TEXT: The Official Twilight: 2000
  TM 3.0
  Getting The Goods
  Everytown Scenario #2
  
  Credits
   
  G-1 (AdministrAtion)
   
  Design: J. Griffin Barber
   
  G-2 (intelliGenCe)
  Copyright © 2010 by 93 Games Studio. 
   Except for the purposes of reviews, reproduction without the written permission of 93 Games Studio is expressly 
  forbidden. No part of this publication may be reproduced, by any form or by any means, without the prior written 
  permission of 93 Games Studio. Character sheets and other game aids contained in this book may be reproduced for 
  personal use. All characters, names, places and text herein are copyright by 93 Games Studio.
  Twilight: 2013 is based on Twilight: 2000 by Game Designers’ Workshop, and is published under license. The mention 
  of or reference to any company or product in this product is not a challenge to any trademark or copyright concerned.
  G-3 (operAtions)
  Written By: J. Griffin Barber
  Additional Writing: Team NPC (Michael “Max” McGloin and Max Messina)
   
  G-4 (loGistiCs)
  Layout, Typesetting, Editing: Keith Taylor
   
  Art: Tyler Windham, Rick Hershey, Max Messina (Maps) & some photos courtesy of U.S. Army
  G-5 (Civil AffAirs)
  Playtesters: Michael “Max” McGloin, Derek Klein, Greg Brance, John Eisenberg, 
  Jake Flannery, Eric Good, and Josh Neely
   
  G-6 (CommuniCAtion)
  Additional downloads can be found at the 93 Games Studio website
  http://www.93gamesstudio.com
  
  1
  introduCtion
  This is a straight recovery mission with 
  complications. The PCs will be challenged to come 
  up with creative solutions on a number of levels. 
  Alternatively, they can bull their way through, kill on 
  the way in, and kill on their way back. They just might 
  not make it, though.
  desiGner’s Assumptions  
  The GM is using the Everytown setting provided 
  or a similar setting with a river and a rail line. 
  However, this encounter can be easily adapted for 
  any other recovery mission. If the setting is not used, 
  the GM will have to do some additional ground work 
  to determine just who the PCs are working for as well 
  as tailoring the scenario to wherever they choose to 
  place the game.
  “Now, Hernandez!” Crawford snapped, “Them locals may not have shot at us when we come in, but they 
  sure as hell know we here.”
  “No thanks, Crawdad,” Hernandez said, hands nervously playing with the ropes fed through his climbing 
  gear.
  “Get in, Baby Face, ‘afore I throw you in,” Crawford drawled.
  “Man, it’s dark and tight in there,” Hernandez said.
  “You kidding, right?” Crawford snarled to mask his own fear.  The older man damn well knew it for a dark 
  hole in the goddamn ground, and didn’t like it any better than Baby Face. Such places were where the mojo 
  dwelt, the dark power used in bad gris gris. He carefully refrained from crossing himself in front of the other 
  man. No use spooking him further.
  “No, I ain’t.  I don’t like not knowin’ what’s waiting on me-” Hernandez must have realized what he 
  sounded like, because he closed his mouth with a snap.
  Something in Hernandez’s voice made Crawford rein in instinct, which was to boot the younger man 
  through the opening and to hell with his fears.  
  Knowing he didn’t want to go in first helped.  Sergeant Lewis looking up with an impatient set to his 
  shoulders Crawford could see even at this distance helped even more.
  So Crawford took a deep breath and counted to ten before saying, “If it helps you git over your fear, think 
  about them folks that asked us t’come out here.  All those kids ain’t had lights nor heat that wasn’t taken 
  from an open flame since everything went to shit.  You could change that.  Help fix it for ‘em.”
  Hernandez mulled that over, swallowed, and visibly got a grip on his shit.  He scrabbled at the rope 
  harness crossing his chest for a moment before giving it up as a lost cause. “At least gimme my nine,” he said 
  with a resigned sigh.
  Crawford pulled Hernandez’s sidearm from where the younger man kept it inside his uniform and handed 
  it to him without comment, fairly sure it wasn’t the thought of the poor kids going without heat and light, but 
  being called afraid that motivated the younger man.
  Hernandez wriggled forward and into the yawning hole, pistol and flashlight first, trailing the rope.
  As the other man disappeared, Crawford juggled the belay line, murmuring a prayer to his patron saint 
  and crossing himself.  Since they didn’t know how unstable this the opening was, Crawford was set to do a 
  fast retrieval of Hernandez if there was a tunnel collapse or the floor dropped from beneath the man’s feet.
  Patiently feeding more line out, Crawford almost fell backwards as a long, unearthly whistling reached 
  his ears. Overcoming his gut reaction, he recognized Hernandez’s wolf-whistle.
  “What it be, Baby Face?” he called, absently grabbing the cliff face to steady himself and stepping on a 
  useless angry comment.
  “There’s a lot back here, Crawdad. An engine and looks like… two- no- three rail cars,” the man called 
  out. He coughed, “And some kind of chemical shit.  Smells bad, but I can breathe.”
  “Alright, hang tight.”
  He leaned back and gave Lewis the thumbs up. The goods were there, now it was just about getting them 
  out, getting them packed and getting them back. 
  
