Twilight 2000 1e - Kidnapped.pdf

(5419 KB) Pobierz
802139515.051.png
Kidnapped
Approaching the Plant
29
The Makado Maryland Distribution Center
29
Contents
Kidnapped
"State Department" Offices
30
2
Underground Level One
33
Introduction
2
Underground Level Two
34
Referee's Notes
2
Concluding the Makado Complex Investigation
34
Jumping-Off Point
3
Country Home
35
Conditions in Frederick
3
Visible Facilities
35
Companions of the Road
3
Security Around Country Home
36
Equipment
4
Infiltrating Country Home
....37
The Blight
5
Hughes
37
Effects Across North America
6
Alert
37
From Bad to Worse
9
Main and Second Building
39
Disease
10
Main Building Ground Floor
39
Plague
10
Main Building Second Floor
39
Famine
10
Second Building
39
Marauders
10
Underground Level One
41
Characters and Organizations
11
Underground Level Two
43
Sergeant Benjamin Maddox
11
Food Storage
43
Corporal Virgil Connors
11
Materials Storage
43
Lance Sergeant Oliver Westmorland
11
Other Areas in Level Two
43
Guido
11
Underground Level Three
45
Allen Greeneberg
12
Living Quarters
45
Percival Washington Grant
12
Underground Level Four
47
Red Runner
13
Guest Recreation
47
Geronimo
13
Computer Center
47
Roy Masterson
13
Hughes' Hideaway
47
Jimmy Taylor
14
Reverend Ulysses Trask
14
Mayor Reginald Simpson
14
Harold Grayman
15
Jason Marks
15
Gregory Hillman
16
Mary Williams
16
Credits
Design: Timothy B. Brown
Development: Loren K. Wiseman
Cover: Steve Venters
Interior Illustrations: Tim Bradstreet, Liz Danforth
Art Director: Barbie Pratt
Graphic Design and Production: Lauretta Oblinger,
Dana Reischauer, James R. Kuntz
Text Manager: Michelle Sturgeon
Typesetting: Julia Martin, Michelle Sturgeon
Text Processing: Carol Etter, Charles Fossler, Karen Lumb,
David Moll
Colonel Cyrus James
17
Organizations
1 7
The Land
18
Feagaville
1 8
Feagaville to Jefferson
18
Jefferson
20
Jefferson to Weverton
20
Weverton
20
Rosemont
21
Brunswick
21
Sandy Hook
22
Bridge
22
Harpers Ferry National Historical Park
23
Harpers Ferry
23
Bolivar
23
Copyright©1988 GDW. PO Box 1646, Bloomington, IL
61702-1646 USA. Printed in USA. Made in USA. All rights
reserved. ISBN 0-943580-69-2. Twilight: 2000 is GDW's
trademark for its role-playing game of survival in a devastated
world.
Bolivar to Charles Town
24
Approaching Country Home
24
Encounter Results
25
Rumors & Information Results
27
The Makado Computer Corporation
29
802139515.062.png 802139515.073.png 802139515.082.png 802139515.001.png 802139515.002.png 802139515.003.png 802139515.004.png 802139515.005.png 802139515.006.png 802139515.007.png 802139515.008.png 802139515.009.png 802139515.010.png 802139515.011.png 802139515.012.png 802139515.013.png 802139515.014.png 802139515.015.png 802139515.016.png 802139515.017.png 802139515.018.png 802139515.019.png 802139515.020.png 802139515.021.png 802139515.022.png 802139515.023.png 802139515.024.png 802139515.025.png 802139515.026.png 802139515.027.png 802139515.028.png 802139515.029.png 802139515.030.png 802139515.031.png 802139515.032.png 802139515.033.png 802139515.034.png 802139515.035.png 802139515.036.png 802139515.037.png 802139515.038.png 802139515.039.png 802139515.040.png 802139515.041.png 802139515.042.png 802139515.043.png 802139515.044.png 802139515.045.png 802139515.046.png 802139515.047.png 802139515.048.png 802139515.049.png 802139515.050.png 802139515.052.png 802139515.053.png 802139515.054.png 802139515.055.png 802139515.056.png 802139515.057.png 802139515.058.png 802139515.059.png 802139515.060.png 802139515.061.png 802139515.063.png 802139515.064.png 802139515.065.png 802139515.066.png 802139515.067.png 802139515.068.png 802139515.069.png 802139515.070.png 802139515.071.png 802139515.072.png 802139515.074.png 802139515.075.png 802139515.076.png 802139515.077.png 802139515.078.png
alike, to the West where better conditions exist. His biggest
obstacle is the New America stronghold in western Penn-
sylvania. The power vacuum is beginning to be filled by New
America, which is something Caldwell feels must be checked.
