TEXT: Welcome to the Twilight Module and Adventure Archive, a website associated with the Tilight 2000
  mailing list. This site maintains and provides pointers to sites that holds material devoted to writing
  material for Twilight 200 and Merc 2000.
  You may wonder why this site never gets updated or why it looks so amaturish. The answer is it hasn't
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  If you would like to see a link to your own or someone else's site please feel free to send me some Email,
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  Twilight 2000: Adventure & Module Archive
  http://www.geocities.com/TimesSquare/Fortress/6346/ [6/18/2002 11:14:32 PM]
  
  Stumbling Around Poland
  This is an adventure I wrote myself. Not very good but it has its uses 'off the shelf'. There is a sequel that
  I will post when it is put into HTML.
  Arid Heart
  An adventure set in Australia I wrote many years ago
  Convoy
  This Merc 2000 adventure is written by Mitchell Schwartz. The party is charged with escorting aid
  supplied on the Pakistani Boarder.
  The Bones of Napoleon
  A WW2 commando adventure using T2K mechanics. By Mitchell K Schwartz.
   
  Twilight 2000: Adventure & Module Archive: Adventures
  http://www.geocities.com/TimesSquare/Fortress/6346/adventures.html [6/18/2002 11:14:34 PM]
  
  STUMBLING AROUND POLAND
  A Twilight 2000 Adventure
  (c)1995 Daniel Cooper
  REFEREE BRIEFING:
  This adventure takes a mid-strength group of players into the gritty underworld of wartime Poland. After
  being separated from their unit the players are on their own (as per the initial briefing in the book).
  They are hired by a merchant to escort some trucks to a meeting deep within Poland. At the meeting is
  the opportunity for fun and games with some of the shakers and movers in Poland.
  If this is the first adventure of a campaign the players can start in the woods outside Oborniki (near the
  ruins of Poznan, terrorised). Otherwise the Ref is free to mix and match locations for his own purposes.
  This adventure is an open plan setup with most of the storyline set out in the form of encounters. The
  main milestones are:
  Get the Job
  1.  
  Travel to Rawicz (with associated encounters)
  2.  
  Arrive and commence part II.
  3.  
  STARTUP:
  Group Strength:
  This adventure is set up for players who are a bit hungry. Experienced, well equipped mercenaries will
  probably turn up their nose at such a small job. However the promise of supplies from the merchant (Ben
  Hood) and the possibilities of useful contacts and opportunities at Rawicz should attract less advanced
  players. This adventure doesn't involve any heavy artillery and the players should be able to stay in one
  piece if they are smart.
  Oborniki:
  This town has been devastated by a recent brush with the battle and the only inhabitants have been
  reduced to scavenging in the ruins. They are frightened of the player group and will avoid them. There is
  little of value here. The main purpose of including this town is as a scene for a teaser (ie, a small
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  pre-adventure warm-up, as per James Bond films).
  Local Farms:
  There are a few farmsteads about but most are unwilling to help the group. The players have been
  involved in a recent battle in the area which has spread widespread destruction, hence the distrust for
  soldiers of any stripe. Use the encounter supplied in the manual.
  STOCK ENCOUNTERS:
  These encounters can be used to avoid having to generate new ones each session. They can be played as
  the players wander about Poland looking for trouble or on their latter trip. Most of them are based on
  encounters used in the book that have been spiced up.
  Primitives:
  The group sees the smoke from a campfire before they stumble on this settlement of primitives. There are
  about a dozen rag-dressed and malnourished people evidently living in a small hut. The four men, five
  women and three children of indeterminable sex have little of value other than a little food however the
  players should be warned by the two fresh graves that this settlement is infected with hep-A.
  Hepatitis-A is transmitted through contact and food/water. An
  roll vs Constitution with a -4 penalty and a further penalty
  for each fatigue point must be made to avoid contraction. To
  recognise the symptoms in the people is an
  Easy(Medical/Biology) task. Symptoms are; pain, fever and
  discomfort.
  The primitives are armed with nothing more hostile than knives or clubs and are difficult to communicate
  with.
  Bear:
  The players finding a bear, or it finding them gives the ref a bit of fun. See p215 of the book.
  BEAR: 2 melee attacks per round with claws/jaws. A successful
  claw attack becomes a grapple- each further round of
  grappling inflicts 1D6 to the chest. If the grappling results
  in subduction then jaw attacks auto hit and do double damage.
  AGL=4, COS=STR=16, Damage=2D6, Attack=40%, Hits=40, Hit#=6
  Stragglers:
  A squad of six German troops has been stranded by the attack that the players participated in. Although
  they are technically on the same side they are badly short of supplies and very nervous. One of their
  number has a leg wound and is being carried. Their plan is to head southwest to the Alps and eventually
  the Mediterranean. Their Gefreiter, Carl Franz-Joseph will join the players if they can offer his squad
  supples, medical treatment and a better future. If things are looking dull, or grim, for the players one of
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  the soldiers can be a contact of a player. A few NPCs in the party can make it easier to lead the players
  through the adventure.
  NPC stats:
  Observation: 60
  G   
  Experienced
  G   
  Attitude : Neutral
  G   
  Armed with:
  5x G11 (1.5 clips each)
  I   
  1x HK-CAW (1 clip)
  I   
  1x Frag Grenade
  I   
  G   
  Carrying:
  6x Steel Helmet
  I   
  6x Sleeping bag
  I   
  6x Poncho
  I   
  Basic cooking equipment
  I   
  German maps
  I   
  G   
  Slavers:
  A group of seven soldiers in mismatched uniforms on horseback are followed by a pack horse and six
  ragged men in restrained by plastic ties. They are Albanian deserters who have resorted to slavery. If the
  players aren't on the ball they may find themselves captured.
  Observation: 80
  G   
  Experienced
  G   
  Attitude: Somewhat Greedy
  G   
  Armed with:
  3x AKR
  I   
  4x G3
  I   
  2x Frag grenades
  I   
  (Ample ammo)
  I   
  G   
  Crater:
  An impact crater about 300m in diameter has formed a lake in the middle of an old highway crossroads.
  Wide mud tracks show where vehicles have detoured around the crater but the ground is treacherous due
  to the mud. There is no vegetation nearby which indicates that this is an unhealthy place to be as if they
  don't take caution they can get up to 1d6 rads a minute. see p243 of the book.
  Blind Po:
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  The group may stumble upon this hermit living in his gully. The man is completely blind but manages to
  etch out a living from the forest. He is accompanied by a German Shepherd (ie, a dog, not a german
  sheep farmer) and an eight year old boy who he has adopted. He will be friendly but cautious. However
  he is still dangerous. He keeps a P-64 (one clip) concealed in the small of his back. To see this is a
  difficult observation task. In his day this man was a commando and an expert shot. He is still a danger as
  his dog is also very protective of its owner.
  Blind Po:
  Rank:
  Elite NPC
  Attributes:
  7
  Skills: Pistol
  6
  Initiative:
  5
  Unarmed combat 6
  Nationality: French
  Armed?
  P-64, knife
  Blind Po has a +2 range penalty for blindness.
  "Boy": Novice NPC
  Dog p216 of the Book
  Derelict Vehicle:
  A 5-ton truck has been overturned on the side of the road. How it came to be on its side is
  anyone's guess. However the radiator is shot and the steering doesn't work. Otherwise the
  vehicle is in pretty good shape (wear 2). Anything that could be carried has been stripped
  from it (ie, jack, spare, cargo) and it looks like its been here a few weeks. The players are
  welcome to get this gong if they have time or they can strip it for spares.
  Refugees:
  A group of 25 ragged refugees are headed towards the city.
  OBSERVATION 40.
  Their village was hit by marauders in the night and many people were killed. Several of the
  refugees are walking wounded. Although they are carrying all of their possessions there is
  little of value. If asked they will say they are headed for a city. The Task (Part I):
  City:
  Eventually the group will end up in a city. Which one isn't really important.
  Population:
  24000
  Attitude:
  Neutral
  Government: Corrupt council.
  Crisis:
  Food shortage.
  Encounters
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  Scavengers(4)
  G   
  Patrol
  G   
  Refugees
  G   
  City Rumours:
  The advance along the northern coast has broken up with heavy losses to both sides
  (TRUE)
  1.  
  There is a large unit of soviets to the north that is fighting a guerilla war with
  partisans encamped in the hills (FALSE)
  2.  
  There is heavy fighting to the East where two large well supplied units are slugging it
  out (TRUE) and that many of the refugees have Cholera (FALSE)
  3.  
  A polish unit has set up an autonomous state near Krakow (TRUE)
  4.  
  A relief convoy is expected soon (FALSE)
  5.  
  A polish unit to the south is expecting to join the conflict to the East before autumn
  sets in (TRUE)
  6.  
  When the players roll up to the city it is dawn/dusk, raining and muddy. The city offers the
  bleak comfort of a dry bed and a few drinks of the local spirit. The mood of the city is
  oppressive. It has survived the recent battle (shunned by both sides) and is hence in decent
  shape. There is water and power for a few hours a day and a prosperous marketplace. The
  city has been favoured by traders as a waystation and warehouse but with most of the area
  devastated there will be little more trade. The day before the players arrive a caravan has
  arrived so the city center is full of semi trailers, armoured vehicles and drunken truck
  drivers.
  There is only one gate to this city. That one has mines beside the road leading up to it and is
  protected by an old T-72 that has been buried up to the turret. The rest of the city is
  barricaded Mad Max style with shipping containers, car bodies and truck tyres. Watch
  towers are spotted about the perimeter. To get in a tax (of $50 or something equivalently
  valuable) must be paid to the factor who will also take the group's details. This is exchanged
  for a week's pass prepared on a PC and printed by an inkjet. The city is largely rubble but a
  few factories and small workshops operate close to the centre. There is a 9pm curfew. The
  group can purchase supplies at the marketplace.
  Within the city there are plenty of opportunities for fun. There is one hotel that will serve
  fiery local vodka and supply accommodation. There is a marketplace where petrol, food and
  other local goods can be purchased. The local currency consists of coins- any coins. Paper
  money is worthless but coinage is assigned an arbitrary value by traders. However coins are
  in short supply and useless outside the city walls so the players shouldn't get carried away
  selling stuff.
  About the traps they will bump into Ben Hood (not his real name), a 40 year old Swiss
  merchant who has three trucks that need an escort. Ben has been invited to a buyer's meeting
  in Rawicz where a polish military unit is buying supplies (see rumour 6). This is a big break
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  for Ben who is usually a small time merchant. Ben has a cargo of uniforms, boots,
  smokeless powder and spare parts (all essential munitions for a sizeable unit) that should
  fetch a respectable price at the bargaining night. If the players join up with Ben he will
  supply them with supplies for the trip and either $1500 in gold or goods to that value on the
  safe arrival of the goods. In addition Ben can supply cost price goods from local traders via
  his contacts.
  City Militia Man:
  Rank:
  Novice NPC
  Attributes: 5
  Skills: Melee
  2
  Initiative:
  1
  Foraging 2
  Nationality Polish
  Rifle
  2
  Armed?
  Hunting Rifle
  On the Road:
  Depending of which way and how far the group has to travel will determine what happens to
  the characters. A few stock encounters detailed above will probably occur. The merry
  caravan will consist of any vehicles the players may want to bring and two 5 ton trucks.
  Hood will provide food and fuel for the journey which will be kept in truck #1, driven by
  Alexi. Truck #2 will carry the explosives and the uniforms- packed around the drums of
  powder. Both trucks run on ethane. Observant Refs will observe that both trucks are packed
  with highly explosive cargoes. The players should be aware of this and it can be a powerful