  2
  The player characters, if they are not the pre-
  generated characters provided with First Contact, 
  will require skill at mechanics, fieldcraft, climbing, 
  and combat.
  The PCs have at least a temporary base of 
  operations they wish to return to and a populace they 
  can trade with.
  BACkGround
  During 
  the 
  prolonged 
  and 
  recent 
  unpleasantness, the local military was hard pressed 
  to keep their troops in beans and bullets.  The trains 
  pressed into service to keep the war effort going 
  were running full-tilt when a series of well-targeted 
  airstrikes damaged nearly all the railroads in the 
  region. These strikes destroyed a good number of 
  the locomotives, paralyzing the rail network and 
  crippling the war effort.  Railroads are not the most 
  robust of transport networks, and the damage was 
  just too much for the government to try and deal 
  with. Most of those shipments Command was aware 
  of were salvaged or written off as destroyed.
  The 308 was one such train.  The locomotive had 
  just entered a tunnel that opened out onto a bridge 
  crossing the river upstream of Everytown when the 
  engineer saw the bridge explode and the tunnel 
  ahead begin to cave in.  He slammed the brakes on, 
  bringing the train to a shuddering, shrieking halt.  
  Hasty loading and poor maintenance led to a series 
  of events that cost the security team on the train 
  their lives and buried the rear of the train.
  The brakes on a fuel car carrying several tons 
  of fuel failed, and the car crushed the one in front, 
  which led to a massive detonation and disaster as all 
  but the first few cars derailed and were crushed by 
  falling earth and stone.
  Only the engineer survived. With a concussion 
  and deafened by the explosion, he lived long enough 
  to dig his way through the earth, only to fall to his 
  death trying to climb down the ruined remains of 
  the bridge.
  This spring, Farmer’s eldest son found the 
  engineer’s uniformed body returning from pursuing 
  some wayward livestock.  He dutifully handed over 
  the man’s wallet, reported his uniform, and location 
  to his father. Farmer was intrigued, as the man had 
  no equipment for travelling, and had obviously 
  fallen from the tunnel mouth and bridge.  Further, 
  the man had the manifest in his wallet.  While the 
  manifest was just a series of numbers, it was marked 
  military and highest priority.
  When he found the time, Farmer went to see for 
  himself, but found the way into the narrows blocked 
  by a refugee camp made up of people that had been 
  denied entry to Everytown.
  They refused to let him pass, and threatened 
  Farmer and his men when he pushed the matter.  
  The only reason he wasn’t attacked was his fair 
  treatment of the refugees he has taken in at his farm, 
  two of whom accompanied him on his expedition.  
  Farmer did get close enough to take a long look 
  through his binoculars at the rail tunnel.  Most of 
  the cliff had collapsed, but there was barely visible 
  opening in the mass of earth and stone.
  Farmer knows Everytown needs a part for its 
  generator. He suspects the tunnel hides a diesel-
  electric locomotive, and thus a part that might be 
  used for the repair.  He wants to get the PCs alone 
  so he can deal direct with them on any of the other 
  goods they might recover.  He doesn’t want to 
  keep everything for himself, just doesn’t see why 
  his information should be given up without some 
  measure of profit to his family. Now he just needs to 
  get in touch with the PCs without Gardener, Mayor, 
  or Third Man learning what he is about.
  plAyer setup
  The player characters, having been successful in 
  their actions against the road bandits, are given an 
  opportunity to complete some of the transactions 
  they negotiated for in the First Contact scenario: 
  things like maintenance on their vehicles and 
  weapons, training of locals, or any other activity that 
  might take a while should fill the unit’s time nicely. 
  During this time Wrench will complain about 
  the village’s inability to manufacture the large part 
  the service station generator needs to function.  
  Hard Man will ask the PC leadership that 
  their men not divide up into too many groups, as 
  it puts too great a strain on his meager manpower.  
  Mayor wants each PC accompanied, but they are to 
  be allowed relatively free run of the place.  Mayor 
  claims it is for translation/security/manpower 
  purposes, but it is clear that regardless of how 
  well the PCs performed against the road-bandits, 
  they are still not members of the community. That 
  being said, the militia aren’t security professionals 
  and haven’t been ordered to prevent the PCs going 
  anywhere they please. They will report to Hard Man 
  anything they observe that might be a threat to the 
  security of Everytown.
  
