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THE PASSING OF THE FLAME military cantonmentsare another increasingly common feature ofthe landscape. As centralized controland management of supply have broken down, military units are forced increasingly to rely on their own re- sources, Usually this means staking out a piece of territory and turning the men into farmers, mechanics, tailors, carpenters, andall of the other trades needed to sustain a community of several thousand souls. The Soviet Army, in many respects, hada headstart on this—for years before the war units were forcedto practice a limited form of self-sufficiency in certain areas. Many units, for example, grew their own vegeiables, mended their own uniforms, built their own quarters, and so on. But every nation’s amy has been quick to learn. BACKGROUND ADIA egent normally working out of Lublin ‘contacts tie PCs wherever they happen to be at the moment, He tells them that he has information that a large gasoline convoy has just come into a nearby Soviet cantonment. The plan is to use the gas to make several divisions mobile for abig drive into Latvia The US. forces there are in even worse shape than those in Poland, hard as that may be to believe. The PCs (the DIA agent insists) nave 2 duy to their fellow saldiars to do what thay ‘can o keep the operation from coming off. In this particularcase, éoing whatthey can means. penetrating the Soviet cantonment and blow- ing up the fuel trucks. ‘The DIA agent has been unable to convince any of the local people he works with 10 ty anything this risky. A local partisan tand, howsver, is wiling to guide the group 10 the cantonment area andwillstage a diversionary raidto help cover the mission. APPROACH ‘The approach forthis adventure will actually bedivided into two phases:the operational ap- proach and the tactical aoproach, ‘The operational approach begins when the PCsand their DIA friend link up with the parti- san band, The DIA man will then leave them, and ihe partisans will guide them to the Soviet cantonment. The operational approach con- cists of three days of travel through canton ment-type territory with normally generated encounters. This in and of itself willbe some- thing of a challenge. (Once the group has reached the vicinity of the central camp, the PCs and their partisan allies must make ther plans. The partisans are Lunwiling to make anattemptedentry. They are actually rather down on the whole idea, but have agreed to go along with it because they ‘need the continued backing of the DIA. (If it ‘were up to them, however, they would far rather that this Soviet unii succeed in gassing up and moving out, Latvia's loss would be Poland's gain.) Nevertheless, out o! loyalty to the Amercans, thoy aro willing to launch a diversionary altack. This will consist of an attack on one of the gates or guard towers, a lot of submachinegun fire and grenades, fol- lowed by a couple of smoke grenades to add to the confusion. With a little luck they might even hurt a couple Russians. The important thing is that t will distract the Russians from whatever is going on and draw their reserves in that cirection, Whether the diversion is launched early (to cover the American's entry) or late (to cover their withdrawal) is up to the PCs, Once they break out they will probably not link up with tha partisars again, as the PCs willbe running at {ull speed themselves. The PCs should study the map and decide on theircourse of action. MAP DESCRIPTION Although amiltary centonment area covers mies of outing felds, dwelings, and guard posts, a ceniral encampment corstitutes the administrative hub of the organization, Tho map shows atypical central encampment with its associated civiian quarters. ‘A. Administration Building: This is the main headquarters buiding of the unit. It has a large central reception area with five or sx desks for clerks and a telephone switchboard ‘The interior of the building is subdivided intoa number of offices and conference rooms, as well as a suite of rooms dedicated to radio transmitters and recsivars, decoding max chines, and a radio direction finder. B. Barracks: Each barracks isthe home for 20 to 30 soldiers. Solciers are quartered by Unit, with several private rooms occupied by senior NCOs, and two or three large rooms ‘with bunks forthe privates, Oficersare housed separately. Each barracks building wil have 1510 20 men aslesp late at night. Seldom will more than thiee orfour (roll 108) off-duty men be present al other times. Individual units are housed as follows: Offices’ quarters, st Infantry Company, th (Weapons) Infantry Compary, BB: Vehicle crews (part). tillery gunners. 87: Medical personnel and remaining ve- hicle crews. ©. Motor Pool: All of the unit's remaining armored vehicles are parked here, with many ot the motor transports as well. Four or five vehicles wil usually be in the maintenance shed undergoing repair. Ten drivar/mecharics work here most of the time during the day, along with 10 civilian laborers. Two armed ‘guards always stand at the gate. with one in the maintenance shed and one more walking the fence. The fence is two layers of chain ink with barbed wireon the top. The areabetween tho two fences is mined, with amine donsity of 055 por grid square. D. Grain Silo: This ie a large grain silo with acorrugated metal shed attached. Its always partialy full of bulk grain waiting to be ground at the flour mill The metal shed houses a mechanical conveyor belt used to move the grain to and from trucks. Seldom is anyone working near thegrain silo except when acive loading is taking place. E. Barns: Thecantonment has twobarns— the larger one houses about 40 horses, al- though many of these are usually in the con- nected pen, The smaller barn has 20 dairy cows. Two chilian workers are usually in each barn during the day. Thera is a 50-percant chance (roll 1-3 on 108) of an officer being in the barn caring for his own riding horse F. Fields: The edges of soveral outlying fields are viibloon the map. These aro usually covered with stubble in the all and winter, and are only plowed immediately prisr to planting Standing crops cover them in the late spring, summer, and erly fal. Orews usually work in the fields during the day during plowing end harvest, and teams of boys and girls are often Used 10 weed the fields while the cops are ripening G_ Livestock Pens: Thelivestock pens and their small attached shed house various ‘numbers of sheep, pigs, and poultry. One ci- Vilian worker usually tends or works nearby each pen during the day. H. Hospital: This isa small hospitalwith two wards, an operating thoatra, and an attached clinic for treating the civilian personnel who lve in and noar tho encampment. Sixto eight ‘medical personnel are usvally on duly during the day and two at night. |. Ammo Bunkers: Each of these concrote bunkersis sunkinto the ground so thai the roof isonlyone ortwo feet above ground level. The earth has been excavated away from their froni, and the front of each bunker has been funher reinforced with sandbags. Each bun- korholds a lection of small arms, smallarms ammunition, mortar and artillery rounds, gra- nades,and buk explosives. Noone iseveron daly in the actual bunkers. 