  inducement to ask questions first and shoot latter.
  The Meeting (Part II):
  If the group arrives at Rawicz with their cargo intact they will be asked toact as bodyguards
  for Ben (maybe for some more money). They arrive just in time for the party to begin. The
  meeting takes place in a large house that belongs to the local warlord, Stoli Petrov. Here
  people come to buy and sell their wares and do other dodgy deals. As the players drive up
  read:
  As you round the bend of this winding road you can see your destination etched
  out against the skyline. Perched on the edge of a sharp drop and surrounded by
  dense forest are the gardens and outbuildings of a large chateau. The main
  house itself is two stories high with whitewashed stone walls. The adjacent
  garage and shed seem to be newer editions, as do the antennas mounted at the
  end of the building's roof. However times have not been kind to this house,
  there is a chain link fence topped with barbed wire encircling the grounds with
  the entrance controlled by a guardhouse. In the light of the dying sun you can
  see that there are several vehicles parked around the grounds, at least two
  semis, several other trucks like your own and a few conventional cars.
  The group will be greeted at the guardhouse by two house guards, one of which will
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  question Ben and the other who will casually search the trucks. Upon arrival at the main
  building another guard will shown them where to park amidst the activity of several arriving
  groups. Most of the larger vehicles are guarded and some players may be asked to do this
  for Hood. Inside there are many people moving about. Most seem to be servants or guards
  for various groups. Hood and the players are given a room with three bunk beds and a basin.
  Meanwhile- the night begins.
  The idea of this meeting of about twenty guests, various traders and their entourage is to let
  a Polish military unit- the 10th Polish tank division- equip itself for an offensive later in the
  year. The medium of exchange may be goods or services but Hood is after gold. As the
  players enter the meeting, read the following:
  You can hear and smell the ballroom before you enter. The thump of amplified
  music and cigarette smoke is unmistakable. You pass through the entrance hall
  from which several rooms branch- obviously accommodation for the more
  salubrious guests. Through a great pair of doors you enter the dim haze of the
  ballroom. A band on a low stage is butchering some old classics while semi
  nude dancers move in rhythm. The ballroom is split into two levels, the higher
  balcony on your left being reserved for the host and his guests. As you eyes
  adjust you see that the crowd are mostly men in military attire, although the
  mismatch of uniforms, both dress and field are confusing. There are also a
  number of bodyguards and well to do civilians moving among the throng.
  Everyone seems to be armed with a handgun of some description and as you
  are entering you hear a shot. The room quiets for a moment, then resumes as
  the dead man is dragged out.
  Further spooky stuff to intimidate the players is a series of executions later in the night-
  including one of the band members, a slave girl auction. Maybe another guest's bodyguards
  will pick a fight with a pissed player character.
  There are three types of people at this gig. There is Stoli Petrov who owns the house and his
  staff. There are the sellers- a mismatched and competitive bunch. They are mostly powerful
  merchants with a lot of stock under their control. Ben falls into this group but he is defiantly
  not in the league of his colleagues- who would think nothing of cutting him down for a
  dollar. There is the unit's representatives, of whom Vlad (see below) is one and the general
  opportunists. The opportunists are the most dangerous, one of which is Brooke Dixon, the
  token girl on this adventure.
  While the main event is happening inside in the garage the truck drivers, offsiders and off
  duty guards are getting pissed. A card game has begun in a corner and has become quite
  animated. Drunken drivers are wrestling, vomiting and singing (all at once) or free booze.
  The trucks remain guarded by grim faced guards but there is a general party atmosphere.
  Opportunities for players left behind to guard Hood's trucks include information gathering,
  sabotage or drinking. Meanwhile back in the house all is not as it seems. Although he seems
  to be a powerful warlord Stoli is also a member of Spetsnez- the Russian Special Forces. He
  is hosting the event in order to get closer to the 10th PTD with the goal of bringing it under
  his personal control. In order to do this he is using the event to orchestrate the blackmail of
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  the commanding officers and kill off lesser ones that may get in his way, ie, Vlad. A run
  down of the characters follows and should be read to get an idea of the status quo. Ben
  Hood's business is not going to plan. His 'pal' (Vlad Gregolski) who invited him has turned
  nasty and will not pay the agreed price. If the group doesn't do something Ben will be
  unable to pay them. This is the main task of this adventure- getting this Vlad to pay up in a
  hostile social environment without getting themselves killed. The adventure is pretty much
  free-form from here on. The Ref is encouraged to study the relevant NPCs and their
  relationships in order to make this episode realistic and enjoyable. When playtesting the
  player group get very sidetracked and tried to blow up the entire complex on the stroke of
  midnight and make off with a tank. All fine and good, however players are encouraged to
  find a peaceful (or a least quiet) solution.
  Time Table
  The following events will be occurring, unless the players cause trouble:
  7:35
  Players walk in. Rouge trader is shot.
  8:00
  Stoli makes a speech and invites everyone to dine.
  8:57
  Hood has discussion with Vlad and informs players of his predicament.
  9:30
  Tables are cleared for an impromptu punch up for guests to bet on.
  10:45 Executions occur.
  11:30 Stoli announces that the last piece of business for the night is about to commence
  and auctions 10 nude ladies.
  12:00
  Auctions are over and Stoli declares business over for the night. He as arranged for
  the girl that Vlad bought to kill him. If the players don't get to him first either he or
  the girl is discovered dead in Vlad's room the next morning.
  12:45 After organising for Kolno to have a dress up session Stoli has the film developed.
  1:30
  Most guests and many of their soldiers very drunk.
  3:00
  Party winding down, punch up among the truck drivers who have spent the night
  getting pissed. If the players still haven't dealt with Greg they will be approached
  with option #4 below.
  The players have six options:
  Trickery: Let them sneak out, trick someone, whatever.
  1.  
  Threats & Violence: Are the last resort of a coward.
  2.  
  Duel: Everyone here will respect a duel1, done with powder pistols at twenty paces
  (or swords if both miss). In addition, the players may be encouraged to duel with Vlad
  by Stoli Petrov, in order to get Vlad out of the way.
  3.  
  Find: An alternate buyer- not likely.
  4.  
  If: Nothing else turns up and everyone retires then Stoli will send his flunkey (maybe
  Brooke) to make a deal. He will offer the group the money that Ben owes them and
  his trucks full of cargo if they leave immediately. If they accept Vlad will be killed
  5.  
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  and the characters will look guilty as sin, apart from having Vlad's former unit after
  them.
  Get: Smashed and forget about it.
  6.  
  In addition the following rumours are being discussed:
  Rumours 1 to 4 from the city.
  1.  
  Czech air command has refurbished a number of aircraft and is preparing to use them.
  (FALSE)
  2.  
  There is a large weapons cache in the rubble of Berlin but it is all so radioactive that
  no one is willing to retrieve it (TRUE)
  3.  
  Elvis is putting in an appearance latter tonight (FALSE)
  4.  
  The punch is spiked (TRUE)
  5.  
  Brooke Dixon appeared in several movies (TRUE) but they were porn flicks (FALSE)
  6.  
  A Cast of Dozens:
  Vlad Gregolski Age: 43
  Veteran commander
  Attributes:
  6
  Skills:
  Melee
  5
  Initiative:
  4
  Pistol
  5
  Nationality:
  Polish
  Rifle
  5
  Armed?
  Vz61 Scorpion
  Leadership 5
  Role:
  Villain
  Description: A big, beefy man with a full black beard and a Polish dress uniform of the 6th
  airborne division. He is the executive officer of the 10th PTD and is fiercely loyal to his
  commander. He is also well liked by the men in his command who are willing to die for
  him.
  Leon Polteraski Age:28
  Elite bodyguard
  Attributes:
  7
  Skills:
  Melee
  6
  Initiative:
  5
  Foraging
  6
  Nationality:
  Polish
  Rifle
  6
  Armed?
  G3
  Unarmed Combat 6
  Role:
  Henchman
  Description: A member of the 10th PTD unit, he is absolutely loyal to Vlad. Under average
  height and light haired he wears a few scars. Stands to attention when his boss is around.
  Kolno Parczew Age:50
  Veteran Commanding Officer
  Attributes:
  6
  Skills:
  5
  Initiative:
  4
  Nationality:
  Polish
  Armed?
  P64
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  Role:
  Commanding officer of 10th PTD
  Description: A grim man, much taken to drinking vodka which enrages him to acts of
  inhuman cruelty. Actually quite short and plump he wears a uniform dripping with medals,
  braid and ribbons. Unfortunately he has some odd fetishes, involving dressing up as a
  woman and being sodomized which Stoli Petrov intends to exploit for Blackmail purposes.
  Adolf Shmit 30
  Experienced 2nd in command
  Attributes:
  4
  Skills:
  5
  Initiative:
  3
  Nationality: Polish
  Armed?
  P64
  Role:
  2nd in command of 10th PTD
  Description: Relatively young for a commanding officer Adolf is tall, fair headed and blue
  eyed. He is being groomed to replace Kolno and knows it. If offered command of the unit by
  Stoli he would accept.
  Stoli Peterov Age:48
  Elite host
  Attributes:
  7
  Skills:
  Melee
  6
  Initiative:
  5
  Pistol
  6
  Nationality:
  Russian
  Leadership
  6
  Armed?:
  PM Makarov
  Observation 6
  Role:
  Master of the House
  Description: A big fat Russian. He owns the house and all the people in it. Actually a
  member of Spetsnez, the name Stoli is assumed. A veteran at manipulation he plans to
  blackmail Kolno, kill Vlad and set up Adolf as a puppet to command the resources of the
  10th PTD for him.
  Brooke Dixon 27
  Experienced
  Attributes:
  5
  Skills:
  Lockpick
  4
  Initiative:
  3
  Disguise
  4
  Nationality:
  UK
  Persuasion 4
  Armed?
  .38 Special
  Pistol
  4
  Role:
  Token girl/Manipulative con-woman
  Description: Brooke is a very interesting, sophisticated and educated lady. She uses her
  feminine wiles or, more often, sharp cunning to work her way up in society. Currently she is
  hanging out with Stoli and knows he isn't what he seems. No doubt during the party one of
  the male characters will try to attract the attentions of a member of the fairer sex and it
  might as well be Brooke. Otherwise use her as a player's contact. She may or may not help
  out the characters depending on what suits her. She has the connections to get them anything
  and she is smart enough to take anything from them.
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  House Guard Experienced
  Attributes:
  5
  Skills: Rifle
  4
  Initiative:
  3
  Melee 4
  Nationality:
  Varies
  Armed?
  AKMR or equivalent
  Role:
  Cannon fodder
  Description: These are a mercenaries hired by Stoli. They have a pretty soft job so they'll
  be pissed off by anyone who rocks the boat.
  BEN HOOD age 40
  experienced NPC
  Attributes:
  5
  Skills:
  English
  10
  Initative:
  3
  German
  10
  Nationality
  Swiss
  Italian
  10
  Armed?
  Dagger
  Wheeled Vehicle 4
  Role:
  Merchant
  Small Boat
  4
  Skiing
  4
  Bargain
  4
  Description: A short round man with dark hair and brown eyes. Very cheerful, well known
  within the city.
  Alexi (no surname) age 35
  Novice NPC
  Attributes:
  5
  Skills:
  Wheeled vec'
  5
  Initiative:
  1
  Armed combat
  2
  Nationality:
  Chezc
  Navigate 2
  Armed?
  Dagger
  Unarmed combat 2
  Role:
  Truck Driver
  Mechanic
  2
  Description:Alexi is a large imposing man. He has a truck driver's gut and dress sense. He
  never says much and nobody knows anything about him. Ham him up for comic relief.
  Footnotes
  The 'Book' in this case refers to the Twilight 2000 Manual, 2nd Edition
  G   
  The rules of a duel are- 12 paces by each participant, turn simultaneously and fire.
  Note that if a duellist fires and misses, he must remain stationary and let his opponent
  have his shot before they can both take swords (held by the host in this case) and take
  the duel to its logical conclusion.
  G   
   