  3
  During this time, the PCs should develop a bit of 
  a feel for those characters they have frequent contact 
  with: Gardener, Mayor, Wrench, and Third Man. 
  This can be done with some roleplay or spoon-fed to 
  the PCs in a pre-prepared statement. 
  GMs should try and convey to the PCs a sense of 
  what’s ‘normal’ for Everytown:  militia heading out 
  to their posts, field hands going out to their labors, 
  children playing and hitting them up for goodies, the 
  nightshade collectors doing their rounds.  
  The point of all this roleplay and window-
  dressing is twofold:  
  It should help to get the players feeling at least 
  the tiniest bit like Everytown is worthy of their help.
  Later, when things get political in Everytown, it 
  will help the players get a grip on the factions and 
  perhaps formulate an intelligent opinion of the group 
  they wish to back.
  enCounters
  These encounters begin a few days after the road 
  bandit attack of the First Contact scenario.  Farmer 
  has been receiving reports of the player’s actions for 
  the last few days, and had come to a decision.
  fACe to fACe
  One of the PCs is approached while nearly alone. 
  Crawford would be a likely option for this, as he is 
  likely to be working through the maintenance on 
  the team’s HMMWV and Farmer can arrange the 
  meeting without being observed by the entirety of the 
  village.  He will arrange for two of his family to be 
  assigned to watching an individual player character.  
  Regardless of which PC he contacts, Farmer 
  will do so as covertly as possible. He does not want 
  anyone in town knowing what he is up to.  He will not 
  approach anyone at the Hostel.  He knows Gardener 
  reports to Mayor. 
  Whichever PC Farmer chooses to approach 
  should get a chance (AWA, TN+1) to notice that the 
  two militiamen assigned him are related.  Let the 
  PC get to work on whatever task they have planned, 
  and then have Farmer approach. A character that 
  noted the family resemblance before will be almost 
  certain to recognize (AWA, TN+5) that this man is 
  the militia-men’s father.
  Farmer gruffly expresses his gratitude for the 
  actions of the players in fending off the road bandits 
  (and anything of value to the community they have 
  done since).  He will then check in with his sons, who 
  give him the all-clear. 
  Farmer says he has information that may be 
  of value to the soldiers as well as Everytown: He’s 
  believes he has a solid lead on the generator part 
  Everytown needs.
  In exchange, Farmer will let the PCs increase 
  their credibility with Mayor and the town by letting 
  them tell Mayor of the location of the possible find. 
  When pressed for why he wants the PCs to have 
  the credit, Farmer says that he doesn’t want credit; 
  that he just wants the town to prosper and thinks 
  Mayor has enough power already.  Besides, there are 
  potential hostiles between the item and Everytown, 
  and Farmer knows that Mayor won’t risk any of his 
  people on the information if he knows Farmer is the 
  source.
  Even the worst student of human behavior will 
  probably recognize (COG, TN+2) that Farmer dislikes 
  Mayor, though Farmer doesn’t reveal why.
  If Farmer thinks the PCs greedy or materialistic, 
  he may tell them he believes there are a number of 
  other valuable goods with the part. If it turns out 
  that he’s right, Farmer says his family will be tasked 
  to provide transport, and if the PCs are in, it will be 
  easy to divert any particular items that the PCs wish 
  to have for themselves.
  A PC versed in deception may recognize Deception 
  (PER, TN+2) that Farmer doesn’t really want anything, 
  but is putting on this act because if it makes the PCs 
  more comfortable dealing with him to see him as a 
  greedy bastard, he can live with that. 
  If the PC that Farmer approached isn’t the leader, 
  Farmer will ask that his offer be conveyed to the leader. 
  He says he’ll arrange for another meet in a few days.
  seCond fACe
  This meet will take place under whatever 
  circumstances the GM thinks most appropriate. 
  Farmer again makes arrangements for this meet, and 
  comes ready to finalize the deal.  
  He includes all of the above information and, 
  assuming the PC’s team leader agrees to the terms, 
  provides the location of the rail tunnel and his 
  reasoning behind the belief that the train must still be 
  there.  Farmer also reports the refugee encampment 
  between Everytown and the tunnel.  
  GMs may also wish to present Holy Man or 
  perhaps Loveless to the PCs if they haven’t already 
  met.  Maybe even both, if you would like some 
  interpersonal conflict to add spice to this period.
  
