Twilight 2000 1e - Airlords of the Ozarks.pdf

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Walnut Ridge ................................................................. 33
Newport ..........................................................................33
Escaping from Newport.................................................. 34
Bald Knob....................................................................... 34
Searcy............................................................................. 34
Evening Shade ................................................................ 34
Towns on Highway 64/167 ........................................... 36
Other Roads in the Area................................................. 37
Highway Encounter Descriptions .................................... 37
The Lay of the Land, Part II ..................................................... 38
Arkansas River to the Buffalo ......................................... 38
Fort Smith...................................................................... 39
Conway .......................................................................... 39
Conditions in Conway/Lake Conway ............................. 40
Attacking Conway.......................................................... 40
Greenbrier ....................................................................... 40
Russellville ...................................................................... 41
Arbaugh .......................................................................... 41
Marshall .......................................................................... 41
Nogo............................................................................... 41
Brashe............................................................................. 41
Ozark National Forest ......................................................41
The Lay of the Land, Part III ................................................... 43
Mountain View............................................................... 44
Calico Rock .....................................................................44
Ozark National Forest ......................................................44
Buffalo River Valley .........................................................45
Jasper............................................................................. 45
Harrison .......................................................................... 45
Osage ............................................................................. 46
Berryville......................................................................... 46
Eureka Springs................................................................46
Huntsville........................................................................ 46
Lead Hill ..........................................................................46
Mountain Home...............................................................46
Salem...............................................................................47
Brockwell.........................................................................47
Melbourne........................................................................47
St. Joe ............................................................................47
Yellville ............................................................................47
Fayetteville ..................................................................... 47
Bull Shoals Lake .............................................................47
The Missouri Ozarks ........................................................48
New America in Missouri ................................................48
Contents
Airlords of the Ozarks .............................................................2
Introduction ......................................................................... 2
Referee's Notes.................................................................... 2
The Adventure Plot.................................................................. 3
Character Backgrounds ........................................................ 3
Conditions in the Ozarks ...................................................... 3
Playing the Adventure ......................................................... 4
NPC Skill/Experience Levels ................................................ 6
What's Going on in Arkansas .............................................. 6
Referee's Notes: An Assignment in the Country ............... 7
Briefing................................................................................. 7
Preparing for the Expedition ................................................ 8
The Goal .............................................................................. 8
Further Adventuring in the Ozarks ..................................... 9
The Course of the Adventure .............................................. 9
Ending the Adventure .......................................................... 9
Personalities ...........................................................................11
Pvt. Randolph T. Dobbson ................................................11
Sgt. Everett V. Redman ....................................................11
Doctor John R. Carlin ........................................................12
Charles Gunn .....................................................................12
Bradley Dinton....................................................................13
Roger Fairfax ......................................................................1 3
Werner Doerflinger............................................................. 13
Erik Severin ........................................................................ 14
Jacob Roberts....................................................................14
Chuck Brighton ..................................................................14
Janet Leigh Pearson ..........................................................14
Father Joseph ................................................................... 15
New America ........................................................................ 16
Background and History..................................................... 17
Organization .......................................................................18
Philosophies........................................................................18
The Hierarchy of New America ......................................... 19
Arise, New America .......................................................... 19
Operation Valkyrie ............................................................ 19
Dirigible Attack .................................................................. 20
Captured by New America................................................ 21
Life in Camp ...................................................................... 21
Special NPCs...................................................................... 22
Leading a Popular Rising ................................................... 22
Engaging in Large-Scale Combat ...................................... 23
Operation Eaglestrike ........................................................ 23
Map, Northern Arkansas.................................................... 28
The Lay of the Land, Part 1 .................................................. 29
Memphis to Little Rock...................................................... 29
Memphis............................................................................. 30
Notes on Memphis ............................................................ 31
The Plot in Memphis ......................................................... 31
Little Rock ......................................................................... 31
The Plot in Little Rock ....................................................... 32
Bradley Dinton ................................................................... 32
Jonesboro ........................................................................... 32
Blytheville ........................................................................... 33
Paragould............................................................................33
Credits
Design: William H. Keith, Jr.
Development: Loren Wiseman.
Art Director: Barbie Pratt.
Interior Illustrations: Tim Bradstreet and Liz Danforth.
Cover: Steve Venters.
Game Designers' Workshop
PO Box 1646
Bloomington, IL 61702-1646
Copyright ®1987 by Game Designers' Workshop. Printed in
U.S.A. Made in U.S.A. All rights reserved. ISBN 0-943580-18-8.
Twilight: 2000 is Game Designers' Workshop's trademark for
its role-playing game of survival in a devastated world.
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Page 2
Game Designers' Workshop
his voice carried the chill of what we'd seen. "Someone in north-
ern Arkansas has won total air superiority." He walked forward
and stood in front of the screen, the picture wrapping around
him like some weird body tattoo.