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  A r i d    H e a r t
  A Twilight 2000 Adventure set in Australia
  Written by Daniel Cooper © 1994, 1998
  Contents:
  Abstract
  G   
  The Plot:
  G   
  Australia in 2000:
  A note about currency and equipment
  H   
  G   
  Chris Richards
  G   
  Port Augusta:
  G   
  Itinery:
  Coober Pedy
  H   
  Alice Springs
  H   
  Rain
  H   
  G   
  Encounters:
  The Jawas
  H   
  G   
  Finding Richards:
  G   
  Appendix A:Jawa Tribe
  G   
  Appendix B:Richards' Gang
  G   
  Abstract
  This is an adventure set in post WWIII Australia. I wrote it a long time ago and so can't vouch for its
  quality. The form of this module is more a framework for further events rather than an explicitly set-out
  adventure.
  The aim of this game is to hunt one Chris Richards. If you have seen 'Mad Max' ('Road Warrior' in the
  US I think) or any of the sequels that should give you a feel for the mood of the game. This adventure
  presents the opportunity for shoot-outs and car-chases in the deep red desert. A bit of a cross between a
  b-grade post-apocalyptic action film and a wild-west bounty hunter flick.
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  If you don't know much about Australia it is recommended that you get a good atlas or road map of
  South Australia and the Northern Territory. Conditions in the desert can be found in tourist literature but
  generally is hot (35°C or higher each day and night) and sparsely populated. The terrain is mostly red
  rock, red sand and scrub. Wildlife includes Kangaroos, Horses, Water Buffalo, Camels, Donkeys, many
  bird species, feral Goats and Cattle, Dingos, Wombats and feral cats. The player's greatest concerns will
  be sufficient fuel and water to see them from one population center to another.
  The Plot:
  The party will be in Broken Hill when they hear that a bounty has been posted for one Chris Richards.
  He is wanted for armed robbery, banditry and multiple murders. The players may report to the local
  police station to get a licence to hunt this person which will give them powers of arrest, etc. The police
  will also say that Richards and his gang were last seen in Port Augusta where he was responsible for a
  warehouse heist and subsequent fire.
  This will lead the characters after Richards as his gang heads north and into the desert. On the trail they
  will probably encounter several strange people and events however Richards will try to shake the party or
  ambush them.
  Australia in 2000:
  The section on Australia in the T2K manual gives a general rundown on what is happening. Largely the
  heart of the continent is uncontrolled but the more densely populated areas around the coast are
  controlled by the federal government. The country has been in a state of emergency since the war and
  most cities are under martial rule. The states wield the most power in the cities and the relationship
  between federal and state parliaments has become stressed. However the federal government still
  controls the armed forces and communications.
  As the most ordered areas are along the coast most trade is done by sea and rivers. Roads between major
  cities are kept open but travel on this is hazardous. Petroleum is available in Victoria and Tasmania due
  to the Bass Straight oil wells, which are closely guarded by the remnants of the RAN. However transport
  of petrol by road is subject to attack and is not often carried out.
  The cities are largely unchanged, however due to massive unemployment and an influx of refugees slums
  have developed in the state capitals and crime is rife. Food shortages are common in some areas and
  power restrictions are in place.
  Life goes on in Australia, however the lack of fuel and spare parts from overseas has caused a slow rot in
  the system. The atmosphere could be equated to the disorder experienced by some Central African states.
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  A note about currency and equipment
  Most miliary equipment will not be available to the players. Money still works although currency is only
  worth half of what is stated in the book. This adventure is supposed to be low-intensity as far as
  firepower goes. Recommended weapons for the players are civilian rifles, pistols and shotguns. Military
  explosives such as grenades of rocket launchers shouldn't be allowed as they will unbalance the game.
  This will not be popular with the players but should result in a more involved and less deadly game.
  Chris Richards
  Chris Richards is described as being Mediterranean in appearance. He has dark tightly curled hair, is
  shorter than average and of muscular build. He sports several tattoos and scars although few are visible.
  His nose has been broken several times and has collapsed. He is thought to be between 27 and 30 years
  old.
  After the war much of northern Australia was in anarchy. As Indonesia fought a bitter war on New
  Guinea, Aboriginal tribes sought to establish separate territories as refugees flooded from the north. It
  was during this time that Chris Richards found himself in a position where he and his gang could raid
  settlements and refugees while the forces of law and order were overwhelmed with the chaos. He was not
  the only one to be doing this at the time but was one of the more successful as his gang contained a few
  ex-soldiers and he himself combined military experience with animal cunning.
  His band achieved notoriety as it was one of the few mobile enough to make its way south to the settled
  areas where he raided several small townships with a brutality rarely seen before. Recently he killed a
  law enforcement officer in a Sydney bar. From then he has been on the run and was last seen heading
  north out of Port Augusta a week ago.
  Chris Richards is a Veteran NPC and his gang are all Experienced. He uses an Uzi and carries various
  knives and a few grenades. In addition there are a few camp followers in the form of three women and a
  young boy who are unarmed and will not fight.
  The gang gets around in a number of vehicles. There is a 2.5 ton truck which is used for carrying their
  booty, a large utility and three hotted up and armoured cars.
  Port Augusta:
  Port Augusta is a border town in every sense of the word. It is right on the edge of the desert and is the
  last sign of recognisable civilisation before Alice Springs. The town has been subject to attacks by
  raiders before so it has a sizeable garrison and much of its perimeter is mined. Access is via three roads
  or the port, which is the main reason for its continued existence. Most of the town is in good repair and
  largely ordered however there are restrictions on power and water, a curfew and graffiti covers most
  surfaces.
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  Downtown is a different story. During the day it is OK but only a fool would travel unarmed at night. It
  is here that the players will probably seek their information. If they ask around as bounty hunters they
  will not get much help as such types are not liked in the rougher quarters of town, indeed they'll probably
  get their heads kicked in. However if they have a cover story they can find:
  Chris did the warehouse heist as a personal favour to a local crime boss, Henry Valdez.
  A.  
  The police have arrested Chris' sometimes girlfriend, Kathy Pascow and are holding her for
  questioning.
  B.  
  Here's the good bit- Chris plans to hang out somewhere between Port Augusta and Alice springs,
  preying off travellers and homesteds before heading north for winter.
  C.  
  The players may also make inquiries with the local police who will reveal that they are holding Kathy
  Pascow and will invite them to question her. She will reveal the above unwillingly if the players can find
  a way to persuade her. Otherwise the players are free to try to find Don Valdez but they would be lucky
  to find him and he is unlikely to tell them what he knows- which is everything.
  Port Augusta represents the starting point of the game and it is here that the players will need to do most
  of their social contact. If they get stuck here then the game will be very boring. If they buy bounty
  hunting licences for the local police then they can expect some cooperation from the law- access to
  records/intelligence and the like. However budgets being what they are any material assistance will not
  be available. As a GM you are free to play this bit by ear. However anything you make up now will have
  an effect latter in the game.
  Itinery:
  The luxury of being a GM is that you know what NPCs will be doing ahead of time, if only the same
  could be said for players. Here's what Chris and his merry men will be doing in the next few days:
  From Port Augusta to Week 1:
  Moving. Chris' group can move at about 300 km a day. For the first few days they shook their tail from
  Port Augusta and are now in Coober Peady, living it up in this basically lawless town.
  Day +1:
  In Coober Pedy, securing fuel and supplies.
  Day +2:
  Leaving Coober Peady and camping about 200km out of town.
  Day +3:
  Encountering Jawa tribe. Raiding farmhouse outside Oodnadatta.
  Day +4:
  Moving north by road towards Alice Springs, camping in the ruins of Bundooma.
  Day +5:
  Involved in a shootout with an Alice Springs local patrol, three soldiers wounded and unknown
  casualties to Chris' gang.
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  Day +6:
  Laying low on the Finke river near Bundooma, repairing vehicles.
  Day +7:
  Laying low, getting drunk.
  Day +8:
  Ambush a trade caravan outside Alice Springs.
  Day +9:
  Start north overland around Alice Springs with the intention of reaching Mount Isa but are caught
  by rain.
  Day +10-15:
  The next five days are spent trying to extract vehicles from mud.
  Day 16+
  The rest of the time will be spent driving to Mount Isa from where he will head north and
  effectively disappear. If the players still have not found him then they may have a tough time from
  here.
  Coober Pedy
  For those who don't know Coober Pedy is a rough town even now. It is the center of the Opal mining
  district and is populated by miners and their associated services. A typical mine may be operated by three
  or so men and starts with a shaft followed by a number of horizontal tunnels blasted from the rock. The
  distinctive feature of the town is that most of the residences are underground. It is extremely hot and
  many people have made houses in disused mines. Further the itinerant workforce, lack of job security
  and poverty stricken Aboriginal population make this a dangerous place with many 'accidents' occurring
  underground. In the year 2000 with the availability of firearms and general decline in order the place is
  positively chaotic. Supplies can be had-for a price. Currency is of limited use with barter being carried
  out with opals, gold nuggets, drugs and fuel. Needles to say the opportunities here for information and
  adventure is excellent.
  Rain
  It rarely rains in central Australia but when it does expect flash-floods and violent storms. Any vehicles
  not on a sealed road (and there are very few of those) will be bogged in the deep mud that is left after the
  rain. The mud will stay for a few days before driving becomes possible again. Here is an opportunity for
  the GM to intervene and even things up, either by washing the player's equipment away or by slowing
  down Chris Richard's group.
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  Encounters:
  The area that the players are travelling through is largely insular and most people they meet will be at
  least wary or openly hostile. The GM should run the encounter with the Jawas at some time the players
  are on the road.
  Mostly they will only get encounters for road or open unless they cruise around the Flinders Ranges
  which is hills. Outside Port Augusta and Alice Springs (Organised) the countryside is Insular and
  increasingly terrorised to the north.
  Most encounters are possible except for Slavers, Large Unit, Supply Dump, Repair Yard, Field Hospital
  and Crater. Generally the land outside towns will be deserted except for ruined houses and unused
  grazing land. The smaller towns will probably be abandoned although a few people may be living there.
  Generally people will not be friendly although few will be openly hostile.
  The Jawas
  The Jawas are another matter. This is a group of Aboriginals who have reverted to their traditional way
  of life- not a bad idea in these hard times. However if the party encounters them they will be subjected to
  a quaint traditional custom- shooting trespassers.
  The Jawas will demand compensation and generally give the players a hard time. They will accept most
  things of value but are especially interested in guns, petrol and booze. They will not attack a large
  obviously well armed party but if there are only a few players they may prove difficult.
  On the other hand if the players have an opportunity to befriend the tribesmen they will be invited to stay
  with them the night, eat some goat and have a good time. If they are lucky the players may receive
  supplies or more importantly, information of Richards.
  The Jawas ran into Richards and his gang "a few days ago" (they are uncertain) and found him most
  amiable. Richards had just raided a farm and was in no mood for fighting. They threatened the Jawas
  who, being outgunned five to one, left without a fight. They may tell the party this or let it slip during
  their conversation.
  Finding Richards:
  The players should have several opportunities to find Richards. If they are smart they will strike towards
  Alice Springs or, better, Coober Peady. On the way they may stumble on the gang's doings or even upon
  the gang themselves. Tracking the gang is Easy:Tracking as there is a clear track of wheel ruts, beer cans
  and dead wildlife. However after the rain tracking becomes Difficult. Tracking may seem the most
  logical way but the right trail must be found first- the wrong one could land the players in all sorts of
  trouble.
  When they get close to the gang they will know because their dust plume is visible for about ten
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  kilometres. Capturing Richards should be a difficult task achieved only by ambush or trickery. However
  its carried out there should be a few good gunfights and some Mad Max style car chases.
  If captured Richards will try to bribe his way out with information, this is the prelude to the next
  adventure, Midnight Sun.
   