  4
  He leaves it up to Lewis to determine how best to 
  reveal any of this information to Mayor and the rest 
  of the village, and tells them to be wary of Gardener.
  seCond thouGhts
  While not really an encounter, the players may 
  want to have a skull session before presenting Mayor 
  or anyone else with the information Farmer has given 
  them.  
  This is fine, even desirable, and should be 
  encouraged.  Do not make it too difficult for them to 
  have a private conversation, but if they fail to take 
  the most basic of operational security measures, 
  Gardener, and therefore Mayor, will learn what they 
  are up to.
  If the PCs have questions about Farmer’s motives, 
  let them believe he’s simply greedy or seeking revenge 
  for some slight the rest are not aware of.  
  If the PCs ask another NPC about Farmer, keep 
  in mind who is being asked, and what faction that 
  character is aligned with.  Wrench or Nurse will most 
  likely give the least biased answers, while Gardener 
  will gossip negatively about him and record the 
  question for Mayor.  Nightshade will claim ignorance, 
  but remember the questioner.
  The rail line Farmer spoke of crosses the very 
  edge of the map that the PCs used to find their way to 
  Everytown in the first place.  The bridge and tunnel is 
  at the mouth of the valley of the river that runs through 
  Everytown.  
  Heading upriver along the valley will present the 
  least challenge. The tunnel is less than 20 km away, 
  though there are no roads leading directly to it.  The 
  terrain only truly gets rough for the last few kilometers. 
  Elevation changes may present a problem, and 
  climbing gear will be an absolute necessity.
  If the characters check alternate routes, a 
  Fieldcraft (COG, TN+3) will illustrate for them that 
  such action will add  about a hundred kilometers 
  to their route in order to avoid downed bridges and 
  the ridge. All of which will add to their already-
  stressed vehicle’s odometer.  Not to mention risking 
  encounters with road bandits or the opposing troops 
  that drove them to Everytown in the first place.
  droppinG A dime
  The PCs will hopefully decide to tell the other 
  members of Everytown’s leadership at least part of 
  their information.
  An opposed Deception (PER) roll would be 
  appropriate for the PC doing the talking if they choose 
  to go with Farmer’s plan and conceal the origin of the 
  intelligence. 
  If a common militiaman overhears the PC talk 
  about the part, Hard Man will be told, and Mayor will 
  find out about it by next morning.
  If any militiamen that overhears the conversation 
  happen to be Farmer’s boys, they only report to 
  Farmer what they overhear.  Leatherworker’s kin will 
  only report what they know to Leatherworker, who 
  tells Holy Man.
  Do not forget that any eavesdropper gets an 
  opportunity to overcome the PC’s skill at lying 
  Deception (PER, TN) - as well.
  Responses will vary depending on whom the PCs 
  choose to tell:
  Gardener
  If they tell Gardener they have a lead on the part, 
  she will report their statement to Mayor.  Even if they 
  don’t specify that he be told, Mayor and Third Man 
  will show up at Gardener’s and ask to see the PCs the 
  next day.
   Third Man
  Third Man will stop anything he is doing and ask 
  the PC to repeat himself for Mayor. He immediately 
  sends a militiaman for Mayor.
  Hard Man
  Hard Man listens carefully and tells the PC that 
  he’ll let Mayor know what’s up.  He follows up. Mayor 
  and Third Man show up the next day.
  Holy Man
  Holy Man will try and squeeze some kind of 
  political capital out of the information, but moves 
  slowly.  Holy Man will tell Leatherworker and the 
  two will kibitz for one night, trying to come up with 
  a plan.  
  Their plan is simple, and Leatherman will present 
  the information to the Everytown leadership, saying 
  his sons were just talking about things they saw when 
  on the road back to town and they compared notes.
  Wrench
  Wrench is excited by the prospect, and lacking a 
  political bone, talks openly about it.  If he has had 
  reason to like Crawford or another of the PCs who 
  then tell him what they know, he will become very 
  excited.  Word will get to Mayor in less than a day.
  Nurse
  Nurse smiles, nods, and tells Wrench only.  She’d 
  just assume not see Mayor get any more power, so she 
  will rein Wrench in if he starts to shoot his mouth off.
  
  5
  Nightshade
  Nightshade is an unlikely choice for someone the 
  PCs choose to tell directly, but he is likely to overhear 
  something told to one of the other NPCs or learned 
  by the militiamen.  If Mayor learns through a third 
  party, then Nightshade will learn any details by the 
  next morning as well.  
  If Nightshade learns the location of the part 
  before it becomes general knowledge, it will have very 
  negative repercussions for the PCs, as Nightshade will 
  call in a recovery team of his own that will interfere 
  with the recovery process.  
  If he learns only when it becomes public 
  knowledge, the Nightshade’s recovery team will only 
  arrive after the PCs have loaded up and prepared to 
  leave.
  Loveless
  If Loveless finds out, she may go to Farmer with 
  the information.  She will not go to Mayor or Holy 
  Man. If she has started sleeping with any PC, and that 
  PC has been treating her well, she will warn them that 
  Gardener is reporting everything they do to Mayor 
  and not tell anyone what she knows. 
  Mayor
  If Mayor learns what data the PCs have through 
  Third Man, Hard Man, or directly from a PC, he will 
  be all smiles and gratitude.  He will offer the PCs 
  additional concessions and a good deal of extra goods 
  in exchange for any successful recovery mission 
  mounted by the PCs.
  If he finds out third hand, he will offer only the 
  bare minimum he believes will get the PCs to work 
  for him, and will start looking at them as competition 
  to his rule, rather than allies or supporters of it.
  If he is kept in the dark until Holy Man or 
  Leatherworker call a meeting, he will actively resist 
  providing the PCs any support and will start looking 
  at them as competition to his rule, rather than allies 
  or supporters of it.
  up your vAlley
  Travelling up the valley is not difficult, with an 
  unmaintained two-lane road covering most of the 
  distance.  It is the final five kilometers or so that must 
  be covered off-road, as the road departs the valley, 
  which rises steadily toward the notch the river flows 
  from.
  Travelling the last kilometer to the site, alert PCs 
  will smell the refugee camp at the base of the ridge 
  Fieldcraft (AWA, TN-1) before it actually comes into 
  view.  
  Sited beside the river and near the wreckage of 
  the rail bridge, the place smells of campfire smoke 
  and poor hygiene.  A Tactics (AWA, TN -1) roll 
  gives an accurate count of about forty occupants in 
  the encampment.
   If the PCs decide to scout the area in stealth 
  at night, they will have little difficulty Fieldcraft 
  (CDN, TN+3), as the refugees post no guards.  
  If the PCs try to scale the cliff at night, they 
  have difficulty seeing where they wish to go.  The 
  lengthy ascent requires two Climb (CDN, TN-2) 
  and the sound of hammering pitons and small 
  rocks falling to the ground causes the refugee camp 
  to stir on any of six successful Fieldcraft (AWA, 
  TN) rolls.   
  Climbing without hammering pitons in will 
  be more difficult (Climbing TN-4) and they will 
  certainly not be able to dig out the tunnel without 
  leaving sign that they have done so. If they do so, the 
  refugees have no chance of hearing the climbers.
  If one tent or shelter wakes and sounds the 
  alarm, the rest will as well.  Impose a TN-2 on any 
  social skill tests the PCs make if they wake the 
  camp. 
  If any of the refuges are injured by the PCs, all 
  but the immediate family of the injured party will 
  run off.  The able bodied will return by nightfall, 
  trying to sneak up and avenge themselves on the 
  PCs; damaging equipment if they can’t get to a any 
  of the PCs.
  Around the ridGe
  If the players decide travelling the long way 
  around is what they want to do, they are free to, 
  and GMs are free to throw some random (and 
  lethal) violence their way.  Road bandits or more 
  organized opposition based in the area wouldn’t be 
  out of place.  Punishing the players for making you 
  do more work might also be in line.
   hAve nots, will trAvel
  Assuming the PCs make contact with the 
  refugee camp and wait a respectful distance outside, 
  they will be met by a group of armed refugees.  Top 
  Fugee will take charge of negotiating on behalf of 
  the encampment.
  If asked about the bridge and tunnel, he will 
  deny the possibility that a train could still be up 
  there, pointing to the wreckage in the river and the 
  blockage of the tunnel itself.
  