"If they keep it, we might just be looking at the next folks
to run the United States."
Airlords of the Ozarks
The slides the intelligence guy was showing us had turned
our guts cold. It had taken a moment to let the unfamiliar shapes
take on meaning, but when they did, the chatter stopped and
the only sound you could hear was the clatter of that aging
Kodak projector and the distant yammer of the generator out-
side the tent that was feeding it juice.
"That's our problem, people." the Intel Major said. "These
shots came out of Newport, Arkansas, less than two weeks ago.
Pretty good considering our agent who took them had to crawl
most of the way to Memphis."
The picture showed the main street of a small town:
storefronts, a post office, the spire of a church... In the
foreground, the rag doll sprawls of dozens of limp bundles had
resolved themselves as bodies. The blood was very dark.
Of course we'd all seen bodies before. Who hadn't, these
days? What caught my attention was the long, lean cigar shape,
vast and massive and impossible, hovering behind the church
spire. Stories I'd read as a kid surfaced in the back of my mind,
stories by Heinlein and Asimov...and H.G. Wells. The shape was
just blurry enough that for one icy second I thought it just might
be... No. That wasn't possible.
"Next!" the Major snapped.
The second slide was clearer. The camera angle had changed.
There were more bodies in the street: a woman and her child.
The shape was closer now, silhouetted against the sun. We
could make out the undercarriage, the blur of propellers on either
side of the engine compartment.
That was no spacecraft.
"A blimpl" someone said.
In a way I was relieved.
"A dirigible," the Major said. "Blimps have flexible envelopes,
like balloons. This one looks to us like a rigid-hulled airship.
Next!"
The third slide was close enough you could see into the under-
carriage, a kind of gondola resembling a railway car, and we
could make out the people inside. They were in uniform but too
distant for details. The snout of a machinegun protruded from
an open window, and someone in a hard-billed cap was leaning
over the gunner's shoulder pointing out a target.
Anger stirred. Whoever they were, they were drifting low over
the streets of a small town machinegunning civilians! Why?
"Next!"
This slide didn't show the airship. It was a blurred shot from
a bad angle showing a rush of movement that might have been
trees and... what?
"That smudge, gentlemen, is an aircraft." There was a stir
in the tent. Aircraft were rarer than prime rib these days and
with good reason. The fuel to fly them was rarer than good
scotch. "Next!"
It was an aircraft! I could make out broad, flimsy wings, a
pusher-mounted propeller behind a tiny engine. The pilot dangled
below and in front of the wing, a control stick in one hand, a
pistol in the other. "Here's a better shot. To be precise, we
believe this to be an ultralight, a single-passenger, homemade
aircraft with a top speed of maybe eighty klicks per hour. You
can see the pilot...there."
My icy feeling of unease had returned. "Major!" I said. "Who
are those guys? What are they doing with dirigibles and
airplanes?"
"That's what we'd like you to find out," the Major said, and
INTRODUCTION
Airlords of the Ozarks is a game module for use with GDW's
World War III role-playing game, Twilight: 2000. This story
follows the adventures of the player characters in the rugged
hills and forests of the Ozark Mountains in northern Arkansas
and southern Missouri early in the year 2001. The information
presented in this module will allow the Twilight: 2000 referee
to create a complete campaign lasting weeks or months in the
Ozarks area.
Details are given for regions, people, villages, and towns in
the campaign area. Referees should feel free to use this material
to create spin-off adventures and campaigns of their own.
Of particular interest is information on New America, a bizarre
right-wing organization determined to build an empire from the
ashes of the United States. New America's power is most signifi-
cant in the South, but cells are scattered throughout the United
States and Canada, and Twilight: 2000 referees will find this
information useful when creating their own encounters with NA
fanatics and strongholds.
This module booklet contains the following material:
This introductory chapter.
A detailed background of New America, including histories
of both the organization and its leader, as well as information
on its ideology and goals.
Geographical descriptions of villages, towns, regions, com-
munities, forces, and encounters in the general Ozark Moun-
tains area of Missouri and Arkansas.
Technical and game data on the Columbia, a giant, advanced-
tech, airfoil cargo dirigible which crash-landed in the Ozarks in
1997, and on three smaller dirigibles built by New American
forces with parts and equipment salvaged from the wreck of
the Columbia and from other sources.
Technical and game data on a number of ultralight aircraft
which may be encountered in this campaign.
A map of the Ozarks region.
REFEREE'S NOTES
This game module is designed to be used by the referee. Nar-
rative sections describing scenes from the characters' points
of view are included to add color and detail to the story's
background as it is unfolded by the referee. These narrative sec-
tions may be read by the players themselves, but all other sec-
tions of the module booklet are for the referee's eyes only. Nar-
rative sections are set apart in italics for easy recognition.
