommandant Koepke is a heroin addict. This is a secret 
  from everyone except for Koepke, his top aide Udo, and Simms. Other 
  Nazis have patronized Simms for medicines they don’t want to get 
  from Doktor Schell. 
  Simms is an obvious weak link for the Nazis, and could be a major 
  part of any plan to inﬁ ltrate the castle. But he’s crafty and he’s care-
  ful. The Referee should give the adventurers a chance to notice some 
  clue that he may have a connection to the castle (a late night visit from 
  Udo, obtaining Koepke’s supply, for example). 
  In truth, Simms is not incredibly talented. He relies on a huge stock-
  pile of supplies he got cheap at the end of the war, which he keeps 
  locked in a safe hidden in his of  ce behind a mirror. 
  Adventurers can, of course, buy drugs from him, such as psilocybin 
  and morphine. The Referee must adjudicate the ef ects of these drugs.
  Oberon Simms. +0AR / +2DR. 1-20 hp. 4-40 damage (revolver). He 
  uses a syringe in combat, ﬁ lled with bromides that can put the victim 
  into a “bromide sleep” for 2d4 hours. 
  O. REGINALD DYE, GREENGROCER.  
  Nothing much green grows anymore, but Dye sells anything edible 
  that isn’t human ﬂ esh, which is more than you might think (canned 
  goods, mushrooms, roots, and so on). That’s just the surface business, 
  though. Hidden among the other merchandise is a black market that 
  trades in pretty much anything the Referee needs or wants the ad-
  enturers to have. The Nazis know about this market but think it sells 
  pornography and American records (it does), and since some of them 
  enjoy those things, they leave it alone. However, Dye has connections 
  all through the Southeast and in London, so he can get his hands on 
  just about anything - for the right price.
  P. URIAH HULL’S HOUSE.  
  Uriah Hull is a notorious drunk. His family were once prosperous 
  gentry, but that was ages ago. Their land was sold of  in bits and pieces 
  until only the rambling old estate house is left. It’s essentially a ruin, 
  with only a few livable rooms. Hull is ancient - he’s been drunk since 
  about 1918, as far as anyone remembers - and no one takes him seri-
  ously. Therefore, almost nobody that he’s got a demon trapped in his 
  cellar. But he does. 
  Shazernandy was summoned here by sheer dumb luck when Hull 
  ripped a page from a moldy old book. He mumbled what was written 
  on the page, and Shazernandy arrived, bound by the old incantation to 
  serve Hull for 100 years and a day. 
  So far, Hull has used Shazernandy in private and selﬁ sh ways - mak-
  ing him polymorph into human form and fetching liquor, or doing vile 
  things to (and with) Hull, whose libido is in no way diminished by his 
  severe alcoholism or advanced age. 
  Shazernandy would like to get out of the situation, but he can’t do 
  that until Hull is dead. While fetching liquor from the village (in hu-
  man form of course), Shazernandy may approach the adventurers with 
  some scheme to get rid of Hull. He’ll make up any lie he has to, based 
  on what it can deduce (which is a lot - it’s a genius). Demon that he is, 
  Shazernandy’s ﬁ rst act will be to betray and kill whoever rids him of 
  Hull. The demon is not a team player, so if he is released he will go on 
  one murderous rampage through town, then head for London. 
  It’s worth noting that Hull is so old, killing him is easy - no roll is 
  necessary. One way to get rid of Shazernandy is for Hull to command 
  him to return from whence he came - but convincing him to do this 
  will be almost impossible. Hull is belligerent, pathetic, and unpleasant 
  to be around, and he’s neither intelligent nor cooperative. 
  If no one interferes in this situation throughout the course of the 
  module, Hull will eventually realize that he can use Shazernandy in 
  other ways as well, attacking villagers who have mocked him and so on. 
  Shazernandy, a Demon. +4AR/+2DR. 100 hp. 5-50 damage. Powers: 
  Copy/Doppleganger, Brain Food (see page 26, The Hateful Place).  
  
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  Q. RESISTANCE CELL.  
  A building that once housed an artiﬁ cial limb manufacturer is now 
  the local cell of the Resistance. As for personnel, a capable and brave 
  couple, Ted and Florence Sexton, are pretty much it. They’re in the 
  prime of life, dedicated, hopeful, and willing killers for the cause. 
  They live on the upper story of the small warehouse-style building. 
  The ground ﬂ oor contains an edible fungus and insect farm. Hidden 
  beneath a worm bed (something no one wants to look under) is a trap 
  door leading to a cellar that contains several tons of TNT. The Sex-
  tons have a radio transmitter and reciever in the upstairs loft. They use 
  this to spy on the Nazis and communicate (in code) with London. 
  The Sextons know the adventurers are coming, and they’ll give them 
  all the help they can. But they’ll report any deviations or suspicious 
  behavior to London. If they think a character might betray the Resis-
  tance, they won’t hesitate to eliminate the threat. 
