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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

This 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. This 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.
This 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 Page 1
Fire in the Hole

Table of Contents
Author’s Introduction .................................. 3 Tet Lives ...................................................................................... 22
Radioactive .................................................................................. 22
Section 0: GM Preparation .......................... 4 Discovery..................................................................................... 22
0.1: Introduction..........................................................4 Winning the War ......................................................................... 23
0.2: Levels ...................................................................4 Discovery II ................................................................................. 23
0.3: Play Notes .............................................................4 Alamo .......................................................................................... 23
0.4: GM Background ...................................................5 Appendix 1: Cast of Creatures.................... 24
0.5: Plot Synopsis .........................................................5 Cyborganic Destroyer.................................................24
0.6: Setting the Mood ..................................................6 Cyborganic Ravager ...................................................24
Section 1: Camp Trepidation ....................... 7 Dimensional Creeper .................................................25
1.1: The Smell of Napalm in the Morning ....................7 Enforcer .....................................................................26
1.2: The Camp .............................................................8 Hunter .......................................................................27
1.3: Camp Encounter Generator ..................................8 Parasite .......................................................................27
Zombies ........................................................................................ 8 Reanimator ................................................................28
Dragon Parts ................................................................................. 8 Trepidation Dragon ...................................................28
Roll Twice...................................................................................... 8 Trepidation Dragon Wyrmling Spawn ........................29
Section 2: Gateway to Hell ........................... 9 Voar ...........................................................................30
2.1: The Laboratory......................................................9 XR3-Marauder ...........................................................30
2.1a: Parasites ................................................................................ 9 XR6-Mauler ...............................................................31
2.1b: The Descent.......................................................................... 9
Zombie ......................................................................31
2.2: The Basement ........................................................9
2.2a: Regrouping ......................................................................... 10 Appendix 2: Recycler Weaponry ................ 32
2.3: The Subbasement ................................................11 Recycler Assault Rifle .................................................32
2.3a: Recon Option ..................................................................... 12 Recycler Cannon: ......................................................32
2.3b: Combat Option .................................................................. 12 Recycler Minigun .......................................................32
2.4: Retreat ................................................................13 Plasma Welder............................................................32
2.5: Conclusion..........................................................13 Shredder Claw............................................................32
Section 3: Adventure Generator ................. 14 Appendix 3: New Cybernetic Enhancements.... 33
3.1: Mission Generator ..............................................14 Cyborganic Body Armor (PL 7) .................................33
Recon Missions ........................................................................... 14 Cyborganic Tentacles (PL 8) .......................................33
Search and Destroy Missions ....................................................... 14
Target Missions............................................................................ 14 Impulse Coordinator (PL 7) .......................................33
Point Defense Missions................................................................ 14 OGL .......................................................... 34
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
The 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

Page 2 12 to Midnight
Fire in the Hole

Author’s Introduction
I wanted to go back to Camp Trepidation. could not wait to show it off. Boy was I sur-
From the very beginning of Weekend Warriors, prised when the players wanted to engage the
I thought there was a good story there. Along creature! Fortunately for them, the creature
with good gaming, I knew Weekend Warriors was beyond the effective range of most of the
had the potential for hours of roleplaying as weapons they were carrying.
the creatures called recyclers tried to stake a I am glad this project is done. Honestly, at
claim on the Earth. the end of most module developments, the
My goal for this module was the creation writer often hates the project—not so for me
of an exciting convention adventure that with Fire in the Hole. I kind of wonder where
would provide GMs with sufficient structure it could go next.
to carry the game forward, if they chose to Jerry Blakemore
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.
The 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 Strategy and Tactics magazine back introduced Jerry to gaming back in
1972. While stationed with the Army in Germany, he heard about these
2005 and another at AggieCon in March of Lieutenants playing some game with elves, dwarves, and black pud-
2006. For AggieCon, I had a cool dragon 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
counter to show the players. Jeff had spent Wetterman and Mark Ramsey talked him into writing modern horror
for 12 to Midnight. Today Jerry lives in Sugar Land, Texas with his wife,
many man-hours perfecting this baby, and I Branda and two children, Justine and Brandon.

