Adventure 1: The Hounds of Tindalos

## Overview:

The players are members of an elite British intelligence unit during World War II. They have been tasked with recovering powerful artifacts to use in the war effort, or to handle strange events that the army encounters, as well as to steal advanced German technology. The adventure begins in 1941, as the German army invades the Soviet Union.

## Act 1: The Mission

The players are briefed by their commanding officer, Colonel Callaghan, who informs them that they will be sent to investigate reports of strange occurrences along the Eastern Front. The German army seems to be advancing at an unprecedented pace, aided by powerful otherworldly creatures. The players are to infiltrate a German-held town and gather intelligence on these creatures.

The players are then briefed on their cover identities, which are designed to make them appear as ordinary civilians. They are given fake papers and told to blend in with the local population, while gathering information about the German activities.

The players are then given some basic equipment, such as clothing, maps, and ration packs, and sent on their way.

They leave from OSCO HQ to be driven by Land Rover to a nearby airfield \*RavenField”, and flown out on a Lancaster bomber, to land many hours later in a Russian airfield on the front line.  It is from there, at night, they must cross enemy lines and enter the town of Novgorod.  They are told to meet Sergei at the cafe “kofeynya”

## Act 2: The Investigation

The players arrive in the town, disguised as civilians. They begin to investigate the strange happenings, interviewing locals and searching for clues. They soon discover that the Germans have recovered an ancient artifact known as the Staff of Tindalos, which allows them to control powerful creatures from another dimension. The artifact is being guarded by a powerful German officer, Major Johann Schmidt.

The small Russian town in the Eastern Front, called Novgorod, appears run-down and desolate, its streets lined with crumbling buildings and boarded-up storefronts. The hotel, named "Druzhba," is a shabby establishment with peeling paint and a rickety sign hanging above the entrance. The garage, called "Avto-Remont," is a small, dingy shop with a greasy floor and a stack of old tires in the corner. The café, named "Kofeynya," is a dimly-lit establishment with a few mismatched tables and chairs scattered around the room. The restaurant, called "Rybatskaya Usadba," is a slightly more upscale establishment, with faded curtains and a few potted plants in the windows.

On the east side of town, there are three German bunkers, which are heavily guarded by soldiers. One of them is complete, and this is where Major Schmidt conducts his experiments and rituals with the staff of tindalos. The other two bunkers are still under construction, and are cordoned off with barbed wire and warning signs.

The mechanic at the garage is a drunk called Victor, who is usually found slumped over his workbench, surrounded by empty bottles of vodka. Olga's herbalist shop is located next to the garage, and its sign, which reads "Travy i Zelyonaya Apteka," swings slightly in the breeze.

The resistance fighter, Sergei, can be found at the billet where German soldiers are housed, which is a large, imposing building on the outskirts of town. Despite the risk, he frequents the town in disguise, and he has arranged to meet the players at the café to exchange information on the strange occurrences in Novgorod.

Upon arrival in the town, the players must find a way to gather intelligence without attracting suspicion. They can choose to interact with the locals, scout out the German positions, or simply observe from a distance.

One potential encounter could be with Viktor, the Drunken Mechanic. Viktor is a local mechanic who has taken to drinking heavily ever since the Germans arrived. He can often be found at the local tavern, drowning his sorrows in cheap vodka. If the players befriend Viktor, he could provide them with information about the German war effort, such as the location of a nearby tank factory or the types of weapons the Germans are using. He could also tell them about a strange machine he saw the Germans bring into town, which he believes is related to the otherworldly creatures.

Another potential encounter could be with Olga, the Herbalist. Olga is a wise woman who lives on the outskirts of town. She is known for her knowledge of herbs and remedies, and many of the townspeople come to her for help when they are sick or injured. If the players seek out Olga, she could provide them with information about the Staff of Tindalos artifact, which she believes is responsible for the strange occurrences in town. She could also tell them about a vision she had in which she saw the Tindalos Hounds being summoned by a powerful German officer.

As the players continue to investigate, they begin to notice unusual occurrences. Strange reports of German soldiers disappearing, only to reappear later with strange injuries or mutations. Unusual sightings of large, shadowy creatures near German military installations. Rumors of a powerful German officer who has control over the creatures. The presence of a strange machine or device in the center of town, which emits an eerie green light at night. All of these clues suggest that there is something far more sinister going on than the players initially realized.

## Act 3: The Confrontation

The players must now devise a plan to neutralize Major Schmidt and recover the staff of tindalos. They could either try to steal it or destroy it, but they must be careful not to be caught. They can gather intelligence by breaking into Schmidt's office, or by befriending some of the German soldiers. Eventually, they discover that the Staff of Tindalos is being kept in a heavily guarded bunker in the outskirts of town.

## Act 4: The Escape

The players must now infiltrate the bunker, neutralize the guards, and recover the staff of tindalos. This could involve sneaking past guards, picking locks, or using distractions to create diversions. Once they have the artifact, they must escape the town before they are caught by the Germans. This could involve fighting off pursuing soldiers, or trying to blend in with a fleeing crowd.

Conclusion: The players return to British lines with the Staff of Tindalos, but they know that the Germans will not give up easily. They have discovered that there are powerful otherworldly forces at play, and they will need to be ready to face them in the battles to come.