  Loretta Paige, a maid at the castle, is friendly with the Sextons. She 
  and Florence run domestic errands together, during which Paige pass-
  es on intelligence from the castle. Paige can provide the basic ﬂ oorplan 
  of the castle, and has a general idea of how to get around. She’ll share 
  this with the characters once the Sextons are convinced they have a 
  serious and workable plan. They won’t agree to any plan that exposes 
  Paige - she’s too valuable for future operations. 
  Ted Sexton. +2AR / +3DR. 1-20hp. 4-40 damage (revolver). 
  Florence Sexton. +3AR / +2DR. 1-20hp. 4-40 damage (sten gun). 
  Loretta Paige. +1AR/+3DR. 1-20hp. 4-40 damage (dagger). 
  R. THE NIGHT PEDDLER.  
  A demon in the marsh southwest of town has given rise to the legend 
  of the Night Peddler, a hooded and cloaked ﬁ gure who sells magical 
  trinkets from a cart. All of the items are cursed (see pages 45-46 of The 
  Hateful Place and pages 30-35, thp Book B), but this is not always imme-
  diately apparent. The Night Peddler will sell any item for 10,000CUR 
  with the understanding it will be a random item. He never appears to 
  the same person twice. Disliking combat, he uses ﬂ ight to avoid it.  
  S. CLEVELAND PUDDING’S HOUSE.  
  Former horror ﬁ lm star Cleveland Pudding lives here in his old fam-
  ily home. His career has been curtailed by the war, but he had a string 
  of hits in the 1930s while already in middle age (The Revenger Doll, Fury 
  of the Mole Man, and I Married Satan, to name a few). Pudding achieved 
  great fame on both sides of the Atlantic as a master of disguise and un-
  canny acting ability. He rarely goes out these days, having fallen into 
  despair. Fighting monsters in the movies was no preparation for doing 
  it in real life, and he’s not what he once was. He’d like to do something 
  great with the time he’s got left, something that could bring a little 
  light into the Darkness. Because of that, he’s likely to go along with 
  any scheme the characters have that might require a master thespian or 
  makeup/disguise artist. Highly educated, he happens to speak ﬂ uent 
  German. The Sextons (see Q ) have often thought about recruiting 
  him, so they might suggest him as an accomplice. If they don’t, the 
  characters will probably know Pudding from his ﬁ lms, and may wish to 
  give him a visit once they learn he lives here. 
  Clevelend Pudding. +2AR / +1DR (+4 AR for acting/disguise), 
  1-20hp, 4-40 damage (sword cane). 
  T. ABANDONED HOUSE.  
  This is one of several such buildings in Sourhampton-Upon-Stull, 
  the owners dead for whatever reason. This particular family was killed 
  during the initial occupation. Since then, the place has been boarded 
  up. Inside, hidden under the kitchen ﬂ oorboards, is a four-month sup-
  ply of rice and potted meat, as well as an Enﬁ eld revolver and plenty of 
  ammunition. 
  U. CHARACTER’S SHOP or HOUSE.  
  If one of the characters is from the village (see backgrounds on page 
  9), this is their shop or home (or both, with living quarters upstairs). 
  The adventures have a ready-made base of operations here. If not, 
  treat this as an abandoned building the adventurers could hide in or 
  move into (or, as always, an encounter of the Referee’s own design). 
  
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  V. WATER TOWER. 
  Once used for trains, it no longer has any speciﬁ c function, and 
  is in fact in danger of falling over (1 in 10 chance any time someone 
  is around). If it lands on anyone, it does 3-30 damage. Because of its 
  visual command of the Stullwater Station, however, it makes a great 
  sniper tower if it’s stable. The Nazis know this and keep an eye on it, 
  but they never climb it. Kommandant Koekpe has half a mind to just 
  demolish it. Nevertheless, it could be just what the characters need at 
  some point. 
  It goes without saying this is a great place for a random monster (see 
  The Hateful Place, pages 54-56). 
  W. OGRE BONES. 
  The Darkness has brought these old bones close to the surface, and 
  roadside erosion has done the rest. Part of a jawbone, a femur, and a 
  pelvis, all of huge proportions, are barely discernable beneath a thin 
  layer of soil. The longer they lay here, the more likely someone is 
  to see them (how the characters might happen to end up out here is 
  anyone’s guess). If the bones are unearthed, ground up, and consumed, 
  they have the following possible ef ects (a random ef ect each time): 
  1. The character becomes incorporeal (their stuf  just falls to the 
  ground). Roll AR each day to return to corporeality. 
  2. The character’s intestines develop a caratin coating with little 
  thorns. The character takes 1d10 damage every time they move. 
  3. The character is infused with the ﬁ ghting prowess of the ogre king 
  whose bones these are: +4AR (Referee: it goes away in 1d10 hours). 
  4. The character’s toes become root-like, splitting open footwear and 
  burrowing into the ground unless the character moves constantly. 
  5. The character gains incredible insight from an extra-dimensional 
  perspective: ask the Referee one yes or no question about the module.
  6. The character gains a random demonic ability (see The Hateful Place, 
  page 25-26), which is permanent or not (Referee’s discretion). 
  The only way to get rid of the ef ects of the ogre bones is to visit the 
  Good Witch (see area Z) and beg her to remove it. 