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  Arid Heart: Jawa Tribe
  The Jawas are a peaceful people, which is why Mr Jawa and his contempories leave everyone else at
  camp before going out to cause trouble. They are a mixed band traveling by foot and living off the land.
  They range in age from thirteen (Wayne) to 50 (Mr Jawa). Although they may be a little rough they are a
  decent bunch who do not indulge in bandity.
  NPC:
  Wounds:
  Experience:
  OOOOOOOOOO
  Attributes
  OOOOOOOOOO
  Initiative
  In Weapon:
  Skills:
  Combat Skills:
  Weapons
  Magazines
  Special:
  NPC:
  Mr Jawa
  Wounds:
  Experience:
  Experienced
  OOOOOOOOOO
  Attributes
  5
  OOOOOOOOOO
  Initiative
  4
  In Weapon:
  Skills:
  OOOOOOO
  Combat Skills: 3
  Weapons
  M1911A1 equivilent
  Magazines
  OOOO
  Special:
  This is the leader of a group of Aboriganies from the Jawa tribe who have reverted to a
  hostile nomadic existance. They have little equipment of worth
  NPC:
  Rodney #1
  Wounds:
  Experience:
  Experienced
  OOOOOOOOOO
  Attributes
  5
  OOOOOOOOOO
  Initiative
  4
  In Weapon:
  Skills:
  OOOOO
  Combat Skills: 3
  Weapons
  Mauser BA
  Magazines
  OOOO
  Special:
  This is Mr Jawa's strongman. He wears gold chains, sunglasses and talks funny- the rest
  of the tribe despise him.
  NPC:
  Robert Wounds:
  Experience:
  Novice OOOOOOOOOO
  Attributes
  5
  OOOOOOOOOO
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  Initiative
  1
  In Weapon:
  Skills:
  OOOOO
  Combat Skills: 2
  Weapons
  .22 BA
  Magazines
  OOO
  Special:
  NPC:
  Rodney #2
  Wounds:
  Experience:
  Novice
  OOOOOOOOOO
  Attributes
  5
  OOOOOOOOOO
  Initiative
  1
  In Weapon:
  Skills:
  Combat Skills: 2
  Weapons
  Spear, Knives, Razor Sharp Boomerang
  Magazines
  Special:
  NPC:
  Roland Wounds:
  Experience:
  Novice OOOOOOOOOO
  Attributes
  5
  OOOOOOOOOO
  Initiative
  1
  In Weapon:
  Skills:
  Combat Skills: 2
  Weapons
  Crossbow, Club
  Magazines
  OOOOOOOOOOOO
  Special:
  NPC:
  Rodney #3 Wounds:
  Experience:
  Novice
  OOOOOOOOOO
  Attributes
  5
  OOOOOOOOOO
  Initiative
  1
  In Weapon:
  Skills:
  OOOOO
  Combat Skills: 2
  Weapons
  .22 BA
  Magazines
  OOO
  Special:
  NPC:
  Wayne Wounds:
  Experience:
  Novice OOOOOOOOOO
  Attributes
  5
  OOOOOOOOOO
  Initiative
  1
  In Weapon:
  Skills:
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  Combat Skills: 2
  Weapons
  Club, spears, knives
  Magazines
  Special:
   
