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Fire in the Hole
By Jerry Blakemore
Editors: Trey Gorden & Ed Wetterman
Mechanics Editor: Mark Gedak
Cover & Layout: Preston P. DuBose
Maps: Craig Largent
Artwork: Jeff Varnes
Playtesters: Brandon Blakemore, Justine Blakemore, Preston DuBose,
Craig Largent, Russell Mirabelli, David Padget, Charles Pyle, Ed Wetterman
his is the printer-friendly edition. Please refer to the full version for art and maps.
I dedicate this module to the veterans who have graduated from Texas A&M
and have served the United States in conflicts around the world— giving me the
freedom to game at the price of their blood.
‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A
copy of this License can be found at www.wizards.com/d20.
d20 Modern(tm), and Dungeons & Dragons are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and is used with permission. Wizards of the
Coast(R) is a registered trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and is used with permission.
For information on the designation of Open Game Content and Product Identity in this publication, refer to the last page.
Fire in the Hole ©2006, Jerry Blakemore. All rights reserved. 12 to Midnight and the 12 to Midnight logo are trademarks of 12 to Midnight. his material is pro-
tected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without
the express written permission of 12 to Midnight.
his product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Made in Texas, USA.
v05 printer-friendly; modified 11/15/2006
12 to Midnight
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Fire in the Hole
Table of Contents
Author’s Introduction ..................................3
Section 0: GM Preparation ..........................4
0.1: Introduction..........................................................4
0.2: Levels ...................................................................4
0.3: Play Notes .............................................................4
0.4: GM Background ...................................................5
0.5: Plot Synopsis.........................................................5
0.6: Setting the Mood ..................................................6
Section 1: Camp Trepidation .......................7
1.1: he Smell of Napalm in the Morning....................7
1.2: he Camp .............................................................8
1.3: Camp Encounter Generator ..................................8
Zombies ........................................................................................ 8
Dragon Parts ................................................................................. 8
Roll Twice...................................................................................... 8
Section 2: Gateway to Hell ...........................9
2.1: he Laboratory......................................................9
2.1a: Parasites ................................................................................ 9
2.1b: he Descent.......................................................................... 9
2.2: he Basement........................................................9
2.2a: Regrouping ......................................................................... 10
2.3: he Subbasement ................................................11
2.3a: Recon Option ..................................................................... 12
2.3b: Combat Option.................................................................. 12
2.4: Retreat ................................................................13
2.5: Conclusion..........................................................13
Section 3: Adventure Generator .................14
3.1: Mission Generator ..............................................14
Recon Missions ........................................................................... 14
Search and Destroy Missions ....................................................... 14
Target Missions............................................................................ 14
Point Defense Missions................................................................ 14
3.2: Cavern Tables......................................................14
Passages ....................................................................................... 15
End of Passage ............................................................................. 16
Room Type .................................................................................. 18
3.3: Patrols .................................................................21
3.4: Mission Statements .............................................21
Save Johnny................................................................................. 21
Observation of Recycler Troop Movements.................................. 21
Assassination Squad ..................................................................... 21
A Pack of Voars............................................................................ 21
Ambush Point.............................................................................. 21
Mercy Mission............................................................................. 21
he Twins .................................................................................... 21
Take Holding Area B2 ................................................................. 22
Escort Duty ................................................................................. 22
Knock Out Alien Disruption Equipment .................................... 22
Cavalry ........................................................................................ 22
A Line in the Sand....................................................................... 22
Beam me up Scotty...................................................................... 22
Wyrms......................................................................................... 22
Tet Lives ...................................................................................... 22
Radioactive .................................................................................. 22
Discovery..................................................................................... 22
Winning the War......................................................................... 23
Discovery II ................................................................................. 23
Alamo.......................................................................................... 23
Appendix 1: Cast of Creatures ....................24
Cyborganic Destroyer.................................................24
Cyborganic Ravager ...................................................24
Dimensional Creeper .................................................25
Enforcer .....................................................................26
Hunter .......................................................................27
Parasite.......................................................................27
Reanimator ................................................................28
Trepidation Dragon ...................................................28
Trepidation Dragon Wyrmling Spawn........................29
Voar ...........................................................................30
XR3-Marauder ...........................................................30
XR6-Mauler...............................................................31
Zombie ......................................................................31
Appendix 2: Recycler Weaponry ................32
Recycler Assault Rifle .................................................32
Recycler Cannon: ......................................................32
Recycler Minigun.......................................................32
Plasma Welder............................................................32
Shredder Claw............................................................32
Appendix 3: New Cybernetic Enhancements ....33
Cyborganic Body Armor (PL 7) .................................33
Cyborganic Tentacles (PL 8).......................................33
Impulse Coordinator (PL 7) .......................................33
OGL ..........................................................34
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Fire in the Hole
Author’s Introduction
I wanted to go back to Camp Trepidation.