  6
  The Refugees
  There are a total of forty-two refugees, of which 
  there are fifteen armed, equipped with appropriate 
  weapons for the region you have chosen to set 
  Everytown in. They have no real leadership, but 
  three form an informal council, with Top Fugee 
  negotiating on their behalf.  These three are the best 
  armed and most aggressive, but they are, like all the 
  refugees, urbanites without the skills or possessing 
  attitudes that made them desirable as neighbors 
  to the residents of Everytown. None of them are 
  particularly skilled with their weapons, but they 
  are tired, hungry and were long ago pushed beyond 
  their ability to deal with the stress of this fallen 
  world.  As a result, they will get violent if given any 
  reason by the PCs. GMs are reminded that while 
  there are only fifteen armed refugees, the rest can 
  certainly drag down PCs and beat them senseless or 
  kill them if sufficiently incensed.
  Quality:  Regular 
  Attributes:  Awareness 6, Coordination 7, Fitness 
  6, Muscle 6, Cognition 7, Education 6, Personality 
  6, Resolve 8, OODA 3, CUF 3 
  Skills: Fieldcraft (Novice), Longarm (Novice), 
  Hand-to-Hand (Novice), Security (Novice) 
  Wound Threshhold: Slight 1/Moderate 8/
  Serious 11/Critical 15 
  Movement: Sprint 14m, Run 11m, Trot 8, Walk 4, 
  Stagger 2, Crawl 1, 
  Top Fugee
  A minor government functionary before things 
  fell apart, he managed to keep three of his children 
  alive and reasonably well-supplied, but now things 
  just aren’t looking all that good.  He knows there 
  is little likelihood of survival for his band, but 
  can’t think what to do to better his and the camp’s 
  position.
  Quality: Regular 
  Attributes:  Awareness 8, Coordination 7, Fitness 
  7, Muscle 8, Cognition 8, Education 5, Personality 
  8, Resolve 8, OODA 5, CUF 4 
  Skills: 
  Fieldcraft 
  (Competent), 
  Longarm 
  (Competent), Hand to Hand (Novice), Command 
  (Competent), 
  Climbing 
  (Novice), 
  Persuasion 
  (Competent), Security (Novice)
  Wound Threshhold: Slight 1/Moderate 9/
  Serious 19/Critical 28 
  Movement: Sprint 15m, Run 11m, Trot 8, Walk 4, 
  Stagger 2, Crawl 1
  
  7
  A 
  Fieldcraft 
  (AWA, 
  TN) 
  or 
  Construction 
  (AWA,TN+2) roll will allow the PC to see that the 
  wreckage is the remains of the rail bridge. There do not 
  appear to be any train cars or locomotives in the water. 
  Any hypervigilant PC that makes this test by MoS 5 or 
  greater will see a darker patch at the top of the mound 
  of earth and stone filling the tunnel.
  If the PCs take his word for it, or appear to, and 
  leave, Top Fugee will send one of his sons up the cliff 
  face to see what can be found.
  If the PCs offer anything in trade for access to the 
  tunnel, Top tries to get a deal for the refugees.  Food 
  or survival gear, perhaps weapons. If the GM is feeling 
  aggressive, Top may try and hold out for a portion of 
  the proceeds from the tunnel.  Opposed Persuasion 
  (PER, TN) to negotiate with Top Fugee.
  the meAt of the mAtter
  The actual climb to the tunnel should not be very 
  challenging, but the extended climb requires two 
  Climbing skill checks.  The first, Climbing (FIT or MUS, 
  TN+2) for the first PC, who is most likely climbing 
  unaided. The second roll, Climbing (COG, TN+2) to 
  Refugee Camp
  Tunnel Entrance
  Everytown
  