  X. PANZER. 
  The ruins of a building have been cleared away to create a yard where 
  the Nazis keep a Panzer at all times, covering Stullwater Station and 
  the southern approaches to the town. It’s always fully crewed and 
  ready to go. Once the Panzer gets going, it’s virtually unstoppable 
  unless the characters can think of a clever plan to take it out (and they 
  probably will). However, the rumors are true: the Nazis don’t have 
  much ammunition for their tanks. This one can ﬁ re its big gun four 
  times. Of course, it also mounts machine guns. 
  Panzer IV. Size large. Speed slow. 700hp (armored). 75 mm gun (10-100 
  damage, four shells); machine gun (4-40 damage, rotating turret).
  Panzer Crew (5). +2 AR / +2DR. 1-20hp. 4-40 damage (sten guns). 
  Y. STULLWATER STATION. 
  The Nazis still use this track for deliveries of various supplies, which 
  come fortnightly and leave with ﬂ esh bound for London. There is 
  very little passenger traf  c. Trains go by quite often, but they don’t 
  stop here, having more important business. The Nazis keep it staf ed, 
  though. There is a working radio, approach lights, etc., and the area is 
  well-lit. The station is most useful as an escape route - characters could 
  jump from the roof onto a passing train. Northbound trains will pass 
  Bright Tor (see page 41) in about 15 minutes. 
  Z. CHURCH (RUINS). 
  The sad remains of a once beautiful Anglican church are here. Nazis 
  forbid anyone from praying at the site, and themselves rarely come 
  here, so it’s a good place to hide. At the Referee’s discretion, a Good 
  Witch (of the ancient Celtic school) has come to the village and hides 
  here, confounding the Nazis’ ef orts to ﬁ nd her. The role and style 
  of such an NPC is up to the Referee, but she is capable of casting any 
  spells the characters might need, or removing curses they may have 
  picked up. Essentially she, like the wounded angel (see area F), is here 
  as an ally agains the Darkness. If that’s not dark enough, the Referee is 
  always free to make the Good Witch a demon in disguise... 
  
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  STULL CASTLE
  Stull Castle (or “Schloss Stull” as the Nazis call it) occupies a site 
  that has been continuously fortiﬁ ed since pre-Roman times. The basic 
  structure of the castle was solidiﬁ ed during the reign of Richard II, 
  for whom it was a vital stronghold in the unfriendly southeast. It was 
  updated in the late Tudor period and was a center of conﬂ ict in the 
  English Civil War. Between Cromwell and Churchill, though, the cas-
  tle saw no battle until it became the site of a powerful radio transmitter 
  (and hence a target for Nazi bombing raids). 
  The characters will have to inﬂ iltrate the castle and locate Excalibur 
  (location 26). There are multiple points of entry explained in the rela-
  vant sections of text. 
  INFILTRATING THE CASTLE
  There are several ways suggested in the text that the characters could 
  gain access to the castle. In addition, they will probably come up with 
  some great plan or ruse on their own without any prompting from the 
  Referee. Failing that, the Referee can make sure the players know: 
  • The old m
  ews (see location 24) on the third level of the castle is 
  open to the air. If someone managed to scale the outside of the castle 
  or swing down over the roof, a human could, with a little squeeze, gain 
  access. 
  • There is an old garderobe (toilet) chute on the second level of the 
  building (see location 16) that could be accessed and shimmied up if 
  a character could scale the wall. It’s a tight ﬁ t - any character with a 
  Body of 15 or greater will not ﬁ t. 
  • The postern m
  anway (location 10) is usually locked down and barred 
  from the inside. When it is not barred for whatever reason, it can be 
  opened with a key. One lady in the village, a laundress named Margue-
  rite Herault, has been entrusted with a key by lazy guards. This may 
  or may not be known to the Resistance. Herault’s home has not been 
  detailed on the map, so the Referee will need to provide a way for the 
  characters to meet and interact with her if necessary. 
  • T
  rickery! This is a classic option, one used in m
  any W
  W
  2 ﬁ
   lm
  s. The 
  players will most likely come up with some variation on this. The char-
  acters could dress up like Germans, and if at least one of them speaks 
  the language and looks the part of a high-ranking of  cer (see Cleve-
  land Pudding, town location S), they might be able to simply bluf  their 
  way in. The Referee should point out that no self-respecting of  cer 
  would travel without a nice vehicle, so if they don’t have one, their 
  story better be really good...
  • Som
  e rum
  ors are lies. There’s a rum
  or ﬂ
   oating around the village 
  that the lower levels of the castle are accessible via underwater tunnels 
  leading of  from the river Stull. This is entirely untrue. 
  DOGS OF W
  AR!: The castle guards use specially trained, highly in-
  telligent guard dogs (+2AR/+1DR, 1-20hp, 4-40 claw/bite damage). 
  They can tap out signals to communicate with their masters. 
  1
  2
  3
  4
  5
  6
  7
  8
  9
  11
  12
  13
  14
  15
  16
  17
  18
  First (Ground) Level.
  Second Level.
  Third Level.