From the very beginning of Weekend Warriors ,
I thought there was a good story there. Along
with good gaming, I knew Weekend Warriors
had the potential for hours of roleplaying as
the creatures called recyclers tried to stake a
claim on the Earth.
My goal for this module was the creation
of an exciting convention adventure that
would provide GMs with sufficient structure
to carry the game forward, if they chose to
do so. Whether the GM intends to play four
hours or four hundred, I think I met both of
my goals.
Around the time I started writing Fire in
the Hole , I met Jeff Varnes, of Dirty Unicorn
Games, who had these cool tiles and creature
tokens. I thought that using his creatures in
the module would be a great way to promote
his product. Developing creatures for the re-
cyclers to use proved to be a lot of fun, and
Jeff enjoyed reading the early drafts.
he guys at 12 to Midnight wanted to
publish Fire in the Hole at the end of 2005,
but the fact that I was also writing Skinwalker
caused conflicts in our production schedule.
One project had to have priority, and, since
we had slated Skinwalker for release in the
summer of 2005, it got the nod.
Playtesting Fire in the Hole proved to be
fun. We had two sessions: one in August of
2005 and another at AggieCon in March of
2006. For AggieCon, I had a cool dragon
counter to show the players. Jeff had spent
many man-hours perfecting this baby, and I
could not wait to show it off. Boy was I sur-
prised when the players wanted to engage the
creature! Fortunately for them, the creature
was beyond the effective range of most of the
weapons they were carrying.
I am glad this project is done. Honestly, at
the end of most module developments, the
writer often hates the project—not so for me
with Fire in the Hole . I kind of wonder where
it could go next.
Jery Blakemore
Strategy and Tactics magazine back introduced Jerry to gaming back in
1972. While stationed with the Army in Germany, he heard about these
Lieutenants playing some game with elves, dwarves, and black pud-
dings. Soon he was invited to join them and gaming has never been the
same since. D&D 3.0 inspired Jerry to write modules for others, but Ed
Wetterman and Mark Ramsey talked him into writing modern horror
for 12 to Midnight. Today Jerry lives in Sugar Land, Texas with his wife,
Branda and two children, Justine and Brandon.
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Section 0: GM Preparation
Fire in the Hole
0.1: Introduction
What happened to the National Guardsmen sent to
Camp Trepidation? he Pentagon wants to know,
not to mention the man in the Oval Office. A ma-
rine reconnaissance team answered the call, and now
they are missing too. he Pentagon does not like this
at all. heir answer is to send in a US Army infan-
try battalion, locked and loaded, ready for bear. he
problem is, they are not hunting bear.
0.3: Play Notes
he following adventure can be as long or short as
the GM desires. Use it as the stepping-stone for a
campaign or play it as a one-night stand. he GM
should read the entire module multiple times and, if
using the optional starting encounters, a familiarity
with the Camp Trepidation maps is essential. hese
maps are available in Weekend Warriors and as a free
download from 12tomidnight.com (though we urge
you to play Weekend Warriors ).
he GM should allow the squad a lot of leeway
before they go to the laboratory. Adjust encounters
accordingly. It does not hurt to pregenerate the en-
counters before the players arrive for the evening’s
fun. he presentation of the module focuses on the
area around and underneath the research facility, but
the GM should adjust the adventure to the squad’s
actions. Use the fire left by the napalm to control
the pace and direction. he fire cuts the characters
off from searching areas you do not wish them to
explore. hese are crack soldiers, but none of them
can walk through the flames. Keep them moving and
nervous—this is horror after all.
Because of Camp Trepidation’s unique research and
the strange rumors brought back by the few survivors
Sgt. Baker
All right girls, listen up! I am Sergeant Major Charles Baker,
and I’ll be offering you aid as you work your way through
this adventure. I’ll be helping you cupcakes understand
military terminology and game rules. I use various SitReps
(Situational Reports—Sidebars) throughout this game.
I’m the daddy, and you will listen to what I have to say! Is
that understood soldier? Good!
0.2: Levels
his is a combat-oriented adventure for four fifth-
level characters, but game masters should find it easy
to scale the adventure for any party. Simply adjust
the DCs up or down based on the party level. Re-
move the number of creatures in each encounter to
lower the play level, or add more to each encounter
to raise it.
he soldiers have access to great modern military
weapons. hese weapons give a firepower edge to the
heroes, and, as such, allow them to fight higher CR
creatures than normal.
For even more character options, we highly rec-
ommend Blood & Guts 2: Military Training Manual
by RPG Objects. his book includes new advanced
classes that allow a wide variety of military characters
to be built using a new system of advanced training
talents and bonus feats. It also includes rules for as-
signing military ranks and earning medals.
Check our website, 12tomidnight.com , for free
downloads of pregenerated soldier characters to aid
in quick play, as well as loads of other goodies.
