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Ghosts of War

by Rich Redman
Editing: Marc Schmalz
Layout and Typesetting: Marc Schmalz

The first offering in my series of free modern d20 System material from my home campaign is a small collection of creatures: one helpful, two malevolent.

Background

During World War II, there was a race to split the atom. While the Allies pursued atomic weapons, Germany pursued atomic power. The intended purpose was to create atomic-powered naval vessels, particularly submarines. In history, the destruction of the heavy water plant at Vemork in Norway in 1943, combined with the sinking of the Lake Tinnsjø ferry in February 1944, ended Nazi hopes of developing such power plants. Japan also pursued nuclear research through both the army (called "NI") and the navy (called "F-go"). The 1949 Nobel Prize for physics went to a former member of F-go, Hedeki Yukawa, for his work on elementary particles. Japanese research largely occurred at the Institute of Physical and Chemical Research (RIKKEN), until the 1945 firebombing of Tokyo (see below).

Germany and Japan were in real contact during the war. In May, 1945, when Germany surrendered, the U-234 was in the mid-Atlantic en route to Japan, carrying technical drawings, an Me262 jet fighter in crates, V-2 rocket components--and enough uranium to build two atomic bombs.

Germany needed Japan to distract the Allies and divide their efforts. By 1943, Japan was losing many naval engagements, and by August of 1943 it had lost control of the only US territory it occupied during the war (the Aleutian islands of Kiska and Attu). A few atomic-powered vessels, capable of cruising long distances without refueling and relatively quiet, might have proven a serious threat to the US Pacific Fleet.

In my adventure, some heavy water and the plans for a prototype atomic reactor left Germany in October 1943 for Imperial Japan. The I-163 is a Japanese Type KD4 submarine converted to run using this prototype power plant. It displaces 23,000 tons submerged, is 320 feet long, and carries 6 torpedo tubes (four forward and two aft), a 120mm deck gun, and a .50 machinegun. It had a crew of 60 men, but now has a smaller crew of... something else. For our adventure, it sailed the day US forces landed on Leyte Island in the Philippines: October 20, 1944. On October 23, it participated in the Battle of Leyte Gulf and helped sink the USS Princeton. During this battle, rumors began circulating through the US Pacific Fleet about a ghost submarine that never surfaced and sounded like nothing sonar operators had ever heard before.

Historically, a US reconnaissance plane flew over Tokyo the next month. The effect for our game is that the Japanese government, then under General Kuniaka Koiso, recalled the I-163 and entrusted its commander with a highly sensitive mission. 55 years before the USS Skate (SSN-578) became the first submarine to surface at the North Pole, the I-163 was ordered to sail under the Arctic ice to the islands where Nazi Germany had a secret research base. Here, the German scientists experimented with nuclear power and looked for an entrance to the center of the earth. The I-163 never returned from that mission, and the Imperial Japanese government lost all hope for it. What happened during that mission and the following 60 years turned the crew into inhuman monsters. Those details are up to you.

History shows that the United States firebombed Tokyo twice in 1945. The fires from the first attack burned 15.8 square miles, and the fires burned unchecked for two days after the second attack. Later that year, two atomic devices were dropped on Japan. For game purposes, all records of the I-163 were lost in this destruction.

After the war, there were thousands of hours of sonar recordings in the US National Archives, most of them classified automatically by the National Secrets Act. By the time they were declassified, any sonar operator who remembered them was either retired or dead. No one though to compare memories from the Battle of Leyte Gulf with recordings of America's first nuclear submarines, and the truth about the I-163 was lost to time.

In our game, veterans of the Battle of Leyte Gulf have told stories for the last 60 years about a ghost submarine roaming the depths. During the Cold War, Pacific Fleet submarines, both Russian and American, chased sonar trails of a submarine that matched nothing on either side's inventory. Reports of vicious attacks on ships and isolated islands were put down as piracy, or myth (much like the stories of Japanese soldiers who kept fighting the war, never having heard about the surrender). The truth is that the I-163 is still out there, still fighting a war long over. While they ran out of torpedoes and ammunition for the deck gun decades ago, they still have ammunition for their machinegun.

The I-163 officers can read, write, and speak English. They long ago replaced their vacuum tube radios with stolen, modern devices. They have some idea what's going on in the world, but it is a warped idea full of incomplete information, fiction mistaken as fact, and ideas reinterpreted to fit their world view as monsters loyal to a long-dead empire.

