
During the fog of war there are times when a soldier might chance to encounter something truly odd or very unsettling that they might never speak about with anyone but their fellow soldiers. Things that cause that glassy eyed thousand yard stare into the darkness of the never where. Who knows what these men and women have seen on the battle fields and blood soaked soil of far off places. Here are 1d6 night time encounters that that can bring both the darkness of the soul and the darkness of far worse things. My advice is to use this chart sparingly.
1d6 Weird Random
Night Time Encounters Table
- This ancient battle field has seen more blood and violence through the centuries then it should; the PC's encounter the blood soaked ghosts of past victims and soldiers of this place's history. These souls will be both aware and try to claim the PC's to join them in their purgatory outside of space and time. The PC must elude or battle with these souls until the light of dawn breaks across the field. There will be 1d10 X6 souls for each PC but that doesn't mean that they can all affect the living. The PC's might not know this fact.
- The PC encounter a fortune teller and her wandering band of refugees traveling in the night. The PC's are unaware that what they are seeing is actually travelers from WWI who have breached time and space. These poor fools will be asking for food, help,and shelter those who help them have a 40% chance of getting sucked back in time to one of the great battle fronts of WWI for 1d20 hours and might be killed back in history as the violence of war advances upon them. Their death means very little to march of history.
- The PC encounter what seems to be a resistance fighter armed to the teeth hell bent on taking down the Nazi. This fighter is not what he or she seems at all. They are actually a psychotic killer whose mind has snapped under the violence of war. They will befriend the party and offer information, food, etc. but before morning sun will try to murder each and every soldier.
- The PC's will come across 1d10 Nazi soldier corpses and there will be a weird black German machine gun surrounding them. This gun is actually an artifact possessed of the spirit of a demonic entity of murder and violence. The second someone picks it up they must make a save or become possessed by the combined souls of horror and violence that this thing feeds on. The entity will use the knowledge,memories, and horrors of its victims to cause anyone a -2 on any rolls because of the soldiers collected history together.
- The PC encounter an old man whose stripping the dead both Allied and German of their belongings to sell to feed his family and village. There is a 40% chance of 1d10 local fighters hiding in the wings to ambush the PC's so they can join the ranks of the dead. He has a cart, donkey, and a small bell sounds when he moves his cart.
- There is a strange grey mist that seems to be following the PC's as the move to their next military objective each night. This thing is actually a ghost feeding on the souls of the victims of the PC's violence. The thing has neither form nor substance but it takes a liking to a PC and might manifest as their ideal mate with some dire consequences for the party.

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Among those possibilities is the Supernatural War which as we know ran from 1939 through 1960 ending with the deaths of the Hitler clones upon the secret base on the Moon by the brave souls of the 33rd division out of Florida's protospace agency of the U.S. Army. The following is a list of 1d20 Random Weird War Adventure Mission Objectives Table for your soldiers looking to deal with the dark forces. Remember these missions should not be undertaken by the faint of heart. These are for more experienced parties of soldiers always check with Allied command before engaging the enemy.

1d20 Random Weird War Adventure Mission Objectives Table
- In a nearby village a Nazi Thule Society SS operative party is preparing to take what they believe is a Vril artifact from local shrine. There are 2 werewolf agents among them!
- A local transport may be housing vital experimental Nazi super weapon components for a new top secret weapon systems called the V rocket. Your party must take out the Nazi officers and scientists. There will be 1d6 elite Nazi soldiers among them.
- A powerful Black Sun 6th level wizard is holding court with his SS operatives in a nearby castle. The rumors are that they are summoning a fire demon from the underworld in a bid to conquer nearby villages. Your mission is to stop them.
- A powerful spirit of the Vril-ya has manifested offering one of their staffs to add the Nazi war effort attracting a powerful SS officer and his staff of elite occult operatives & soldiers to the area. The Allied occult agency wants these bastards stopped.
- A Grey flying time bell has been seen in the area and 1d10 grey soldiers are looking into breaking into this dimension. They're using 1d100 re animated zombie troops to take over and secure the area before their Nazi allies arrive to assist them. They will kill any Allied soldiers they run across.
