You can turn this adventure into an entire campaign spanning the time period from the Kafer's invasion, to the liberation during Operation Overlord ( by 3W). My thanks to Clare and Mike for granting permission for me to host it on my web site. - Kevin Clark - Jan. 22nd, 1999.
Disclaimer required by Far Future Enterprises: This item is not authorized or endorsed by Far Future Enterprises ( FFE) and is used without permission. The item is for personal use only. Any use of FFE's copyrighted material or trademarks in this file should not be viewed as a challenge to those copyrights or trademarks. In addition, this item cannot be republished or distributed without the consent of the author ( Clare W. Hess and Mike A. Bozulich).
"A World Invaded" is a 2300 AD adventure designed for a group
of players who are attempting to join the local resistance forces following
the Kafer Invasion of Dunkelheim in 2301. To play this adventure,
the referee should have a copy of the 2300 AD role-playing game,
as well as information about Kafers. Access to copies of Colonial
Atlas and Invasion are strongly recommended. Colonial
Atlas contains a chapter describing the Dunkelheim colony prior to
the invasion, while Invasion has a small section describing the
events leading up to the arrival of the Kafers.
A Kafer occupation can ruin your whole day.
The players begin the game at Windsberg, a small isolated village which was recently the target of a Kafer hunt. The players are the only survivors of the attack. Taking what little they have, the players agree to fight the Kafers. Following rumors of a local resistance unit based at Braunstadt, the players begin their 456 kilometer journey.
Their first stop is Kleinfeld, where the players join up with two others who are looking to join the resistance. Together they travel to the Crossroads Inn, where they meet a few people who will divert the players' attention for a little while, after which the players will continue on their way.
Things heat up as the group reaches the town of Zweibrucken, an old industrial town marking the halfway point of the trip. Here, they get involved in the local struggle with a group of bandits who control the town and its people. With the group's help, the bandits can be defeated. Without it, the people have no hope for freedom from the bandits or the Kafers.
Eventually, the players reach their final destination, Braunstadt, where they begin searching for information on the resistance fighters only to find nothing. Then one evening, they receive a mysterious note requesting that the players appear at an old abandoned building. When the players arrive, they are taken and questioned at length. Finally, they are released and welcomed to the resistance.
In an unexpected turn of events, the two people who joined the players early in the adventure reveal their true identities as agents working for the Kafers. They lock the players up and hold the resistance fighters until Kafer forces arrive.
In the end, the players work against time, the Kafers, and their agents
as they try to breakout and rescue the resistance fighters before they
have to deal with the Kafers.
The game begins in the small village of Windsberg, roughly 500 kilometers east-southeast of Braunstadt. The village consists of about a dozen dwellings whose inhabitants survive on their agricultural capacity and their small amount of livestock. Windsberg was originally the base of a mineral surveying operation which was shut down shortly before the arrival of the Kafers. Most of the inhabitants were the target of a Kafer hunt, a senseless killing spree by Kafer soldiers. Few survived the attack, which left their crops ruined, livestock stolen and buildings burned to the ground.
With little left to keep them at Windsberg, the survivors gathered the remaining supplies and equipment and vowed to fight the Kafers and help rid the world of the alien menace. The group leaves to join a rumored resistance unit located at the city of Braunstadt.
Director's Note: The director may wish to develop the personality
of the village and its inhabitants. This could give the adventure
more of a sense of drama and tragedy when the attack occurs. During
the attack, the players could be out scouting the area, or simply looking
for some stray livestock ( livestock are critical to the survival of the
village). Perhaps they will encounter the Kafer unit as it approaches
or leaves the village.
After the Kafers have come and gone, the players search through the charred rubble looking for any salvageable equipment. As a result, besides standard personal gear, the players will each have a utility belt, knife, canteen, and a days rations.
Each individual character will receive other items in addition to the
personal gear and salvageable equipment which are described above.
These additional items are listed in the following table. Each character
will receive one item from each column in the table. Some results
may call for additional rolls.
Die No. of
Roll Item A Item B Weapon Clips
1 1 extra canteen 6 days of rations OS-9 Pistol None
2 compass 1 extra weapon OS-9 Pistol None
and clip roll
3 backpack 1d10/2 extra clips OS-9 Pistol 1
4 backpack battery recharger, P-11mm 1
solar Pistol
5 8m nylon cord 5-liter can of water HR-10 Rifle 1
6 fire starter 1d10 road flares HR-10 Rifle 1
7 first aid kit binoculars HR-10 Rifle 2
8 folding shovel communicator, HR-10 Rifle 2
short range
9 harmonica/flute camp stove SS-7 Rifle 2
10 bow + 12 arrows electric lantern SS-7 Rifle 1+1d10/2
The following section describes new weapons.