Ghostly G-Man

George Crandall died in August 1944, and he knows it. He was murdered during World War II while on an assignment for the FBI. While trying to smash a spy ring for the FBI, George came across documents leading him to believe the Japanese were building an atomic submarine. He died at the hands of American criminals working for Japanese intelligence services, keeping the submarine a secret.  Since then George has roamed Long Beach, California hopelessly, unable to get anyone to believe in the submarine's existence. You can put George wherever you need him.

When George meets your heroes, he pays careful attention. If they seem on the side of law and justice (and remember that George's ideas of law and justice were born in government service during the 1940s, so he doesn't object to strong-arm tactics), George approaches them. He appears to be a tall, muscular man in his mid-30s with close-cropped hair under his fedora, wearing a two-piece suit, a wide black tie, and a tan trench coat. Let heroes make a Knowledge (history) check (DC 20) to notice that his clothes are not merely odd, but from another time. You might also allow heroes to make a Spot check (DC 20) during their time with George to notice that he avoids touching them or doing anything that requires him to manipulate corporeal objects. George shows them his FBI identification (covering the dates with his thumb) and either asks them for help or offers information, depending on your needs.

Ghostly Identification

Because he's a ghost, George leaves no DNA evidence and no fingerprints. Heroes have nothing to go on except George's claims of association with the FBI and the heroes' description of him. (If a hero thinks to take a picture, you have to decide how ghosts show up in photographs in your campaign). If they want to identify him, they'll have to make some skill checks. Unless freeing George is the focus of your adventure, these checks do not advance the story and are not critical, so they have no CR and do not grant XP awards.

Gather Information: A DC 15 check (no Wealth check required) reveals that a figure resembling George has been seen around the city where your heroes meet him. No one knows who he is, but they have seen him. He's been known to lecture kids about doing drugs or drinking, and to alert passers-by when someone needed help.

Investigate: DC 15 check to gather evidence reveals that there is an unusual lack of evidence, as explained above.

Knowledge (history): Identifying a single, ordinary individual from a knowledge of history is improbable. However, a successful check (DC 30) means the hero recalls a Special Agent George Crandall who died in Los Angeles during World War II while investigating Japanese spy rings. A hero with a starting occupation of Law Enforcement and 5 or more ranks in Profession gets a +2 synergy bonus to this check. Heroes must use other methods to figure out if that George Crandall is the same as the one they met.

Research: Picking out one George Crandall from all the people named G. Crandall or George Crandall is difficult and time-consuming (DC 30). Every successful check (two Knowledge [history] checks or one Knowledge [history] and a Knowledge [pop culture] check) heroes make while interacting with George grants more information and a +2 bonus on this check. Success means the hero positively identifies the George Crandall the heroes met as the Special Agent George Crandall who died in this city during World War II.

George Crandall: male spirit Dedicated Hero 3/Investigator 5; CR 10; Medium undead; HD 3d12 plus 5d12; hp 52; Mas --; Init +1 (+1 Dex); Spd 30 ft.; Def 19, touch 19, flat-footed 18; BAB +5; Grp--; Atk +6 melee touch attack (1d6 corrupting touch); Full Atk: +6 melee touch attack (1d6 corrupting touch); Space/Reach 5 ft./5 ft.; SA Nonlethal force, corrupting touch; SQ Darkvision 60 feet, Empathy, Imprisonment, Incorporeal, Intuition, Invisibility, Profile, Rejuvenation, Turn resistance +4, Undead qualities; AL Law, United States, FBI; AP 4; Rep +3; SV Fort +3, Ref +5, Will +8; Str --, Dex 13, Con--, Int 15, Wis 16, Cha 16.

Starting Occupation: Law Enforcement (Diplomacy and Gather Information are class skills).

Skills and Feats: Bluff +11, Diplomacy +12, Gather Information +13, Hide +9, Intimidate +11, Investigate +10, Knowledge (behavioral sciences) +10, Knowledge (civics) +10, Knowledge (streetwise) +8, Listen +11, Profession +11, Search +10, Sense Motive +11, Spot +18; Double Tap, Far Shot, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Simple Weapons Proficiency, Skip Shot, Trustworthy.

Contacts: Normally, an Investigator of George's level would have low- and mid-level contacts, but George's died long ago.

Empathy: George can give himself a +3 bonus to a Bluff, Diplomacy, Handle Animal, Intimidate, Perform, or Sense Motive check by observing the target for at least 1 minute prior to making the check.

Imprisonment (Ex): George cannot leave the city in which your heroes encounter him. The only way to free George is to finish the case on which he was working when he died. George is unaware of this, but he talks obsessively about that case when spoken to. He expresses anger and frustration that no one else in the Bureau finished it after he died.