12 to Midnight Page 3
Section 0: GM Preparation
Fire in the Hole

0.1: Introduction 0.3: Play Notes


What happened to the National Guardsmen sent to The following adventure can be as long or short as
Camp Trepidation? The Pentagon wants to know, the GM desires. Use it as the stepping-stone for a
not to mention the man in the Oval Office. A ma- campaign or play it as a one-night stand. The GM
rine reconnaissance team answered the call, and now should read the entire module multiple times and, if
they are missing too. The Pentagon does not like this using the optional starting encounters, a familiarity
at all. Their answer is to send in a US Army infan- with the Camp Trepidation maps is essential. These
try battalion, locked and loaded, ready for bear. The maps are available in Weekend Warriors and as a free
problem is, they are not hunting bear. download from 12tomidnight.com (though we urge
you to play Weekend Warriors).
The GM should allow the squad a lot of leeway
Sgt. Baker before they go to the laboratory. Adjust encounters
All right girls, listen up! I am Sergeant Major Charles Baker, accordingly. It does not hurt to pregenerate the en-
and I’ll be offering you aid as you work your way through
counters before the players arrive for the evening’s
this adventure. I’ll be helping you cupcakes understand
military terminology and game rules. I use various SitReps fun. The presentation of the module focuses on the
(Situational Reports—Sidebars) throughout this game. area around and underneath the research facility, but
I’m the daddy, and you will listen to what I have to say! Is the GM should adjust the adventure to the squad’s
that understood soldier? Good! actions. Use the fire left by the napalm to control
the pace and direction. The fire cuts the characters
off from searching areas you do not wish them to
explore. These are crack soldiers, but none of them
0.2: Levels can walk through the flames. Keep them moving and
This is a combat-oriented adventure for four fifth- nervous—this is horror after all.
level characters, but game masters should find it easy Because of Camp Trepidation’s unique research and
to scale the adventure for any party. Simply adjust the strange rumors brought back by the few survivors
the DCs up or down based on the party level. Re-
move the number of creatures in each encounter to The 2nd of the
lower the play level, or add more to each encounter 63rd Infantry
These soldiers are assigned to the Second Battalion, Sixty-
to raise it.
third Infantry. You can call it the 2nd of the 63rd if you want
The soldiers have access to great modern military to sound like you know what you’re talking about. I know
weapons. These weapons give a firepower edge to the better, but I promise not to tell.
heroes, and, as such, allow them to fight higher CR What’s a battalion? What the frick did they teach you
creatures than normal. in Basic anyway? All right, listen up. I’m only going to
For even more character options, we highly rec- explain this once. A battalion is a unit composed of a head-
quarters and two or more companies, batteries, or troops.
ommend Blood & Guts 2: Military Training Manual
The Second is an organic unit, meaning it is part of a larger
by RPG Objects. This book includes new advanced regiment (the Sixty-third) and is used for tactical situa-
classes that allow a wide variety of military characters tions. The Second Battalion is further divided into three
to be built using a new system of advanced training companies of roughly 400 soldiers each. Each company
talents and bonus feats. It also includes rules for as- is subdivided into four platoons, which vary in size and
signing military ranks and earning medals. may be divided into recon teams. An organizational chart
would look something like this:
Check our website, 12tomidnight.com, for free
63rd Infantry
downloads of pregenerated soldier characters to aid -> Second Battalion (approx. 1,200 soldiers)
in quick play, as well as loads of other goodies. -> Company (avg. 400 soldiers ×3)
-> Platoon (size varies ×4)
-> Little ole’ you

Page 4 12 to Midnight
Fire in the Hole
of the original incident, the Pentagon is impatient for
reliable information. Every soldier in the recon team
Who are the Recyclers?
Recyclers are outsiders from a parallel dimension. They
has been equipped with helmet-mounted video and believe their way of life is the best and seek to convert any
audio pickups. This signal is broadcast back to the new worlds they access. They are called recyclers because
temporary battalion headquarters and bounced via of their ability to take any substance or organism and find
encrypted satellite signal straight to the Pentagon. a use for it. In our world, for example, they are converting
The nature of this adventure requires that one humans to hunters or undead minions. They also convert-
ed all of the vehicles they found in Camp Trepidation for
character be designated as the team leader. Unless use in their production facility and weapon systems.
you decide otherwise, his rank is Sergeant—not They would like nothing better than to see every hu-
much higher than the men he leads. The Sergeant man dead or enslaved. Then they would harvest plasma
can communicate to his Lieutenant at HQ using the from nearby planets and the sun. This would feed their
helmet’s communication system. culture for millennia. And what do we have to fight back
With battalion HQ monitoring the characters’ ev- with? You! Hope there is more to you than I see now.
ery step, the GM has the opportunity to “pass along”
orders at any step of the adventure. While you should marine reconnaissance team are lost. The Second
avoid railroading your players, it does allow you to Battalion, Sixty-third Infantry, will conduct a search-
keep the pace rapid or send in reinforcements. and-destroy mission. It is hoped that this assignment
You have a whole battalion at your disposal. If the turns into a rescue mission as well.
first recon squad gets wiped out, let the players use The recyclers have been busy. They have disas-
the same characters, or create new soldiers, and try sembled much of the equipment left in Camp Trepi-
again. Let the next squad go search for the lost squad. dation to produce alien war machines and to modify
There is no need to pull punches or hold back. This is the zombies into dangerous, nightmarish creatures.
a new war against beings from the recyclers’ dimen- So far, the gate to the recyclers’ dimension is not large.
sion who are attempting to set up a base they can use They require more power to open the gate fully, and
to invade Earth. there is currently no power source in Camp Trepi-
dation. Ironically, the recyclers destroyed the camp’s
power generator when they opened the gate.
0.4: GM Background The recyclers are looking for two things: One is a
In Weekend Warriors, the recyclers opened a gate power generator to help them broaden the gate. The
from their homeworld to our own planet. They won other is humanity. The human emotion of fear can
the first skirmish, and now they prepare to escalate also widen the gate, but the fear needed to generate
the war. sufficient power kills most humans. The recyclers are
The US government is not sure what happened researching ways to keep men alive longer during this
in New Mexico. The Pentagon has deployed all of process. In the meantime, their corpses provide the
America’s best technology and talent to determine recyclers with more soldiers.
what happened at Camp Trepidation. All that the
US military and intelligence services have discov-
ered is that unidentified “things” are moving about 0.5: Plot Synopsis
the camp, but they do not know what, exactly, those The adventure begins along the fence line of Camp
“things” are. Unlike a normal body, they emit no heat Trepidation. A battalion of ground pounders (In-
traces. Interestingly, the temperature in and around fantry for you non-military types) watches as the
the base has grown cooler by an average of 10 degrees air force napalms the camp. To everyone’s shock, a
Fahrenheit. dragon flies out of the carnage. It destroys an F-16
A marine reconnaissance team entered the base before air missiles shoot it down.
two weeks ago. There has been no contact with them Now that the air force has done their job, the in-
since they initiated their search of the laboratory fantry can carry out their mission. The heroes are the
area. The Pentagon assumes that all personnel from point squad, and they get to go see what survived the
the National Guard (see Weekend Warriors) and the napalm strike. How this happens, and how quickly,