Type: 9mm Automatic Country: Germany Mass ( empty): 0.8 kg Length: 23 cm ( Bulk = 0) Action: Single shot Ammunition: 9x24mm fixed cartridge ball Muzzle Velocity: 480 mps Magazine: 12-round box Magazine Mass: 0.1 kg ROF: 3 Aimed Fire Range: 70 m Area Fire Burst: 3 rounds ( AFV = 0.25) Area Fire Range: 35 m DP Value: 0.4 Price: Lv180 ( Lv2 for box of 100 rounds)
Type: 10mm hunting rifle Country: Germany Mass ( empty): 4 kg Length:
117 cm ( Bulk = 4) Action: Single shot Ammunition: 10x30mm fixed cartridge
ball Muzzle Velocity: 700 mps Magazine: 7-round box Magazine Mass: 0.3
kg ROF: 2 Aimed Fire Range: 600 m Area Fire Burst: 3 rounds ( AFV = 0.25)
Area Fire Range: 500m DP Value: 1 Price: Lv250 ( Lv3 for box of 100 rounds)
Braunstadt: This is the nearest large city to Windsberg and lies roughly 450 kilometers west of the players' starting point. The city was never attacked by the Kafers, though it has suffered somewhat from a prolonged lack of authority. It is generally believed that resistance fighters under Governor Schmidt have an entry point here for persons seeking to join.
Windsberg: This tiny village is a former center for a survey operation which performed mineral explorations along the planet's northern outback. Windsberg is the target of a Kafer hunt and the starting point of the adventure.
Kleinfeld: This small village is located 57 kilometers west of Windsberg. The town is a small agricultural community which has made most of its living by producing food for the miners in neighboring villages. The village still produces food, but only small quantities are traded to other people.
Zweibrucken: This town is one of the larger in the region. Prior to its invasion, the town was the center of mining operations for the region east of Braunstadt. The community, which is home to large ore processing facilities, is presently controlled by a group of well armed bandits whose strongholds include the old Beta mine south of town.
Beta: This is a small mining site located east of Zweibrucken. The main product of this facility was gold. Today it is the stronghold for a group of bandits who control Zweibrucken.
Crossroads: This is a rest stop run by an Azanian-born
colonist. Few travelers pass through here anymore, but they are still
welcome to stay at the inn.
The following section includes data on DM+36 2393.
The DM+36 2393 star system lies on one of the outer frontier segments of the French Arm, close to Kafer space. The system consists of three small, rocky worlds orbiting a red M2 V star. With a surface temperature of only 3000 degrees Kelvin, the star has a very close, very narrow life zone. Dunkelheim is the closest planet to the star, orbiting at the outer fringe of the life zone. The remaining planets are too far away to support life.
DM+36 2393 Coordinates: X -23.5; Y -10.4; Z +8.5 Type: M2 V Mass: 0.42 Sol Luminosity: 0.268 Sol Radius: 0.464 Sol.
Dunkelheim is a relatively small, rocky core world with a diameter of only
7100km. The planet is dense, roughly 10 percent more so than Earth.
This has the effect of giving Dunkelheim a surface gravity of 0.6G.
Its atmosphere is somewhat thin, but its composition is fairly close to
that of Earth's with 81% N2, 17% O2, and 2% other trace elements.
The climate is mild, though cool with an average temperature at northern
latitudes of five degrees centigrade. Seasons are moderate, but the
planet's year has only 54.24 days, or 72.32 local days, causing seasons
to change rather quickly. In winter, which lasts for about 20 local
days, temperatures drop an average of five degrees, while summer temperatures
are about five degrees higher than normal.
Dunkelheim is home to a series of native species, fitting all ecological niches with unique animals worthy of examination.
This native chaser is found in the northern latitudes of Dunkelheim. Operating in packs, the large, agile creature runs down its prey. The animals are easy to wound due to their thin but strong limbs and poorly protected internal organs. However, plains wolves are extremely resilient and tough to kill.
Plains Wolf: Type: Chaser; Number Appearing: 2d6; Initiative: 6; Size: 8; Speed: 90; Armor: 0; DPV: 0.3; Wound: -4; Signature: 0; Hit: Routine; Consciousness/Life Level: 14/24.
Runners are gatherers which exist in many varieties across much of Dunkelheim. The northern variety are brown in color and possess long scraggly fur. These animals are small, fast, and hide well among the low vegetation that characterizes the northern latitudes. Runners live in dens which they burrow out using their short but tough claws.
Runner: Type: Gatherer; Number Appearing: 1d6-2; Initiative: 3; Size: 5; Speed: 80; Armor: 0; DPV: 0.1; Wound: -2; Signature: -3; Hit: Difficult; Consciousness/Life Level: 1/5.
This intermittent is practically an endangered species, found only in the Braunstadt plains area. Traveling in small family herds, Braunbeasts are territorial and often fight each other over grazing land. The animals commonly mass several hundred pounds and possess thick, shaggy fur which varies in color from light tan to medium brown. They are very slow to react, but can inflict great injury by butting with their thickly armored heads.
Braunbeast: Type: Intermittent; Number Appearing: 1D6;
Initiative: 1; Size: 9; Speed: 70; Armor: 0.1;
DPV: 0.4; Wound: 0; Signature: 0; Hit: Difficult;
Consciousness/Life Level: 5/12.
Encounters are broken up into specific regions: Kleinfeld, Crossroads, Zweibrucken, Beta, and Braunstadt. Encounters within a region are governed by the materials given for each of these areas. In between towns, the standard encounter rules apply. For every four hours of travel, make one animal encounter roll: As the area between Braunstadt and Windsberg is considered sparse, a 1, 2, or 3 on 1d10 indicates a specific animal encounter. This is given under the Animal Encounters column on the table below. Additionally, if a 4 is rolled, a non-animal encounter may take place. In this case, roll 1d10 a second time and consult the Other Encounters column of the table below.