Referees who plan to conduct adventures in the Ozarks region
may wish to obtain a good atlas or some maps of the area. While
not necessary for the adventure, they are useful to fill in details
of the surrounding region. The Rand McNally Road Atlas is good
and commonly available.
—William
H.
Keith, Jr.
PLAYERS SHOULD NOT READ ANY FURTHER
IN THIS BOOKLET IN ORDER TO PRESERVE
THE ELEMENT OF SURPISE.
Airlords of the Ozarks
Page 3
The Adventure Plot
This chapter details the administration of the adventure by
the referee.
in New York City for a period of time, surviving among the ci-
ty's warring gangs and militant enclaves while attempting to
track down a fortune in misplaced gold bullion and reintro-
ducing the inhabitants of New York City to the benefits of
civilization.
At the start of this new campaign they will have been recalled
to Norfolk, Virginia, for a new assignment from the Milgov head-
quarters there. Rumors, and a report from a wounded Milgov
observer in Memphis, Tennessee, suggest that a monstrous plot
is brewing in northern Arkansas, and military leaders are con-
cerned enough to want to investigate. The characters will be
dispatched to Memphis, Tennessee, with orders to report to the
military governor there, and then to proceed to the Ozarks area
to carry out an investigation of the region on behalf of Milgov.
The characters begin the adventure in Memphis.
Working for Civgov: If the characters have allied themselves
with the United States civilian government (Civgov) during
previous campaigns, they may be conscripted by Civgov officials
in Des Moines, Iowa, to investigate reports of a dark cabal brew-
ing in the Ozark Mountains, as well as unsubstantiated rumors
of working aircraft being used in raids throughout the Ozarks
area. Nebraska, Iowa, and parts of northern Missouri are under
civilian government control, but reports of marauder bands in
southern Missouri using aircraft have Civgov justifiably worried.
The rumors which have upset Civgov have come from a CIA
agent in Jefferson City, Missouri. The characters are sent to him
to be briefed on their mission.
The characters will begin this version of the adventure in Jef-
ferson City, Missouri. The referee will need to modify his descrip-
tion of the briefing and subsequent events slightly.
CHARACTER BACKGROUNDS
The characters in Airlords of the Ozarks may be drawn from
several sources and may be introduced into this campaign in
any of several ways.
Up the Trail from Texas: Referees who have recently run their
group through the GDW adventure Red Star/Lone Star may use
the same band of adventurers if desired. These characters will
either be survivors of U.S. military units stranded in Texas dur-
ing the breakdown of government in that state or members of
the U.S. 5th Division who escaped from Eastern Europe aboard
the last troop convoy returning to the U.S. and subsequently
found passage to Texas. While in Texas they became embroiled
in the confused and bloody struggle for power in the southern
portion of the state, fighting the remnants of Mexican-American
criminal "families," elements of several factions of the
fragmented Mexican invaders, and the stranded Soviet Division
Cuba.
After the events chronicled in Red Star/Lone Star, the adven-
turers made their way north from the Port Lavaca area, past the
ruins of Houston/Galveston, and linked up with elements of the
US 49th Armored Division in southern Oklahoma. From there
they either secured military transportation on an eastbound road
convoy as far east as Memphis, or were ordered to Muskogee,
Oklahoma. In either case, they were approached by DIA officers
who requested their assistance in a special mission.
The characters begin this adventure in Memphis or Muskogee,
at the referee's discretion. The briefing is the same either way.
By Way of the Big Apple: Groups which have recently com-
pleted the Twilight: 2000 adventure Armies of the Night will
be members of the 5th Division or other military units recently
returned from Europe who were used by Milgov headquarters
in Norfolk, Virginia, to reestablish Milgov control over Manhat-
tan Island in New York. The characters will have been stationed
CONDITIONS IN THE OZARKS
Airlords of the Ozarks is set in the Ozark Mountains region
of northern Arkansas and southern Missouri, roughly between
Joplin and Springfield in the north, and Fort Smith and Greer's
Ferry Lake in the South.
History: The Ozarks constitute one of the oldest mountain
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Page 4
troopers were killed by snipers or murdered in bars or darkened
streets but at terrible cost in retaliatory strikes and hostages
killed—and the airships themselves remained effectively
invulnerable.
Because the Ozarks remained secluded, the only word the out-
side world had of events within the Ozark Plateau was through
rumor and the disjointed statements of terror-stricken refugees.
ranges in the world, stretching from St. Louis to the Arkansas
River. Not a particularly high range, it is characterized by deep-
cut, sheer-walled river valleys in a tangle of woodlands and sheer
bluffs which have resisted the encroachment of civilization for
quite some time.
Those who settled here were tough, daring, and individualistic.