- The German Black Sun agency wants to secure a set of ruins that locals believe belonged to the mythical Dwarves of legend and myth. They have 1d8 troops plus a tank and several SS operatives in the area. Your mission is to destroy those ruins at all costs and secure any artifacts for HQ.
- A Nazi black necromancer is experimenting with the local cemeteries in a push to pierce the realms of the dead for his commander Heinrich Himmler & his cadre of secret black occultists. HQ wants this bastard and the secrets his brain holds but first your going to have to get through the 1d100 zombies he has at his call.
- A few young Vril-ya possessed children are moving among four local villages recruiting and possessing others to harvest their soul energies for their great machine aboard a nearby flying saucer. The Nazi are aiding them in return for several pieces of their technology. Stop them and the children. Return any relics to HQ.
- The Nazi are trying to locate several lost copies of the prophecies of Nostradamus for the Thule society and their Black Sun allies. Find and destroy these documents before they fall into the SS's hands.
- The black grail has been located in a nearby temple shrine and the Nazi want to get their hands on it. The SS has a tank and 1d100 agents combing through the hills nearby in order to locate you. There is a flying saucer belonging to another alien race that wants the grail Stop this debacle before the black grail falls into enemy hands.
- The true journals of Frankenstein have been located in the hands of an occultist's estate and the SS's want's them. There are 1d20 operatives combing the area for the occultist and his package will you reach him in time?
- The mysterious Ernst Schulte-Strathaus has a personal astrology journal that would aid the Allies in predicting Rudolf Hess's moves before he does. The SS wants this nonsense settled several agents have been dispatched to recover the documents.
- A ghoul plague has been released into the countryside by Nazi mad scientists in order to test a new super soldier undeath weapons program. HQ wants this mad scientist neutralized but he has a Black Sun wizard ally to help him in his program. The wizard is fourth level and very dangerous as well as cunning.
- The spell books of Karl Maria Wiligut have been smuggled out of Nazi
Germany and now a cadre of Nazi occultists and spies are on the trail of
these documents. Can you stop them from being destroyed and turned over
the German HQ
- A lone Nazi agent has in his blood stream a cure for the nasty plague like disease that is ravaging the Black Sun vampire program. You must capture and kill this agent to prevent this disease from ravaging in Allied forces.
- Grey soldiers are stealing the brains of locals for use in diabolical experiments for the creation of super soldiers for their Nazi allies. There are 1d20 of the alien horror armed with ray guns and stunners. Can your team stop them before its too late?
- A Nazi long range bomber has been perfected using stolen alien technology and you must destroy it for the Allies. Recover any relics you happen to come across.
- A nearby castle is supposedly the resting place for the remains and tomb of Dornröschen. The Thule society black magicians want the secret to her immortality and think that there might be a portal to the realm of Fairyland in the castle. Your job is to stop them and secure the castle against the Nazi war machine. There are 1d6 cultists belonging to the order of the Dornröschen.who will murder to protect the sleeping fairy princess.
- A giant Nazi robot has been lost off of a transport, there are 1d20 SS operatives and soldiers who want to recover this vital weapons system but the thing has gotten loose and is rampaging across the countryside. Can you stop it and prevent them from gaining possession of this metal beast?
- A team of mad scientists and occultists has recovered evidence that the stars are right and that Cthulhu must be summoned to aid the cause. Thule Society black magicians have recovered several powerful occult artifacts from Atlantis and they are looking to summon back the Old Ones you must stop them and return the artifacts to HQ.
“Of such great powers or beings there may be conceivably a survival . . .
a survival of a hugely remote period when . . . consciousness was manifested,
perhaps, in shapes and forms long since withdrawn before the tide of advancing humanity . . .
forms of which poetry and legend alone have caught a flying memory and called them gods, monsters,
mythical beings of all sorts and kinds. . . .”
—Algernon Blackwood.