12 to Midnight Page 5
Fire in the Hole
is up to the GM. An optional encounter generator
allows you to load the camp with zombies, strange 0.6: Setting
creatures, and the after effects of the napalm strike
(see 1.3: Camp Encounter Generator). the Mood
The recyclers have removed the electrified fence Fire in the Hole is a fun adventure, especially when
that once surrounded the laboratory. All that remains you use plastic army men for figures. Just make sure
is a pile of rubble that covers the known entrance to you get permission from your son or daughter before
the recyclers’ base. Headquarters orders the squad to playing with their toys. If the kids will not let you
go in. Since they anticipated a climb in the dark, each play with their toys, check out Flatlands: Fire for Ef-
man has climbing gear and a flashlight. fect by Dirty Unicorn Games. This optional set of
Underneath the laboratory is a large cavern system, tiles and tokens was produced in support of Fire in
which the recyclers have set up to produce their vile the Hole and includes character and creature tokens
warriors and machines. The squad’s investigation gives as well as tiles from the campaign. Dirty Unicorn’s
the recyclers the opportunity to test their production Flatlands: Modern Tiles and Tokens Megaset 1 has
and defense facilities. Can the squad overcome the many of the creatures encountered, as well. Consider
odds? Should the soldiers fail and die, let the players playing music from war movies. Maybe watch the D-
reuse the characters and send in a new squad. Heck, day landing in Saving Private Ryan. Star Ship Troopers
the army is all about sending in the replacements. works well, too.

Basic Load
LBE (Load Bearing Equipment) is a part of every soldier’s twice. You only run out of ammo once. It’s not something
gear. It commonly consists of a web belt and a set of suspend- you’ll ever let happen to you again.
ers with clips. One clip usually holds a first aid pouch, and Most squad equipment used in this module can be found
the other can hold a flashlight or camera. The soldiers in this in the d20 Modern Roleplaying Game. The only two excep-
adventure are equiped with helmet-mounted video cameras tions are the comm relays and the gas-detection equipment.
and microphones. Comm relays are tiny devices that weigh half a pound.
The web belt is designed to hold a number of things. Most These devices pick up transmissions from the soldiers’ helmet
soldiers have two ammo pouches, one or two canteens, and cams and microphones and transmit them topside, where
an entrenching tool (shovel). Some soldiers may also attach satellite feeds allow Pentagon staff and headquarters to watch
a small butt pack to the web belt. They pack extra batter- and hear all the action. Placing these devices effectively re-
ies, ammunition, MREs (meals ready to eat), small tools, a quires the Knowledge (tactics) skill (DC 5). Soldiers may
compass, and pictures of the girl back home. Climbing gear take 10 when placing a relay. They have a range of 200 ft.,
is carried in the butt pack as well. but do not penetrate solid rock, and as such must be placed
Soldiers may lug a backpack, but a good infantryman for line of sight. They can be set up in relays to cover long
ditches whatever he does not have to carry as soon as he can. distances. Each soldier has been issued ten comm links each,
In Fire in the Hole, be sure you keep track of weight limita- as the Pentagon wants to see what is happening ASAP.
tions. Every soldier on a recon mission of this sort would Gas-detecting gear is small device that weighs five pounds.
rather leave the heavy items at their secure base camp. This gear measures the air for dangerous gases. It emits aural
Other gear for this mission is your gas mask, and of course and visual signals when it detects dangerous conditions. The
your weapon. A good soldier learns in basic training to always one drawback to this equipment is that the soldier already
have a pen and pad in his breast pocket. Watches are syn- occupies the hazardous area when this condition is reported.
chronized and worn on the wrist. Other pockets hold ammo, A trained soldier knows to backtrack immediately.
snacks, pocketknives, and ammo. Yep, I mentioned ammo