  Cellar Level.
  Generic N
  azi Stats: Unless the text says otherwise, Nazi soldiers have 
  +1AR / +1DR, 1-20hp, 4-40 damage (Walther P-38  or dagger). 
  19
  20 21 22
  23
  25
  26
  10
  24
  
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  5. ON-DUTY GUARDROOM. 
  A dozen Nazis, including one senior of  cer, are on guard at all times. 
  The of  cer usually presides from this room, where the Nazis report 
  and equip. In times of alert there are four to six extra guards. The 
  room includes a desk, table and benches, and a large wardrobe con-
  taining 6 sten guns and 4 Walther P-38 pistols. 
  Nazi Senior Oﬃ
    cer: +3AR / +2DR. 1-20hp. 4-40 damage (Walther 
  P-38, dagger). He carries a key to the magazine (area 8). 
  Castle Guards: +2AR / +1DR. 1-20hp. 4-40 damage (sten guns). 
  6. GAOL. 
  There is a 12’ deep pit below this room where the Nazis keep prison-
  ers. Anyone requiring lengthy incarceration is sent away to London or, 
  if it’s really serious, Berlin. There are always at least two Nazis here on 
  guard. There are currently three prisoners here. It is virtually impossi-
  ble for them to escape unless someone lets them out. Any of them will 
  aid the characters to the best of their ability. 
  PRISONERS IN THE CASTLE:
  Monty Froman, a Jew awaiting transport to the concentration camp at 
  Oxford. 
  Yvonne Summers, a woman suspected of being a member of the Resis-
  tance (she’s not). 
  Petrus Mueller, a Nazi who assaulted a superior of  cer to prevent an 
  act of brutality against a child in the village. 
  7. SPIRAL STAIRS. 
  This is the base to a spiral stairway that runs all the way to the top 
  of the castle. It opens onto area 15 (second level) and 24 (third level). 
  There is usually no guard here unless the castle is on a state of alert, al-
  though Nazis will be here more or less randomly as they go about their 
  various duties (assume a 2 in 10 chance at any given time). 
  1. GATE. 
  This is one of two formal entrances to the castle, the other being a 
  minor door (see 10). This is also the most heavily guarded part of the 
  castle, making it the least desireable place to enter, unless as part of 
  some deception. The portcullis one would expect to ﬁ nd here has been 
  replaced with a heavy metal double door, big enough to drive a Pan-
  zer through (with almost no room to spare!). The door is usually open 
  unless the castle is on alert. The area is illuminated with bright lights, 
  and guarded by a machine gun port (see 7). Guards from nearby (see 5) 
  can be here in seconds if needed. The gate opens onto a long hall that 
  leads directly into the courtyard (see 11). 
  2. QUARTIERMEISTER’S STORES. 
  The quartermaster for the castle, Hummel, has a small desk here, 
  from which he oversees a large room full of shelves, bins and boxes. 
  Most of it is non-perishable food and spare uniform parts, but any-
  thing “good” the Nazis might have is probably stored here - except 
  weapons and ammunition (see 8). A guard is usually posted at the door. 
  Hummel keeps a weekly inventory and he’ll notice anything missing. 
  3. GARRISON ARCHIVES. 
  Here are all the ﬁ les and documents pertaining to the running of the 
  castle, almost none of which are important. The place probably has 
  more use for the characters as a ﬁ re hazard, rather than a source of in-
  formation. The archive is locked and rarely visited, so at the Referee’s 
  discretion, a random monster is here, waiting to kill whoever walks in 
  (including a Nazi). 
  4. JUNIOR OFFICER’S QUARTERS. 
  This commodious room houses the lowest six ranking of  cers in rel-
  ative comfort. Partitions and screens give them a modicum of privacy. 
  A common area features a phonograph, radio, card table, liquor cabi-
  net, and other amenities. An “L” shaped toilet and shower room is also 
  here. At any given time there are at least two junior of  cers here, with a 
  60% chance of being asleep. 
  
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  11. CASTLE COURTYARD. 
  This spacious yard represents most of Stull Castle’s square footage. 
  It is easily visible and well lit with a large white lamp af  xed to a post in 
  the middle of the courtyard. An iron grate below the post leads to the 
  cellars and excavation site below the castle (see 26).
   The yard often hosts small impromptu gatherings of lower-rank-
  ing Nazis, as their quarters in the castle get little fresh air. During the 
  day’s one hour of sunlight, the courtyard is usually packed. Even the 
  Nazis miss the sun. The courtyard also serves as an open-air kitchen 
  and meal preparation area twice a day.
  The radio tower control center is at the opposite end of the court-
  yard from the castle. At one edge is a barracks (a modern, wooden 
  construction) that houses the majority of the garrison’s troops. There 
  are always four guards, here, one for each compass direction, and they 
  walk about regularly. Sneaking across the courtyard is virtually impos-
  sible given the Evil Eye (see 18). That being said, a mad dash for the 
  manway (see 10) or main gate (see 1) might work if either is open. 
