Downtime and Preparations (20-24 October 2000)

This one is slightly out of sequence from yesterday’s post. Oopsie-doo. It’ll also be somewhat asynchronous because of the way we narrated and resolved many of these actions.


The Opoczno party returns to Ponikla on the afternoon of the 20th. Red oversees Janek’s transfer into the clinic. A quick blood test confirms that Janek has the mysterious geometric shapes, so the doctor notifies Magda that he’ll need kitchen support for the accelerated care regimen the newcomer will need.

Arkadi gets a briefing from Leks on events in Opoczno. He has some thoughts, but he asks for time to process all the news. In the meantime, he has an update of his own: the village’s small bulldozer is in dire need of heavy service, but the flood wall is complete! [One project clock is closed out, finally. That reminds me – I need to do a comprehensive inventory of pending projects and plot threads.]

Arkadi spends the rest of the day on equipment and vehicle preparations. Early the next morning, he, Leks, Zenobia, and Miko crank up the Hilux and head back to Opoczno to escort Fedorov and her delegation westward. It’s an all-day effort, complicated by the season’s first heavy snowfall and some engine trouble on the return leg.

Minka travels with the group as far as Opoczno, where she jumps off to put in the promised machine shop work with Albert Niemczyk. Red relieves her on the 22nd, having turned over care of the rapidly-healing Janek to a newly-sober Ludwig, and begins fitting Albert’s new prosthesis.

Two days of heavy snow force the village to reprioritize its harvest efforts. Magda and Maciej the Brewer confer. The apples and pears are in the greatest danger, as there’s a risk of branches breaking under the combined weight of mature fruit and heavy, wet snow.

With the micro hydro generator complete, Zenobia enlists Arkadi’s help. The two begin work on the village’s second local power source, a small wind turbine.


Leks reads in the village’s inner circle on his invitation from the Bracia Wilkow. He’s not too proud to ask for help – especially in light of Filip’s instruction to “bring nothing that wasn’t made by living hands.”


Minka withdraws to her workshop. Pawel, one of the railyard teenagers who’s been hinting at an interest in apprenticeship, tags along at her heels to fetch and carry. For two days, Minka doesn’t leave the shop. She catnaps next to the forge. Sleep is fleeting for anyone within earshot of her hammer. Pawel brings her food, water, clean clothes; rallies a couple of the other teenagers to help him tend the horses in between.


Magda puts on a pot of tea, cracks open her hoard of baker’s chocolate, and convenes her council. Idle children (or those with the misfortune to appear idle) are dispatched on various errands. Cedar chests are opened, their contents brought forth for consideration. Wool stashes are aired out. The hostel’s common room fills with the chatter of knitting needles and gossip.


Alexei checks in with Minka. Pays his respects to Magda and the grannies. Visits Janek during one of the newcomer’s spells of lucidity. Makes a list. Packs his saddlebags, fuels Thing Two, mutters dire lyrics regarding the continuing heavy snow, and disappears in the direction of Opoczno.

Two days later, he returns. Arkadi takes possession of the motorcycle. Taps the tank, hears the echo of nothing but fumes. Notes a fresh set of scratches on the front fork and something that looks suspiciously like a bloodstain on the spokes. Recognizes the look in Alexei’s eyes and decides not to ask at this moment.


Leks awakens to a soft scuttling sound and the click of his bedroom door closing. His hand slips under his pillow, closes on the hilt of his dagger. His eyes slit open. There’s no sense of presence – but the first light of dawn glows on steel that wasn’t in his room when he went to bed.

For that matter, he’s fairly certain the carved wood pegs weren’t on the wall last night.

The top set holds a bear spear in the Polish rohatyna style, asymmetrical with only one hooked crosspiece. Somehow, the head and crosspiece suggest a wolf’s muzzle, jaw agape and fangs bared.

Beneath that hangs a fighting hatchet. It’s proportioned similarly to Arkadi’s tomahawk. The head is wider, though, to accommodate an engraving of an Estonian heraldic lion, its outstretched claws reaching to the cutting edge. The poll is an octagonal hammerhead.

Leks goes in search of Minka. Finds her asleep on a horse blanket next to her forge. While he’s debating whether to wake her, Pawel slinks in, goes to a small table under the east window. Picks up an empty glass and a plate with a few crumbs on it, considers them carefully. Exchanges two candle stubs for fresh votives. Shivers. Backs out of the workshop.


Leks is fairly certain he catches the phrase “… and that wolf girl,” as he enters the hostel. The flashing needles don’t break rhythm, but the conversation screeches to an ominous halt as a half-dozen grey heads rotate toward him in unison.

“Sit down, young man,” one commands, “and try on these socks.”

“And while you have your boots off, let’s see if these pants fit now,” another orders.

Someone mutters something that sounds an awful lot like, “don’t be shy, it’s nothing we haven’t seen before.”


The door swings open to admit Alexei. His jacket has a fresh slash down the left bicep and a not-so-fresh bandage peeking through the new damage, and he smells like a fire in a sauerkraut factory.