Page 6 12 to Midnight
Section 1: Camp
Fire in the Hole
Trepidation
what’s down there, set up communications links, and
1.1: The Smell of do general reconnaissance. We’ll call you out when we
have enough to act on. Let’s show ‘em what the fighting
Napalm in the Second of the 63rd can do.
“Sergeant Major Howard.”
Morning A short, leather-faced man steps up to the Colonel
The battalion is prepared and waiting in the assembly and salutes. He pivots in a sharp about face. “Atten-
area. The squad has their gear ready and the ammo hut!” he shouts. “Prepare for deployment. Battalion! Fall
is loaded. This gear includes state-of-the-art audio- Out!”
visual equipment that allows Pentagon officials to The platoon Sergeant guides you to the fence. The sun
watch the action safely, from behind their computer is heating the dry earth pretty quickly, making it hard to
screens, over a thousand miles away. The squad also believe that it is cooler than usual by about ten degrees
has comm relays (see the Basic Load sidebar), which, Fahrenheit. Large gaps have been cut in the chain fence
when properly placed, allow the transmission of sig- before you. You do not cross the fence-line, as the air
nals from below ground. strike is pending. It should be safe where you wait.
The soldiers have studied the maps of Camp Trepi- Before long, four F-16s roar overhead, leaving white
dation and are familiar with its grounds. To maintain contrails in their wake. When they reach the opposite
morale, Colonel Rogers made sure the men ate a hot end of the valley, the planes split off in pairs. One pair
breakfast. When you are ready to kick off the adven- gains altitude, while the lower two circle and prepare
ture, have the troops fall in, then read or summarize for their bombing run. They level off and fly towards
the following paragraph: the camp. The F-16s release two pairs of bombs, which
drop quickly.
Colonel Anthony Rogers steps in front of the straight Fire erupts and the ground shakes as the bombs find
lines of infantrymen. His uniform is immaculate and their targets. Fire rolls across the camp like a tidal wave.
he looks tough enough to tear apart any man who might Soldiers excitedly whoop out encouragement to the pilots
challenge him. Despite the gray hair peppering his crew as the sleek aircraft bank for another pass.
cut, you know he can outrun and outfight any man in “What’s that?” a voice yells out. A large shadow flies
the battalion. out of the flames. It appears to be as large as the cir-
With a clear voice he commands, “At ease! The Army cling jets, maybe even larger. The shape, reminiscent of
National Guard is missing a battalion. These men and a dragon, opens its mouth and shrieks. It flaps its wings,
women were holding the line for us while we were en- but the movement is hard to watch as they flicker, blur,
gaged in Iraq. It is assumed that all are dead. We have and reappear. The beast’s skin emits a dizzying green
little reconnaissance of the area. Satellite has not shown and purple strobe.
us much. Infrared scans have been run and there are no The jets complete their turn as the dragon flies toward
signs of life detected.” them. The pilots, spotting this strange creature, break off
Colonel Rogers pauses. “Today, we are going to go their attack run. As they turn away, the beast’s putrid
back to Camp Trepidation to determine what happened. maw widens and emits another loud shriek. Golden
I do not anticipate that we are going to find a whole lightning leaps out of its mouth and strikes the closest
lot, if anything, but we must be prepared. If terrorists F-16. The plane glows a bright red and then disinte-
have struck America, we must contain and eliminate grates.
that threat. Do not hesitate to engage the enemy. Just be You hear the roar of the other two jets accelerating
certain it is the enemy. from the opposite end of the valley. Their Sidewinder
“We have support from the United States Air Force. missiles streak toward the dragon as the beast chases after
In fact, they should be putting on a little show for us any the lone jet. Three out of four missiles strike the creature,
minute now. Recon will go in once they are done. Re- sending flashing chunks of flesh plummeting from the
member, everyone here is hooked up and the Pentagon is sky. The dragon’s head slumps and wings fold back as it
watching our every move. We are going to go in, find out crashes onto the desert sands below.

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Fire in the Hole
“What in the hell was that?” asks the voice again.
“Show’s over,” you recognize the voice of your platoon 1.3: Camp Encounter
Sergeant. “Where’s my point team?”
“I hope that thing doesn’t have a friend,” an anony- Generator
mous soldier mumbles. What better way to get your squad of heroes warmed
d6 Encounter up than with an encoun-
Fortunately, that is the only dragon in this adven- 1–4 Zombies
ter or two before they
ture. Unfortunately, though badly wounded, it is 5 Trepidation dragon parts reach the laboratory site?
regenerating. 6 Roll twice Roll once on this table to
The heroes, of course, are the point team. Their determine the opponent.
mission is two-fold: reconnaissance and comm relay
placement. The area of operations is the old labora- Zombies
tory. The Pentagon wants to know the lab’s current Packs of zombies stand around the camp. The re-
condition and disposition, and they want it today. d6 Number of Zombies cyclers leave them
If the soldiers are in danger of moving out of range 1–2 One for every two squad members scattered about
of their last comm relay, HQ squawks at the team 3–4 One for each squad member until they harvest
leader. While the team leader may call for reinforce- 5–6 Two for each squad member them for other
ments or support at any point in the adventure, the purposes.
GM has discretion in how long it takes for those re-
inforcements to arrive. Dragon Parts
The air force blasted the Trepidation dragon to bits.
These bits are regenerating into fully formed drag-
1.2: The Camp ons. These pieces cannot hurt the soldiers now, but
The GM has a choice in how to approach this adven- give them some time. The squad could take them for
ture. If you want to run a short adventure, then the samples or destroy them. There are burning build-
air force bomb strikes proved very productive. What ings everywhere, and flesh thrown into the flames is
this means is that, though the walk into the camp is quickly consumed.
filled with descriptions of burning buildings, there is
no sign of any living creatures. Roll Twice
The GM also has the option of extending the Roll on the table twice. Reroll other results of six.
adventure by using the Camp Encounter Genera- The encounters rolled should be played separately.
tor provided. Use it to plan out encounters before
the game, or roll randomly on the table as the squad
moves toward the lab. To run the adventure in this
way, the GM should have a copy of Weekend War-
riors. Go to 12tomidnight.com, where the Camp
Trepidation maps are available as a free download.

