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  #1  
Old 12-30-2020, 05:48 PM
Gunner Gunner is offline
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This adventure was inspired when I parked behind my local Post Office one afternoon and saw surplus safes sitting on the loading dock... (I TRIED to come up with a holiday theme for it, but failed...)

We had broken camp and were just about loaded up and ready to move out again, when I heard Private Rankin yelling at someone. I could hear male and female voices pleading in Polish, which Private Rankin only understood a smattering of, and then only if they spoke slowly. These people WEREN’T speaking slowly…

It took a few minutes to sort out, but in the end, it turned out that one of the refugees had worked at the Poczta Polskaa (Polish Post) a couple of towns over. A few days after the 5th passed through last month, a couple of U.S. Army trucks showed up late at night, unannounced. They showed the mayor and the Postmaster some paperwork and then transferred a number of unmarked, but heavy, parcels from their trucks to the Post Office’s safes and then drove off, promising to return. Not long afterward, the town hall, which had become the town’s storehouse and barracks, was shelled. The mayor was killed and the Post Office, because of its stout construction, became the replacement town hall for the village. The Postmaster had the safes, along with the mail sorting machines, moved outside the building to make more room for living quarters and storage.

Last week, the town was overrun by marauders and the Postmaster was killed. In the chaos, the refugee grabbed the Postmaster’s backpack instead of their own as they fled. Inside, they found an inventory of the contents of the safes, along with the combinations…


Safe Contents
The Referee is welcome to put anything (or nothing) inside the safes. For example, if the players need ammunition, the safes could contain a cache of ammo, or a small amount of ammo and reloading dies and other equipment for their guns. They could also contain ammo and reloading dies for rare weapons – Auto-Mag .44 of Dirty Harry fame or .45 Long Colt of the “Wild West” or something equally arcane. (My personal favorite is the .32 H&R Magnum round). The safes could actually contain the implied gold bars and/or art, placed in the safes at the direction of MilGov or CivGov (if playing a V1 or V2 game in the US), or stolen by the commander of the unit, who was subsequently killed during the collapse of the 5th ID (if playing in Poland). The safes might contain drugs (some or all of which might have been destroyed when the safes were moved to the loading dock) and a small cache of MREs.

Another option would be that the safes were filled by the CIA/DIA (if in the US) or the KGB/GRU (if in Poland) or by another secret police/intelligence agency (if in Sweden or elsewhere) before the nuclear attacks. The safes might have electronics that were protected from the EMP effects of the nuclear attacks and are now almost priceless (or worthless, like VHS players…) They might have “priceless” government records (now useless), or textbooks / law books / training manuals / fiction on microfiche / microfilm that would be enormously helpful in rebuilding “civilization” (however the players define it). But did the people filling the safes include a microfiche / microfilm reader?

Alternate Ideas
- Obviously, the Post Office can be in any country, anywhere in the world (my original plot had the Post Office in the United States, and the gold had been stashed before the Thanksgiving Day Massacre…)

- The Post Office can be placed to entice the PCs in the direction the Referee wants them to go, especially if they have mis-interpreted other hints (or are just ignoring them entirely).

- The town can be far away to increase the difficulty or close at hand, to decrease it.

- Likewise, when the safes were loaded, and when the town was overrun can be adjusted.

- The safes could have been at some other kind of business, maybe even a lock and safe supplier/manufacturer. One option could have them moved to a junkyard near the Post Office, making them less likely to be accidently found.

Complications
- The marauders, unaware of the treasure, have occupied the town.

- Former officers or senior NCOs of the unit that stashed the treasure are now leading one (or more) marauder groups. They have finally worked their way back to the area and will attack the town just after (or just before) the PCs arrive.

- Units of both sides have learned about the treasure after capturing and interrogating former members of the unit that stashed the treasure.

- The manifest is fake and the safes have something else entirely in them.

- The manifest is accurate, but the combinations are wrong.

- By the time the PCs arrive and secure the town, the safes have been found, opened, and looted. They bargained / negotiated / fought their way to the Post Office, only to end up empty handed…
  #2  
Old 12-31-2020, 10:04 PM
Matt Wiser Matt Wiser is offline
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A POW rescue operation....it can be set in Poland or Iran:



Mission: Breakout


This adventure is best run as a follow-on to a rumor, or resulting from an encounter if set in Poland, but if it is changed to Iran, it can be run as either an official mission, or while the PCs are en route to an objective or to an extraction point.


The target of the PCs is a column of prisoners held by a Soviet (or if in Iran, Tudeh at referee's discretion) unit. If in Poland, the Soviet garrison has its own prison compound, while in Iran, the Tudeh insist on holding a number of American and Iranian POWs separate from the Soviets' own POW system in the rear of the Transcaucus Front.