They block the way and could very well turn Caldwell's migra-
tion into a slaughter.
Caldwell needs the players to disrupt the New Americans by
seeking out and kidnapping their leader, Carl Hughes. Without
his leadership, the organization will certainly fall into disarray—it
is Hughes' powerful character and force of will which holds his
organization of varied extremists together. However, Caldwell's
orders will be clear. Hughes is to be kidnapped and brought to
trial, not assassinated. As the de facto administrator charged
with upholding the Constitution, Caldwell will have it no other
way.
This booklet includes the following materials:
• Introductory material for the adventure.
• Descriptions of those parts of Maryland and Pennsylvania
where the adventure takes place. You may notice that these
are roughly the same areas covered in Allegheny Uprising, but
conditions have changed so drastically that new explanations
are needed.
• Descriptions of various organizations, military and other-
wise, which the characters may encounter.
• Backgrounds and motivations for important non-player
characters in this adventure.
• A new set of encounter tables for use in North America
for the summer of 2001, at the height of the drought and the
beginnings of the famine disaster.
Kidnapped
"Bang—you're dead, " he shouted, a dirty-faced urchin bran-
dishing the taped-up remains of a broken M16. The obligatory
argument from the alleged target child ensued, sounding all too
familiar, a scene from everybody's youth. What was frighten-
ing, though, was that these kids were arguing about calling in
air strikes, area fire, and small unit tactics like they were veterans
themselves. I guess in a way they were. They'd probably got-
ten to the point where they barely noticed guys like us—just
another group of heavily armed men walking along their street.
The morning was already hot, without a cloud in the sky. The
mist which should have been hugging the ground was con-
spicuously absent. It hadn 't rained appreciably all year, a fact
everyone was acutely aware of. Ca/dweil had been noticeably
gloomy for about a month, for much needed thunderclouds
either didn't materialize or rolled by without so much as a driz-
zle. His people and organization were in desperate trouble, he
knew—no doubt the subject of the many high level conferences
he had called at his headquarters recently. None of them seemed
to have cheered his mood, which made an early morning sum-
mons from him all the more surprising.
We met outside his HQ, where he wordlessly motioned us
into a jeep. He drove us out past the settlement, pulling off the
road to a culvert along a dusty field. We all got out and followed
Caldwell to its edge. He bent down and dug into the soil with
his hand, bringing up a clod of dry dirt, which sifted through
his fingers.
"This is my brother-in-law's field. I helped him work it last
fall, " he said emotionlessly. He held out his hand for all to see.
"These were planted six weeks ago. "
What he had in his hand were half a dozen pathetic looking
seeds of corn. They had sprouted, but hadn't grown much at
all. It was obvious that they were beginning to rot. The whole
field was full of rotting seed and would not yield a harvest this
season.
"The ground around here in Mary/and and in Pennsylvania is
bone dry down to the eight-inch level, "he continued. "I know.
I've been sending patrols out looking for a couple of weeks now.
Nothing. They can't find any place within 50 miles that is any
better. " He tossed the use/ess seeds aside and sat right down
in the dirt.
"I'm responsible for a few thousand soldiers and God knows
how many civilians. " He chortled softly and shook his head,
"And in a few months there won't be anything to feed them. "
The silence was only broken by the barking of a distant dog.
Caldwell got up, brushed himself off, and abruptly announced,
"That's why I've decided to move everything I've got west. "
REFEREE'S NOTES
Kidnapped is the first Twilight: 2000 adventure which deals
with the effects of the drought, famine, and plague which will
once again lay waste to North America in the years 2001 and
2002. As such it is the first taste players will have of the horri-
ble situations and deplorable conditions which will certainly
result. The emphasis of the adventure module is to prepare the
player characters for the conditions as they become worse.
As the referee, you should take advantage of the text pro-
vided here, especially the narrative sections, for delivering the
feeling of foreboding and desperation to your players. Things
are no longer changing ever so slightly for the better—they are
instead beginning the long, fast slide to disaster as everyone
is abandoning their feeble efforts toward recovery in favor of
scrambling for food.