Page 8 12 to Midnight
Section 2: Gateway
Fire in the Hole
to Hell
2.1: The Laboratory Failure means the rocks roll down into the hole.
The laboratory is nothing but a pile of brown-brick Any hero standing on the hole or in a square adjacent
rubble and dust. One of the air force bombs scored to the hole may fall into the gap. A successful Bal-
a direct hit, leveling the structure. When the squad ance check (DC 10) indicates the character does not
arrives, read or paraphrase the following: drop into the hole. Falling characters may attempt to
catch themselves on a small ledge by passing a suc-
You have arrived at the old laboratory. Following cessful Climb check (DC 25). Characters who catch
the bombing run, all that remains is a disordered the ledge can climb to a safe spot by passing another
pile of concrete. In order to carry out your mission, Climb check (DC 15). Characters who fail fall 30
you must find a way into the lower levels, now feet and suffer 3d6 points of falling damage.
covered with debris.
2.1a: Parasites
If the heroes make a successful Search check (DC A rockslide is not the only danger that lurks in this
10), they find a pile of rubble that emits a cool draft. debris. The recyclers have parasites guarding this
There is a remarkable difference in air quality, as the area. If the engineers blow the hole clear, the explo-
heat of the fires contrasts with the unnaturally cool sion destroys the parasites; but if the characters dig,
air passing over the characters. Once the cool breeze the parasites slither up the rubble and attack after the
is located, the troops can break out their entrenching squad has been digging for an hour.
tools (short-handled, folding shovels) and dig into The parasites crawl up through the rocks and get
the rubble. quite close to the heroes before they strike. The dig-
If the squad leader calls the situation in, the rest gers and supervisors adjacent to the hole must make
of the platoon arrives in 15 minutes and sets up a an opposed Spot check versus the parasites’ Hide
perimeter. They also bring a pair of full-sized shovels, skill of +9. Failure means these creatures get a sur-
which they give to the squad to make the digging prise round. They strike the closest character, as they
easier. Twenty minutes after the call, a detachment of have no understanding of who might be the greatest
engineers packing plactic explosives arrives and offers threat. If you are using 12 to Midnight’s Fear Effects
to clear the hole a little more quickly. It takes them rules, their sudden and strange appearance is a minor
another 10 minutes to prep the area. After ordering spook. There is one parasite present for every three
everyone back to a safe distance, they blow the rocks heroes. After the creatures are defeated, the party
clear, creating a hole into the laboratory’s basement. members may renew their digging.
If the squad does not use explosives to clear the
obstruction, it takes three hours to make a hole large 2.1b: The Descent
enough for a backpack-laden warrior to squeeze The army provides knotted ropes, and the wall
through. Digging requires a Craft (structural) skill makes an effective brace, which means the Climb
check (DC 5) every 30 minutes (for a total of six check (DC 5) is not difficult. Heroes who are not un-
checks). The engineers’ leader (if present) assists the der attack may take 10 on this roll. The characters are
squad with his +6 Craft (structural) skill. located at Point A on Map 1. Comm relays must be
placed at the top and bottom of the hole to continue
sending and receiving signal underground. Refer to
Where Is All the Stuff
the Basic Load sidebar for more info on comm re-
We Saw in Weekend lays.
Warriors?
The recyclers, who have a knack for reusing anything and
everything, have stripped all metal throughout the camp
for other purposes. In addition, they have moved many of 2.2: The Basement
the furnishings down for the comfort of the hunters, mod- The recyclers have stripped the laboratory basement
ified humans controlled by parasites. Despite the control, of everything. They have even scrapped the partition
these creatures require time for recreation and relaxation. walls and removed the conduit and wires. Most ceil-