  8
  plan where to put the piton and belay-line set-up for 
  those climbing after.  
  The degrees of success on the second roll should be 
  added to that of the climbers that come after.  Failure 
  should result in a like penalty.  Alternatively, if the GM 
  is feeling cruel, he may have the piton come out due 
  to being placed incorrectly in rotten rock, etc, with 
  predictable results.  Of course, if the PCs decide on 
  trying to scale the cliff under cover of darkness, then 
  feel free to hit them with more or more challenging 
  rolls (TN-2).  A fall here would suck, as the wreckage 
  and rocks below are not the softest of materials.
  Once they have climbed to the rail tunnel and the 
  remains of the bridge footing that projects a few meters 
  out over the gorge, the PCs will be confronted with a 
  large mound of earth and rock that dropped from the 
  tunnel mouth and blocked most of it.  Near the top of 
  the mound of earth and stone there is a narrow patch 
  of darkness that appears to offer passage into the rock.
  Those players who take a moment to survey the 
  blockage [Climbing (AWA, TN) or Construction (AWA, 
  TN-2)] will notice the mound is unstable and pick 
  the safest route to the top. If the players just barge 
  forward, assess a penalty to their subsequent climb 
  rolls [Climbing (FIT or MUS, TN)].  
  A failed climbing roll here will result in a slowly 
  accelerating slide for the character ending in a long 
  drop to a sudden stop many meters below. Kind GMs 
  will allow another climb test [Climbing (CDN or MUS, 
  TN-2)] to stop the fall. 
  Smart players will keep the characters tied off and 
  belay on and prevent the characters falling too far.
  Eventually the PCs will mount the mound and 
  investigate the opening, which is about half the height 
  of a prone PC’s chest. The strong odor of chemicals 
  reaches the noses of those at the top of the mound.  PCs 
  may decide to put a gas mask on at this time, a smart 
  move.
  A few minutes of digging out, even by hand, will 
  clear the opening enough to proceed, but only from a 
  prone position.
  The first to go through must open the way, 
  requiring a stop, dig, move action that is extremely 
  nerve-wracking for the digger as stones and earth 
  dribble down on them from above and the air grows 
  stale and begins to reek of chemicals.
  This is treated like Psychological Damage 
  (Twilight: 2013 Core Rules pg. 183) requiring two 
  (CUF TN+2) tests for the digging PC as concerns build 
  about further collapse.
  The Contents of the Rail Cars
  The rail cars are locked up, a little scorched, and awkward to get into in the confined space of the tunnel, 
  but otherwise intact.  Put whatever you like into them, keeping in mind where you want to go after this 
  scenario. 
  Some ideas for the contents:
  • 
  Toilet paper and sundry toiletries
  • 
  Military medical supplies
  • 
  Anti-aircraft missile equipment/radar gear
  • 
  Foodstuffs (Some tainted by chemical exposure)
  • 
  120mm APFSDSDU rounds usable by M1A2 Abrams tanks (strongly recommended, hint, hint) 
  • 
  A mid sized aerial drone with FLIR cameras
  It should be noted that even a cargo container of toilet paper will cause a great deal of uproar and conflict 
  if word gets out that such a glorious prize exists.
  Getting anything out the other side of the tunnel is impossible barring heavy mining equipment and 
  serious construction materials.  
  If the PCs choose to dig out the mound of stone and earth at this end, it will not be an easy project, with 
  the constant danger of chemical exposure for the diggers.
  Should they manage to clear a path to the cargo, the removal of the dam will result in chemical runoff, 
  tainting Everytown’s water supply and that of the refugees for some time to come.
  Then there are the refugees, who will need to be bought off, enticed to work with the PCs, or driven away. 
  If they are driven off, they will most likely find their way to the camps of the enemy, informing the enemy of 
  what the PCs are doing.
  Then they will have to either get the items down the cliff face or up.
  