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  Arid Heart: Richards' Gang
  The Members of Chris Richards' group are a varied mob of ethnic groups and backgrounds. Some of the
  original members were in Richards' old Army unit, some have been picked up along the way. Their
  convoy consists of a 2&half; ton truck, three modified cars and a pair of trailbikes. Within the truck they
  carry bulk goods such as food, water, fuel, spares, ammunition, camping equipment, tools and any booty
  they have looted.
  The cars have been heavily modified inside and out with steel slabs welded over their bodies to form a
  primitive form of armor including shielding over windows and rear wheels. However they do not have
  interior ballistic cladding or run-flat tiers. Occupants of the vehicles can also be expected to wear
  ballistic vests and steel helmets. The cars are the same as those detailed in the book ('Civilian Car', p70)
  expect it has armor values of 2 for the hull and has combat movement rates of 70/10. The truck is
  unmodified.
  The only weapons mounted on the cars are various spikes and rams welded from tube steel and
  star-posts. The GM is free to implement rules for attacks with these.
  Richards' gang attacks via two methods- either intercepting vehicles and forcing them off the road (by
  ramming or shooting out tiers) or by ambushing camps/settlements at dusk.
  The general formation for the gang on the road are two gang members in each vehicle with Mad Dog's
  car leading the group by 1km. Richards in another car leads the truck and the final car brings up the rear.
  The remaining gang members (3) rid in the read of the truck with about six non-combatants. Trail bikes
  are only used for reconnaissance
  NPC:
  Chris Richards
  Wounds:
  Experience:
  Veteran
  OOOOOOOOOO
  Attributes
  6
  OOOOOOOOOO
  Initiative
  4
  In Weapon:
  Skills:
  OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO
  OO
  Combat Skills: 5
  Weapons
  Uzi, 2 knives, 3 frag grenades
  Magazines
  OOOO
  Special:
  Richards is the gang leader. He has established this position by ruthlessly supressing
  opposition. Although not particularly cruel he sees little value in human life.
  NPC:
  Mad Dog
  Wounds:
  Experience:
  Veteran
  OOOOOOOOOO
  Attributes
  6
  OOOOOOOOOO
  Initiative
  4
  In Weapon:
  Skills:
  OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO
  Combat Skills: 5
  Arid Heart: Richards Gang Character Sheets
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  Weapons
  M16, .38 Special
  Magazines
  OOOO
  Special:
  Maddog is an ex-bikie and Chris' second in command. He is big,brutal, scary looking
  but is Chris' prime contact to the bike-gang community and second in command
  NPC:
  Gang Member A
  Wounds:
  Experience:
  Experienced
  OOOOOOOOOO
  Attributes
  5
  OOOOOOOOOO
  Initiative
  3
  In Weapon:
  Skills:
  OOOOO OOOOO OOOOO OOOOO
  Combat Skills: 4
  Weapons
  SLR (L1A1)
  Magazines
  OO
  Special:
  Players will probably not have much opportunity to engage in chit-chat with gang
  members so, for simplicity, names are not supplied
  NPC:
  Gang Member B Wounds:
  Experience:
  Experienced
  OOOOOOOOOO
  Attributes
  5
  OOOOOOOOOO
  Initiative
  3
  In Weapon:
  Skills:
  OOOOO O(individual)
  Combat Skills: 4
  Weapons
  .30-30
  Magazines
  40 loose shells
  Special:
  NPC:
  Gang Member C Wounds:
  Experience:
  Experienced
  OOOOOOOOOO
  Attributes
  5
  OOOOOOOOOO
  Initiative
  3
  In Weapon:
  Skills:
  OOOOO OOOOO(individual)
  Combat Skills: 4
  Weapons
  .22 Semi Auto
  Magazines
  30 loose shells
  Special:
  NPC:
  Gang Member D Wounds:
  Experience:
  Experienced
  OOOOOOOOOO
  Attributes
  5
  OOOOOOOOOO
  Initiative
  3
  In Weapon:
  Skills:
  OO(individual)
  Combat Skills: 4
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  Weapons
  Double barreled Sawn-off Shotgun
  Magazines
  40 loose shells
  Special:
  NPC:
  Gang Member E Wounds:
  Experience:
  Experienced
  OOOOOOOOOO
  Attributes
  5
  OOOOOOOOOO
  Initiative
  3
  In Weapon:
  Skills:
  OOOOO O(revolver)
  Combat Skills: 4
  Weapons
  .357 Magnum
  Magazines
  18 loose shells
  Special:
  NPC:
  Gang Member F Wounds:
  Experience:
  Experienced
  OOOOOOOOOO
  Attributes
  5
  OOOOOOOOOO
  Initiative
  3
  In Weapon:
  Skills:
  Combat Skills: 4
  Weapons
  Crossbow
  Magazines
  15 Bolts
  Special:
  NPC:
  Gang Member G Wounds:
  Experience:
  Experienced
  OOOOOOOOOO
  Attributes
  5
  OOOOOOOOOO
  Initiative
  3
  In Weapon:
  Skills:
  OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO
  Combat Skills: 4
  Weapons
  AKM
  Magazines
  OOOO
  Special:
  NPC:
  Gang Member G Wounds:
  Experience:
  Experienced
  OOOOOOOOOO
  Attributes
  5
  OOOOOOOOOO
  Initiative
  3
  In Weapon:
  Skills:
  OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO
  Combat Skills: 4
  Weapons
  AKM
  Magazines
  OOO
  Arid Heart: Richards Gang Character Sheets
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  Special:
  NPC:
  Gang Member H Wounds:
  Experience:
  Experienced
  OOOOOOOOOO
  Attributes
  5
  OOOOOOOOOO
  Initiative
  3
  In Weapon:
  Skills:
  OOOOO OOO(indvidual)
  Combat Skills: 4
  Weapons
  Pump Action Shotgun
  Magazines
  32 Loose Shells
  Special:
   
  Arid Heart: Richards Gang Character Sheets
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  Welcome to the Twilight Module and Adventure Archive, a website associated with the Tilight 2000
  mailing list. This site maintains and provides pointers to sites that holds material devoted to writing
  material for Twilight 200 and Merc 2000.
  You may wonder why this site never gets updated or why it looks so amaturish. The answer is it hasn't
  been update in two years or so and I'm using the geocities HTML editing interface. My mail site is here.
  The other reason is I don't play T2K anymore.
  If you would like to see a link to your own or someone else's site please feel free to send me some Email,
  below.
   