12 to Midnight Page 9
Fire in the Hole
ings are 12 ft high and the floors are solid concrete. chosen foe, they shift dimensions and make a full
Steel-reinforced concrete pillars remain in place to grab attack, if possible. If they successfully grab their
provide the support necessary to keep the roof from target, they dimension shift and take their opponent
collapsing. These pillars are a uniform five feet in ra- with them. On their next turn, they leave this op-
dius, with a hardness of 10 and 360 hit points. ponent behind and shift back to the material world
When you are ready to describe the area to the to attack another. In this way, they attempt to divide
team, read or summarize the following: the team up and limit the number of foes they must
fight at once.
The floors and walls are clean in this area, except The heroes deposited in the alternate dimension
where rocks may have rolled down as a result of can see their squadmates and the dimensional creep-
your entrance. The area is reminiscent of a build- ers back in the material world, but they cannot affect
ing under construction, before the addition of dry- them or call out to them. Their weapons only affect
wall and flooring. The big difference is that, except creatures that are in the alternate dimension with
for what fell in while you were digging, the area is them. The abandoned heroes shift back to the real
completely free of dust. world in one minute (10 rounds), or when the di-
mensional creeper that placed them there dies. If the
The recyclers have been preparing this area for quite dimensional creeper returns to the alternate dimen-
some time. They have dug, covered, and concealed sion, it can prolong a subject’s time there by grabbing
several holes. A successful Spot check (DC 20) reveals him again.
these locations. Hidden in each hole is a zombie When using 12 to Midnight’s Fear Effects rules, he-
standing on a spring-like device. When a character roes taken to the extra dimension face a great fright.
moves within 10 feet of a zombie’s hole, alien sensors When the squad has eliminated the zombies and
detect the motion and, with a loud popping noise, dimensional creepers, they may finish searching the
the spring ejects the zombie from the hole toward room. With a successful Search check (DC 10) they
the character. If the hero does not spot the hole, the locate a hole, no more than five feet in radius, which
springing zombie gains initiative. Furthermore, the drops onto a circular stairwell (Map 1, Point B).
zombies attack as if charging. Any hero who spots Scrambling out of the hole is possible with a Climb
the hole may roll initiative against the zombie on the check (DC 8). The stairwell winds downward to the
first round of combat. When using 12 to Midnight’s subbasement. If the heroes take the stairs down, then
Fear Effects rules, treat this as a medium fright for each go to section 2.3: The Subbasement.
squad member who witnesses the phenomenon.
Earth, at its current technological level, does not 2.2a: Regrouping
have equipment that can detect the alien motion If the team took had a rough time in this encounter,
sensors. Characters who find a covered hole can toss they may want to go back up top. Should the charac-
a grenade onto it or shoot at it. A zombie has +10 ters decide to return to the surface and regroup, they
added to its defense while in the hole. may do so. If they call for help from the basement,
If anyone fires guns or uses grenades, a pair of di- the rest of the platoon arrives in d8 rounds (d4 if
mensional creepers hears the commotion. They arrive the platoon had moved forward to assist digging). If
1d4+1 rounds after they notice the first loud noise. soldiers are badly injured, they are medivaced and re-
The dimensional creepers have orders to inform the placements are provided. These new soldiers can use
recyclers of any intruders, but these particular beings the same stats as the other character, or another char-
feel they can handle the heroes and decide to engage acter type may be introduced. The soldiers also have
them without notifying anyone. their ammo replenished as well as water and food.
The dimensional creepers shift dimensions in order The platoon secures the perimeter while the men
to enter the room undetected. They move adjacent prepare to go back into the hole. Once the recon team
to whoever they determine has the deadliest weapon reinserts, a heavy-weapons squad sets up a position.
based on weapon size and their own observations. This consists of two M-60 machine guns and teams
Once both dimensional creepers are adjacent to their to man both weapons. This places 12 more men in

Page 10 12 to Midnight
Fire in the Hole
the hole besides the heroes. They also have full sand- jets, but a strange lantern-like device dangles from
bags lowered into the hole. The machine gunners are metallic cables beneath its body. The creature takes
constantly improving this position. a step and the ledge shakes from its movement. This
gives you a better view of this metallic being, and
you see that the middle of the body separates and
2.3: The is hollow, though the body does connect at the top
and bottom.
Subbasement
There are natural caverns under the base. The pas- Both creatures are large—as tall as a two-story
sages have a tendency to move north, some of them building and wider than a tank. The levitating mon-
even reaching as far as Trepidation Rock. While this strosity with arms will be referred to later by the
module does not define these areas, the GM may United States military as an XR6-Mauler, while its
want to map out paths to cover events that occur af- companion will be classified as an XR3-Marauder.
ter this reconnaissance is completed. The XR6-Mauler hovers above the platform. Peri-
The recyclers have expanded the subbasement to odically, it lowers itself into a hole at the far end of
serve as a factory for the creation of war machines to the platform to remove bodies from the pit and take
aid in their invasion of Earth. Today is the day that them to its companion. While most of these bodies
they implement full production. The squad arrives are zombies, a few are living humans. Once released,
shortly after the strange factory’s commencement of the zombies stand with their arms extended, while
operations. the levitating XR6-Mauler holds the humans.
The circular stairwell (Map 2, Point A) leads to a First, the XR3-Marauder attaches a parasite to its
rocky outcropping (Map 2 Point B). All traces of wall victims. Then, onto the back of its subjects, it rivets a
supports are gone. Only the smooth ceiling over a few large device that serves to levitate the creature above
sections indicates this was originally part of another the platform. These levitators only work along cer-
structure. The area by the stairwell is dark, but below tain tracks within the manufacturing complex. While
the rock outcropping a series of lights emits an eerie the zombies accept these modifications without com-
green glow. Read or summarize the following when ment, the living humans react with screams of hor-
the squad looks toward the lit area: ror and agony. The first body converted is that of a
zombie. The second body to receive this treatment is
Poles hold green globes of tiny flying creatures that a living human. Some squads may choose to remain
glow more brightly when they collide with one an- quiet and record what they see from the ledge. For
other. The globes are approximately three feet in those using 12 to Midnight’s optional Fear Effects
diameter and provide light for two strange metal- rules, seeing the modification of a living human is a
lic creatures that stand along a platform 20 feet minor spook.
below. The squad is witnessing the first step in creating
One of the creatures hovers above the platform, enforcers and hunters; Zombies become enforcers
exhaust billowing from a pair of what could best while living humans become hunters. Parasites (see
be described as leg jets. Two long, metallic arms Appendix 1: Cast of Creatures) provide an effective
end in four claw-like pincers. Its torso is bulbous bond to the recycler’s neural network. This makes for
and a large red light glows on its chest. A flattened a much more effective zombie.
sphere juts out from above the chest where a head With the levitator on its back, the modified subject
belongs. floats down to the next station where another team of
The other creature’s body is quite similar to that cyborgs replaces biological legs and arms with more
of its companion, but a blue light glows from its efficient metal limbs. At a third station, other cyborgs
chest. Where the other creature hovers about with remove the levitator and add weapons and physical
its long claw arms, this creature has no arms. In- augmentations to complete the manufacturing pro-
stead, long thick legs extend from its shoulders twice cess.
the length of its body. This creature has no hover