There are things on the battle field that man was never meant to see and the sound, smell, and spectacle of violence draws down these forces from beyond the ken of mankind itself. These horrors come unbidden onto the battle fields and take who or what they want regardless of the sides of the combatants. To these things it is all flesh, blood, and spirit all are equal parts meat for the beasts between the spaces .

There will be a 30% chance of attracting a group of 1d8 Nazi mad scientists and their SS handlers to the area. These handlers will be 3rd level fighters or soldiers with hard bitten nerves of steel and tru grit. They gain a +1 on all initiative rolls.
1d20 Random Weird War Two
Battle Field Encounters Table
- A pack of 1d8 shadows who feast upon the souls of the fallen and drag them off to some nameless hell.
- A pack of ghouls disguised as soldiers of the side your PC's are on. There will be 1d4 of the horrors but there are actually 1d20 more lurking on the fringes of the battle front!
- 1d4 giant mutant spider horrors freed from beneath the Earth by the violence of the battle these things are very hungry.
- A terrible lich's crypt has been uncovered and the thing is very,very, pissed. It will kill everything it can within a 200 foot radius!
- 1d6 hounds of Tindalos have come to feast on the souls and bodies of the wounded of the battle field!
- 1d10 zombies have arrisen among the fallen after an ancient Atlantis weapon relic has been uncovered!
- A pack of 1d4 Nazi werewolf spies has come to claim the soul of a future war hero on the battle field and its one of your PC's!
- An ancient temple of dark forces has been uncovered by the war and battles and now the weird guardians of the place are causing mayhem. 1d6 giant centipedes are rampaging around the local area causing problems for some of the local villages as if the Nazi weren't enough.
- A local mad scientist has transformed himself and eight of his assistants into ogres in order to fight the invading Nazi horde but now they're killing everyone they can get their hands on. Please double the hit points for the horrid mad scientist formula pumping through their veins.
- The ground bursts open with rampaging zombi WWI soldiers who have been attracted by the violence of battle and flesh! There are 1d10 bursting from the carnal pits around the area. Nazi mad scientists want to get a hold of these mad bastards from beyond.
- 1d8 vampires from Hell itself have been released after a purge killed one of the local guardians who was watching over the portal beyond.
- 1d6 wights are moving across the battle fields hunting for souls and devouring the wounded and dying. They have come from a cairn in the area that the violence has disturbed and over turned. Nothing has been stopping them.
- 1d20 Goblins from the eighth Fairy dimension have come to raid, plunder, and gain treasure. They are enthralled with machine guns and side arms they have 1d4 of the weapons but haven't figured out how to reload them.. yet.
- 1d6 brace of horned devils is roaming the land to gain souls and slaves for Hell they are not picky as to who or what they take.
- 1d8 ghosts from beyond the pale have come to feast upon the living and there isn't anyone to stop them. The locals know how but are way too scared to help unless the PC's can provide some support.
- A crack commando team of Nazi has descended upon an ancient temple ruin and taken the relics and artworks. 1d8 phantoms from beyond have sworn vengeance and are murdering anyone or anything in their path. Now you have both the phantoms and the Nazi to deal with.
- The basis for the legend of the fiddler from hell has returned to this unnamed village to claim the souls of all present. There will be 1d8 minor demons Type II present to take done anyone who stands in their way. They're leader is a major incarnation of Satan but can be defeated by several unconventional means including a fiddling contest.
- A band of 1d8 orcs from beyond the pale have come to feast on whomever they can and are lead by a 6th level half orc magic user! They have come for plunder and slaves to take back with them.
- A demonic monsters has escaped its ancient prison and is now stalking across the countryside. You stumble upon a Nazi survivor of one of its murderous rampages and he relates his story on how to stop it. It is a troglodyte with 1d6 demonic traits and the regeneration abilities of a troll.
- 1d20 undead ghostly heads have come back beyond the grave to terrify and feed upon the souls of their descendants in the area. The Allies and Nazi are simply more sauce for the goose of their appetites can your party stop these horrors!?