Their descendents retain that toughness of character and tend
to be independent, clannish, suspicious of outsiders, reclusive,
and possessing a tradition-minded outlook on life. The mid- to
late-twentieth century saw the region opened to the tourist and
vacation trade, which brought more income to the area than did
farming, but which did little to change the basic character of
the people.
The onset of World War III affected the region even less. Many
of the younger men answered the draft call or volunteered in
the spirit of ancestors who had fought at Pea Ridge and Wilson's
Creek and the breakdown of transportation left these sons of
the hills far from their homes. Marauder bands passed through
the area following the breakup of the federal government, but
there was little to attract them to stay.
The Ozarks actually suffered far less in the ebb of civilization
than did many other parts of the country. Transportation suf-
fered when stocks of gasoline and spare parts were requisitioned
by the army and other agencies. Neighborhood mechanics made
do with scavenged parts, however, and converted car engines
to alcohol. When vehicle engines could no longer be repaired,
horse- and mule-drawn wagons began appearing in greater
numbers. It was not uncommon to see battered Fords and
Chevys with their engine blocks removed and replaced by a jury-
rigged hitch for a team of mules. Neighbors looked after one
another. Food became scarce but local agriculture was suffi-
cient to support the slightly reduced population. As hospitals
ran low on supplies and city garbage and sewage services
faltered, disease (typhus and cholera especially) depopulated
several larger towns such as Springfield and Poplar Bluff, but
the villages and isolated mountain communities continued as
they always had, often with little or no contact at all with the
outside world.
Otherwise, life went on unchanged...until the "awakening"
of the New Americans.
New America: The activation of New America forces in the
Ozarks ended the region's virtual isolation (the history and
organization of New America are described elsewhere in this
book). New American airships appeared in the skies of villages,
towns, and small communities, demanding tribute in the form
of livestock, crops, machine parts and tools, jewelry, artisans
and technicians, and women. Whole communities which
resisted were massacred by machinegun, grenades, and
dynamite from the air, and the surviving populations were
marched off to uncertain fates in labor camps.
The Ozarks became a virtual tributary state of the local New
American enclave. The larger towns received New American
military governors, called satraps. Smaller and more isolated
communities were visited infrequently but according to a regular
schedule. The inhabitants of each community were told what
supplies they were to have ready for the conquerors and when
to expect collection. Farmers, back-country mountain folk, and
numerous townsfolk banded together to carry on a resistance
against these invaders but with little success. New American
raids were infrequent, but they were well-organized and the
locals had no chance to fight back when their attackers held
uncontested mastery of the skies. Individual New American
PLAYING THE ADVENTURE
As with other Twilight: 2000 adventure modules, Airlords of
the Ozarks is played as a continuing narrative, unfolding through
interactions between the players and the referee. The material
in this booklet is designed to help the referee create and develop
situations during the course of play.
The characters begin play in Memphis, Tennessee, as de-
scribed later in this module. Some referees may prefer to start
the adventure in Jefferson City, Missouri, if the player characters
are working for the Civilian Government; or Muskogee,
Oklahoma, if they have just completed an adventure campaign
in Texas (either Red Star/Lone Star, or an adventure developed
from that module).
Throughout the adventure the referee will use the map of the
Ozarks region in this module to determine how far the characters
travel and which encounter tables to use. Each general area
where the characters might travel is discussed in a separate
chapter. Most of the terrain throughout the Ozarks is extreme-
ly rugged and heavily forested. The characters are not required
to visit all of these towns or areas. Rather, the region is described
to allow the players to determine for themselves where their
characters are to go and by what routes. Naturally, this infor-
mation can be used by the referee to develop later campaigns
and adventures in this part of the country, if the characters show
an inclination to remain in the region.
The referee may allow one or more of the characters some
special knowledge of the area. The fact that one of the player
characters comes from this region might be given as part of the
reason the adventurers were approached by the DIA or CIA and
asked to tackle this mission. In general, however, the referee
should not allow the players to have advance knowledge of the
area or of events in the region, and even native Arkansans will
have little more than a rudimentary knowledge of the basic
geography of the state. Specific information, such as what sort
of government a given town has, or where New America forces
might be based, should be left for the player characters to
discover on their own.
EVENTS AND ENCOUNTERS
General Encounter Tables: From time to time, the characters
will encounter various non-player characters or be subjected to
more-or-less random events such as storms or attacks by
marauder bands. Each region has an encounter table specific
to that area. Unless otherwise directed by the module, the
referee should roll on the area's general encounter table once
every four hours while the characters are travelling in that area,
and once each day if they are at rest. The events and their ef-
fects on the adventurers are described in the encounter descrip-
tion following each table.
Some encounter results will always be the same. These are
as follows:
Animal: The characters encounter animals. Determine the
results of this encounter by rolling 2D6 and consulting the table
on the next page.
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