If a rumor, the referee may decide that the source of the rumor is a merchant, hunters from a nearby community, or the result of an interrogation of a captured Soviet soldier. If an encounter result, the PCs may actually encounter the prisoner column.

The prisoners are a mix of NATO nationalities and civilians. Americans, British, Germans, Danish, and Dutch are the POWs (if in Poland), or if, in Iran, Americans and Iranian military. The civilians can be suspected of partisan activities and counting themselves lucky not to have been shot, or simply those unfortunate enough to be press-ganged into forced labor for the Soviets or Tudeh. They are used for road repair, farming, cutting wood, digging trenches for fortifications, and other hard physical labor. Many are ill and all are undernourished.

Nearby is a prison compound where the prisoners are held. A barbed-wire enclosure with a number of ramshackle huts (wooden if in Poland, mud brick if in Iran) that house the prisoners, with a punishment compound of several small, one-person metal boxes (similar to that in the movie Bridge on the River Kwai) where disobedient prisoners are kept in between rounds of torture for infringement of “Camp Regulations”, disobedience to guards or the officers (real or imagined), A smaller compound houses a number of female prisoners-some are NATO, others are local. Some are used on the labor details, others work in the camp kitchen, or to clean the officers' and guards' quarters. They are also used as a source of “entertainment” for the camp personnel. Any female officers will be singled out for the most humiliating work the Commandant can think of. Four guard towers, each with a single PK machine gun, provide guards with a full view of the compound.

The Guards number about thirty, and are a mix. Some are too badly wounded to return to combat duties, having lost hands or feet, but are still able to serve on limited duty. Others are former guards in “Disciplinary battalions” and served as guards in Soviet or Tudeh military prisons or penal units. Some may be recent conscripts who found themselves in this assignment, and would like very much to desert. They are the ones who are the most likely to be sympathetic to the prisoners. The guards' barracks-built to a better standard that the prisoners' huts, are adjacent to the compound.

The Officers: Four officers, not counting the Political Officer, are present. One officer always accompanies the labor detail to supervise the guards assigned to the detail. The Commandant has a hatred of Americans, and views those who fight alongside Americans to be only marginally better-unless they are Germans, in which case they are worse. If in Iran, the Tudeh Commandant will view any Iranian prisoners as “Counterrevolutionaries”, and all are deserving of the most harsh treatment possible, short of killing them. The Political Officer, who is naive, will be trying to convert the prisoners to their captors' cause, or at the very least, to serve as trusties. The Commandant has an office/torture room inside the compound, but quarters for all of the officers are adjacent to the compound, in housing either newly-built for the purpose, or local homes taken over by the guard force.

The local garrison: in the settlement nearest the prison compound is a Soviet (Or Polish Army, or Tudeh) unit. The garrison numbers 1D10x10 soldiers. On a roll of 1-3 on a D6, they are infantry. A roll of 4-5 has them as cavalry. A roll of 6 has them equipped with armored vehicles, including at least one tank (type determined by the Referee). The Referee may determine the types of vehicles, or select from the Encounter table for APCs/IFVs, as well as any heavy weapons.

Running the Scenario: This can be done in several ways. First, the prisoner column can be attacked, and an attack from the outside is the last thing the guards are expecting. They do not have a radio, and only a fleeing guard returning to the compound would bring word of the attack. However, the other prisoners at the compound (1D6 who are seriously ill, or too injured to work, along with 2D6 female prisoners) would be left behind.

The column could be trailed back to the compound, where it can be observed, and a plan of attack devised. If the PCs have made contact with local anti-Soviet guerrillas, either Polish or Iranian, they may be of help (especially if the guerrillas have friends or family among the prisoners, or if they have American or other NATO Special Forces as advisors). If in Iran, the location of the compound can be marked, and the PCs make their extraction. A follow-on mission to assault the compound and free the prisoners, can then be laid on with approval from the PCs' command authority. Insertion and extraction procedures from King's Ransom can be copied.

Complications:

Marauders may attack-they may believe the prison compound has gold or silver mined by the prisoners (a rumor, but a false one).

More prisoners arrive, complicating plans for the rescue.

The local garrison is reinforced, and said reinforcements include armor and mechanized infantry. Are they passing through, or are they now assigned to the garrison?

Weather may help, or hinder, the raid on the compound, as would the moon (or a lack of one).
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  #3  
Old 01-02-2021, 09:21 AM
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Jason Weiser Jason Weiser is offline
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