  9
  •	
  5 MoS: The character need make no further 
  rolls for tight spaces, ever 
  •	
  3 MoS: The character need make no further 
  rolls for this place
  •	
  1 MoS: The character grits his teeth and 
  carries out the task, but suffers 1 point of 
  Stress
  •	
  0 MoS: The character gains 4 points of Stress
  •	
  -1 MoF: The character gains 6 points of 
  Stress, test again after 1d6 minutes trying to 
  get a grip.
  •	
  -3 MoF: The character breaks, retreats out 
  of the tunnel and gains 8 points of Stress, but 
  may try again after resting 2d6 minutes.
  •	
  -5 MoF: The character freaks out and gains 
  10 points of Stress, may become violent if 
  forced to enter the hole again [CUF (TN)] and 
  is unlikely to ever want to enter a tight space 
  in the future [Resolve (TN+2)], failure gains a 
  1 point Aversion (Tight Spaces) Physiological 
  Disadvantage as per the Twilight: 2013 Core 
  Rules pg. 126].
  A skillful leader giving a command and or laying 
  out the plan may be able to assist the digging character 
  to overcome their fear with a Command (PER, TN) 
  roll.  Each MOS adds to the digger’s RES roll.
  A skilled construction worker should be able to 
  ease those fears as well with an Construction (COG, 
  TN+3) roll explaining to the digging PC that, unless 
  they have a rather large bomb, it is unlikely that the 
  rock above is going to give way further. Each MOS 
  adds to the digger’s RES roll.
  Those that merely have to climb through after the 
  way has been dug out get an automatic TN+4 to their 
  Resolve roll so long as the first man through didn’t 
  retreat from the tunnel. If he did, they get no bonus.
  The chemical stench is much stronger in the 
  tunnel, and starts to irritate.  Anyone inside had better 
  have a gas mask, else the caustic chemical vapors in 
  the tunnel slowly start to tear into the delicate tissues 
  of the sinuses, throat and lungs.  
  For every thirty minutes of exposure without a gas 
  mask, PCs take 1d6 points of damage from the vapors.  
  A handkerchief or surgeon’s mask tied around the nose 
  and mouth extends this period to forty five minutes, 
  but only protects the user for the first forty five minutes, 
  after which it is saturated and useless.  GMs should 
  take special care to record how long the PCs take 
  opening up the tunnel and investigating what is inside.
  Eventually the digger will be rewarded for his 
  efforts as the opening widens out and begins to drop 
  toward the railroad tracks.  
  Other challenges await, however:  The mound is 
  unstable inside the tunnel as well, and climbing down 
  requires another Climbing (FIT or MUS, TN) roll. 
  Falling inside can be just as bad as one outside, if for 
  different reasons: when the train de-railed, several of 
  the cars carrying chemicals ruptured and the contents 
  formed a chemical stew at the base of the dam formed 
  when the tunnel collapsed.
  A PC falling as they traverse the slope is in real 
  trouble as they slide face-first into the pool.  If they 
  survive the chemical burns [2d10H to Torso due 
  to ingestion], and the bout of pneumonia that will 
  most likely set in after inhaling the solution (as per 
  Pulmonary Agents, Twilight: 2013 Core Rules pg. 
  180), their face will never be quite the same (gains 
  a 3 pt. Repugnance Social Disadvantage).  Merely 
  watching someone suffer chemical burns requires a 
  Resolve (TN) roll to avoid gaining a point of Stress, 
  suffering them in the dark tunnel with no help likely 
  requires a Resolve (TN+3) to avoid gaining eight 
  points of Stress.
  Those that don’t slide in still have to navigate 
  the pool, which only requires a tiny jump, but it does 
  require one Coordination (TN+3) roll. 
  Anyone who fails the jump by two or less MoF 
  only steps in the reek, ruining his boots and socks and 
  requiring the character to remove them within a few 
  moments or suffer chemical burns. Failing by three 
  or more means a fall and chemical burns like those 
  listed above.
  Those wearing NBC gear can ignore the first dip 
  into the chemicals, but will still require a Resolve 
  (TN+2) to avoid racking up a point of Stress.  Repeated 
  exposures may give cause for the GM to smile a most 
  evil grin and bring the pain.
  The locomotive rests just a meter short of the 
  pool.  It fills the majority of the space, making it an 
  obstacle to be climbed.  
  The necessary part is easily located once the 
  engine is opened up [COG  (TN+2)].  It requires basic 
  hand tools, proper lighting and 30 minutes to remove 
  the part from the locomotive [Mechanic (COG, 
  TN+3)].  Add 1 minute to the length of time the task 
  takes per MoF and subtract 1 minute per MoS.
  Getting the part out of the tunnel requires another 
  series of rolls to tote the heavy (30 kilo) metal part. All 
  of the above problems become an issue in reverse, this 
  time with the heavy part to consider (TN-2).
  
  10
  pArts pulled, pAst sins revisited, 
  & pullinG out
  This encounter has a variable level of violence 
  and can occur at different locations based on the PC’s 
  actions, both past and present.
  If the PCs drove the refugees off: Depending 
  on how much time they spend climbing and recovering 
  the goods, several of the braver refugees may return 
  to snipe at any PCs trying to descend the cliff face 
  with the part, leading to some real excitement if 
  Nightshade’s people join in.
  If the PCs renege on any deals with the 
  refugees: They will result in a close-in shootout with 
  both armed and unarmed refugees creating a chaotic 
  scene. Even more wild fun can be had if Nightshade’s 
  folks turn up at this point.
  If Nightshade had early notice of where 
  the PCs were going:  If Nightshade learned early 
  enough or the GM is feeling the players need a fight 
  after all this environmental stuff, the group that 
  Nightshade serves will be set up attack as the PCs try 
  to bring the part down the cliff face.
  If Nightshade discovered where they were 
  going the day the PCs left:  The recovery team 
  will try and ambush the PCs on the road back to 
  Everytown.
  Nightshade’s Recovery Team
  They have a pair of light technicals (Light Pick-up with Military Vehicle Radio) and their training is a cut 
  above the usual road bandit’s, but not by much. They should be reasonably well-armed, representing regulars of 
  the faction Nightshade represents. They suffer from a lack of team integration and poor communications, as well 
  as a leader who isn’t all that tactically smart: 
  Quality: Regular.
  Attributes: Awareness 7,  Coordination 6, Fitness 6, Muscle 6, Cognition 6,  Education 5, Personality 6, Resolve 
  7; CUF 3, OODA 5.
  Skills: Fieldcraft (Novice), Hand-to-Hand (Competent), Hand Weapons (Novice), Longarm (Competent), 
  Streetcraft (Competent).
  Wound Thresholds: Slight 1, Moderate 7, Serious 11, Critical 14.
  Movement: Sprint 13m, Run 10m, Trot 8m, Walk 4m, Stagger 2m, Crawl 1m.
  Recovery Team Leader 
  Quality: Experienced
  Attributes: Awareness 7,  Coordination 6, Fitness 7, Muscle 7, Cognition 6, Education 6, Personality 7, Resolve 
  7; CUF 5, OODA 6.
  Skills: Fieldcraft (Competent), Hand Weapons (Competent), Longarm
  (Professional), Support Weapons (Competent).
  Wound Thresholds: Slight 1, Moderate 8, Serious 12, Critical 16.
  Movement: Sprint 14m, Run 10m, Trot 8m, Walk 4m, Stagger 2m, Crawl 1m.
  Tactics for the team should they attack the PCs while in or near the refugee camp:
  One team of four, including the team leader, assault the camp with the goal of driving everyone off and taking 
  the spoils while the more distant group of four covers the assault team.  They do not care who they hit with their 
  fire, so if the refugees are in the way, they’ll be targets too.
  The vehicles are concealed a kilometer or so to the west of the gorge map.
  Tactics for the team should they ambush the PCs returning to Everytown:
  The commander and three of the recovery team lie in wait near a pair of burned out vehicles on the road to 
  Everytown.  The remaining men are in the light technicals.  Concealed in a draw about two hundred meters from 
  the roadway on the western side.  The eastern side of the road way is relatively flat and is a strip of land about fifty 
  meters wide before dropping to the river that runs through Everytown.
  If the PCs blow through the ambush, those in the vehicles pursue until prevented from doing so or the PCs 
  make it to the outskirts of Everytown. They will attempt suspension hits to slow or disable the vehicle.
  