  12. BARRACKS. 
  Some three dozen low-ranking Nazis are housed here with little 
  privacy and only moderate comfort. About half of them are always 
  present, either asleep, attending to toiletries, or otherwise engaged in 
  normal human activitiy.  
  13. RADIO TOWER CONTROL CENTER. 
  Atop this squat concrete building is a radio transmitting tower (see 
  19). Crammed into a large square room are electric generators, the 
  massive transmitter itself, rows of glowing, water-cooled tubes, and 
  a transmission feed line to the antenna above. A modest console with 
  a microphone and a a few speakers are in the center of the room - 
  the heavy equipment is around the edges. This powerful transmitter 
  has continental range. Gaining control of it, even for a few minutes, 
  would be a great coup, almost worthy of an adventure in itself. There 
  are always two Nazi guards here, along with one minor of  cer (+1 
  AR/+2DR) and a technician. 
  8. MAGAZINE. 
  A guard always stands outside this door, which is heavily locked. 
  Only Kommandant Koepke and the senior of  cer on duty have a key. 
  Inside are two dozen sten guns, 32 Walther P-38 pistols, a spare heavy 
  machine gun, assorted other guns including Lugers and Karibiner 
  riﬂ es, and about a million rounds of ammunition. In addition there are 
  six spare rounds for the Panzers here, only to be used in the direst of 
  emergencies as the Nazis are temporarily low on them. 
  9. INFIRMARY. 
  This spacious room houses beds for 18 patients, but only two are 
  currently occupied. This room is for Nazis and other favored patients 
  - Doktor Schell has another lab where he performs experiments on 
  others (see 17). The room also has the latest medical machinery. A back 
  room serves as storage for medications and of  ce for Doktor Schell’s 
  chief assistant, Nurse Nina. She does most of the actual healing here; 
  the doctor’s interests run along more esoteric and bizarre lines. The 
  patients are Verner, a rank-and-ﬁ le Nazi who fell of  the rado tower 
  (see 13 and 18) while changing light bulbs, and Hansi, an old soldier 
  who has lost his mind. Kommandant Koepke refuses to order that he 
  be euthenized, insisting Hansi just has a mild fever. He’s actually a 
  raving loon, convinced all non-Germans are Belgian snipers. 
  Nurse Nina. +1AR / +3DR. 1-20hp. 4-40 damage (scalpel or syringe).
  Verner. +1AR / +1DR. 1-20hp. 4-40 damage (metal crutch). 
  H
  ansi. +0AR / +2DR. 1-20hp. 4-40 damage (bayonet).
  10. POSTERN MANWAY. 
  This entrance to the castle courtyard (see 11) is an undeniable weak 
  point, so the way is blocked with a heavy metal door, barred from the 
  inside. The senior of  cer on duty (see 5) has a key, as does the Kom-
  mandant. One other person does, however, and she’s not even a Nazi. 
  Marguerite Herault is a laundress from the village who has been en-
  trusted with a key to this entrance. The Referee must decide where she 
  lives and whether she would cooperate with the characters. 
  
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  14. COMMAND CENTER. 
  This huge chamber was once the great hall of the castle. Today it 
  is a large operations room, with a huge map of southern England on 
  the outer wall. A large ﬁ replace in the inner wall is always burning. A 
  telephone exchange and electrical generator are behind partitions on 
  the west wall. Garish white lights illuminate the scene. A table in the 
  center of the room contains various maps, charts, manuals, and even 
  some classiﬁ ed documents. Reich forces in the region are marked on 
  the large wall map. The information here would be of immense value 
  to the Resistance.  Unfortunately there are always between six and a 
  dozen Nazi of  cers and clerks here attending to the routing tasks of 
  occupation. Any of the most important NPCs could be here. Other-
  wise assume the commanding of  cer is Major Hahn - an able adminis-
  trator who sometimes lacks imagination. 
  The SS has installed a sorcerer here, Obersturmfuhrer Voigt. He will 
  defer to Koepke or Von Hammer if they are present; otherwise he will 
  take control in a crisis, leaving routine matters to Hahn. He is in con-
  stant contact with the Evil Eye (see 18), and knows what it knows. 
  At the Referee’s discretion, there is a Jewish mathematician here, 
  chained to a desk and forced to break Resistance codes. Ben Zimmer-
  man does as little as possible, but occasionally must produce results. If 
  he can be communicated with, he could be an ally or tool in an attempt 
  to seize control of the room. Zimmerman might make a good replace-
  ment character if necessary (if so, ignore the stats below and create him 
  from scratch). 
  Anyone in the castle would instantly obey an order from this room 
  over telephone or radio, provided the speaker knew the day’s passcode 
  (see 15). 
  Major Hahn. +1AR / +3DR. 1-20hp. 4-40 damage (Walther P-38). 
  Obersturmfuhrer Voigt. +4AR / +4DR. 1-20hp. 4-40 damage (SS dag-
  ger). Spells: Fire, Blind (The Hateful Place, p22-23). 
  Ben Zimmerman. +1AR / +2DR. 1-20hp. 3-30 damage (emaciated). +5 
  AR related to mathematics, logic, problem-solving, etc. 