4J-Mess Hall: Thisis a large central cafeta- fia with an adpining kitchen facilty, plus a separate room for the oficers’ mess and a ‘small private dining room. Eight kitchen par- sonnel are usually on duty hereduring the day and an armed guard at nigh K_ Slaughter House: This is alarge facility used to slaughter cattle and dress meat. A large cattle pen and small refigeration part are attached. Sicilians workhere duringthe day, and an armed guard is prasent at night. L Flour Mil: The grain grown by the com- ‘munity is gfoundio flour here. Bagged llouris stored in an attached shed. Six civilians work here during the dey, and 1 ‘an armad guard is present here at night. M, Large Sti: Ths isa large, fixed stil (as described in tho basic game) used to make {uel spirtsout of cellulose wastefrom thetlour mill and the wheat fields. The alcotol sisted hereis pumpedinto the storage tanks at stoN ascribed below. N.Fue! Depot: The our large aisedaleohol tanks here each holé 500 gallons of alcohol. Gravity feed hoses with vise clamps are at- tachedio thebettom of thetarksand are used tofuel vehicles. Twocivilians work here during tne day. (©. Generator: The corrugated motal shod houses alarge, alcohoHfueled generator that supplies the entire compound with electricity ‘Atleast ane civiian worker is always on duty hero maintaining tho generator P. Fuel Truck Hardstand: This is a largo, square depression, with the north side gradu aly stoped to form an eniry/exit ramp, The {lcor of the depression is covered with pieicod steel plating. The 12 heavy fuel tank trucks filled wth gasoline and parked here are cov- ‘rad with canvas tarps. @. Laundry: Several large, open fires are used toheat waterfor he laundry. The laundry proper is stated by 12 civilan women curing tho day. R. “The Kremlin”: This is a two-story, i= regulary shaped, leaning bulding of remark- able architecture and design Iie built of corrugated metal, logs, timber, bricks, and anything else the owners could scrounge up. Its amazing that it manages to ‘tay clanging at all. During the day itis quiet, with the owners and staff asleep upstairs. At night the bottom flrs alow-ceilinged, smoke- tiled, nolsy tavern that caters to the Soviet servicemen, There ie some live entertainment, and the upstairs rooms are used fo consum- mate sudden romances which develop be- tween the patrons and staf 'S. Shantytown: Thie coction of the canton montis whore the civilian workers, their fami- lies, and the various camp followers live. tis a confusing maze of cramped alleyways lined wih tn and iar paper shacks. The inhabitants seratch out a living on tho baro odgo of sur- vival, beset by poverty, crime, and disease T, Towers: Guard towers aro spaced at intervals along the perimeter securty tence. ‘Aout half the towers have armed guards at any given timo. U. Gale: Each gate, including the one be- tween Shantytown and the main camp, is ‘guarded at all tmes by an armed soldier. REFEREEING THE ATTACK The fist partof the attack willinvolve pene: tratirg the compound. PCs may attempt to ‘sneak up and silence a guard. They will have to crawl fonvard. In each grid square they fanter, make a task rall (AVG: RCN) to avoid detection by a guard. Climbing a tower will re- quire an additional rol, and rolls made in the same giid square as the guard become DIF: FCN. Allrolis ainight become one levoleasior (DIF becomes AVG, etc.). If a guard detects them, then he wil fire a \warningshot and aler'the other guard posis— surprise will be lost, Otherwise he can be silenced using body combat or malae combat attacks. ‘Cautious movement through the compound is made at the walking movement rate. Rol AVG:RON (ESY: RON atnight) to avoid detoc- ton f a saldier is in postion to see the PCs. (Once firing breaks out, troops in the bar- racks willbeginto appear, armedand equipped, after 106 full combat tins. The troope wil hon begin moving in a vari= sty of drections to secure various installations in the compound, s0 the referee should have random groups of 1D6 soldiars running invar- ‘busdirectionsthroughou the compound area. NPCS Soviet Garrison: Theguards onduyy atany given time are provided by one company ot Infantry. The other troops willbe training or of duty during the day, in barracksor shantytown during the evening, and asleep in barracks after midnight. HQ Section €@ Two Vataran NPC officers with Makarovs. (© Eight Experienced NPCs with AKMs, Vehicle Crews '@ 10 Exporienced NPCs with AKMe. © 20 Experienced NPCs with Makarovs. Vehicles include one T-90, one BMP-3, one BTR-70, one BRDM-3, 10 live-ton trucks, six ‘hree-quatter-ton trucks, and four UAZ-469s. Artillery Howitzer Battery © 10Experienced NPCs with AKMsanéone 0-80 howitzer. Mortar Batiory @ 10ExoeriencedNPCs with AKMs and one 120mm monar, Medical © 10 Experienced NPCs with Makarovs, Infantry © tt Company, tet Section Eight Veteran NPCs with AK-74s. ‘One Veteran NPC with an RPK-74, ‘One Veteran NPC with an RPG-16 and a Makarov. ‘© 1st Company, 2nd Section Ecght Vetoran NPCs with AK-74s. ‘One Veteran NPC with an RPK-74. One Veteran NPG with an RPG-16 and a Makarov. @ 2nd Company, 1st Section Eight Veteran NPCs with AK-74s, ‘One Vetoran NPC with an RPK-74. ‘Ono Votoran NPC with an RPG-16 and a Makarov. ‘© 2nd Company, 2nd Section Eight Vetoran NPCs with AK-74s. ‘One Veteran NPC with an RPK-74. (One Vetoran NPCwith an RPG-16 and a Makarov. (© 31d Company, 1st Section Eight Experienced NPCs with AK-T4s. ‘One Experienced NPC with an RPK-74. (One Exparianced NPC with an RPG-16 and a Mekarov. 