  Twilight 2000: Adventure & Module Archive
  http://www.geocities.com/TimesSquare/Fortress/6346/index.html [6/18/2002 11:14:45 PM]
  
  This section is designed to assist you in creating Twilight 2000 or Merc 2000 advetures/modules. Each of
  the links below is a reviewd resource. I don't have time to check them on a regular basis so please report
  any broken links
  Yugoslavia:2000:
  Notes developed as Twilight background before the breakup. By Mitchell K Schwartz.
  Merc:2000 Cabinda War Time Line.
  Timeline of a war between Zaire and Angola. Again written before the events made Zaire front-page
  news.
  Town Hall: Twilight 2000 Bulliten board
  I don't know much about this discussion space as I usually participate in the....
  Twilight 2000 Mailing List!
  This is the main Twilight resource for me. It is a very active list and a great place to pick up resources
  that are unavailable elsewhere. Besides, the writers of the orgional game are subscribers. Just click on the
  link above and type subscribe twilight2000 in the body of the message.
  The Net Book on Plots-OnLine!
  Good list of adventure ideas- plots. Not a lot that are applicable to Twilight but a good resource, none the
  less.
  Twilight 2000: Adventure Materials
  http://www.geocities.com/TimesSquare/Fortress/6346/material.html (1 of 2) [6/18/2002 11:14:46 PM]
  
  38th Parallel
  A collection of materials concerning Korea in Twilight 2000.
   
  Twilight 2000: Adventure Materials
  http://www.geocities.com/TimesSquare/Fortress/6346/material.html (2 of 2) [6/18/2002 11:14:46 PM]
  
  38th Parallel
  A Mini-Supplement for
  Twilight:2000
  by Andrew Borelli
  Copyright 1996, 1997, 1997 All Rights Reserved
  Converted to HTML by Daniel Cooper
  This page uses StyleSheets to
  format much of the content. If
  you are not using A fourth
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  This site was developed for
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  North Korea, October 2000
  Korean Order of Battle, 2000 A.D
   
  38th Parallel: Twilight 2000 Adventures in Korea
  http://www.geocities.com/TimesSquare/Fortress/6346/korea1.html [6/18/2002 11:14:48 PM]
  