  11
  If the team deals fairly with the refugees 
  and Nightshade’s men are late to the party:  
  The refugees will tell Lewis that his son heard some 
  vehicles moving along their return route while the 
  PCs were recovering the part.
  After ACtion report 
  spoils of wAr
  The part, the contents of the rail cars, the 
  equipment of Nightshade’s people and any taken or 
  bargained for from the refugees are the material gains. 
  Installing the generator part requires a Mechanic 
  (COG, TN+4) and (10+2d10H) minutes.
  Further, if they return power to Everytown, they 
  return heroes.
  Allies
  The common people of Everytown will be ecstatic 
  over the repair of the generator and a return of power.
  Farmer will want to know what goods remain in 
  the tunnel, and what his portion might be.  He will 
  wait, though, for an opportune time to ask.
  Mayor, depending on whether he was made privy 
  to the recovery mission early or late, will take his 
  share of the credit or try to minimize the PCs actions.
  Holy Man will be irritated with any success that 
  Mayor is credited with.  If left completely out of the 
  glory loop, he will take action of some sort to try and 
  recapture the hearts and minds of the faithful.
  The Refugees will still have to be dealt with 
  if any of the contents of the cargo containers are 
  to be recovered by the PCs.  In addition, if the PCs 
  included goods from Everytown they haven’t the right 
  to dispose of, their reputation with the Everytown 
  leadership could take a serious blow.  This could even 
  lead to the refugees being denied their due and leave 
  the PC’s reputation left in tatters.
  Disposition of any prisoners may become a sticky 
  issue. These are soldiers, whose crimes, if any, have 
  been committed under orders of what they believe is 
  proper authority.
  Mayor would prefer the PCs ‘deal’ with them.  If 
  given to him to pass judgement, Mayor orders Hard 
  Man to take the prisoners into the hills and execute 
  them.  There is no trial.  Hard Man follows his orders. 
  No one but the PCs thinks to take exception to this.
  prisoners
  All of them are from the region, and some 
  carry tattoos or other earmarks of the organization 
  Nightshade belongs to. None have any papers or the 
  like, though the commander and some of his men 
  wear remnants of body armor and uniforms for the 
  regular forces of that military. 
  Questioning the Prisoners:  Roll an Opposed 
  Intimidation or Persuasion (TN) vs. target’s Resolve (TN) 
  •	
  1 MoS: Name, Rank, and serial number, 
  current assignment to recovery team, leader’s 
  name and rank
  •	
  3 MoS: As above.  In addition, the last base 
  of operations used and disposition of troops 
  there.
  •	
  4 MoS: As above. In addition, the enemy 
  combatant tell the questioner he believes they 
  were sent in based on intelligence gathered 
  by spies in the area of Everytown.
  If the NPC being questioned is the leader, and a 
  MoS of 4 or more is achieved, he also reveals that his 
  forces have a spy inside Everytown, and that he was 
  given his orders by that spy.  He does not know who 
  the man is, but knows that several of the nonaligned 
  villages have similar infiltrators.
  enemy ACtion
  If prisoners are brought back to town, Nightshade 
  will avoid them and lie low for a while.  Nightshade 
  will eventually call in a report to his commander and 
  wait for further orders.  The PCs have now come to the 
  attention of the local power Nightshade represents, 
  pushing Everytown and themselves higher on the list 
  of places that need to be brought to heel. 
  
SOURCE: textdata/thevault/Twilight 2000/Twilight 2013/Twilight 2013 - Everytown - Getting the Goods {93GS1603}.pdf