31d Company, 2nd Section Eight Experienced NPCs with AK-74s, (One Experienced NPC with an RPK-74, ‘One Experienced NPC with an RPG-16 and a Makarov. © 4th Company, tt Section ‘TwoExporiancod NPCs withPKmachino- guns. ‘Three Experienced NPCs with AKMs. © 4th Company, 2nd Section TwoExperienced NPCs with PKmachine: ‘guns. Three Experienced NPCs with AKMs, © 4th Company, 3r¢ Section ‘Two Experienced NPCs with AGS-17. Three Exparienced NPCs with AKMe. © 4th Company, Ath Section ‘Two Experionced NPCs with AT-4s. ‘Three Experienced NPCs with AKMSs, Partisan Band @ One Veteran NPC with an AKR and wo {rag grenades. '@ 10 Experienced NPCs witn AKMs, and cone frag or smoke grenade each. @ 10 Novice NPCs with Mauser rifles. ety Turbine Generator | Bullain, eae Nuclear Power Plant (YCNPP). Yerkes Creck is not under anyone's contol at this time, and ‘campaign to secure the surrounding teritory ie boyond the resources of the charactors sponsors. Ascouting and recon party checked out Yerkes Creek last month, and determined contains meny usable and al- lectronic parte, as well 6° valuable items—among n diesel engine and generator in neatly perfect condiio The playercheracters have been sent to se- cure the station, and begin dismanting and packing up salvageable equipment. Asiowe:- ‘moving tansport colunin has also been dis- paichad and will arivo in a fow days, To hobo them in determining what is important and what is junk, the PCs have been assigned a technical adwsoy, atormernuclearpower plant worker (who is almost as valuableas the parts thoy have beon sert to salvage). Upon their artval inthe vicinity ofthe station, Fowever, tho group discovers that the placo has boon taken over by aband of merauders, which ev- idently intends to carry off anything that isnt rnalled down for sale to a nearby watlor The PCs must assault the power plant and killor captureite garricon without damaging its Vital machinery in the process. They mustalso bring the technician back unharmed, APPROACH Theplayercharacters' groupis presumed bbe able to approach within sight of the plant without detection by those inside, Recon: Upon their errival in the veinty of [ Pee eens —— nia arenenaets ce eres ccnermenene ad se canes canatian ie eevee aS ears eae Slee eee cee coat sist rear soon taste ser in rece fete tren siaiieat ee ceg sciseemit iceacticrec tainment dome‘generstor building. This hold- ing areais surroundedby a fence corstructed of materials salvaged irom the perimeter and augmorted by a few coils of concertina wire Doctor: I the PCs have thought to bring along the recent escapee, they wil know the gonoral layout ofthe camp without having to perform a recon mission and will know the tuilding in which the doctor is being held {otherwise ty will have t gain this informe- tion by talking to ono of the vllagore—cap- tured Spetsnaz soldiers cannot be made to reveal secrets in less than several days} ‘As aresullofthe recon (orthe escapee), the PCscanbe allowed toseethe ganeral station map (the referee may photocopy the map and cutaway the surrounding text, or cover the text in come fashion to keep the PCs rom ac dently readina it, In addition, the reieree should give the PCs anideaofthenumber and ‘ype of troops they are facing (see below). Spare: The shanty buildings shown on the mep (used as captive labor quarters) sheter the camp followers of the marauder band, ‘Assaull: Attor they see the map, the char- acters will need to formulate a plan of attack, ‘Allow the group to discuss the question, but if the debate seems prolonged, spurthe action ‘onby some means (havea sentry discover ihe {greup, etc) MAP DESCRIPTION Nuclear power installations ‘ypically have three main features: the cooling tower, the reactor containment dome, and the conirol center Ofthese three, the ccoling towers have litle to interest PCs (although they must be intact for the plantto operate), andthe contain ‘ment dome (which houses the actual reactor) is adangerous placeto have a fright (rather like juggling torches whie floating on a plank Inside a gasoline siorage tank). The other NUCLEAR POWER STATION Abandoned nuclear power sta- tions provide one of the more inter- esting sites for Twilight: 2000 ad- ventures. Thisadventure deals with one such station, occupied by hos- tile forces, which the player char- acters must penetrate and secure. The layout does not represent any real power plant, and has been idealized and simplified for the pur- poses of this adventure. BACKGROUND ‘A couple of alternative backgrounds are presented here, and referees should use these a8 a slarting point to work the encounter into their campaigns. With slight alterations, the ‘wuclear power station can be used almost anywhere in Europe or the United States and in many places throughout the rest of the ‘world. Simply change the names of thagroups, characters, and places involved to reflect the changed geography (sueh as by substituting marauders for the Spetsnaz). Doctor, Docter: The characters learn from local villagers that a Spetsnaz unit has Kd- ‘nappod their docior. Aiew daringlocalhunters managed to trail the group to the nearby Bad Hen- shueheim nuclear power plant, abandoned since the ‘war (whenitwas shut down asa safely measure). Ru- mor always held that the plant sufereda meltdown, and that the surrounding countryside was radioac- tive, 80 locals shun the place. twould seem, how ever, that the the rumors were wrong, for the ‘Spetsnaz team has settled in and has begun Kidnapping villagers from miles around, un- doubtedly for some nefarious purpose. Suspicions were confirmed acouple of days ‘ago, when a local abductee managed to es- cape withthe talo of what's happening at the plant. The Soviets are forcing he doctor (who Used to be a nucloar physicist to restore tho stationto operating condiion, using the vilag- fore as clave labor, Since protective euite are in scarce supply, some of the captivesare being ‘xp00d to lethal doses of radiation as part of the project (working withthe fuel assembles, 210). The villagers are very anxicus to get their doctor and their neighbors back unharmed, ‘The player characters ara thor only hope of doing 30. In the process, it would be very desirable not to damage the power plant (as the vilagers might want to finish it repalrand restoration for their own uses). Gan You Spare a Fuel Assembly for a Fellow American Who's Downon His Luck? ‘As part of a larger salvage operation, the player characters have been sent to remove what they can salvage from the Yerkos Creek ‘main terrain features are the turbine/genera- tor building, the perimeter fence, the railroad sicing (now unused), and the lake (from which the station used to get its cooling water). Containment Dome: This builcing is athick concrete structure designed to contain any loakago during an eccidant and thus provent contamination of the outside environment. A. Reactor Core: This Is the center of the reactor and is where fission takes place. tis too radioactive to enter, even when shut down, 8. Primary Heat Exchanger: This device transfers heat energy from the core to the steam lines, C. Secondary Heat Exchanger: This de- vice transfers excess heat from the core tothe cooling tower. D. Fuel Rod Storage Room: This room contains @ pool of water in which spare (uel rods for the reactor are storad. No rods are presently siored here E. Changing Rooms: These roomsconiain lockers and racks of radiation suits. This is where workers whe must enter the contain ment dome change into their protective suits, The suits originally stored here have been commandeered