The 2 nd of the
63 rd Infantry
hese soldiers are assigned to the Second Battalion, Sixty-
third Infantry. You can call it the 2 nd of the 63 rd if you want
to sound like you know what you’re talking about. I know
better, but I promise not to tell.
What’s a battalion? What the frick did they teach you
in Basic anyway? All right, listen up. I’m only going to
explain this once. A battalion is a unit composed of a head-
quarters and two or more companies, batteries, or troops.
he Second is an organic unit, meaning it is part of a larger
regiment (the Sixty-third) and is used for tactical situa-
tions. he Second Battalion is further divided into three
companies of roughly 400 soldiers each. Each company
is subdivided into four platoons, which vary in size and
may be divided into recon teams. An organizational chart
would look something like this:
63rd Infantry
-> Second Battalion (approx. 1,200 soldiers)
-> Company (avg. 400 soldiers ×3)
-> Platoon (size varies ×4)
-> Little ole’ you
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Fire in the Hole
of the original incident, the Pentagon is impatient for
reliable information. Every soldier in the recon team
has been equipped with helmet-mounted video and
audio pickups. his signal is broadcast back to the
temporary battalion headquarters and bounced via
encrypted satellite signal straight to the Pentagon.
he nature of this adventure requires that one
character be designated as the team leader. Unless
you decide otherwise, his rank is Sergeant—not
much higher than the men he leads. he Sergeant
can communicate to his Lieutenant at HQ using the
helmet’s communication system.
With battalion HQ monitoring the characters’ ev-
ery step, the GM has the opportunity to “pass along”
orders at any step of the adventure. While you should
avoid railroading your players, it does allow you to
keep the pace rapid or send in reinforcements.
You have a whole battalion at your disposal. If the
first recon squad gets wiped out, let the players use
the same characters, or create new soldiers, and try
again. Let the next squad go search for the lost squad.
here is no need to pull punches or hold back. his is
a new war against beings from the recyclers’ dimen-
sion who are attempting to set up a base they can use
to invade Earth.
Who are the Recyclers?
Recyclers are outsiders from a parallel dimension. hey
believe their way of life is the best and seek to convert any
new worlds they access. hey are called recyclers because
of their ability to take any substance or organism and find
a use for it. In our world, for example, they are converting
humans to hunters or undead minions. hey also convert-
ed all of the vehicles they found in Camp Trepidation for
use in their production facility and weapon systems.
hey would like nothing better than to see every hu-
man dead or enslaved. hen they would harvest plasma
from nearby planets and the sun. his would feed their
culture for millennia. And what do we have to fight back
with? You! Hope there is more to you than I see now.
marine reconnaissance team are lost. he Second
Battalion, Sixty-third Infantry, will conduct a search-
and-destroy mission. It is hoped that this assignment
turns into a rescue mission as well.
he recyclers have been busy. hey have disas-
sembled much of the equipment left in Camp Trepi-
dation to produce alien war machines and to modify
the zombies into dangerous, nightmarish creatures.
So far, the gate to the recyclers’ dimension is not large.
hey require more power to open the gate fully, and
there is currently no power source in Camp Trepi-
dation. Ironically, the recyclers destroyed the camp’s
power generator when they opened the gate.
he recyclers are looking for two things: One is a
power generator to help them broaden the gate. he
other is humanity. he human emotion of fear can
also widen the gate, but the fear needed to generate
sufficient power kills most humans. he recyclers are
researching ways to keep men alive longer during this
process. In the meantime, their corpses provide the
recyclers with more soldiers.
0.4: GM Background
In Weekend Warriors , the recyclers opened a gate
from their homeworld to our own planet. hey won
the first skirmish, and now they prepare to escalate
the war.
he US government is not sure what happened
in New Mexico. he Pentagon has deployed all of
America’s best technology and talent to determine
what happened at Camp Trepidation. All that the
US military and intelligence services have discov-
ered is that unidentified “things” are moving about
the camp, but they do not know what, exactly, those
“things” are. Unlike a normal body, they emit no heat
traces. Interestingly, the temperature in and around
the base has grown cooler by an average of 10 degrees
Fahrenheit.
A marine reconnaissance team entered the base
two weeks ago. here has been no contact with them
since they initiated their search of the laboratory
area. he Pentagon assumes that all personnel from
the National Guard (see Weekend Warriors ) and the
0.5: Plot Synopsis
he adventure begins along the fence line of Camp
Trepidation. A battalion of ground pounders (In-
fantry for you non-military types) watches as the
air force napalms the camp. To everyone’s shock, a
dragon flies out of the carnage. It destroys an F-16
before air missiles shoot it down.
Now that the air force has done their job, the in-
fantry can carry out their mission. he heroes are the
point squad, and they get to go see what survived the
napalm strike. How this happens, and how quickly,
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