The German drops his saddlebags on the nearest table with a ringing thud. He begins hauling out things. A net bag of wool yarn, which he ceremoniously offers to the grannies. A pair of hand-stitched leather boots, heavily scuffed but freshly re-soled. A pair of steel vambraces and a left gauntlet, tarnished and dented, with bright scratches showing where gold inlay used to be. A bottle of Hibiki 21-year whiskey. Two cassette tapes.

He uncorks the bottle with his teeth, pours into the nearest glass, slams the shot, ockets the tapes, and staggers toward the door. Pauses, leaning on the jamb. Turns his head toward Leks. “Be fuckin’ metal,” he rasps.

An Invitation (21 October 2000)

Slow GM is slow, but I’ve been handling some things on the group’s Discord server. This post is a lightly-edited transcript of a scene with Leks’ player.


21 October 2000 | 1931 hours
Droga Krajowa (National Road) 12
4km west of Opoczno

GM: The Hilux has been running with its usual infallibility all day, so the sudden silence is all the more alarming. Zenobia curses, shifts into neutral, and coasts to a stop at the edge of the eastbound lane. The hiss of snow under the tires fades into nothing.

“Tools,” Zenobia orders as she steps out. Leks releases the tiedown straps and hands down the battered metal case. He’s about to resume his position behind the pintle-mounted AGS-17 but Miko, who’s still young enough to be fully impervious to the cold, bounds into the bed and grabs the grenade launcher’s spade grips. Leks shrugs and gestures to Arkadi to cover the north, then moves off to the southwest.

Thirty meters is enough for the falling snow to muffle Zenobia’s steady stream of invective. Leks finds a fallen tree at the lip of a small gully and settles his MG3 on it. The waning crescent moon is enough to show a general lack of tracks in the sparsely-wooded fallow field beyond his position. To the east, Opoczno’s skyglow is barely perceptible.

A hiss of movement in the snow draws Leks’ attention just before —

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Opoczno Aftermath (20 October 2000)

This one is slightly out of order, technically occurring before the guest post which spoilers Janek’s survival. Slow GM is slow.

This post condenses a long but slow-running thread on the group’s Discord server that occurred after the last session. Which was in March. Adulting sucks.


Red goes to work on Janek while Minka begins tending to Miko [downed with damage, but no crit – for once] and the bystanders with minor injuries. Zenobia and Leks obtain heavier weapons from the attackers, as do the surviving Russians. They and Leks are eyeing each other uneasily when the actual Opoczno militia shows up in force.

Thankfully, both actual militiamen survived the attack. Franek stays with the party to prevent lethal misunderstandings while Mieszko peels off to intercept the incoming response at the door. Thanks to their intervention and the known credibility of some of the team (particularly Red and Leks), there’s a minimum of unnecessary friction. Alexei, with Ludwig in tow, arrives at about the same time, and they’re kept cooling their heels outside the perimeter until Ludwig rather loudly announces his medical credentials. He taps in for Minka, freeing her up to assist Red.

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Splintered

Twenty or so years ago, when Clan War was a going concern in the Lexington gaming community, I bought a bunch of 1″ square adhesive-backed magnets and some thin steel sheets to use for unit movement trays. They worked well enough for the purpose: keeping a bunch of little samurai in line while marching across the table.

Fast-forward to today, and the magnetic base thing has come ’round again. Apparently, while I wasn’t doing any wargaming, the wargamers adopted steel storage trays and rare earth magnets as a means of transporting figures. It’s a sidegrade (if not an upgrade) from foam, or maybe it’s just clever marketing, but I was intrigued. The guy who runs BLKOUT demos in this corner of Appalachia made me aware of Tabletop Stronghold. I’m strangely okay with supporting some dude’s localish (based out of West Virginia) garage entrepreneurship, so I picked up his smaller magnetic case. I haven’t used it for travel yet, but assembly was a breeze (and glue-free) and everything seems to work as advertised.

Not wanting it to be confused with other Tabletop Stronghold cases at the local stores, I decided to experiment. I’ve always found the Swedish M90 splinter camouflage pattern to be aesthetically pleasing, so I broke out the painter’s tape and rattlecans and commenced to defiling.

Prototype for comparison (swiped from Camopedia):

OLYMPUS DIGITAL CAMERA

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The Tale of Vandal 6-1

A few days ago, someone in the Twilight: 2000 subreddit asked about campaign starts. Here’s my contribution:

I’ve been playing since 1st edition and my preference remains the classic Escape from Kalisz campaign seed. Having said that… a few years ago, I introduced T2k v2.2 to a group who’d (with one exception) never heard of it. I started the campaign on 06 July 2000, about a week and a half before the Kalisz breakout. The PCs were the 7th Combat Engineer Battalion’s engineering recon team. This meant they were the guys who got sent to assess the maneuver brigades’ requests for engineer support and determine what was feasible and what resources were needed. In practice, this let me give them a series of assignments that had them present at or near most of the major story beats in the run-up to the 5th Infantry Division’s last stand.