by the occupants of the plant. Turbine/Generator Building: Thisbuilding is nearthe containmant dome (in somo plants, itis in the same building) since steam lines ‘must run from the main heat exchanger tothe turbine. When the plant is operating, steam passes through the turbine, and the turbine tums the generator, producing electicty. In ‘most plants, more than one turbine and gen- erator combination are present, but this is small facility F, Turbine: This machine converts high- pressure steam nto rotary motion. thas baen shut down, drained, and sealed. G. Generator: This device converts rotary motion from the turbine into electriiy. tt has been shut down H. Condenser: Exhaust steam from the turbine is converted back inio water and fed bback into the primary heat oxchaager for another trip through the sysiem. It has been ‘shut down, drained, and sealed. |. Control Room: This is a secondary con- trclroom, where thegenarator and turbine are monitored. Itis faced with glase and looks out over the rest of the building, Control Building: This building housesthe nerve center of the power plant. J. Main Control Room: This room is where all functions of the reactor, turbine, and gen erator are moritored and controlled. itis a huge reom flledwiththousanes of dials gauges and computers, and tons of electric and elec- tronic equipment K. Offices: The officials of the powar com- pany, the engineers who ran the power plant, ard the various inspectors from the govern- ment regulatory agencies al have offices in the controlbuiling. These offices were aban- donedwhen the plantwas closed, butthey are now used as quariers by the plant's occu- ents. L. Lounge: Formerly the plants employee break room, this room is now urused by the marauders or is used as a cell to house the doctor by the Spetsnaz soldiers (depending onwhich adventure is being used). M. Cafeteria: All food was removed long ‘ago, and the room is abandoned. N. Meeting Rooms: These rooms, like the offices, are now used as quarters. Perimeter Fence: This is a four moter cy- clone fence topped with a singe strand of barbed wire. This fence is poorly maintained, ‘except as noted below, and contains several holas large snough for asingla personiocravl through or weak spots that could easily be brokenthrough. Theholes are booby trapped, but some ol the weak spots remain undiscov- ‘ered by the occupants oF the plant. Rallroad Siding: The construction of the power plan! required that a railroad siding be laid, and the rail line was retained for moving materials in and out of the plant, Alarge gate closes off the point where the rails enter the perimeter fence. Lakeside: The lake is a feature of practi cally every nuclear power plant since itis a ‘convenientway to provide the large quantities ‘of cooing water needed to operale the plant. The lakeside is usually the site of some sort of pumping machinery building, but these large shods containing huge water pumps are of Ite interest to the PCs in the present situ- ation. The pipes are undoubtedly blocked and are not useful as an eniryway into the plant anyway—they lead to the reactor building hhoat oxehange unit. The perimeter fence runs along the lake- shore a few meters in from the high water ‘mark. This prevented unauthorized individual from gaining accessto the plant grounds from the water (before the war, nuelearpowor plant cooling ponds were often used forrecreational purposes also). Secondary Buildings: Since these build- ings are notthe site of themain action, they are not described in deal. Every nuclear faclity has many smaller buildings, ranging from storago sheds to office complexes. Diagrams of these buildings are not given because they aren't relevant fo the adventure. In the event that a referee chooses to set a campaign or several adventures in and around a nuclear power station, the characters may require more detailed information. Storage sheds are easy 10 diagram—the referee simply draws a rectangle of sutable dimensions with a large cargo door at one end. The office complexes are toc complexto bs easily summarized. Any suitable floor plan containing a number of of- {ice suites can be adapted for use (this kind of building looks the same regaidiess of whether itis connected with a nuclear powerplant or a cconsinuction fm) NPCS European and American names have been given for each character described below. The rolarae is free to substitute other names as desired. The escaped villager can be any Novice NFO of the releree's creation—his ‘other characteristics are unimportant to the adventure. Gustav/James Petronski Dr. Potronskiis nota medical doctor. His de~ gree is in nuclear enginsering, and tis spe- Cialization was in theoretical design of nuclear reactors forthe military (under a government contract with his firm). With the coming of the war, tho design project shut down, and Dr. Pettonski moved with his wife and fanily toa ‘secitided community near the power pian. Dr. Petronski was a medical orderly duting his mmiitary service, and when the postwar cheos ‘erupted, the locals turned ineroasingly to his medical expertise. He became the village healer and acquired considerable skil ati He oversaw the general sanitation ofthe vil- lage, forced the villagersio rebuilétheir sewer systom and wator supply o suit their nov on: vironment, and managed to save many lives by squelching an outbreek of cholera before it {got outof control. Through his hobby (botany) he was able to make optimum use of the me- dicinal plan's inthe area and amassed pretty fairworking knowledge of the local oral phar- macopeia. He isirreplaceable to the vilagers, and his kidnapping will mean the loss of many innocent tives. NPC Motivations: Heart Jack: Wisdom The doctoris a very inteligent man, Heart 10: Loyalty, Ho ie extremely leyel to hie edopied village and wants only to help its inhabitants, He is a Novice NPC with MED 60 The Enemy Depending upon which adventure ssenctio the referee chooses, the plantwillbe occupied bya group of marauders or Spetsnaz soldiers. These are as follows: Spetsnaz: Soviet Speisnaz units, by 2000, have taken considerable casuattis, and con. tain only a few Elite NPCs. The rest of the unit is usuelly filed out by regular Soviet soldiers colected from various sources, and of varying quality. The group consists of four Elite NPCs the orginal Spatsnaz soldiers, who now act asofficars) and 36 other soldiers (12 Veteran, 1GExporiencod, and eight NeviceNPCs). The group 's armed with four Skorpion machine Pistols, four Dragunov sniper tiles, eight pis- tols (assorted types), four automatic les (as- sotted typos), and 28 AK-74 assault rfles. AS ‘ameans ofbalencing pley, the referee should adiust these numbers upward or downward, depending on the skill and makeup of the characters’ group. The Soviets hold captive about a dozen hid- napped vilagors andthe doctor. (Exactly whore the doctor is when the PCs attacks up to the referee: He willbe inthe contol building main control room during the day.) Marauders: This group consists offourEiite (tha leadars), eight Vateran, and sight Expar- enced NPCs. They are armed with four sub- machineguns, 12 assault rifles, and four auto- matic tiles (assorted types). They areaccompeniedby asmall numberof hangers-on(campfollowers, ete.) As ameans ‘of balancing play, the referee should adjust these numbers upward or downward, depend: ing on the skill and makeup of the characters’ ‘group. CASTLE KEEP Castles are, unfortunately, not very common to North America, but they canbe found in many other parts of the world. Itis a very barrenrole- playing campaign that does not sooner or later incorporate these symbols of romance and adventure. BACKGROUND This adventure can best be started when you roll up a wild dog encounter. Resolve the encounter normally, except that the dogs will continue to attack until all are kiled. This un: usualbehavior will probably promptthe PCs to examine thedogs' bodies afterward, and most of them will have considerable amounts of frothy saliva around their mouths. The dogs ware rabid. itis possible thatnone of the player charac- ters were bitten, and if thatis the case, there is ‘no real need to force the issue. The rabid dog attack can serve to set the backdrop for the REND ra next encounter. This is a standard hunter en- ‘counter from the Group Encounter Table in the basic game, ‘The hunters whom the PCs meet are friendly. They are wiling to tade information and maybe some fresh game for MREs. The village the hunters come from has been terrorized by wild, rabid cogs recently, and several people have been bitten, including their mayor, sev- eral hunters, and wo children..Ae the vilagare have no rabies antitoxin, they are very con- cerned for the victims. It the PCs tell the villagers about killing the wild dogs, the villagers wil be both impressed and grateful that at least no one else will be victimized by them. If any of the PCs were bitten, tho villagers will euggeet that thovillag- ers and PCs combine their efforts to help the victims. f none of the PCs were bitten, the vil lagers will appeal to this group of obviously ca- pable men to help them out. Alocal warlord has set himsalf up in an old ceastla in the vicinity. Several villages pay him tribute, but the village these hunters are from has steadtestly retused to pay. Their deienses are fairly stiong, and, while the warlord might bbe able to overcome them, he has been Unwilling to expend the men and ammunition needed to do so. When he heard that rabid dogs had attacked the village, however, he sent word that he had a supply of rabies ant- toxin but that he would make it available only ifthe village surrendered half its arms and am- munition, and agreed to pay tribute. The may- orhasretused o agree, evan though he isone of the victims and is facing a potentially hor- ‘ible death. ‘Theonly way toget the needed medicine is to take it, Unfortunatly, while the vitagers aro brave, none of them are trained soldiers, and they have no idea how to storm a castle. The POs, however. APPROACH The vilagers have 10 men with sufficient experience in woederaft and combet not to be a liabilty in such an attack. They will take the village's best small arms and help the PCs storm the castle, They have never been in- side, butthe warlord is known to have a force of over 20 men defending his stronghold. The satloitelf is only one day's march from the village. Thecastleisonalow.grassy hilsurrounded bya now-dry moat. The siopes of the hill are gentle but broken by occasional low rock out- croppings. The brush has grownfaily thick on it curing the last year or so and is about two feet high. Although it does not provide very good concealment for a daylight attack, at dusk 2 will ast vary broken shedows, and at night it will make PCs approaching it virtualy invisible, The castle has walls which are about six or eight meters high 20 to 25 fest), ard the tops. have crenelated battlements. Towers at the corners stand about three meters taller then the walls, and the rear of the castle has an en- closed keep with a somewhat taller tower. ‘Adrawibridge and potteulis protect the gate atthe front of the castle, end no other moans of entry is obvious (aside from scaling the walls). During the day, a visible quard stands watch inthe maintower, along withone on the east, west, and south (gale) wal, ‘Approaching undetected through the brush and/or climbing a wall undetected wil be impossible during tull dayight, DIF: RCN dur- ing dusk, and AVG: RCN at night. MAP DESCRIPTION This is afaiy aatly castle, as can be seen by the square rather than round towers. Da- spite tha, its in remarkably good shape, virtu- ally mint condition, 1A. Well Guards: Theso are the postions cocaupiad by the wall guards when the PCs attach, The walls themselves ave AV 20. 8. Tower Machinegun Nest: The fourth Visible guaid is in tho main tower and mans @ PK machinagun. He watchos tothe north, but the gun can be repositioned to face any direc- tion and sweep the courtyard below. Because ‘ofthe ificultyo fring up,the machinegunner is considered obscured. He is completely cov- cred by AV 20 stone walls except for his head. Characters in the tower machinegun pos! tion may not ire down ai targets in the gid square adjacent to the base of their tower urlese they Ioan eut through a battloment opening. If thay do s9, they are ne lenger obscured and have only thetr legs and abdo- ‘mon covered, ©. Courtyard: This is an open cobblestone ‘courtyard which is connected to the gate- house to the south, the keep tothe north, and severalsmrallrooms tothe east and west. The portellsis made ofheavy wood beams bolted together nan opentramework, the jonts rein- forced with ion piates and rvels, and the poinis on the bottom capped with iron points. Ithas an AV 015. Ths thickdrawbridgeis made of oak timbers and has an AV of § as wall . Lower Gatehouse: This is an enclosed ‘entryway withovarhead cover. Thestonefram- ing arouncthe gateways at either endhave AV 10. Aladder leads up the east wallo the upper gatehouse E, Upper Gatehouse. This isthe rootot he gatehouse. A trap door with a ladder leads down to the gatehouse. The simple dead tolt isroutinoly et unbelted. Two largewindlascos have now been connected to power winches. Tne one on the east raises and lowers the drawbridgs. while the one on the west raises and lowers the portculis. F, Guardhouse: This is a room off the couityard. An alert guardis stationed here, as well as the guard commander working at a desk. G. Servants’ Quarters: Several serving and cleaning women havo