12 to Midnight Page 11
Fire in the Hole
The platform (Map 2, Point E) is 80 feet long and observing, but the cyborgs may detect loud noises
20 feet wide with a pit (Map 2, Point F) at the far end despite their focus on production. They make Listen
that drops down 10 feet. The rocky outcropping runs checks with a −5 penalty.
20 feet parallel to the platform and covers an area 10 However, if the team overstays their welcome (as
feet wide, except where it tapers on both ends down determined by the GM), eventually one of the liv-
to 5 feet. There is a 20-foot gap between the ledge ing humans spots them on the ledge. This becomes a
and the platform. This gap is 5 feet lower than the problem as soon as a parasite links up to the human’s
platform and it holds thousands of parasites (Map nervous system. Anything the unfortunate person
2, Point C). A character who falls into this mass is sees at that moment is transmitted directly to the
swarmed and, unless he is rescued, could become a recyclers, who immediately become aware of the
hunter, though much weaker than the normal de- squad’s intrusion. When this happens, the cyborgs
sign. Anyone falling in must pass a Reflex check (DC attack the humans as described below.
15) to avoid the parasites’ attacks. Failure indicates
that a Will save (DC 10) is required. Failing this save 2.3B: Combat Option
means the character immediately turns into a hunter. If you intend to use Fire in the Hole as a one-night
No stats change, but the victim is controlled by the adventure or if the players are simply ready for more
recyclers. action, HQ orders the soldiers to eliminate the im-
A five-foot-wide catwalk (Map 2, Point D) extends mediate threat and then get the hell out of there.
from the outcropping and over to the platform. A When combat begins, the XR3-Marauder fires an
ladder provides access to the floor. The height from energy beam at the intruders and the XR6-Mauler
platform to ceiling is 30 feet. The only way to leave hovers over to the ledge and attacks with its arms.
this area is to follow the cavern along the manufac- While the parasites cannot attack, they do emit a sig-
turing track, as the ground is covered with parasites. nal that recyclers can hear, bringing a pair of enforc-
The levitators provide a way to avoid the parasites, ers in 1d4+1 rounds.
but only take any hero who jumps onto them to the Should the characters retreat, the large cyborgs can-
next station. not follow. The enforcers, however, await the arrival
The parasites in this area are not able to fight like of a pair of voars, which come in an additional 1d4+1
those encountered earlier. These have been adapted rounds and bear them in pursuit of the squad.
to enhance the mental capabilities of zombies, not Should the squad defeat both the cyborgs and the
for combat. enforcers, the recyclers launch a new series of attacks
to prevent the heroes from escaping from the caverns.
2.3A: Recon Option
If you intend this adventure to be the first in an Making a Better Man …
ongoing campaign against the recyclers, then elimi- or Zombie
nating the creatures in this cavern is truly secondary This is a sample of the process used by the recyclers in this
to the long-term mission. Assuming the characters part of the facility to build their new warriors.
1. Select component, either a living human or a zom-
have been placing comm relays as instructed, HQ bie.
issues new orders to the team. They are to leave be- 2. Parasite attaches to the subject by burrowing into the
hind a comm relay and combat helmet pointed at neck, establishing a link with the recyclers.
the gruesome scene below them. After installing the 3. Install levitation disk on the subject’s back to trans-
observation equipment, the team is to avoid contact port it from one station to the next. Humans scream.
with the enemy and rejoin their platoon aboveground. Zombies do not.
4. Remove obsolete limbs.
They are told that the information provided in the 5. Attach new limbs and plasma weld.
video feed will be used to plan a full-scale assault. 6. Repeat.
If the team follows orders and falls back without Some other modifications that characters may see in
being noticed, proceed to 2.4: Retreat. other sections of the recyclers’ manufacturing complex
It is unlikely that the characters will attract the include bionic legs, nerve enhancements, and vision im-
workers’ attention if they restrict their actions to provements.

Page 12 12 to Midnight
Fire in the Hole
This should be difficult, gritty, and fast-paced action
that tests each of the soldiers. It should also be a clear 2.5: Conclusion
signal to get out of Dodge. The squad has survived a bloody introduction to the
The next wave of attacks consists of hunters riding recyclers (at least we hope they survived). The Pen-
on voars. Send one hunter on a voar for every two tagon staff is concerned by the results of the squad’s
surviving squad members. If the party defeats the reconnaissance and feels there is no choice but to go
hunters, the recycler’s next wave consists of a hunter in and defeat this enemy quickly. The GM can now
on voarback leading five enforcers. If the squad de- take this adventure and make it his own by using the
feats this group and remains in the subbasement, the tools in Section 3: Adventure Generator.
recyclers unleash a cyborganic ravager. They follow
this attack, if necessary, with a cyborganic destroyer.
When they finally wise up and decide to leave, pro-
ceed to 2.4: Retreat, below.

2.4: Retreat
If the squad follows orders and withdraws back to
headquarters, they encounter at least one pair of
enforcers riding voars on patrol. If the squad has
encountered hunters in the subbasement, use these
beings instead of enforcers. The attacks are most
likely to take place in the basement, while part of the
team is climbing topside and a few members await
their turn to ascend.
After the soldiers reach the surface and the pursuit
is defeated, refer to section 1.3: Camp Encounter Gen-
erator to portray any further dangers on the way back
to battalion headquarters. Remember the placement
of any reinforcing troops called forward earlier in the
adventure.
The GM also has the option of allowing the squad
to return without further inter-
ference. This all depends on how
well the players have been doing
and on the GM’s goal for this scenario. A convention
game may need to come to an end, while a campaign
kickoff may extend the offering of danger.