## Locations

### OSCO Headquarters

OSCO Headquarters is a top-secret facility hidden beneath the bustling streets of London. Accessed via a discreet entrance in an unremarkable alleyway, the facility is a maze of high-tech labs, training rooms, armories, and living quarters, all dedicated to the study and containment of supernatural threats. The walls are adorned with ancient tomes, mystical artifacts, and arcane symbols, while state-of-the-art technology is integrated seamlessly into the facility's design. The staff at OSCO Headquarters are some of the best and brightest minds in the fields of occultism, science, and military strategy, all working tirelessly to keep the world safe from the forces of darkness. Security is tight, with armed guards stationed throughout the facility, and all visitors must pass a rigorous screening process before being granted access. Despite the seriousness of their mission, however, there is a sense of camaraderie and loyalty among the staff, all united in their common purpose to protect the world from the unknown.

### Name: RAF Ravenfield

Geographical Location: Located just 15 miles outside of London, RAF Ravenfield is a secret airbase that is hidden in plain sight. The base is built within the sprawling countryside of Surrey, surrounded by thick forests and rolling hills.

Physical Description: As you approach the airbase, you notice that it appears to be nothing more than a small civilian airport. But as you get closer, you can see the telltale signs of military presence, including camouflaged hangars and armed guards patrolling the perimeter. The base is well-concealed by the dense forests that surround it, making it virtually invisible from the air.

### Novgorod

The small Russian town in the Eastern Front, called Novgorod, appears run-down and desolate, its streets lined with crumbling buildings and boarded-up storefronts. The hotel, named "Druzhba," is a shabby establishment with peeling paint and a rickety sign hanging above the entrance. The garage, called "Avto-Remont," is a small, dingy shop with a greasy floor and a stack of old tires in the corner. The café, named "Kofeynya," is a dimly-lit establishment with a few mismatched tables and chairs scattered around the room. The restaurant, called "Rybatskaya Usadba," is a slightly more upscale establishment, with faded curtains and a few potted plants in the windows.

On the east side of town, there are three German bunkers, which are heavily guarded by soldiers. One of them is complete, and this is where Major Schmidt conducts his experiments and rituals with the staff of tindalos. The other two bunkers are still under construction, and are cordoned off with barbed wire and warning signs.

## VFriendly NPCs

1. Viktor, the Drunken Mechanic Viktor is a local mechanic who has taken to drinking heavily ever since the Germans arrived. He can often be found at the local tavern, drowning his sorrows in cheap vodka. If the players befriend Viktor, he could provide them with information about the German war effort, such as the location of a nearby tank factory or the types of weapons the Germans are using. He could also tell them about a strange machine he saw the Germans bring into town, which he believes is related to the otherworldly creatures.
2. Olga, the Herbalist Olga is a wise woman who lives on the outskirts of town. She is known for her knowledge of herbs and remedies, and many of the townspeople come to her for help when they are sick or injured. If the players seek out Olga, she could provide them with information about the Staff of Tindalos artifact, which she believes is responsible for the strange occurrences in town. She could also tell them about a vision she had in which she saw the Tindalos Hounds being summoned by a powerful German officer.
3. Sergei, the Resistant Fighter Sergei is a member of the local resistance movement, which is fighting against the German occupation. He is distrustful of outsiders, but if the players can gain his trust, he could provide them with valuable information about the German military presence in the area. He could also tell them about a recent attack on a German convoy that was carrying supplies to a nearby military installation, which he believes is connected to the otherworldly creatures.

Clues:

* Strange reports of German soldiers disappearing, only to reappear later with strange injuries or mutations
* Unusual sightings of large, shadowy creatures near German military installations
* Rumors of a powerful German officer who has control over the creatures
* The presence of a strange machine or device in the center of town, which emits an eerie green light at night
* The sudden increase in German military activity, especially around the location where the Staff of Tindalos artifact is being held.

## Monsters

### Name: Tindalos Hounds

Appearance: Tindalos Hounds are large, black, wolf-like creatures that seem to be made of smoke and shadow. They have glowing red eyes and sharp, angular features. Their bodies seem to be constantly shifting and changing, as if they are made of some kind of fluid.

Description: Tindalos Hounds are otherworldly beings that come from a realm beyond our own. They are fiercely loyal to those who can control them, and can be summoned and sent across great distances to carry out their master's bidding. They are incredibly fast and agile, able to move at incredible speeds and turn on a dime. They are also quite strong, able to tear through solid objects with their razor-sharp claws.

STR: 17

CON: 14

SIZ: 15

DEX: 22

APP: 6

INT: 6

POW: 20

EDU: 3

HP: 17

MP: 20

Damage Bonus: +1d6

Weapons:

* Bite: 1d8 damage
* Claw: 1d6 damage

Armor: None

Skills:

* Athletics: 80%
* Stealth: 80%
* Tracking: 50%
* Dodge: 80%

Special Abilities:

* Fast Movement: Tindalos Hounds can move at incredible speeds, able to cover great distances in a short amount of time.
* Shadow Form: Tindalos Hounds are made of a dark, fluid-like substance that allows them to shift and change shape.
* Summoning: Tindalos Hounds can be summoned across great distances by their masters, and will carry out their bidding with ferocity and loyalty.