  15. KOMMANDANT KOEPKE’S QUARTERS. 
  Most of the Kommandant’s daily business is conducted in the center 
  of this large, open room, where he presides from a ridiculously ornate 
  desk. Various trophies adorn the room, including a poster-sized photo 
  of Koepke chumming it up with Hitler (it has a humorous selﬁ e-esque 
  quality). A desk for Oberjunker Udo, Koepke’s secretary, is in a for-
  lorn corner of the room, far from the the ﬁ replace. A secret entrance 
  to the roof is in the inner wall. The exit to the spiral stair (see 7) is dou-
  ble-barred from the inside. Koepke never uses it. He wishes it wasn’t 
  there, and he’s had a tapestry hung over it. There is a direct, narrow 
  hall to the command center in the northwest corner of the room, and a 
  spy-hole into the courtyard in the southeast corner. 
  Koepke’s desk is scrupulously bare, but Udo’s desk contains a fat 
  journal. Inside is a sequence of code words corresponding to dates, and 
  a catalog of radio frequencies and other, more obscure, information. 
  Just south of the spiral stair is a small enclosed room where Koepke 
  sleeps and refreshes himself. There is a locked cabinet at the foot of his 
  bed. It is here that he keeps his stash of heroin. He is hopelessly ad-
  dicted, obtaining it (through Udo) from Oberon Simms,  the druggist 
  in town (area N). This happens at a frequency to be determined by the 
  Referee, as best suits the needs of the adventure. Heroin is the weak 
  link of the castle - Koepke would agree to anything to safeguard his 
  supply, submitting to blackmail, betraying his superiors, or worse. 
  Oberjunker U
  do. +1AR / +2DR. 1-20hp. 4-40 damage (Walther P-38). 
  Kommandant Koepke. +5AR / +3DR. 1-20hp. 4-40 damage (silver 
  Walther P-38, specially made for Hitler’s favorites, and SS dagger). 
  16. EMPTY ODD-SHAPED CORRIDOR. 
  This breezeway is open to the sky, and a stairway gives access to the 
  roof. Access is only through the laboratory (see 17), and this room is 
  rarely used unless Doktor Schell goes up to the roof for a cigarette. 
  There is an old garderobe (toilet) chute here. A skinny character could 
  access this room from the outside by climbing and squeezing... 
  
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  17. DOKTOR. SCHELL’S LABORATORY. 
  The mad bioscientist Doktor Schell maintains a laboratory here, 
  where he conducts his ﬁ endish experiments. Kommandant Koepke 
  rather dislikes him, and tends to avoid him and leave him alone to 
  pursue his diabolical ends. Schell might be in the midst of any terrible 
  research the Referee wants to introduce. This module assumes he is 
  creating Frankentstein-like reanimations. One such is Seamus, who 
  escaped via the garderobe (see 16) and now roams the nearby fens (see 
  area B). Doktor Schell’s current creation, Largo, is awake but strapped 
  to an operating table in the rear of the room. If he is released (or man-
  ages to escape), he has the same stats as Seamus.  
  At the Referee’s discretion, Schell may be engaged in one of the 
  following experiments: 
  Breeding Program: There could be two or more pregnant women here 
  in hospital beds, who are forced to exercise in the yard once a day and 
  are farily well-cared-for as far as prisoners go. They’re here because 
  Schell reasons only someone who carries the Pendragon bloodline can 
  properly wield Excalibur. Afther lengthy researches through seized 
  Welsh and Cornish family records, Schell has identiﬁ ed subjects and, 
  with the help of a high-ranking SS of  cer who has now returned to 
  Berlin, got them with child. Now it’s just a waiting game. It has not 
  occured to Schell that the subjects themselves could properly weild the 
  sword - he can only conceive of a huge blonde warrior ﬁ lling the role, 
  one that merges Aryan and Pendragon bloodlines. 
  Distilling Demon Power: Doktor Schell believes the incredible abili-
  ties possessed by demons (see The Hateful Place p25-26) can be distilled 
  and replicated in human subjects. Dead demon samples are brought 
  here, where he processes them and injects them into Shelby, a ﬁ t local 
  boy who has “volunteered” for the procedures. He, like Seamus, is 
  strapped to an operating table. So far, the procedure has not worked, 
  but the Refree could change that at any time (especially during an 
  opportune moment like a raid on the castle). 
  Doktor Schell: +3AR / +3DR (+6 AR when doing “science”); 1-20hp. 
  4-40 damage (Walther P-38, poison syringe - DR or lose 1 Body). 
  18. THE EVIL EYE. 
  Floating above the courtyard (see 11) is an invisible creature sum-
  moned by the SS sorcerer, Obersturmfuhrer Voigt (see 14). Its presence 
  is not a secret, but most of the Nazis tend to forget it’s there (out of 
  sight, out of mind). Voigt can’t control the movements of the Eye - in-
  deed, he has little actual inﬂ uence over the Eye, merely a psychic link. 