  38th Parallel
  A Mini-Supplement for
  Twilight:2000
  by Andrew Borelli
  Copyright 1996, 1997, 1997 All Rights Reserved
  Converted to HTML by Daniel Cooper
  This page uses StyleSheets to
  format much of the content. If
  you are not using A fourth
  generation browser then most
  formatting will not appear.
  This site was developed for
  Netscape
  North Korea, October 2000
  Cold, snowy wasteland, all dotted with craters, empty villages and twenty foot snow banks.
  Welcome to Korea. The worst of the fighting's over, or at least that's what they keep telling
  us. I remember back in '97 when it seemed like things couldn't get worse; waves of
  screamin' Koreans armed with good Russian equipment flying at us every day, Ivan's
  armored columns popping up all over the place. Then we heard the first nukes had been used
  in Europe, and it wasn't long before the same happened here.
  But a bunch of us are still alive, and I guess that counts for something. Now if just could hop
  a ship back Pusan and get the hell out of here.
  Table of Contents
  Welcome to Korea
  G   
  History
  G   
  Current Situation
  G   
  Government
  G   
  Trade & Local Life
  G   
  Trade & Economy
  G   
  Marauders
  G   
  Refugees
  G   
  Weather
  G   
  The Map
  G   
  Getting Involved
  G   
  Final Note
  G   
  38th Parallel:North Korea October 20000
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  Running Korean campaigns for Merc 2000
  G   
  Welcome to Korea:
  This mini-supplement is intended to provide GM's with new material to spice up plodding campaigns, as
  well as provide PCs with new and exotic locales to explore. This supplement can be tailored to fit a Merc
  campaign as well. It is hoped that this work will be valuable in tracing the events of the Second Korean
  War, a conflict not often covered in Twilight. Before getting on to the meat of the supplement, a small
  history is in order to introduce players and referees to the region.
  History
  By 1989, Kim-Il Sung's Communist regime in North Korea was in serious trouble. With public
  confidence in the "Great Leader" badly shaken, it became evident that drastic action was necessary to
  reclaim the faith from the people which had once been so fervent.
  To this end, North Korea began an ambitious new wave of underground mining and terrorist activities
  against its neighbor in the south. It was hoped that these actions, combined with a massive propaganda
  blitz, would help bolster public faith in the regime. South Korea, meanwhile, was under pressure for its
  methods in squelching increasingly large political riots calling for closer ties with the North. Combined
  with an unstable economic future and instability in the region, it looked as though the North might once
  again regain the political upper hand.
  By 1992, however, North Korea's methods were beginning to stall. Many of the mining operations had
  been mopped up by US and ROK troops, while terrorist activities, which had (accidentally, for the most
  part) resulted in numerous civilian casualties, only managed to turn public opinion against the North. The
  South Koreans managed to temporarily calm tension in its streets during this period, although matters
  were still paper thin.
  In February of 1993, Kim-Il Sung died. His son, Kim-Jong Il succeeded him as Great Leader. Realizing
  the inevitable, Jong Il began a series of friendly overtures to South Korea, all the while stepping up
  propaganda tactics in his own nation. The collapse and re-organization of the Soviet Union two years
  before made getting supplies and advanced weaponry even more difficult, and while things were still
  holding together, Jong Il knew that real measures were needed to keep it that way.
  From February 1993 till March 1994, both Koreas essentially tended to their own houses. The North set
  about a series of political machinations calling for closer ties with other Communist Asian nations. The
  nation also began significant purchases of modern weapons from whoever would sell them. These efforts
  were more successful than the Great Leader's attempts at economic reform.
  The South had its own problems to deal with, ranging from rising crime and unemployment to increased
  political chaos in the streets. In the South, the unification movement had never been stronger, which
  made politicians extremely nervous in light of the fact that a rapidly decaying United States had been
  systematically reducing its military force in Korea since 1991. With conditions worsening in South
  Korea's big cities, the government began to flounder. Terrible student riots tore through Seoul and other
  industrial centers in 1994 and 1995, worsening the nation's image through the eyes of the media.
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  Time passed and tensions rose, but little changed. The world's eye was on Europe, where numerous
  brushfire wars and increasingly weird economic bedfellows made for headlines, as well as on China,
  where border disputes with the old Soviet Union were pointing towards inevitable war. North Korea,
  desperately looking for a strong ally, decided to publicly support the Soviets in the Chinese matter. The
  South tended to side with China out of sheer spite for its Northern neighbor, and denounced the North for
  supporting "acts of international irresponsibility". With the USSR strongly backing the North and the US
  becoming close once again to Seoul, trouble was just over the hill.
  1996 brought war first in Asia and Europe, while 1997 brought the collapse of China and the first liberal
  use of nuclear weapons in a world conflict. Before and during World War III, the North Koreans had
  undertaken a massive buildup of forces and stretched its credit to the limit purchasing modern arms. The
  South, already well equipped but unprepared, immediately called up its reserves to garrison the front,
  while a slow re-deployment of US military forces in the region began. By Christmas of 1996, the two
  nations were a hair-trigger away from disaster.
  Encouraged by Russian advances in Poland and convinced that the US could not spare resources to save
  South Korea, the attack finally came in March of 1997, five months before the Chinese collapsed.
  The first week went well for the North. With their newly acquired arsenal, North Korean tanks and
  mechanized infantry punched their way through ROK positions (albeit at great cost). American units still
  proved to be more than a match for the North Korean army, but with the technology gap narrowed quite a
  bit, sheer force of numbers soon forced the US to withdraw from their prepared defensive positions,
  again at great cost for both sides. Inclement weather in the South grounded some of the ROK's air force,
  and until the US had all of its air resources in place, Russian bombers pounded Allied units from the sky.
  By the second week, as casualties quickly mounted, the front grew desperately thin. North Korean &
  Russian units penetrated deeper into South Korea, but this left their supply lines open to attack, which in
  turn ended up slowing their advance. Seoul, and its surrounding suburbs, at first a massive pocket of
  resistance, fell under siege at the start of the third week. It should be noted that the South Korean army
  handled the siege bravely, holding for almost another two weeks before falling to superior numbers.
  Months later, Seoul was retaken in an Allied offensive the press would later label "the Second Inchon".
  One month after the fighting began, China decided to send forces through Korea to link up with Allied
  units. This shocked the Allies more than it did the North Koreans, who expected that the Chinese could
  spare nothing in their fight to throw the Russians back. As thousands of "ChiComs" poured over the Yalu
  river, a hysterical North Korean high command rushed units back to the north to hold off this unexpected
  invader.
  This bold pincer strategy worked well for a number of weeks. The fighting in the south stagnated for
  some time, then exploded suddenly, leading to a renewed US push for Pyongyang. As it did for the North
  Koreans, the US offensive began to stall. It is during this time the North Koreans began to fire tactical
  nuclear artillery; the other combatants fired larger warheads at each other soon after.
  When the Chinese government collapsed, a number of Chinese units disbanded and went marauder or
  simply stayed where they were, which badly confused operations. Fighting degenerated into nasty
  firefights of attrition with ugly (and needless) losses, during which time the Russians and NK's suffered
  unfathomable losses to American nuclear counterstrikes and off-shore artillery support. This final blow
  stemmed more from a lack of cohesive command on the part of the Russians and North Koreans rather
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  than from any sort of concentrated effort on the part of the Allies, who indeed were already feeling the
  effects of desertion, mutiny, and a total lack of regular supply or refit.
  The North Koreans, strangely enough, performed (in some cases) better than their allies during this
  terrible time, frustrating numerous American and ROK attempts to capture Pyongyang. These attempts
  stopped completely in late 1999 when the Russian 38th Internal Defense Rifle Division secured the
  capital.
  Current Situation
  As of 1 January 2000, the Korean peninsula is disputed between the North Korean/Russian forces, and
  the Allied forces to the south (composed primarily of ROK & US troops, but also including British,
  French, Australian, Thai, Canadian forces as well). Actual engagements are few and far between; any
  major battles that do happen are short, carefully planned offensives designed to take clearly strategic
  targets from the enemy. The Allies have an advantage here; although the North Koreans still have a fairly
  large force, they suffer from a complete lack of motivation, skill, or supply, while surviving Russian
  forces in the region are dwindling rapidly as units slowly unravel. Some have degenerated into
  marauders, mini-warlords, or other rabble; others are simply wandering home, emotionally and
  physically exhausted from three years of unrelenting war.
  Government
  This varies greatly from town to town. In South Korea, there is still a central government (theoretically)
  separate from the military, but its jurisdiction becomes thinner and thinner as one approaches the "front."
  Seoul is still the center of things, with 42% of the original population now living and trading within its
  defended walls. A national council convenes here as well to pass whatever legislation it can. In reality,
  the army has a final say in everything, although it is not uncommon for the two organizations' goals to be
  similar, creating an air of co-operation. Since the Allied armies still occupy many towns controlled by
  Seoul, this co-operation is often necessary.
  North Korea is somewhat different. The remainder of the North Korean army rules the countryside,
  garrisoning and farming wherever they can to survive. The army is the law in North Korea, still
  commanded by Kim-Jong Il, who issues orders from his private, bunker-like apartment complex in
  Pyongyang. Towns not garrisoned by North Korean army troops are regularly patrolled by the hated
  political police, who are really thugs with guns and authority. Officially assigned to crush
  "counter-revolutionary ideals", the political police act as rear-guard and frontier security. Duels between
  these forces and ROK border patrols are not uncommon. (Note: The South Koreans are no saints in this
  either: the infamous "white mice," or military police, known for their white helmets and lack of regard
  for civilians, are just as hated in the south.)
  Trade and Local Life
  The standard of living in the Koreas varies greatly as it does elsewhere. The big cities are dirtier and
  emptier than they once were, and a slow process of decay is happening, creating large slum areas which
  both armies are having difficulty controlling. Most cities are war-torn to some extent. Seoul's northern
  neighborhoods, for example, were very badly damaged, but a slow process of rebuilding is taking place.
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  Other cities, not as fortunate as Seoul, were reduced to almost total rubble. Seoul and Pyongyang also
  tend to avoid the problems other cities experience in this post-war world due to the presence of constant
  trade, active political control and a large military body keeping the chaos to a minimum.
  Most of the big industries in both Koreas are working at minimal output, so labor and resources are at a
  premium. Note that independent industry exists only in the largest of cities; the big production complexes
  of the past were captured or destroyed early in the war.
  In the smaller towns, life is very different than before the war. Most towns are still wrecked or at least
  partially damaged from the fighting, while others cannot overcome the economic upheaval the invasion
  caused. The smaller the town though, the more likely a single organization holds it firmly. Most small
  towns in the North and South have some sort of garrison. Again, life in these places depends on the
  location; as one approaches the front, towns become more destitute, the population more pestilent.
  Disease is a very big problem on the peninsula, and garrisons are constantly on the watch against it. This
  is due to the fact that most of the dead were left unburied during the winter invasion and began to
  decompose when the snow melted, leading to an immediate outbreak of cholera (a resurgence of black
  plague was also rumored). The breakdown of a central medical system and the loss of many public
  services only fueled the fire. This makes medical supplies and personnel extremely valuable - during the
  last weeks of "sanctioned" fighting, a fierce mechanized battle near Kaesong was fought over seventeen
  unclaimed crates of penicillin!
  Trade & Economy
  Trade is fairly constant in South Korea, often run by independent distributors operating out of large
  cities. As of 1 Jan 1999, no independent is allowed to launch a trade expedition without a "letter of