Incorporeal (Ex): George can be harmed only by other incorporeal creatures, a +1 or better magic weapon, spells, spell-like abilities, and supernatural abilities. He is immune to nonmagical attacks. Even when hit by spells or magic weapons, there's a 50% chance that George ignores damage from corporeal sources (but not force effects, like magic missile). His attacks are touch attacks, ignoring natural armor, armor, and shields.

He moves silently and cannot be heard with Listen checks. He uses his Dexterity score for both melee and ranged attacks. Nonvisual senses, like blindsight or scent, do not function against George. He cannot trip or be tripped, nor can he grapple or be grappled.

Intuition: George can make a Will saving throw (DC 15) to get a hunch about a specific situation. He can do this up to three times per day.

Invisibility (Ex): George is naturally invisible and may be detected by spells that detect or reveal invisible creatures and objects. George may reveal himself at will, but usually only does so at night.

Nonlethal Force: George can choose to inflict nonlethal damage without taking the normal –4 penalty.

Profile: This is a difficult ability for George to use, as he must first manifest and convince witnesses he is human. To simulate this, the DC for him to use the ability is higher than normal. George can make a Gather Information check (DC 17) to create a mental picture of a suspect, including physical description, distinguishing markings, and visible mannerisms. He can expand the profile by making an Investigate check (DC 15) involving the crime scene or other evidence linked to the suspect. This provides a +2 circumstance bonus on any skill checks made to uncover additional evidence or otherwise locate or capture the suspect.

Rejuvenation (Su): If destroyed, George restores himself in 2d4 days. The only way to get rid of George forever is to prove the existence of the I-163 to the world, or by turning it over to the United States government. George is unaware of this, but if spoken to he talks obsessively about the case that got him killed, investigating links between the Manhattan Project, the Black Dragon Society, and a top secret weapon developed by the Japanese navy. He expresses anger and frustration that no one else in the Bureau believed in his "phantom submarine," and that his fellow agents accused him of seeing too many serials and reading too many pulp spy stories.

Undead Qualities: George is immune to poison, sleep, paralysis, stunning, disease, necromantic effects, and mind-affecting effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, effects of massive damage, or any effect requiring a Fortitude save unless that effect also works on objects or is harmless. He cannot be healed or raised from the dead.

Ghouls

In my adventure, the crew of the I-163 became radioactive ghouls. Depending on your campaign, there are several explanations for the officers and crew of the I-163. Explanations include:

  • Weird Science: Whether you blame a mutant strain of streptococcal gangrene (the infamous flesh-eating virus), the effects of Nazi experiments with Unified Field Theory, discovering lost Atlantis, or a voyage to the center of the Earth, you can explain the crew's abilities and behavior with weird science if you choose. This is most appropriate for pulp fiction and X-Files-type campaigns.
  • UFOs and Aliens: Whether you're talking about the X-Files, The Thing, or The Deadly Mantis, science fiction authors have long made use of things frozen in the ice as plot devices. Perhaps the I-163 found some alien spacecraft buried in the ice, or perhaps the officers and crew were abducted and experimented on by aliens (see the etoile in d20 Modern Menaces for good alien abductors).
  • Supernatural: Of course, they could just be ghouls, creatures risen from a watery grave with an insatiable hunger for human flesh.

Mechanically, we applied the ghoul template (found in d20 Modern Menaces) to ordinary NPCs). There are some changes from the standard ghoul template. For one, the ghouls are radioactive due to defects in the prototype nuclear reactor. Also, when killed, the ghouls immediately collapse into the remains of corpses dead 50 years, rotting away before the onlookers' very eyes.

Common Crew Traits

The members of the I-163 crew have the following traits in common.

Create Spawn (Su): If the ghoul inflicts advanced necrotizing faciitis (see below) on its prey and the prey dies as a result; it rises in 1d3 days as a ghoul. A remove disease spell cast on the corpse can prevent it from rising.

Disease (Su): A ghoul's bite infects the victim with a supernatural version of streptococcal gangrene (injury; Fort DC 11; incubation period 1d3 days; initial damage 1d3 Con; secondary damage 1d3 Con. If Con damage is sustained, a second saving throw at the same DC is required; failure indicates that 1 point of the Con damage become Con drain instead). This disease, known as advanced necrotizing faciitis, first manifests as an area of redness on the skin near the wound. Over the course of a few days, the redness becomes severe inflammation. The skin gradually turns dark purple and forms bloody blisters as the disease devours more and more of the victim's flesh. The disease can be arrested completely through amputation of the affected limb, but most doctors prefer to combat it by surgical removal of all the affected tissue as well as some nearby healthy tissue. A cure disease spell or a successful Treat Injury check (surgery, DC 25) halts the disease. The GM should roll the check secretly; if it fails, the disease returns again in 1d3 days.