thoirquariors hero and wil probably ba hera when the attack takes place H. Stable: are kept here. I. Tower Interior: The interior rooms of the towersonthe battlementievel have arrow sits on their exterior walls which provide good protection ard fields of fre forriflemen. Treat fire on iflemen hero the same as for thotowor ‘machinegun position, Characters in the tower interior rooms may not fre down at targets in the grid square adjacent to the base of their tower. J. Tower Roof: These open towertops also have good protection and fieks of fre. Treat them the same as targets In the machinegun tower unless fired at from the machinegun tower itself. Thon treat only the individuals’ logs as covered by the wall and do not troat tham as obscured Characters in the tower root positions may rot fire down at targets in the grid square ‘adjacent! the base of theirtower unless they lean out through abaitlement opening. they 0 50, they are no longer obscured and have ‘oly thair legs and atdomen covered. K. Great Hall: Heavy wooden tables anc benches arehere, asthis is where the warlord nd his mentake theie moals. The doorto the ‘reat hallis thick cak (AV 2) and has aheavy boltto secureit.tisnot normally bolted, but an armed guard stands on duty here, and six ott: duty guards lounge neaiby. ‘Master Bedchamber: Thisisthewarlowd’s privateroom. tls aways locked when he snot present. About $3000 in gold is hidden in a chest under his bed. Five assorted automatic pictole are in a case on the wall. Each hes & loaded clip inserted and a round in tha cham: ber. NM. Office: The wariord willbe working in an office with aclerk and an armed guard at the he warlord's personal horses time that the attack on the castle begins. N. Study: This was a brary but nowhas an easy chair, several boxes of magazines, a compact disc player, and several hundred CDs on the shelves, mosity German heavy metal and U.S. country and western. (©. Guards Quarters: Ten off-duty guards are here at the time of the attack. P. Woll: This is tho castlo's source of fresh waer. I the PCs axplor its depths, they wil {ind that 10 feet cown the shaft is a wooden door which opens into a small tunnel. This tunnelmerges inthe woods about one-quarter of a mile away from the castle Q. Dungeon Calls: These od prisen cells are no longer Used, and tha doors are almost rusted sold R. Torture Chamber: This is a dusty and unused collaction of various torture devices fight cut ofan old horror movio. In the 1oom is. also an alcohol powered generator which pto- vides the castle with power. SS. Kitchen: This isa large room witha giant fireplace over which most food is cocked. A microwave oven|s also avallabletoriate-night snacks for the ward, Four servants are working here, and the same number of of duty guards ars talking to thom. T. Storeroom: This roam is full oi giain, sausages, tolts of cloth china plates, and all sorts of supplies and treasures. It is the warlord’s horde, ané enough food is here to feed is 80 men for at least tvo months. This room is locked. U. Arsenal: The arsenal has our M-60 mechineguns, two 20mm mortars, 200rounds of HE ammunitonforthe mortar, ceveral crates ofgrenadas, several RPG-18s and Armbrusts, an AT-4 launcher and three missiles for i, about two dozen assorted civiian sporting rifles, a Ike amount of pistols, and thousands of rounds of small arms ammunition. This room is always locked, and an alert armed guard is on duty here. Y, Horse Herd: The main horse herd iskept in this corral outside the walls 0! the castle. NPCS The Warlord @ An Exporionced NPC wilh a Makarov. ‘The Warlord's Guard Commander @ A Veteran NPC with an Uzi ‘The Werlord’s Alert Guards '® Soven Experienced NPCs with AKMe. © One Experionced NPC with a PKMG. The Warlord’s Off-Duty Guards ‘© 10 Experienced NPCs with Mausers. © 10 Novice NPCs with Mausers, The Village Strike Force © One Veteran NPC with en AKM, Two Experienced NPCs with Mausers. ‘¢ Two Exporionced NPCe with double-bar- rallad shotguns # Two Experienced NPCs wih bot-action 22 tiles. ‘© Three Experienced NPCs with AKMs. Generator Dead End A The situation described can be located wherever coal is mined by deep shaft technology instead of stripmining. Local flavor can be added by changing the names and previous occupations of the NPCs to suit the chosen locale. The background history is given in terms of an American setting. But with a few select nomenclature modifications (changing a few personal names, replacing San Francisco with Lublin and Kentucky with Silesia, ete.) the adventure could be transferred to Poland. Gas and dust explosions, common dangers in coal mines, are ignored in this adventure—they would complicate matters too much. BACKGROUND ‘Avillage consisting of relocatees from the ‘east-—formed last yoar to reclaim farmland in the highlands—has effectively ceased to ex. ist, People suddenly began vanishing from their houses; shelves ull of supplies suddenly ‘emptied; and animals disappeared from their pens. Nysterious sounds can be heard in the distance late aright, coming trom ro particu: lar source. Steango figures aro oosasionally glimpsed in he distance, and odd odors hang Over some remote holows, almost as if somo: thing were perpetually on fre, The valley is a rich one; the Sol is good; and the place is sheltered from the extremes of woather. f would make a gcod place to settle for ahard: working farmer—if it woren't haunted. OF course, your patron doesnt believe in ghosts, werewolves, or “night haunts.” Some: thing funny is going on, and your job is to find out whet. APPROACH The daserted village ie falling apart, but not from neglect. Active looting has been taking place. Buildings have been systematically looted of their contents, and some show signs of deliberatedismantling, asif someone wanted the lumber and construction materials. One house hasbeen carefully pulled apart, with the lumber etackod noatly in pilos, as # awaiting for someone to haul i off Any character who investigates the area ‘ounding the village wil find small, fenced: inplotsplanted in various crops—wheat, corn, various vegetables, and other food crops Some of the fences are built of umber sal vvaged from the houses in the village, Day: Adam (leader of the lanarian Church) has decreedthathis followers must go inio the ou'side world only at night, except in the most dire emergencies. Sothe chances of the PCs encountering anyonefromthe mineduring the day are small. The mine has thes major entrances, allof whichhave boon camouflaged and are guarded day and night. In addition, i also has three smaller ventilation shafts, nar- ow conduits less than halt a meter widelead- ing o various areas in the depths of the mine, One ofthese is usedas achimney iortha coal- ‘burning boiler. PCs who inquire about any- thing