ANIMAL ENCOUNTERS TABLE Die Animal Other Roll Encounters Encounters 1 Runner Windstorm 2 Braunbeast Earth Tremor 3 Plains Wolf - 4 Other - 5-9 - - 10 - Bandits
Results: Animals encountered are described in the Local Fauna section. Other encounters are described below.
Windstorm: A windstorm rises, making travel difficult. The storm lasts for 2d6 hours.
Earth Tremor: A sudden tremor shakes the ground. It is not enough to cause any real damage, but can shake loose small rocks from cliffs and so on.
Bandits: A group of 2d6 tightly armed hoods on horseback
ambush and attempt to rob the players' group. They want food and
weapons, but are not looking to kill anyone. They should be equipped
with pistols and rifles. The director must make a decision concerning
the equipment and personalities of these thugs.
The following section details information concerning a number of interesting planetary' locations.
Kleinfeld is a small agricultural community of about one square mile of farmland dotted with small houses. Several short towers are lined up along the perimeter, occasionally manned by locals watching for bandits and animals.
At the center of the village is a small collection of buildings: houses, the local tavern, and a small trade shop. The village is in decent shape, and several people can be seen around town conducting business as usual. The locals are friendly here, but a bit suspicious of strangers. Most will give a guarded "Guten Tag," but will say little else unless questioned.
If the strangers hear the players mention the anti-Kafer resistance among themselves or to others, one of the strangers will approach and introduce himself. If the players make no mention of the resistance, then they should overhear the strangers talking about it. If all else fails, someone will introduce the two groups to each other. The strangers are described in the NPCs section.
RANDOM ENCOUNTERS TABLE
Die Random Special Roll Encounters Encounters 1 Kids The Trader 2 Beggar The Strangers 3 Special - 4-10 - -
Results: Following are results from the table above.
Kids: A group of 1d6 kids appear. They will simply follow
the players around wherever they go, being little more than a nuisance.
They will go away if properly convinced to do so, after 1d6 hours pass
or as soon as it gets dark.
Beggar: A scraggly old man begs the group for food or goods.
Special: A special result means an encounter with a major local
NPC. To determine which NPC is encountered, choose the one at the
top of the special encounter list. If the character has been encountered
before, cross him off and choose the next one on the list.
The following section describes locations throughout the village.
The Farms
The local farms are commonly one large field centered near the town. At one side is the owner's house, and a low metal tower is located at one of the opposite corners. Most towers are not normally manned, but occasionally, a family member will come out to check on the crops from there. The houses are rather simple-looking, single-story dwellings constructed in a style reminiscent of an old German village house.
There are eight farms in all, each supported by a family of 1d6 members. Farming families usually possess 1d6/2 weapons. If it becomes necessary to determine the type of weapons and amount of ammo available, use the Players' Starting Weapons Table. For each weapon make a roll in the type column and two rolls in the ammo availability column.
Trade Shop
A two-story building at the center of town is the village's only trade shop. The shop is generally locked, but the owner will come down from his home over the shop to open up for customers. The shop is filled with a large number of small items of little use, such as brushes, sewing needles, polished rocks, picture frames, and such. On one wall of the store hang basic tools and farm implements. At the opposite wall are books and such. More valuable items are locked up in a storeroom behind the shopkeeper's counter. The price for general supplies is doubled; weapons are quadrupled; ammo is 10 times normal price if available at all. Other items vary at the director's discretion. Purchases should be made by bartering, due to the present uselessness of standard currency.
Steiner's Tavern
This tiny establishment is frequented by several locals each evening. During the day, the tavern is also open, but has fewer customers. This place serves liquor, but it is expensive, especially for out-of-towners. The barkeep accepts Livre, but prefers goods. Low-quality meals are also available, but again at a high price.
Director's Notes: The tavern serves as a good place for the players to gather information. The director should use this location to give the players clues as to where they can get equipment, who might put them up for the night, where they can get a decent meal, and so on. Also, this is where the "Strangers" should be introduced into the game.
Local NPCs are described in the following section.
The Chief Farmer
Inge Pauken is the most successful farmer in town and carries the respect of many. She works very hard and spends occasional evenings at the tavern. Inge has three children, but her husband was killed two years ago by plains wolves. She is very helpful to strangers, and has an extra room in her home that she usually lends to travelers. The woman, in her 30s, is somewhat short and stocky and is no beauty, but she has a very friendly personality and is liked by all.
NPC Motivation Results: Heart 7: Her maternal instincts are strong, and she is protective of her children. She is also the same way about her friends and worries for strangers. Diamond 2: Her responsibilities make her very cost-conscious, and she will try to make money by selling food and shelter, but this is not as important to her as the well-being of others.
The Strangers
These two gentlemen are first encountered in the tavern, as described above. The two claim to be looking to join the anti-Kafer resistance fighters. They have worked up the following story to serve as the cover to their real motives.
Both Genschow and Hoffman have decided to join the resistance; unfortunately, rumors say that the only active resistance unit in the area is based at Braunstadt. The two are from a city far to the south and they are not familiar with the local territory. They have been looking for others to travel with, but few travel the roads these days.