Radioactive: Characters must make a Fortitude save at the end of any encounter with ghouls (encounter is 1 minute or less, DC 12, damage 1d4-2 Con; encounter is more than 1 minute, DC 15, damage 1d6-2; minimum damage in either case is 0 Con). This increases the CR of every encounter with the ghouls by +1.

Scent (Ex): This ability allows the ghoul to detect approaching enemies, sniff out hidden foes, and track by sense of smell. The ghoul can detect opponents within 30 feet by smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage can be detected from twice as far. The ghoul can take a move or attack action to note the direction of the scent. If it moves within 5 feet of the source, the creature can pinpoint that source.

Ghouls can follow tracks by smell, using their bonus to Survival when making the check (usually DC 10).

Undead Qualities: Ghouls are immune to poison, sleep, paralysis, stunning, disease, necromantic effects, and mind-affecting effects. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or effects of massive damage, or any effect requiring a Fortitude save unless that effect also works on objects or is harmless. They cannot be healed or raised from the dead.

Possessions: The crewmembers wear a motley collection of rotting clothing they've stolen over the decades. They carry an odd collection of stolen weapons as well, likely to include shotguns, AK-47 assault rifles, Colt M1911 pistols, Ruger Service-six revolvers, and hunting rifles.

The Crew of the I-163

With the common crew traits above, the following stat blocks describe the officers and crew of the I-163.

Crew: male ghoul Fast Ordinary 2; CR 3; medium-size undead; HD 2d12; hp 13; Mas --; Init  +2 (+2 Dex); Spd 30 ft. ft.; AC 18, touch 16, flat-footed 16; BAB +1; Grp +4; Atk +5 melee (1d6+3 plus disease, bite), or +5 melee (1d3+3, claw), or +3 ranged (2d6, Colt M1911 or Ruger Service-six), or +3 ranged (2d8, AK47 or Mossberg shotgun), or +3 ranged (2d10, Remington 700 or Winchester 94); Full Atk: +5 melee (1d6+3 plus disease, bite) and +3 melee (1d3+1, 2 claws), or +3 ranged (2d6, Colt M1911 or Ruger Service-six), or +3 ranged (2d8, AK47 or Mossberg shotgun), or +3 ranged (2d10, Remington 700 or Winchester 94); Space/Reach 5 ft./5 ft.; SA create spawn, disease; SQ darkvision 60 ft., scent, undead qualities; AL I-163, Imperial Japan; AP 0; Rep 0; SV Fort +0, Ref +4, Will +2; Str 17, Dex 15, Con--, Int 12, Wis 14, Cha 10.

Starting Occupation: Military (Survival and Swim are class skills).

Skills and Feats: Craft (mechanical) +6, Hide +6, Move Silently +7, Profession +7, Survival +7, Swim +8; Advanced Firearms Proficiency, Brawl, Multiattack, Personal Firearms Proficiency, Simple Weapons Proficiency.

Officers: male ghoul Charismatic Ordinary 2; CR 3; medium-size undead; HD 2d12; hp 13; Mas --; Init  +2 (+2 Dex); Spd 30 ft. ft.; AC 15, touch 13, flat-footed 13; BAB +1; Grp +4; Atk +5 melee (1d6+3 plus disease, bite), or +5 melee (1d3+3, claw), or +4 melee (2d6+3/19-20 katana), or +3 ranged (2d6, Colt M1911 or Ruger Service-six), or +3 ranged (2d8, AK47 or Mossberg shotgun), or +3 ranged (2d10, Remington 700 or Winchester 94); Full Atk: +5 melee (1d6+3 plus disease, bite) and +3 melee (1d3+1, 2 claws), or +3 ranged (2d6, Colt M1911 or Ruger Service-six), or +3 ranged (2d8, AK47 or Mossberg shotgun), or +3 ranged (2d10, Remington 700 or Winchester 94); Space/Reach 5 ft./5 ft.; SA create spawn, disease; SQ darkvision 60 ft., scent, undead qualities; AL I-163, Imperial Japan; AP 0; Rep 0; SV Fort +2, Ref +4, Will +2; Str 17, Dex 15, Con--, Int 12, Wis 14, Cha 10.

Starting Occupation: Military (Survival and Swim are class skills).

Skills and Feats: Bluff +5, Diplomacy +5, Intimidate +5, Knowledge (civics) +5, Knowledge (theology and philosophy) +5, Profession +7, Read/Write English, Speak English, Survival +7, Swim +8; Advanced Firearms Proficiency, Exotic Melee Weapons (katana), Multiattack, Personal Firearms Proficiency, Simple Weapons Proficiency.


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