odd should be told of the faint smell of somothingburring. Locaiing the sourceof this ‘smell (the “chimney") is a task (AVG: RCN) ‘and will consume the remaining hours of daylight. Night: As soon asthe sun sets, scouts from underground willcome tothe surface torecon- noiter, This toam will consist of four Experi- ‘enced NPCs armed with pistols and doubla- barreted shotguns (the weapons will all be {ully loaded, but the team wil have no extra ‘ammunition to reload them). The PCs will det- initely encounter the scouting team sometime duringthe twiighthouratadistanceot 1010x10 moters. Tho referee should roll or spotting and surprise by both groups: Each group has a chance of spotting the other (AVG: CN). The scouts from underground, being Exper enced NPCs, have skill levels of 40 in FIN. The group that does not spot he others sur- prised. I both groups spot each other neither it surprised, and a firefight will ensue, during which the scouts wil fire once and flee for the mnine entrance, If both groups are surprised, neither does anything for one turn, and then the firefight ensues. if the scouts achieve surprise over the POs, ona willramain towatch them while the othertwo retum as quickly and slontly as possible to the mine to sound the alarm. The scouts, being religious fanatics, will provide nousetul information f captured. PCs should make a porcenile roll versus their Intelligence to notice that the scouts are cov- ered with a faint, gimy coating of coal dust, indicating a mine nearby. Itis strongly recom= mendad that searching PCs discover one or two ofthe vent shatts before finding one of the entrances. Alternative: An altemate approach is to have the PCs encounter an escaped slave shortly before they enterthe valley. This slave (a Novice NPC) willbe nearly exhausted. But he will be able to tell the group something about whal is happening (o ihe extent hat he Understands) and lead the PCs tothe ventila- tion shaft from which he made his escape. In rrACK OF THE MOLE PEOPLE this scenario, the slave will be pursued by a scout team, as dascribed above. Encounier- ing tho PCs will rovitalizo him, and he will demand that the PCs take him along in any raid on the valley. He has litle knowledge of the mine, however, excapt for the area in and around the slave quarters, MAP DESCRIPTION The mino has three entrances, and four levels are currently occupied. The levels be- low are filed with water and are slowly being pumped out by slave labor. The interior of the mine is being fitted out as a home base for ‘Adam and his followers (using material and supplies salvaged iromthe surface). From ti base they will gracually repopulate the world Untilthat ime, however, they must continue to live in the mina, coming to the surtace only to oversee the slaves, AE. Ventilation Shafts: These are narrow shatis excavated at varying intervals to pro- Vide fresh airfor the mina and o exhaust spent air from i. Most of these have been hand excavated by the lanarian Church, and are faced on the inside wth concrete or wood where necessary. They are large enough for one person (without a backpack) to clinb down, taking five minutes for the trip. Ropes and climbing gear are not necessary as the shatis aro olatively nariow and rough enough to provide hand hoids. Shaft Ais the “chimney” leading to the turbineyboller room; shalt B is the shat through which tha escaped slave made his ext. The others lead to various chambers or shafts which may or may notbe occupied. FH. Main Entranoes: Each entrance is caretully concealed from outside observers Each is covered by a machinegun team con- sisting of three Experienced NPCs with two pistcls and a machinegun (MEO, MAG, or RPK. at the referee's option). Each entrance has a small demoltion charge planted near it, £0 the Children of the lanarians can blast it shut if it appears that their defenses will bo penetrated (they count on being able to es- Cape through the other entrances or the ven- tiation shafts) I. Chambers: The Children have excavated chambers to serve as living quarters for them- selves, Each chamber is occupied by a single famity of tireeto six members. Ifthe PCs enter the shatts during the day, these chambers will be occupied. At night, they willno. The inhebi- tants are unarmed, in any case, but will give the alarm if they see strangers. K. Tunnels: These are two metersiin width and height, ard aro equipped wih the rails of a small tramway (originally for transporting Coal, now largely unused). Gables run along the top, with ight bulbs every few feet L.Storerooms: These were excavated for storage of food and equipment. Most of them areomply now. Each has. 10-percent chance of containingone person, who ls notlikely tobe aimed but will give the alarm if sitangers are spotted. Storereoms arenotlit, othe PCswill ‘need some form of ight or will have to proceod at one-quarter normal speed. Storeroom L1 serves asthe armory, but the weapons willbe cistibuted ifthe alarm has been sounded Slave Quarters: These chambers wore ‘excavated for housing slaves. They are litonly by tres in the braziets, which provide a litle heat as wall ‘Guardrooms: These are small guardpests excavatod into the walle of tho mino shafts They ara primarily located near the anirance ‘and near the slave quarters ‘Adam's Quarters: This chamber is fited ‘out with saveral private fooms and serves as the quarters for Adam and his family, Grand Hall: This is a naturaly occuring cavity in the rock. The original excavators of the mine made useof tas an equipmentstore- ‘00m and switching complex for the miniature ‘vanway used to haul coal from the depths. It ‘row serves as a grand gathering hal for serv ioes, lectures, and so on. Generator Room: This room contains the portable generator which provides power for the mine. It has a single operator, constantly on duty montoting its condition. Boller/Turbine Room: This room contains the bolerand steam turbine which drives the gorarator in the noxt room. This room hes & duty wateh of five (two to watch the boilar and turbine, and three to watch the stokers) plus six slave stokers/eoal haulers. The chimney goes romthis room tothe surface. The bottom of the chimney is ited wth a small electricfan which bumps the smoke up it, but this s only tbosely held in place and could be kicked out by someone descencing from the shaft UNDERGROUND CONDITIONS Several factors should be considered when the PCs enter the mine. General Conditions: In areas of complete darkness, characters without light cannot see ‘ancwillhaveto teeithair way along verysiowly they are to avoid walking into walls or stum bling overslightirregulariies inthe floor. Flash Iigh'o provide good illumination for about 10 ‘meters (beyond that tbocomos almost impos sible to distinguish detaiss). Another