One of the OSR campaigns that I've been tossing around is a Weird War II Amazing Adventures campaign setting.
Troll Lord Games’ Amazing Adventures (built on the SIEGE Engine) is ideal for a Weird War II campaign, blending gritty 1940s military action with occult horror, superscience, and dieselpunk elements.
Campaign Overview: Operation: Götterdämmerung
Tone: Gritty survival horror meets high-pulp action (Wolfenstein meets Where Eagles Dare).
Core Conflict: As the axis forces face conventional collapse, their clandestine occult wing—the Ahnenerbe—and their military science division—the Waffen-SS Wunderwaffe Directorate—unearth ancient horrors and alien technology to rewrite the war's outcome.
Player Character Roles: An elite joint-allied unit (OSS agents, British SOE operatives, resistance fighters, defector scientists, and occult investigators) tasked with sabotage, asset retrieval, and neutralizing paranormal threats.
Key Campaign Mechanics (SIEGE Engine Adjustments)
Sanity / Stress System: Exposure to eldritch horrors or resurrected legions requires a Wisdom Check (Challenge Base 12/18). Failure incurs temporary insanity, phobias, or cumulative Willpower penalties.
Guns & Steel: Firearms follow standard Amazing Adventures modern weapon rules, but Wunderwaffe weapons (Vril-blast rifles, tesla cannons) add dynamic energy damage types and hazard risks on critical fails.
Timeline of Events (1939–1946)
| Year | Event Name | Campaign Lore & Mission Hooks |
| 1939 | The Thule Excavations | The Ahnenerbe begins massive archaeological digs in Antarctica, Tibet, and Norway, recovering hyperborean artifacts, precursor metals, and black-earth rituals. |
| 1940 | The Black Sun Rises | Heinrich Himmler consecrates Wewelsburg Castle as an occult nexus. Axis occultists summon the first batch of bound entities to serve as night-guards and infiltrators. |
| 1941 | Operation: Necromancer | During the invasion of the USSR, specialized SS units use dark rituals to reanimate fallen soldiers on the Eastern Front, creating the first Nacht-Grenadiers (undead shock troops). |
| 1942 | The Vril Breakthrough | Nazi scientists successfully harness Vril energy from precursor artifacts, powering jet prototypes, early walker-tanks (Panzer-Mechs), and directed-energy weaponry. |
| 1943 | The Oslo Incident | Campaign Mission 1: Allied intelligence learns of a heavy-water facility in Norway that isn't making atomic weapons, but opening a rift to a dark dimension. PCs infiltrate to sabotage the gate. |
| 1944 | D-Day & The Blood Moon | Normandy landing forces encounter not just pillboxes, but chemical-beast hybrids and mechanized exosuits. Allies establish the Special Occult Taskforce (SOT-8). |
| 1945 | The Berlin Eclipse | As Soviet and Allied forces close in on Berlin, Hitler retreats to an underground bunker complex housing an ancient subterranean temple. The Nazi leadership attempts a ritual to pull Berlin out of linear time. |
| 1946 | The Weird War (Alternate Continuity) | Berlin is encased in an impenetrable black barrier. The war drags on as Allied forces battle mutant-plagued battlefields, V2 rockets bearing occult payloads, and rogue warlords wielding alien technology. |
Major Factions
The Special Occult Taskforce (SOT-8): The PCs' sponsor organization, combining OSS field agents, British decipherers, and esoteric scholars.
The SS-Ahnenerbe & Order of the Black Sun: The primary antagonists, led by high-ranking occultists seeking divine ascension and demonic bargains.
The Iron Legion (Eisen-Legion): Mechanized infantry units utilizing Vril-powered armor and cybernetic augmentations.
The Underground Resistance: European partisans who have adapted to fighting both conventional occupiers and unnatural monstrosities.
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