  transportation". Said document is obtained by filling out a whole lot of forms in Seoul, presenting one's
  credentials, and then paying a hefty sum. Trade runs to frontier towns pay the best; border towns pay
  premium prices for badly needed goods. Often, a convoy headed north may find itself carrying some
  exotic (by 2000, ICM shells, say, are pretty exotic) weaponry or ammunition to an army unit, which pays
  even better. As you may have guessed, running trade without papers constitutes black-marketeering,
  which is punishable by forfeiture of goods, imprisonment and/or death.
  Trade in the North is strictly an Army-run thing. Operating on an almost exclusively barter economy,
  many Northern towns exist on subsistence agriculture, trading mutually needed items with other nearby
  towns to stay afloat. Naturally, black-market runs here are brutally suppressed. Generally, the army also
  oversees vital farming and fishing operations, acting as supervisors and security in exchange for a chunk
  of the proceeds. As in the South, travel is difficult as many roads are badly damaged, and nature is
  beginning to take over the already rugged hinterlands. Note that gold is preciously scarce up north but is
  always accepted as payment.
  Marauders
  Korea's relatively small size acts as a plus here. Unlike Europe or the United States, where marauders
  have plenty of places to hide, bands of raiders in Korea are generally small and hit very isolated targets.
  Few groups are equipped to handle a serious stand up fight. Since most marauders are deserters or
  desperate refugees, many groups disband and scatter after only a few months in operation to avoid being
  tracked down and destroyed by local militia.
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  Refugees
  Whenever a new offensive develops, or a new outbreak of disease ravages some township, PCs will
  encounter large caravans of refugees slowly trudging down the road. These columns will generally be
  headed away from the front and marching towards the coastlines. Often scared and desperate, refugees
  should just be avoided unless the PCs are prepared to help them, lest they are accosted by a lot of
  starving, scraggly people. It is rare that a refugee column becomes violent, however.
  Weather
  The wet, humid, flood-warning summers Korea once knew are a thing of the past. "Nuclear Fall" effects
  Korea just as it does the rest of the world, meaning that things are generally cool and overcast most of the
  time. There is a period of mixed sun and balmy weather from late June to mid August. The period from
  November to mid March is Korea's winter, during which time the peninsula is hit with blinding blizzards
  and daily below-zero temperatures. Towns and cities settle into winter hibernation, since snow fall has
  been measured at up to 108 inches during this season.
  The Map
  When I wrote this adventure, I had a pretty good map drawn out for it, detailing unit locations, points of
  conflict, nuclear targets, etc. Since I don't have a scanner (and I can't find the map anyway), I'd suggest
  writing to these fellows for an excellent series of regional maps:
  Defense Mapping Agency Office of Distribution Services Washington, DC 20315 - 0010 These maps are
  inexpensively priced and are excellent for any campaign in the area.
  Getting Involved What The Hell Are We Doing Here, Anyway?
  There are a number of ways the PCs could end up in Korea. They may have landed there by accident or
  to stop for supplies on the USS Corpus Christi (see The Last Submarine or Boomer). They may be
  coming out of a recent campaign in Thailand, or may be on a very long march from the Middle East AO.
  If your campaign has been a particularly long one, the PCs may even have originated in Europe, with the
  stop in Korea climaxing a months-long march across the shattered USSR and the ruins of China. Finally,
  novice PCs may start out the game in Korea as part of the American defense contingent there, or as some
  of the last reserve troops coming in from Pusan.
  Final Note: What To Expect and How To Run It
  Korea is an exotic place. To your PCs, the culture will be foreign and the people may be hostile. Usually,
  townsfolk won't show their true allegiance until it's too late. The terrain is ruined in some places, frozen
  in others. The enemy will constantly by popping up where he is least expected, and when discovered by
  the PCs, he will either turn tail and disappear or dig in and call for help. The climate will be
  monotonously cool and dry when it's not blindingly cold. People in the countryside will be desperate and
  destitute, while rich bureaucrats, officers and merchants will rule the cities. (Ref's: see Bangkok:
  Cesspool of the Orient for a similar situation.)
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  Both North and South Korea are tired of the war and just want to settle down to rebuild. Most of the
  people on both sides of the line who started the war are long dead, most killed in the nuclear strikes.
  Those few who are left either control fringe elements of their respective millitary, or are simply ignored.
  Within the next 10 years, it is hoped that the Korean peninsula can begin a steady recovery from this
  disaster. However, the border issue is still unsettled, since old grudges die hard, it remains to be seen if
  these unfriendly neighbors will once again scrap.
  Most Allied forces, meanwhile, would like to go home. Transports often travel to and from Pusan at
  irregular intervals to the US and a host of other destinations. The local brass know this, and a slow
  evacuation is being considered, though there is still much to do. Until the ROK is on their feet and the
  threat of war is clearly suppressed many loyal officers in the Korean AO do not feel their job is done.
  Whether they can convince their troops of this or not is another story. With luck, however, the order to
  evacuate might come by the spring of 2001. Needless to say, your PCs will probably want to be there
  when it does.
  Running Korean Campaigns for Merc: 2000
  Korea is in considerably better shape in this alternate world. The nation is unified as one, with Seoul as
  its capital. The people are also very unified, and there is a strong feeling of national identity. Both armies
  were scaled down greatly after the unification, and all troops wear new standardized uniforms as of 1
  Dec 1998.
  Korea is weathering the worldwide depression well, but street violence, organized crime influence,
  student unrest, and a growing drug trade are taking their toll. The government is hiring for a variety of
  missions against minor insurgents, criminal bases of operation, and drug-producing facilities. Missions
  are also available against (rare) warlord incursions from the fragmented mess that was China. The
  USDEA, meanwhile, has an active office in Pyongyang(!), which is constantly hiring mercs for runs
  against drug facilities and personnel across Asia. The CIA often plans missions against the yakuza,
  Chinese warlords, and minor insurgents in Japan, mainland China, and elsewhere in Asia.
  Overall, Southeast Asia is in about the same shape as it is today, with one major exception: China no
  longer exists as a single country and is divided amongst a number of warlords and petty bureaucrats with
  muscle. Very few still pretend to follow any particular ideology; life in regions ruled by those who do
  tends to be hellish. Hong Kong, Beijing, Seoul and Bangkok are the major merc hiring halls in the area.
  These modern, ever-expanding cities are dirty, sprawling, and rollicking at night, with an abundance of
  vices and villains to keep the PCs busy on and off the job.  
  38th Parallel:North Korea October 20000
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  38th Parallel
  A Mini-Supplement for
  Twilight:2000
  by Andrew Borelli
  Copyright 1996, 1997, 1997 All Rights Reserved
  Converted to HTML by Daniel Cooper
  This page uses StyleSheets to
  format much of the content. If
  you are not using A fourth
  generation browser then most
  formatting will not appear.
  This site was developed for
  Netscape
  Korean Order of Battle, 2000 A.D
  Soviet Group of Forces, Korea
  Far Eastern TVD, Yalu Front:
  203rd Air Assault Brigade
  Subordination: Yalu Front
  Current Location: Near 38th Parallel
  Manpower: 200
  Tanks: None.
  H   
  35th Soviet Army
  173rd Motorized Rifle Division
  Subordination: 35th Army
  Current Location: Hamphung, North Korea
  Manpower: 1000
  Tanks: 2 T-74
  194th Motorized Rifle Division
  Subordination: 35th Army
  Current Location: Suijang, North Korea
  Manpower: 200
  Tanks: 1 T-80
  38th Internal Defense Rifle Division
  Subordination: 35th Army
  Current Location: Pyongyang, North Korea
  Manpower: 2000
  Tanks: 8 T-64
  H   
  G   
  38th Parallel:Korean Order of Battle, 2000
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  Army of the People's Democratic Republic of
  North Korea
  15th People's Army
  5th Irregular Mortar Company
  Subordination: 15th Army
  Current Location: Near 38th Parallel
  Manpower: 750
  Artillery: 10 82mm Mortar, 10 120mm Mortar, 20 B-11 107mm RCL, plus many
  free-fire 120mm Rockets
  17th Irregular AA Battalion
  Subordination: 15th Army
  Current Location: Pyongyang
  Manpower: 500
  Artillery: 20 M-1946 130mm Field Gun, 20 KS-30 130mm AA Gun
  66th Infantry Battalion
  Subordination: 15th Army
  Current Location: Jujang, North Korea
  Manpower: 700
  Tanks: 5 T-55
  803rd Tank Battalion
  Subordination: 15th Army Current Location: Pyongyang, North Korea
  Manpower: 1200
  Tanks: 40 T-55
  8th Division
  Subordination: 15th Army
  Current Location: Approaching 38th Parallel
  Manpower: 4000
  Tanks: 30 T-55, 10 T-72
  105th Sapper Battalion
  Subordination: ?
  Current Location: Seakong, South Korea
  Manpower: 300
  Tanks: 1 M728 CEV
  Note: The 105th Sapper Battalion has been out of contact for the past seven months. The
  15th Army has no idea what they are doing. The 105th occupied a small coastal town in
  South Korea shortly after the fighting subsided and has been conducting irregular guerilla
  operations ever since. They remain a constant thorn in the side of the US and ROK forces,
  but they're rapidly running out of munitions and supplies. They will have to make a bold
  move soon or starve come wintertime.
  H   
  For individual Soviet unit histories, please consult the Soviet Vehicle Guide. North Korean units
  G   
  38th Parallel:Korean Order of Battle, 2000
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  are as listed above. In addition to these troops, North Korea has 15,000 troops acting as irregular
  militia up and down the countryside. These units are not well organized and serve only as local
  defense forces.
  Allied Group of Forces, Korea
  CENTCOM (Milgov)
  8th US Army
  II US Amphibious Corps
  23rd Regiment, 4th Marine Division
  Subordination: II US Amphibious Corps
  Current Location: Inchon, South Korea
  Manpower: 700
  Tanks: 7 M60A3
  5th Marine Division
  Subordination: II US Amphibious Corps
  Current Location: Kaesong, North Korea
  Manpower: 2000
  Tanks: 9 M60A3
  16th Regiment, 6th Marine Division
  Subordination: II US Amphibious Corps
  Current Location: Weijei, North Korea
  Manpower: 600
  Tanks: 4 M60A3
  I   
  II US Corps
  1st Brigade, 7th Light Infantry Division
  Subordination: II US Corps
  Current Location: ?
  Manpower: 500
  Tanks: None.
  Notes: The 1st Brigade was trapped in North Korea after the run for the
  Yalu River was pushed back by victorious Soviet forces breaking out of
  China. The 1st has been out of contact for 13 months now. It is known
  they are actively making their way south.
  26th Light Infantry Division
  Subordination: II US Corps
  Current Location: Yujiaitu, South Korea
  Manpower: 500
  Tanks: 13 LAV-75
  45th Infantry Division
  Subordination: II US Corps
  I   
  I   
  H   
  G   
  38th Parallel:Korean Order of Battle, 2000
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  Current Location: Pusan, South Korea
  Manpower: 2000
  Tanks: None
  VI US Corps
  2nd Infantry Division
  Subordination: VI US Corps
  Current Location: Seoul, South Korea
  Manpower: 2000
  Tanks: 4 M1
  25th Light Infantry Division
  Subordination: VI US Corps
  Current Location: Firebase Alpha, North Korea
  Manpower: 600
  Tanks: None
  41st Infantry Division
  Subordination: VI US Corps
  Current Location: Firebase Juliet, North Korea
  Manpower: 2000
  Tanks: None
  163rd Armored Cavalry Regiment
  Subordination: VI US Corps
  Current Location: Firebase Neccessity, South Korea
  Manpower: 300
  Tanks: 4 LAV-75
  I   
  Army of the Republic of South Korea
  Task Force A
  20th Mechanized Infantry Battalion
  Subordination: Seoul Military District
  Current Location: Near 38th Parallel
  Manpower: 450
  Tanks: 1 M60A3, 5 M48A5
  3rd Airborne Cavalry
  Subordination: Seoul Military District
  Current Location: Near 38th Parallel
  Manpower: 130
  Helicopters: 13 UH-1 Huey, 3 UH-60 Blackhawk
  117th Recon Battalion
  Subordination: Seoul Military District Current Location: Near 38th Parallel
  Manpower: 400
  I   
  H   
  38th Parallel:Korean Order of Battle, 2000
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  Tanks: None
  5th Tank Battalion
  Subordination: Seoul Military District
  Current Location: Near 38th Parallel
  Manpower: 560
  Tanks: 1 M1, 7 M60A3, 4 T-55, 6 Stingray, 38 M48A5
  87th Artillery Battalion
  Subordination: Seoul Military District
  Current Location: Near 38th Parallel
  Manpower: 400
  Artillery: 10 M107 SPA, 4 M198 155mm Howitzer, 1 M55 Quad .50
  Please consult the American Combat Vehicle Guide for individual unit histories. South
  Korean units are as listed above. Like the North Koreans, things have deteriorated for the
  South Korean army to the point where another 5,000 disorganized troops are acting as local
  militia around the country. These are defensive troops only.
   
  38th Parallel:Korean Order of Battle, 2000
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  Sorry, this section is still under development, if you would like to add something here please email me,
  below.
   
  Twilight 2000: Adventure & Module Archive: Under Development
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SOURCE: textdata/thevault/Twilight 2000/3rd party/Twilight 2000 - Adventure Archive.pdf