In reality, the two are working for the Kafers, trying to locate the local resistance headquarters. Upon successful completion of the mission, each will receive Lv50,000 and will be allowed to leave the planet using a captured civilian courier.
Karl Genschow
Genschow is a small, balding man who has an easy smile and a pleasant personality. Karl is very easy to talk to, which makes people tend to trust him. Unfortunately, despite his pleasant demeanor, Karl is quite a mercenary. Money has always ruled his life, and now he sees a chance to make a bundle off the Kafer invasion. Karl Genschow is an Experienced colonist.
NPC Motivation Results: Diamond 5: Personal wealth is very important to Karl -- so important, in fact, that he is willing to sell out his own people for monetary gain. Heart 3: Karl is very easygoing and very cooperative as long as it doesn't interfere with the chance to make a good profit. Karl uses his easy manner to get close to his victims and gain their trust before he rips them off with whatever scheme he has cooked up recently. Karl is a true con man at heart.
Gustav Hoffman
A young, well-built man with rough features, Gustav Hoffman is quite the opposite of his partner. Generally quiet in nature, Hoffman won't say much unless something needs to be said. As he has little to say anyway, he is content to let his partner do all the talking.
Hoffman is going through an internal struggle, trying to convince himself that what he is doing is necessary to be with his one true love. He and his fiancée were to be wed, but those plans were smashed with the invasion.
Fortunately, she was able to get aboard one of the few ships that escaped the system. Hoffman is slaved to his passions for the woman he loves and can think only of joining her again. He will do anything to get off-planet, even help the Kafers. Hoffman vents his frustration with himself by going into a berserker rage in combat. Genschow explains that Hoffman's actions are due to the fact that his fiancée was killed during the early days of the Kafer invasion. Hoffman is a Green NPC in the Ground military and a colonist.
NPC Motivation Results: Heart Queen: Hoffman is obsessed with joining his fiancée off-world and will stop at nothing to join her. Club Jack: When in combat or when someone tries to stop him from accomplishing his mission, Hoffman will go into a berserker-like rage until the threat is gone.
Equipment
Both Genschow and Hoffman are well-equipped for their trip to Braunstadt. Besides general personal items, each carries one week's ration of food, a backpack, canteen, and a short-range communicator. Additionally, Genschow carries a pair of binoculars, a medikit, a P-11mm pistol with four clips, and a broken flashlight. Hoffman carries a compass, a flashlight, a Stracher SG-77 with five clips, and a knife.
Director's Note: Genschow's flashlight is actually a homing beacon
which he will activate once he is inside the resistance headquarters.
This town is actually no more than an inn and a single farm and farmhouse. The street is normally empty, though one or two people are often working in the fields. The inn is run by an Azanian-born colonist who moved here as a young boy when the Azanian colony on Dunkelheim was abandoned.
This is the second stop out of Windsberg. Encounters with major local personalities should occur here. The locals spend most of their free time at the tavern in the local inn. The "resistance fighters" are offered as a way to push the players off-track for a bit. Following this they should naturally become more determined to reach their goal which is Braunstadt. The rich patron should join the players and keep their lives complicated.
This is the only significant location where encounters occur. The inn is a two-story building with a tavern located on the first floor. Up a set of stairs at the back of the tavern are the guest rooms. There are six rooms in all. Three of these are occupied -- by the local drunk, the rich patron, and the two "resistance fighters".
The tavern itself is the main encounter area. The guests spend most of their time here playing cards, drinking, playing darts, or watching videos of past sporting events and some old films. When the players arrive, they will be greeted enthusiastically. A local will note that this has been a busy week, noting the arrival of the two "resistance fighters" yesterday.
Director's Note: The flow of the encounters is up to the director. All of the guests would probably be encountered at the tavern. The players' arrival is the big event of the day, and they will likely be the center of attention for a while.
The following section details characteristics of some local NPCs.
The Innkeeper
This man is a descendant from the failed Azanian colony. He is very tall, black and in his late 30s. He dresses unusually well for a colonist living in the middle of nowhere. He is very friendly and acts very responsibly toward his guests. He is the sort who would protect his customers from harm to the best of his ability. While he runs the inn, he lives in the farmhouse next door where his family tends the crops. The Innkeeper is a Veteran colonist.
NPC Motivation Results: Heart 8: He believes in fairness and justice and will take action when these are violated. Spade 5: He takes responsibility very well and would like to become an important person someday.
The Rich Patron
Herman Friedman, more commonly referred to as Herr Friedman at his own request, is looking for a way off-planet. He will, however, settle for anything closer to civilization. The man is a former administrator who found himself stuck in the area. He has lived at Crossroads ever since with his hired bodyguard, now the local drunk. He will offer the players Lv20,000 to take him to Braunstadt. In his large sums of baggage, he carries about Lv10,000 and claims to have tens of thousands in local and off-world banks.
The man is in his mid-50s and rather plain in appearance except for his clothing. He seems to wear a different suit every day, and all look like they were from the early 2200s. He is a Green NPC in administration.
NPC Motivation Results: Diamond Jack: The man is a total coward and will run away at every chance, even if he may be able to help others by staying. Diamond 7: Money is always the first thing on his mind. He is a cheapskate.