limitation of lashlightsis thatthey throw very strorg light along a nariow cone, but very poor ight in other directions, Torches and candles provide good illumination for about eight meters and four meters, respectively, but the light i fick- ‘ering and inconstant. Matches and clgarette Ighters provide weaklight for two meters for @ short time (even lightors eventually become to0 ho! to hela). Referees should not neglect to exploit the stfects of poor or fickering light. In such light, itis easy to imagine things. People may think immobile objects are moving, or may sae things that are not there (a bundle of rags or 2 pile of rocks can look like a crouching man) Theres 2 50/50 chance that agivenPChas a cigareite lighter. Every player character can have a small supply of matches (200 20). Time and Movement: PCs move at any speed thay are capable of but run the risk of ‘not being able to see. A character tunning in total dariness could slam intoawallorfall nto a hole. APC can feothis way cautiovely along in otal darkness attha rate of aboutone totwo meters per ound. With atorch, mateh, lighter or candle, @ character cannot go too fast for {oar of extinguishing it ané should not move fasterthan thresto five metarspe: round, With a flashlight or in iluminated areas, normal ‘movement can be mainiained. Sounds: The referee should net negleetthe ausitery aapocis of boing underground. that scrabbling sound the PGs hear a rat running away or some murderous psyehopath sneak: ing upon thom? Noises made by bats rats or dripping weter, echoes from the PCs’ own voces, or the fain! sounds made by others as they move about canbe explotedto add tothe rising crescendo of panic. Remember that noes propagated through a maze of tunnels can ecomtocomefrom al directions, and thet auditory hallucinations aro as possible as vieual ones. For instanea, ia petson is listening in- tertly and expects to hear footsteps, he may hear a faint sound (such as distant dripping water) as footsteps. UNDERGROUND COMBAT Melee and body combat are conducted according to the standard rules. Fire combat requirae one or two special consideratons. Underground Fire Combat: Tho roferoo should limit the PCs to small arms and hand grenades underground. Any firearms usedun- derground have achance of hitting something by ricochet (except shotguns—the pellets Dounce, butlose power so switly that they are Unikely to do damage). Certain hand gre- nades used underground may cause a cave- in. Also, gunfire or explosions in an enclosed area canbe painfully loud (this last offoct may be implemented hy the referee if desired), F the PCs fire their weapons in the under- ground mine, the bullets wil ricochet, For every round from any firearm (other than a shotgun) that does not hit its targot, ll 1010, ‘Ona 10, the round hits anoiner target (chosen at random among the people in the area), THE IANARIANS th 1968, Wiad Kieincianst, 2 parttime clerk in an slternative bookstore in San Fran- cisco, had a vision in which he was insiructed to found a newchurch and prepare for he de- structonof humanity. Klsindienstwes ordered to rename himse Adam, and to transcribe a Selies of laws and regulations for the new y, which would be dictated to him inthe form of dreamsby a seriss of creaturescaling themeolvos the lanarians. Adam transcribed the dreams and circulated them among a small circle of friends, who formed the core membership of a grcup that would eventually ‘name itself the lanarian Church for the Keep- ers of the Revealed Wisdom. The lanarians (Adam said) wore innabitants of deep space Who hadlong ago let their corporeal selves to leavelin time and space. Earth was headedthe way of so many primitive inteligences, the lanarians told Adam, and he had been picked to receive instructions on how to save a small portion of humanity from ihe fate that would 300n overtake its homework’. The lanavians had chosen him because he was particularly receptive to their tolopathie signals, athough his mind (being an earthman's) was to pxim- tivatoreceive direct communication—he could only receive dreams and images. Tho socioty had over 5000 members by 1976. But after atime the membership began todrit away, and by the 1980s the churchhad practically ceased to exist except for a small group of femilies in southeestern Kentucky (whore Willard's family had seme property) on afarmthay had named “Time Station: Uortho.” When the nuclear strikes on the Urited States began in late 1997, Adam received a ew message from the lanarians. The mo ment had come, he was told: The world was about to be destroyed, and he and his follow. fers were to moveto a place underground unt the war hadcleansed the world ofits burden of evil. Tho group took its caratuly hoarded sup plias of food and weapons, and ocoupiod an abandoned coal mine about 100 miles from the Keindienst property For more than three years, they lived a ramped undarground existence, mining a small amount of coal to power their boile:/ turbine/electrical gonerator and give them a few eleciiclights. Water was no problem—ihe lower chambers of the mine were below the watortablo.Afow months ago, with supplies of food running low. Adamannouncedthe lanari- ans had spoken to him again It was now safo to g0 to the surlace, he said. Furthermore, anyone on the surlace was contaminated, physicaly and spiritually, by the war, and was inferior 10 the inhabtants of the mine, Adam told his people that they must continue to in- habitthe mine but that they must begin grow ing food on the aurlace, using slaves taken from the subhumans now living there. To pre- vent premature discovery by ha orcesof evi, however, Adam decreed that his folowers must go abroad only at night, returning to the safety of the mine sheft by day. Any slaves ‘captured ware also required to follow this rule. Folowing Adam's instructions, the Children of lanavia, a8 they callthemselves, have been kiénopping surface dwellers for use as slave labor (mining coa for the turbine, pumping out the lower levels of the mine to make room for {future generations, tencing the crops) all under the watchful eyes of the church The mine contains 72 church members and a dozen children under 12. In addtion to the machineguns at the ertries, the armory con- tains enough weaponry to give each edut an assault ile, pistol, or shotgun. The commu- rity hae lese than §0 rounds per wespon (oxcepttorthe machineguns, with 1000reunds each). Siave guards normally carry weapons. ‘Otherwise, weapons are issued only in times ‘of dire emergency (such as an invasion ol the mine). In any case, weapons are usvally is- sued with only the ammunition their maga- Zines contain, except for double-barreliod shotguns, which get an additional four 1ounds.

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