  He can see what it sees, when he’s concentrating. The Eye might or 
  might not personally care what goes on in the courtyard and might not 
  take any special pains to notify Voigt if something is amiss and Voigt 
  isn’t paying attention. The Eye would much rather get back to its own 
  bizarre plane of existence. It does not engage in combat, but for pur-
  poses of noticing things assume it has +6AR. It automatically sees any 
  activity that someone isn’t attempting to conceal. 
  19. THE RADIO TOWER. 
  Mounted above the control center (see 13) is a 500-foot, 1,000-watt 
  radio tower. It can easily broadcast well into Europe and around the 
  Baltic region. A sensitive receiving apparatus is part of the structure. 
  It is not constantly broadcasting or recieving, but does so at routine 
  times during the day (Referee’s discretion) or under special circum-
  stances. When the tower is “hot,” climbing it or even touching it has 
  a 9 in 10 chance of frying anyone who tries it. Indeed, getting with-
  in even a few feet of it is a bad idea, and the air around it tastes like 
  batteries. A huge swastika banner ﬂ ies from the tower, and if anyone 
  managed to climb up and remove it, it would result in such a moral and 
  psychological blow to the Nazis that characters and anyone involved in 
  Resistance activities within sight of the tower gains +1AR for 24 hours. 
  Destroying the tower is another possibility. While explosives will be 
  the ﬁ rst idea of most players, a simpler solution is to cut one of a dozen 
  guide cables running from the tower to huge eye-hooks on the castle 
  walls. These help stabilize the tower against high winds. Cutting these 
  isn’t easy but a grenade placed in an eye-hook would do the trick. At 
  least half of the cables would need to be destroyed during high winds 
  to make the tower fall. Alternatively, a judicious amount of TNT 
  placed at one of the four corners of the tower base would topple it. 
  
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  20. VON  HAMMER’S QUARTERS. 
  Obergruppenfuhrer Otto Von Hammer has taken over this room, 
  reserved for visiting SS of  cers of high rank. Von Hammer is here 
  speciﬁ cally because of the discovery of Excalibur. His specialty is oc-
  cult research, and he has brought a half-dozen occultists and research 
  scientists with him from Berlin, who are quartered nearby (see 21). 
  Von Hammer does not practice magic himself, but is accoutered with 
  magical items that enhance his ﬁ ghting prowess. Without these, he is 
  rather feeble, being of an advanced (but unrevealed) age. 
  He has one other potential weaknes: he wears a monocle (left eye) 
  and without it, his depth perception is completely skewed, and he will 
  be at -3AR to hit in combat. 
  A less threatening weakness, but one that can potentially be exploit-
  ed, is Von Hammer’s love of opera. He is obsessed with it to the de-
  gree that he can be distracted by engaging him in conversation about 
  it. He has been known to keep prisoners alive for years because of 
  their interest in or knowledge of opera. If he learns that any captured 
  character is a singer (or claims to be), he is likely to order a command 
  performance, which he will force the entire garrison to attend in the 
  courtyard, using the radio tower as the backdrop for a makeshift stage. 
  This could be an amusing scene and catalyst for some sort of climactic 
  battle, if things play out that way. Another way to get at Von Hammer 
  is to threaten or damage his collection of phonographs, which he has 
  brought from Berlin. They occupy an ornate cabinet in his quarters, 
  along with a phonograph player with a ridiculously overlarge bell. 
  Obergruppenfuhrer Otto Von H
  ammer.  +5AR / +6DR . 1-20hp. 4-40 
  damage (Aryan “black blade, Walther P-38). The Black Blade causes 
  damage for two rounds in a row with one hit (roll damage twice); +3 
  of current DR derives from greatcoat woven from demon hair). 
  21. SS OCCULT SCIENCE TEAM QUARTERS. 
  This room houses a half-dozen occult researchers from Berlin. They 
  are usually in location 26, but at least one is always here, typing up 
  notes from the research that goes on down below. 
  22. SENIOR OFFICERS’S QUARTERS. 
  This commodius room connects with the junior of  cers quarters 
  below it (see 4), and is very similar in design. Four senior of  cers with 
  superior stats (+2 to AR/DR of rank-and-ﬁ le Nazis) live here. At least 
  one will usually be here asleep. There is access to the roof from a trap 
  door in the northeast corner of the room, accessible by ladder and 
  barred from the inside. 
  23. FLESH STORAGE. 
  The Nazis have installed refrigeration equipment here in a large 
  closet in the outer wall; there are 15 corpses hanging here, waiting to 
  be made into meals. In the main part of the room, bodies are butchered 
  and wrapped in plain paper, then placed in a chute that opens onto the 
  courtyard. Meat slides down this cute twice a day where it is collected 
  for meal preparation in the open-air kitchens (see 11). No one likes to 
  talk about this room, because even the Nazis like to pretend they don’t 
  eat human ﬂ esh. Guard duty here is considered a punishment, and 
  whoever is assigned that duty is likely (6 in 10 chance) to be asleep. 
  24. OLD MEWS. 
  This warren of rooms was once a mews where falcons and hawks were 
  kept by the original castle builders. Later, during the English Civil 
  War, it was a mews for carrier pigeons. Today, it is used for storage. 