"Resistance Fighters"
Gerhard and Wulfgang Schmidt are brothers who live up in the foothills of the nearby mountain range. Their "secret hideout" is a shallow cave where they keep their radio, weapons, and supplies. The two have many stories about how they have fought Kafer patrols and foiled Kafer hunts. They even carry a Kafer knife as a souvenir of their battles. They also claim to be cousins of the planet's governor-turned-fighter, Karl Schmidt.
The two are dressed like fighters, wearing old fatigues and surplus military gear that they used to collect before the invasion. Wulfgang carries an SG-77 while his brother carries an M-2. Also, each carries an Osterfeld OS-9 pistol, and they have 2d6 ammo clips for each weapon. Gerhard carries their one and only hand grenade.
The two are originally from Braunstadt and moved out here to hide from the Kafers and to become "resistance fighters". They are both in their 20s and seem rather friendly to anyone who listens to their stories. They regularly visit both Kleinfeld and Crossroads on food-gathering missions. Claiming to be fighting the Kafers, they get free supplies from sympathizers.
At their hideout, the two have several pieces of equipment stashed away including an HR-10 and an SS-7 with 2d6 clips for each. The grenade they found among some wreckage one day, where they also found the Kafer knife. They also have a medium range radio complete with a solar charger. They claim to use the unit to keep in touch with the main fighters. In reality, the radio will receive, but the transmitter doesn't work. This they keep very secret.
Gerhard is the older of the two brothers. He is a calm, nice fellow, who is very generous and cooperative. Wulfgang tends to brag and occasionally mixes up his facts. He distrusts his older brother's generosity and tries to keep him from overdoing it.
NPC Motivation Results: The two enjoy pretending to be resistance
fighters, and they will do what they can to keep up the charade.
They might even fight some Kafers to keep up their image.
Beta is one of the oldest mines in the area and has become the base of operations for the bandits who terrorize Zweibrucken. The mine's location and layout serve as a near-perfect stronghold for the bandits. The single road which leads from Zweibrucken to Beta is a rough dirt affair that makes for some rugged travel. Paralleling the road is an old freight rail which used to support the ore trains that once operated here. The last kilometer of the road is plainly visible from the mine, making it extremely difficult to continue without being detected by the bandits.
The entrance to the mine is fortified and well guarded. A chain link fence, topped with barbed wire, surrounds a small compound at the mine's entrance. One or two bandits guard the perimeter at all times. One stands watch from a small scaffolding tower, which stands next to the compound's main gate, while the other bandit walks the compound's perimeter inside the fence.
Located near the mine's entrance are three vehicles: an old sedan, a range truck, and a Songbird hovercraft. All are partially fueled and in operating condition, although none can maintain more than 60 percent of their maximum speed.
If the players approach, they will be warned off. If they refuse to leave, the bandits will attempt to take them prisoner. Failing that, they will just try to shoot the group. If the players are here to rescue the kidnapped victim ( s), their best bet is to get to the back entrance described later in the Beta description. An approach from the front will be very risky, and will likely result in lots of shooting action. If the players can enter the mine undetected, they should be able to sneak around with only an occasional confrontation with a bandit.
Passage from the back entrance can only be accomplished by following an old hiking path which is overgrown with thick underbrush and moss, making travel difficult. Passage must be made single-file for about two kilometers. As the edge of the mountains is reached, the path slopes sharply upward for the next kilometer. Here, the vegetation clears revealing a rocky ledge, which twists and turns up the side of the mountain. Following another three kilometers of travel, the path leads through the edge of a Kamelinsect habitat. At this point, visibility drops to about two meters due to the swarming bugs and the steam caused by water vapor rising from the Kamelinsect habitats and hitting the cold air. A breathing apparatus is a necessity to keep from inhaling huge numbers of insects. The footing from this point becomes very slick due to the steam and the narrowness of the ledge.
After about 500 meters, the bugs begin to clear, but all of the water vapor will have iced up due to the colder temperatures here. This makes travel extremely hazardous, and characters will have to roll to avoid slipping.
Task: To avoid slipping ( Hazardous): Difficult. Dexterity. Instant.
Once the group reaches the entrance, they will find the ventilation shaft, which is an opening roughly one meter in diameter, extending down into the darkness. The shaft reaches down about five meters, which is far enough to be a difficult descent. At the bottom is an alcove, containing a rusty evacuation fan, old tools, mining suits, and such. An access corridor leads out of the room and runs off, sloping at a downward angle directly into the ore train loading chamber.
The bandits are a group of former miners who decided that their survival
was most important. Early during the Kafer occupation, the group
took to the mine as a place of safety. With supplies running low
and other colonists hesitant to give up any of theirs, the group resorted
to banditry. Today banditry is their way of life, and the group,
led by Herman Kleinholtz, completely controls the town of Zweibrucken.
Bandits make regular visits to the town to check upon people and to obtain
food from local farmers. The bandits now do little terrorizing, relying
instead on "trustees" to police the town and carry out most tasks.
There are 12 bandits in all, each equipped with a knife and either a
P-11mm or an OS-9. Additionally, half of the bandits carry SG-77s,
while the remainder are equipped with either HR-10s or SS-7s. The
military surplus weapons were taken from mining security offices, which
were equipped with the weapons during the War of German Reunification.