— Timothy 8. Brown
INTRODUCTION
Kidnapped is an adventure for Twilight: 2000, GDW's post-
World War III role-playing game. In Kidnapped the players are
members of, or are at least loosely associated with, the civilian
government enclave in the Maryland area, headed by Roger
Caldwell. More than likely the players have already gone through
the adventure in Allegheny Uprising, and presumably they were
successful. However, regardless of the outcome of that adven-
ture, Kidnapped can be played by any group of characters.
In brief, the conditions in North America are going from bad
to worse —much worse. Caldwell recognizes this fact and has
decided to move his entire organization, soldiers and civilians
PLAYERS SHOULD NOT READ
ANY FURTHER IN THIS BOOKLET
IN ORDER TO PRESERVE
THE ELEMENT OF SURPRISE.
802139515.079.png
CONDITIONS IN FREDERICK
Caldwell's specific orders to the characters were to travel to
Frederick, Maryland, and meet up with three other men who
will be accompanying them on the mission. The journey through
panic-stricken Maryland will be nerve-rattling and sickening, but
largely uneventful. No one will pay particular attention to several
heavily armed soldiers moving through, provided those soldiers
aren't trying to requisition local vehicles.
Frederick suffered heavily in the nuclear attacks. Fort Detrick
was obliterated, as was Camp David, which is north of the city.
The civilian population dispersed at that time, virtually abandon-
ing the city to its craters and radiation. When that died down,
the town was gradually repopulated, but its residents suffer from
the understandable paranoia of living in a city which has been
nuked.
Today Frederick is the western bastion of power for Caldwell
and the Civgov. It has been raided at times by motorcycle gangs
and other marauders, but the soldiers of the 228th have man-
aged to keep the city's defenses intact. All westward and north-
ward entrances to the city are completely barricaded. Other en-
trances are gated and patrolled, and the perimeter of the city
is patrolled through the night.
Many of the convoys planned for the journey westward are
scheduled for assembly at Frederick. From there they will move
up Route 70. In preparation for these moves, advanced patrols
have been sent out along the highway as far as the outskirts
of Hagerstown to secure the road for the convoys. Back in
Frederick, the vehicles are beginning to arrive: a hodgepodge
assembly of old school buses, beat up pick-ups, motorcycles,
and army trucks, all loaded down with vital equipment.
Jumping-Off Point
It's been three days since Caldwell announced his plans to
abandon Maryland entirely. Panic soon followed. Specific con-
voys were announced, and every capable vehicle for hundreds
of miles was requisitioned by the troops. The desperation was
obvious in the faces of the civilians —though we/come to come
along, many of them were simply incapable of making the
journey on their own. Caldwell had organized civilian convoys
as well, but he had to make some very hard decisions about
the importance of certain individuals, giving precedence to those
people he knew would be valuable on the journey and at their
destination. Mechanics and technicians were rated more
valuable than farmers or the untrained. I didn't envy Caldwell
at all. Orders to the troops were specific and had an air of
desperation themselves: "All personnel are to lend whatever
aid they can to accompanying civilians up to and including the
use of deadly force to protect their safe passage. "
In three days, the most peaceful area of the eastern seaboard
has turned to complete chaos. One old-timer said he hasn 't seen
anything like this since Saigon. Every piece of valuable material
is being ripped apart and stacked on trucks or wagons. An old
man is packing his chickens and the sheet metal from his home
onto a wagon. Since there are no animals in sight, it's apparent
he means to pull the wagon himself. The price of alcohol has
gone through the roof, against specific orders to the contrary.
Gunfire has broken out in minor disputes over fuel and transpor-
tation, and the soldiers have more than once had to quell near-
rioting as the entire area prepares to bug out.
What's getting to me is the noise. The noise is deafening: the
noise of buildings being torn into components; the noise of
desperate people ye/ling for their rightful share of everything;
the noise of children crying for their parents, who are all too
busy to keep a constant eye on them; the noise of stills being
torn down, or engines being fired up for the first time in months.
All this is the noise of panic, and it's sending chills down my
spine.
COMPANIONS OF THE ROAD
The commanding officer of the battalion in Frederick will direct
the characters upon reporting to a communications shed behind
the headquarters. He will remark that this is one of the few
buildings which hasn't been torn down for transport yet. Inside,
the characters will be introduced to the three other men along for
802139515.080.png
the operation: Sergeant Benjamin Maddox, Lance Sergeant
Oliver Westmorland, and Corporal Virgil Connors. For physical
descriptions, consult the chapter, "Characters and Organiza-
tions."