This enabled me to start them off with a good supply situation and strong support – available fuel, sufficient medical supplies, occasional mortars on call. Then I ramped up the pressure with each major contact, adding additional hostile unit markers to the world map as the encirclement took shape. They got to watch the 5th ID crumble from the inside.

It took about twelve sessions to get to the breakout. For that, we shifted focus off the PCs. Every player got one or two combat vehicles, most of whom were already low on ammo and carrying some non-disabling damage. This gave us a chance to use the vehicle combat rules to their fullest as the players fought their way through the Soviet encirclement. To raise the stakes, they were escorting five trucks, which the Soviets were trying to kill. Each truck that made it off the map added to the resources (fuel, ammo, food, attached NPCs) that the PCs had after the breakout.


I’ve always wanted to raise the stakes on this by finding an appropriate wargaming system (something tuned for micro armor, perhaps) and actually playing out part of the 5th ID’s last stand. Battalion, perhaps even brigade, level. The Soviets’ objective would be to kill American units. The Americans’ objective would be to get as many units as possible off the map. This would all be the setup for a subsequent RPG campaign whose starting parameters would be determined by the American players’ success in the battle.

Fanfic Preservation: Black Winter

Sometime around the turn of the millennium, I ran across a Twilight: 2000 fanfic novel titled Black Winter. At the time, my T2k fandom was largely dormant. Everyone in my usual gaming groups was invested in the World of Darkness scene, GDW wasn’t publishing anything for T2k, and I didn’t have anyone to play it with. I took note of the work, read it, and promptly lost track of it.

A few years later, when I got involved with the Twilight: 2013 project, I went back to look for it. Couldn’t find it – I hadn’t bookmarked the site, and every search turned up a dead link. I didn’t find it again until the summer of 2020, when a random synapse fired and my need to resolve the question led me to archive.org’s stored copy.

Today, while scrolling through Reddit over lunch, I found a thread in which someone was inquiring about Black Winter. By the time I got home and was able to start formulating an answer, the original poster had answered his own question and posted a link to a PDF of the story. I grabbed it because I’m a digital packrat, and that’s when I had a bit of cognitive dissonance and no small amount of resurgent guilt.

The archive.org copy was credited to an author whose identity I never knew, posting under the address cadillacofthesky@ntlworld.com. The PDF, however, bore a handle I didn’t think I’d see again: Twilight2000v3MM.

Twilight2000v3MM was the nom de net of Max “Moose” Messina. Max had been a fairly prolific writer in T2k fan spaces in the early 2000s, doing quite a bit of design work for a proposed third edition of the game. He was a natural fit for the Twilight: 2013 dev team, and his contributions were invaluable. I can’t recall ever being aware of his fanfiction work, though, only his game design pursuits. Until today, I didn’t know the novel was his. I feel like a shittier friend for not knowing that. I wish I’d had a chance to tell him that I’d enjoyed it.

Max passed away on 10 September 2020, reportedly from cardiac complications after a too-brief fight with pancreatic cancer. He left behind a wife and two sons. His final contribution to Twilight: 2000 was as one of the advance readers on The Pacific Northwest. His feedback was still in my inbox when we lost him.

His novel is preserved below.

Szabla

Another BLKOUT unit at good-enough-for-table-use completion. This one is Szabla, a PMC offshoot of a Polish heavy industrial corporation’s security arm. Two riflemen, a marksman, and a jammer specialist who makes every model within 12″ immune to data attacks:

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Harlow Kinetic Solutions

I won’t say that the most recent painting drought has broken, but I spent a fair amount of time at the bench the past couple of weekends, getting my recent BLKOUT purchases into usable shape. The photos aren’t my best – I would swear iOS 26 lost some camera control capability. The paint isn’t my best either, but I think it’s good enough for use on the table.

For my initial force, I’ve chosen to go with Harlow Kinetic Solutions. In-universe, they’re a PMC of South African origin. On the colony world of Abol, they’re largely under contract to the Authority, a somewhat mustache-twirlingly evil offshoot of the remnant United Nations that is ostensibly the planetary governing body.

Mechanically, Harlow’s things are mobility and some of the better combat drills (limited-use maneuvers) in the game. In theory, this design supports aggressively going after objective points on the board over getting bogged down in fights.

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Villains by Necessity

A number of years ago – musta been while I was in college, to judge by the publication date – I happened to read Eve Forward’s Villains by Necessity. Someday, I’ll track down a copy that isn’t going for $40+ for a mass-market paperback… but today does not seem to be that day.

I’ve always wanted to run a fantasy campaign with the novel’s basic premise. Good won the war against Evil – a little too completely. The world is now tilting toward a pole of absolute Goodness. If not stopped, the entire morally-imbalanced universe will implode in a flash of floral-scented bunny sunshine. The PCs are the last unredeemed villains. They must save the world by releasing Evil from its prison.

It would probably degenerate into degeneracy within a half-dozen sessions, but there you are.