Herman Kleinholtz
Kleinholtz is the leader of the bandit group He is a natural leader,
very loyal to his followers. At 1.98m, he is impressively tall.
Kleinholtz is very friendly among his followers, but treats others with
great suspicion. The man can always be seen wearing his nonrigid
vest and miner's helmet. He carries an M-2 and an OS-9 pistol, and
has three spare clips for each. As he carries the only ammo available
for his M-2, he seldom ever fires it. Kleinholtz is a Veteran NPC
colonist.
NPC Motivation Results: Spade Ace: Kleinholtz was born to lead.
His stature and charismatic personality make him a natural. Heart
7: He returns the loyalty of his group with his own loyalty toward them.
He would die for his comrades.
Lutz
Lutz, second in charge of the bandit group, is a man in his 30s, of
average height, and extremely burly. He is a leader only because
he is strong and wants to be a leader. He is not exactly unfriendly,
but has a subtle way of putting others down. Most people are too
scared of Lutz to cross him.
Lutz carries an SG-77, a P-11mm, and six clips for each. He likes
to shoot -- at people, into the air, wherever. Lutz wears a nonrigid
vest at all times. He is an Experienced NPC colonist.
NPC Motivation Results: Club Jack: Lutz has a bad temper, which
usually results in his firing off his SG-77 at something. Spade 6:
He likes responsibility because it makes him feel important, and he would
like to lead the group someday.
This is the largest town in the region, and lies about 140 kilometers southeast of Braunstadt. Once the center of all local mining operations, Zweibrucken now struggles to keep from falling apart. The town is centered around the railroad station, which served as a loading point for ore, processed in town, to be shipped to Braunstadt. While the railroad no longer operates, it still serves as a reminder of what was once a prosperous and happier life.
Several businesses are still conducted in town, including a farmer's market, a butcher shop, a bakery, a couple of general stores, a couple of restaurants, two taverns, and an inn. Other shops exist, but most went out of business some time ago.
People here are extremely nervous and will not talk to strangers. Some may even seem rather unfriendly, but they have cause. The town is completely controlled by a well-armed group of bandits who live at the Beta mine, several kilometers south. Through use of force, threats of violence, kidnapping, and such, they have taken complete control of Zweibrucken.
The bandits have a deal with the town: The citizens provide food and equipment, and otherwise cooperate, or lose everything they have. Several townspeople are "trustees" and do much of the bandits' bidding, in return for food, supplies, recognition, or power, or simply because the bandits will it.
At this town, the players have come a long way and will need to do two things: rest, and find a way to make the final, long journey to Braunstadt. While the players gather supplies and info about the trip, the director should use the fire and kidnapping encounters, and the local guards, to play up the bandit situation. If the players become involved, they should be rewarded with supplies, weapons, and transportation. This works best if done indirectly, through the discovery of bandit caches and such.
Encounters are very important in Zweibrucken; they are the basis for adventure in and around the town. There are several which may occur at random. The players should roll once every four hours. The events may occur at any time during the following four-hour period. The director should adjust the timing so as to enhance the flow of the game. Three columns of the table below are for determining encounters: the first for daytime, the second for evening, and a third when the players are in the tavern. If a "special" encounter results, take the next unused entry on the list of special encounters.
RANDOM ENCOUNTERS TABLE
Die Roll Day Night Tavern Special 1 Kids Guard Drunk Fire 2 Beggars Thugs Guard Kidnapping 3 Guard Thugs Thugs 4 Thugs - - 5-9 - - - 10 Special Special Special
Encounter Results: The following are encounter results.
Kids: 2d6 kids appear and will watch the players with interest
or bother them by throwing rocks and calling them names. They will
hang around until nightfall or until they get bored.
Beggars: The players are approached by 1d6 beggars, who ask for
some money, food, or trade goods.
Guard: A pair of town guards, trustees of the bandits, appear
and harass the group. They will try to get the players to give up
some money or trade goods. If in trouble, they will blow a whistle
and 1d6 more guards will appear within 2d6 combat rounds. Use the
Players' Weapons Table to determine the guards' weapons and ammo.
Thugs: A gang of 2d6 people appear, giving the group a hard time.
They all carry knives and have 1d6 weapons among them. Use the Players'
Weapons Table to determine type and ammo.
Drunk: The drunk is actually an old miner familiar with both the
Alpha and Beta mines. He knows about the bandits' hideout at Beta
and about the mine's back entrance. He will share this for some food
and a drink, but he may have to sober up first.
Special Encounters
The following are special encounters.
Fire
A fire breaks out in a house down the street. A woman screams for someone to save her husband, who is trapped inside. No one will help because this is the work of the bandits, who have punished these people for conspiring against them.
The players may attempt to help by rescuing the husband and putting out the fire. The fire will be out of control in 2d6 minutes. Then, any hope is lost, and the husband cannot be saved.
Task: To put out the tire ( Unskilled, Hazardous, Teamwork):
Formidable. Intelligence. Endurance. 1 minute.
Referee: Mishap will result in severe burns and the loss of the
house. No minimum number of people required, but difficulty is reduced
by one per two people attempting the task.
Task: To rescue the husband ( Unskilled, Hazardous); Difficult Intelligence
Strength. 1 combat turn.