The importance of this meeting is to allow Corporal Connors
to relate his story to the player characters. Remember, the rank-
ing officer among the player characters is in charge of the opera-
tion, as directed by Caldwell. The non-player characters in-
troduced here are subordinate. The player characters call the
shots.
"Buildings have always been my passion. I wanted to be an
architect even before I knew what the word meant. Whenever
anybody built anything bigger than a doghouse anywhere in the
neighborhood, I was there. Fortunately for me, Rosemont was
a growing town, and there was a great deal of construction go-
ing on, particularly on the "strip" near 1-340. I used to ride my
bike the four miles over there to watch them put up all sorts
of stuff.
prise. There, on the lot where the gigantic excavation was, stood
a manufacturing plant... one of those sheet metal prefabricated
atrocities that you see everywhere. It was the local branch of
that computer company you all know and love—they made a
big show about putting their factories in America and employ-
ing Americans. I remember thinking it must have been mostly
underground, like an iceberg, considering the basement they had
been digging. I asked my girlfriend's brother about it as he
worked there. There wasn't any basement, he said, just what
you saw on the surface. We got to talking, and he let slip
something else...about a third of the plant was sealed off. They
did something very hush-hush for the government in there, he
said...a/most no local people were allowed in.
I couldn 't get it out of my mind for a while. There were quite
a few things that didn't add up. There was a parking lot that
was three times bigger than it needed to be and a huge
transformer building less than a block away that sent some
cables underground. Off in the distance, there was a telephone
company's microwave tower, with a path cleared through the
trees fromitto the building—the kind of path they clear to bury
underground cables.
It didn't take me long to figure out that there was a great deal
more of the building underground than on the surface, and it
must have been built to hide something very impor-
tant...something that needed a lot of power, something that
needed a microwave tower nearby. I thought about it for a while
and finally solved it. What clinched it was the parking lot—the
parking lot big enough for landing a good-sized helicopter,
something the size of a Sea King II. You've all seen Sea King
Us in newsreel footage of the President getting off his helicopter.
Something weird was going on there —that was for sure. "
Sergeant Maddox interjected his comments next. He had the
thick accent of a South Carolina native and an unfortunate habit
of chewing tobacco —where he got the stuff must be a story
in itself.
"That's where I come in. I was stationed with Connors in Ger-
many, and he'd told me that story before. You know, the kind
of story you'd tell to pass the time—when you're in Germany,
any story about home is welcome. Anyway, not until I got in-,.
volved with the intelligence unit Caldwell formed did the story--
click for me, so I got the two of them together. According to
Caldwell, what Connors is describing is exactly the kind of ac-
tivity Hughes and New America have been up to for the last 30
years —that is, making secret underground hideaways across
the country."
So far, thin though it may be, this situation is the only lead
we have to finding Hughes' headquarters. Connors can easily
lead the entire group to the location near Brunswick. Frankly,
the two sergeants have merely been sent along to help out —
they can produce orders signed by Caldwell himself to that
effect.
This is a high priority mission,
and Sgt. Maddox has papers
from Caldwell authorizing him
to requisition anything he
needs.
"We moved away when I was 12, and I remember that they
were excavating a giant foundation for something just as we
moved away. I remember because they were digging incredibly
deep, and I was afraid they were going to hit one of the old
limestone caves they have all through the area. I learned in later
years that an excavation of that size meant that the building
was to be more than 12 stories. That struck me as odd—no other
building in the county was that big, and I didn 't see why there
needed to be one unless somebody was building a national cor-
porate headquarters there.
"Well, I grew up a bit and went to college, going for a degree
in architecture. One summer, I decided to go and visit an old
girlfriend and drove past the strip on the way. I got quite a sur-
MAP OF FREDERICK
EQUIPMENT
This is a high priority mission, and Sgt. Maddox has papers
from Caldwell authorizing him to requisition anything he needs.
However, since vehicles are at a premium for the evacuation,
Maddox has been ordered to take only one vehicle, probably
a Hum-Vee or a 2 1/2 ton truck. The players may opt to take
no vehicles whatsoever, considering the dangers along the road
to Brunswick. Marauders would easily be able to ambush a single
vehicle on the road, whereas individuals moving along the road-
side might disperse and avoid a trap.
802139515.081.png
Zgłoś jeśli naruszono regulamin