Content Warning
The Fog of War contains graphic depictions of the horrors of war and the psychological devastation it leaves behind.
The most disturbing moments, however, arise not from the battlefield itself, but from the actions driven by the player characters’ Dark Secrets. The adventure confronts players with morally impossible choices, inner conflicts without clear or righteous solutions, and the consequences of human weakness under unimaginable pressure.
Themes include:
- Graphic wartime violence
- Death and mutilation
- Psychological trauma and PTSD
- Mental and physical abuse
- Moral corruption
- Survivor’s guilt
- Internal conflict and impossible choices
- Religious and existential horror
This is not a story about heroism.
It is a journey through the darkest corners of humanity, where compassion and cruelty often become indistinguishable.
This adventure is intended only for mature players who are comfortable exploring disturbing themes in a fictional setting. It is recommended that the group discuss boundaries and safety tools before play.
Stories that explore trauma, cruelty, and the darkest aspects of humanity place a special responsibility upon the Game Master. Horror is most powerful when it serves the story and the people around the table—not when it exists merely to shock.
Remember that there is no darkness so profound that it cannot be met with laughter. Humor has always been one of humanity’s oldest defenses against fear and suffering.
But when you joke, always punch upward, never downward. Let your humor challenge power, arrogance, and cruelty—not those who suffer from them.
Above all, remember that while the characters may lose hope, the players should never lose trust in one another. A safe table allows people to explore unsafe places together.
Historical Setting
- Northeastern France.
- Somewhere between the Somme and Verdun battlefields.
- Recommended historical backdrop:
- The Lorraine Campaign (September–December 1944) or
- The Battle of Metz (September–November 1944).
- The landscape has already been devastated by:
- ancient wars,
- the First World War,
- and now the Second World War.
Premise
Every player character has become separated from their own unit during combat.
None of them are heroes.
None are decorated veterans.
Each has earned contempt within the military hierarchy.
Each possesses a Dark Secret that made military life almost impossible.
Examples:
- Grave robber
- Card cheat
- Underage volunteer
- Coward
- Violently unstable
- Thief
- Deserter
- Black market profiteer
- Prison inmate offered military service
- Religious fanatic
- Murderer
- Sadist
Opening Scene
A sudden artillery barrage erupts without warning.
Each character independently searches for shelter.
All of them dive into the same shell crater during the night.
They remain there until dawn.
Navigation
The battlefield is impossible to navigate.
Compasses behave erratically.
Possible explanation:
- enormous concentrations of iron from centuries of warfare,
- millions of artillery shells fired during WWI,
- further bombardment during WWII.
No one can determine where the front line actually lies.
Dawn
Morning arrives.
A thick ground fog covers the battlefield.
The sky above remains perfectly visible.
The Red Triplane
A bright red triplane appears on the horizon.
Its direction of travel is important.
The characters naturally assume it indicates the direction of one side’s front line.
The aircraft performs impossible maneuvers.
It repeatedly attacks invisible enemies.
No other aircraft are present.
Possible outcomes:
- the characters shoot it down;
- it eventually runs out of fuel;
- it turns toward its apparent home lines before crashing in the distance.
Into the Region
The characters attempt to return to friendly territory.
Unknown to them, they have already crossed into the Region.
Every route slowly curves toward its center.
Escape becomes impossible.
Wandering
The characters wander through an endless battlefield.
Scenes emphasize:
- random destruction
- meaningless death
- abandoned trenches
- shattered villages
- shell craters
- rusted barbed wire
- forgotten corpses
- unexploded shells
The Triplane Wreck
Regardless of which direction the characters choose…
…they eventually discover the crashed red triplane.
The Region quietly redirects every path toward it.
Second Barrage
Another artillery bombardment begins.
Characters succeeding on Military Lore recognize the shells as coming from their own artillery.
They flee into a nearby trench.
The Screaming
After the bombardment…
Their hearing slowly returns.
Between the distant explosions…
Someone is screaming.
Not merely wounded.
Suffering.
The cries sound worse than each character’s most horrifying wartime memory.
The sound provokes Instability.
The Barbed Wire
The screams lead toward an enormous rusted mass of barbed wire.
Entangled within it hangs a wounded angel.
Alive.
Unable to free itself.
Its agony seems endless.
Revelation
As the characters free the angel…
The angel sees directly into each character’s heart.
Each Dark Secret is confronted.
Each character relives the moment that defines their deepest shame.
The Compulsion
After witnessing the angel…
The characters become unable to abandon it.
Not because they choose to.
Because something within them demands it.
Their journey becomes one objective:
Save the wounded angel.