Referee: Mishap will result in severe burns and husband's death.
If the players help, other locals will shy away for fear of being associated with them. Someone will tell the guards or the bandits, and there will be some trouble. However, in return for their help, the woman will provide each character an SG-77, and three clips, and she will ask the players to help bring down the bandits' rule.
Kidnapping
The players are visited by Zweibrucken's only doctor, Janice Holtz.
She is desperate for help, as the bandits have abducted her l4-year-old
daughter, Katrina. The bandits have taken the girl to help ensure
that the locals will stay in line. Seeing the players as her only
hope, she asks them to rescue her daughter from the "tyrants of the mountain".
The doctor is willing to give the players some weapons and medical supplies
which she has hidden away. She knows very little of the mine itself,
but knows of an old miner who maybe willing to provide some information.
Director's Note: The person who Doctor Holtz mentions is the same old miner found in the NPC section.
Janice Holtz's Cache
The doctor has gathered a small supply of weapons and equipment as a result of dealing with people injured by the Kafers and bandits. She keeps the location of this equipment secret, but will give it all to the players if they will help her.
The equipment includes: two weeks of rations ( one person), one basic tool kit, two Breckner HR-10s with three clips each, one Stracher P-11mm with one clip, one axe, two hand communicators, one large-lifeform detector, two machetes, one mul-t-tool, one bayonet, two medikits, and one concealment grenade.
Fixed Encounter Locations
The following are fixed encounter locations
The Warehouse
The warehouse is a large building containing crates of old mining equipment and such. The building is claimed by the bandits, who post guards there at all times. There is a small two-liter tank of hydrogen fuel stored here along with a dozen sets of miner's uniforms, like those the bandits wear. Also there are 12 helmets, coils of nylon cable, three sets of mechanical tools, 24 medikits, goggles, respirators, and six protective mining suits. The building is guarded by two people, day and night. One stands at the front entrance, while the other walks a loop around the building. Guards are equipped just as are the guards in the Random Encounter section. Their orders are to keep locals out of the warehouse.
The Train Station
Located near the center of town is the old railroad station which provided rail access for the mining of Beta and Braunstadt. In the railroad yard are eight ore hopper cars, a pair of flatbed cars, a caboose, and two engines. One of the engines is now partially dismantled and in need of major repair. The other needs some minor repairs and hydrogen fuel to allow it to run.
Task: To repair railroad engine: Difficult. Mechanical.
1 hour.
Referee: This task requires a basic tool set and vehicle maintenance
tools.
If the engine is repaired, it will have a top speed of 40 kilometers per hour, but is slow at accelerating. Fuel consumption is 10 liters per hour. Armor on the engine is 0.1 all faces.
The following are NPCs.
Old Miner
Hans Wagner spends most of his time drunk, but has a lot of knowledge about the mines. He can generally describe mine Beta, where he used to work. Wagner knows about the old back entrance, of which few others are aware. He also knows that protective mining suits may be needed to get past some of the obstacles, and that these can be found at Alpha and in the well-guarded warehouse in town. The miner himself is an Elite colonist.
NPC Motivation Results: Spade Ace: Wagner is a natural leader, when he's not drunk. He has a determination which makes others follow him. Heart 5: He is very loyal to his friends, and he will risk much for those who trust him.
Wreckage
Twenty kilometers outside of Braunstadt, the road from Zweibrucken, as well as the railroad, ends at the edge of a 30-meter-deep ravine. At the bottom is a tangle of rubble and twisted rail where lies the wreckage of a Kafer "Bugbus". Climbing down from the top of the ravine is hazardous and will require a rope. The ravine may be bypassed by traveling roughly two kilometers north or south.
The "Bugbus" itself lies upside down. An access hatch on the vehicle's
belly is jammed shut and cannot be opened without use of a blow torch or
explosives, but the access ramp is partially open. Inside the "Bugbus"
is a mess of twisted metal and wiring and a pack of plains wolves, who
will immediately attack any intruder and should have surprise. The
exact number of animals should be adjusted by the director to balance with
the size of the players' group. The wolves are described in the Fauna
section. They will run off after half of their number is killed or
when they are outnumbered by the players group. There is nothing
of significant value inside the "Bugbus".
This city is Dunkelheim's northernmost industrial center. The city is still active, although lack of adequate supplies has caused super-inflation and has made living conditions very hard. Without an effective police force, the city's crime rate has skyrocketed. Ironically, one major underworld figure, Gretta Lang, has been a major stabilizing force. After taking control of the city, her onetime thugs are now uniformed police, assigned to weed out major troublemakers. Burglary and theft are still high, but violent crime is minimal.
This is the final destination of the players. The director should play up the degeneration of the once-productive city. The players should walk around and run into minor encounters, just to set the mood. They won't find resistance fighters, but if they ask around, the fighters will come forward. The first encounter with the fighters should be mysterious enough to make the players wonder if they are doing the right thing. Afterwards, things will be fine until the Kafer agents reveal their identities. Once this happens, the burden is on the players to survive and rescue the resistance leader. Play up this finale and stress the urgency of completing these tasks before the Kafers arrive.
Random encounters are used to set the mood in Braunstadt. The players should make one roll each hour that they spend in the city, except when they are just staying in a room.