  It is of interest to the characters because of an opening at the top of 
  the wall in the southeastern corner of the room. Although this open-
  ing was intended for birds, it’s big enough for a person to squeeze 
  through. To access it, one would have to climb the outer wall or swing 
  down over the edge of the roof. There is never a guard here. It is a 
  good place to hide, heal up, or take a breather - but if Nazis are ac-
  tively conducting a search, this is one of the ﬁ rst places they will look. 
  25. OBSERVATION TOWER. 
  This stair leads to an upper tower level that extends a full story be-
  yond the roof. From here, and observer can see a good 20 miles in all 
  directions on clear days. Two guards are here at all times.
  
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  26. CELLAR / EXCAVATION SITE. 
  The Nazis didn’t start digging here with the express purpose of 
  ﬁ nding Excalibur. The intention was to build a massive prison here in 
  a spacious cellar beneath the courtyard. During contruction, the sword 
  was accidentally discovered. There are always at least four Nazis here, 
  and it’s likely a major NPC or two will be here as well (most likely Von 
  Hammer). Most of the SS occultists (area 21) are usually here. 
  This module provides a few dif erent options for this location, and 
  the nature of Excalibur itself. The Referee should choose which one 
  sounds most fun or ﬁ ts best with the “tone” they bring to the game. 
  H
  oly Avenger. The Nazis can’t touch the sword without dying. 
  Whenever they try, they burst into ﬂ ame. It is currently under a glass 
  case on a table in the north alcove of the room. If a person who is, in 
  the Referee’s judgment, “pure of heart” - that is, not actively evil 
  - they may weild the blade. It provides +4AR/DR for purposes of 
  combat (in addition to what the character already possesses), and allows 
  the bearer to summon a horde of loyal Britons from the surrounding 
  countryside. Only those with pre-Anglo Saxon blood will be so sum-
  moned, and they will take 2-4 weeks to coalesce around the village. 
  Furthermore, a secret door to a hidden fortress at Bright Tor will open 
  for the bearer of this weapon. 
  Sword in the Stone. The sword, when found, was embedded in a 
  stone, just like in the Arthur story. Only someone who is a descendant 
  (however oblique) of the Pendragon bloodline can remove the sword.
  That rules out any of the Nazis. If the Referee uses this option, it pairs 
  nicely with the “Breeding Program” experiment of Doktor Schell (see 
  17). It is a little on-the-nose, but probably entertaining, for the Refer-
  ee to secretly select one character to be such a Pendragon descendant 
  (unbeknownst to the character, of course).  
  Placebo Blade. The idea that the sword is Excalibur was the fevered 
  assumption of Nazi occultists. It is, in fact, a normal British Roman 
  gladius (though excellently preserved and still functional as a sword). 
  It has no special inherent properties. That being said, the sword, if 
  recovered, will function as a powerful symbol for the Resistance, and 
  could be the focal point of a massive rebellion against the Nazis. 
  ENDING THE ADVENTURE
  The best-case-scenario ending is that the characters retrieve Excal-
  ibur and escape from Castle Stull. As indicated in the mission brieﬁ ng 
  (see page 10), the characters are to rendezvous at Bright Tor, a primor-
  dial outcropping of rock somewhere within a dozen miles of Sour-
  hamption-Upon-Stull (the exact location is up to the Referee). Here, a 
  truck waits to whisk them (and Excalibur) back to the relative safety of 
  the Resistance cell in London. 
  At the Referee’s discretion, this could be played out like a chase. If 
  so, use the following stats for the vehicles involved (the Referee is free 
  to adjust the number of German vehicles). Once the characters have 
  outrun or otherwise evaded pursuit, consider them free and clear. 
  1938 Morris 2-ton farmer’s lorry. Speed normal; Size large. 250hp. 
  1935 Kfz13 armored car. Speed normal; Size normal. 200hp. Heavy 
  machine gun (4-40 damage, +2AR vs. large-sized targets). 
  1941 Zundapp KS 750 motorcycles. Speed fast. Size small. 100hp. 
  The worst-case scenario ending is, of course, that the characters are 
  captured and suf er fates worse than death. These things happen. 
  Most likely, many endings will fall somewhere between these two 
  extremes. One of the characters may have secret orders (see page 10) to 
  destroy Excalibur if it cannot be retrieved. This has varying levels of 
  dif  culty depending on what nature of Excalibur the Referee chooses 
  (see page 40).  Using TNT will probably do the trick, even for a mag-
  ical sword. After this, if the characters can escape to Bright Tor the 
  mission will be considered a success, though a somewhat mitigated one.
  If the characters escape to Bright Tor and don’t have the sword and 
  haven’t destroyed it, Resistance leaders will consider their mission a 
  failure, and will not send them on important missions in the future. 
  Of course, in any case, the Referee can expand on the results and 
  use them as the basis for a long-term campaign, should this be desired. 
  That being said, the module probably works best as a short, stand-
  alone adventure.
  
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SOURCE: textdata/thevault/Hateful Place (osr)/Hateful Place No Place Reich Home/Hateful Place No Place Reich Home [landscape].pdf