RANDOM ENCOUNTERS TABLE
Die Roll Day Night 1 Thugs Thugs 2 Street People Street People 3 Beggars Street People ( Sleeping) 4 Kids Police 5 Police - 6-10 - -
Encounter Results: The following are encounter results
Thugs: A group of 2d6 thugs harass the players for money or other
goods. Each person carries a knife, and half carry a weapon and ammo
from the Players' Weapons Table.
Street People: 1d6 street people approach the players with curiosity.
They are unarmed and harmless, and will just talk a lot. At night,
the street people may just be asleep; this is indicated on the encounter
table
Beggars: 1d6 ragged-looking people approach the players and ask
for food, money, or whatever they can get.
Kids: 2d6 kids will appear and throw rocks at the players.
The kids can be scared away, but will return. They will continue
with pranks and rock throwing for 1d6 hours or until nightfall. They
are hungry and may be bribed with money, food, or other gifts, but will
then be back for more in 1d6 hours.
Police: Two police appear. They are not out to harass anyone,
but rather just to keep down violence. They wear inertial vests and
helmets and carry M-2s or SG-77s and six clips. Each also carries
a P-11mm or an OS-9 with three clips. Police are mean-looking and
big. Treat each one as an Experienced NPC.
The players should travel around the city and ask about the resistance. Most people will know very little about it. Eventually, the players will run into someone involved in the resistance, who will tell them "Don't worry about finding the resistance... They will find you." The person will leave quickly and cannot be followed successfully. No local will recognize this person. The NPC is not important, except that he looks mysterious and will then quickly leave and can't be followed.
The director should time this encounter so it occurs after the group has searched all over, but before they get too frustrated. On the night of the encounter, after the players have settled in for the night, an anonymous note will be quietly passed to them. The note reads, "Front entrance of the Kelso Mining building, tomorrow midnight".
The Kelso Mining building is a two-story structure in the city's industrial sector. The building is locked, and there is nothing special about its interior. The resistance fighters are only using it for the night of the rendezvous. The fighters wait until the players' group is inside. They quickly turn on the lights and order the group to drop their weapons. A total of six fighters are here, two on the second-floor balcony and the rest below. The group is taken into the second-floor library for questioning. There, they are guarded by four resistance fighters. The players are questioned at length, much as if they were criminals or prisoners of war. This goes on for about 20 minutes. After the questioning, the resistance leader will tell the players about the resistance and how they operate. They discuss the invasion and the resistance, and offer the players whatever food and first aid they need.
Once things begin to quiet down, someone will rush into the room and inform the others that a group of about a dozen Kafer troops is approaching the city from the south -- about 20 minutes away. Someone will offer the suggestion that it may be a hunt.
At that point, Genschow, after moving into a position of advantage will grab someone's weapon and say, "No, not a hunt." Everyone turns to him as he raises the weapon. "The hunt is over. Now, it's more of a cleanup detail." Hoffman grabs another's weapon and joins him. One of the resistance fighters tries to jump one of the gunmen, only to be cut down by Genschow's rifle burst.
The two explain that they are forced to cooperate with the Kafers. Genschow explains that shortly after they entered the building, he activated a beacon hidden inside his broken flashlight. This was the signal to tell the Kafers to come and obtain the resistance fighters.
Genschow lets the players know that they will be locked up for a while, and that the Kafers' real interest is in the resistance fighters. If everyone cooperates, he says, everyone will live. He then instructs Hoffman to take the players and lock them in a closet somewhere. Hoffman obeys, taking the players down to the basement. Meanwhile, Genschow watches over the resistance fighters in the library. Someone will mention that the Kafers should arrive within about 15 minutes.
The basement closet is a medium-sized room filled with a lot of junk, mostly cleaning equipment. The players may break out in a number of ways. They may try to find away through the main door by breaking it down, pulling the hinges, prying it open, and so on. Another possible exit is through an access panel which leads into a generator room and to a door beyond that. The director should decide what can be found that can be of use to the players. The closet door is unguarded, although the group won't know this unless they have been listening for movement.
At this point, the adventure is once again free-form. The players have roughly 15 minutes, minus the time in the closet, to rescue the fighters and get out before the Kafers arrive. Alternatively, they may elect to fight the Kafers. In any case, the director is encouraged to build up the tension for a climactic ending. If the players decide to escape, it should occur just in time. If they fight, they should find that the Kafers have had a chance to get "smart".
When the action is finished, there are several possibilities for the players. If some of the resistance fighters survive and the group defeats the Kafers, the players will no doubt become valued members of the resistance. If at the same time the Kafer agents, Genschow, and Hoffman, are alive, they may try to track down the players or vice versa.
"If everyone cooperates," he says, "everyone will live."
If the resistance fighters are all killed or captured, the players may be blamed for the incident and will probably be hunted by other resistance fighters and/or bounty hunters. If Genschow and Hoffman are also dead, and the Kafers have not captured any resistance fighters, they might come after the players.
Eventually, the players should become active resistance fighters, even if they have to clear their records first. They may then take part in adventures leading to attacks on Kafer patrols, and such. Eventually, perhaps they will meet the top leader of the resistance, Governor Karl Schmidt, himself. Dunkelheim adventure ideas may be developed using information in the Colonial Atlas and Invasion books.
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