Something Changed
The vortex is stronger than when it appeared in Week-
end Warriors. Then, a hero who made a successful saving
throw was stunned for up to four rounds. Now, the vortex
is stronger, and a successful saving throw limits damage to
6d6. As the reanimator tweaks the gate, it should become
larger and even more dangerous for a creature from our
world to touch.

12 to Midnight Page 13
Fire in the Hole
Section 3: Adventure Generator
The following tables provide additional encounters tempt to avoid unnecessary contact with the enemy.
for Fire in the Hole. The purpose of these tables is to The orders may be to extend intelligence on new or
expand the underground complex for soldiers receiv- deeper caverns, investigate recycler troop movements,
ing further missions into the hole. The squad could or search out new recycler technology.
also return to headquarters and be assigned to lead
d10 Mission Type
other squads down to engage the enemy. The tables
1-3 Recon
can also provide challenges for groups that decide
4-6 Search and Destroy
things are a little too hot and want to leave the area
7-8 Target
entirely.
9-10 Point Defense
These tables are optional. If you are going to run
this game at a convention, we advise you not to use
these tables at all. If you feel there will be time, you Search and Destroy
could consider running encounters from the Mission
Generator. We urge you to have this ready before the Missions
game, so the players can enjoy the maximum amount Enter recycler territory, find enemies, and kill them.
of playing time. You might also wish to modify these missions to cov-
The generators provide for a contemporary mili- er finding a specific target, such as a specific creature,
tary campaign against the recyclers. You can draw or clearing out an area of the caverns.
a map before the game, use a cavern complex map
you already own, or use the tables provided in 5.2: Target Missions
Cavern Tables. The caverns provide modern players These missions are similar to search and destroy mis-
with a dungeon crawl that can be eerie and full of sions, but involve a more specific operation or goal.
surprises. The recyclers have taken items from Camp The squad could have orders to take out a factory
Trepidation and converted them for their own use. area or teleportation zone, or to find and bring back a
This is the reason that the characters find no metal, specific type of recycler technology. They could also
weapons, or vehicles on ground level. The recyclers be seeking a lost man or patrol with the intention of
also brought in items from their own dimension to bringing them back.
further their plans to conquer Earth. The adventure
generator’s encounter tables are based on locations Point Defense
within the complex. The GM can decide what part
of the complex the squad occupies at any time. The Missions
area investigated in the prepared adventure, above, These missions involve setting up a defensive perim-
was a factory. eter in a controlled area of the caverns and defending
the area from recycler attack. From time to time, the
recyclers stage general offensives against US-held
3.1: Mission positions. Some of these positions are strategically
critical and must be held at all costs if the war against
Generator the recyclers is to be successful.
As the Game Master, you may decide on specific mis-
sions for the soldiers, or you may use the following
table as a guide to assist in the creation of various 3.2: Cavern Tables
missions against the recyclers. The game master may use any cavern system he
wishes as a base for this adventure. Old maps from
Recon Missions other games work well. This table, however, provides
These missions are basic. Sneak into the recyclers’ a quick way to create a unique cavern system relative-
caverns and gather intelligence. The squad should at- ly quickly. The measurements used here are in map

Page 14 12 to Midnight
Fire in the Hole
inches, unless another unit of measure is mentioned grid. Roll 1d6 to determine which way the passage
specifically. turns. A result of 1–3 means the passage turns right,
With a random cavern design, it is not unusual to while a result of 4–6 means the passage turns left.
have new passages intersect areas that already exist. In After the turn, roll 1d6 to see how much farther the
these instances, strive for a natural solution. A new passage extends after the bend. If you roll a natural 6,
passage that intersects a previous route could end in then roll again and add the results.
a door or cave that the players did not see or recog-
nize earlier, or it could simply slope up or down to Turn
pass over or under the previous passage. A chamber The path proceeds straight for 1d10 inches before
is supposed to be drawn in a manner that meets or making a turn of 90 or 120 degrees. Use 90 on a
overlaps a passage. Just use the passage as a border, square grid and 120 on a hexagonal grid. Roll 1d6
which could give the area a more unique look. For a to determine which way the passage turns. A result
passage adjoining a chamber, the GM could provide of 1–3 means the passage turns right, while a result
a secret access to the chamber, or just let it turn so it of 4–6 means the passage turns left. After the turn,
borders the chamber. Make it easy and do not sweat roll 1d6 to see how much farther the passage extends
the inconsistencies. If things look inconsistent with after the turn. If you roll a natural 6, then roll again
our world’s physical laws, then you might decide to and add the results.
add a dash of recycler technology to make the impos-
sible real. Double Back
Create random caverns in the following order: The path proceeds straight for 1d10 inches before
1) Passages turning back to run parallel to itself. Roll 1d6 to
2) End of Passage determine whether the passage doubles back to the
3) Room Type left or right. A result of 1–3 means the passage turns
Additionally, you may roll on the Random Patrols right, while a result of 4–6 means the passage turns
table, found in 5.9: Patrols. We suggest that the first left. After the turn, roll 1d6 to see how far the passage
passages be part of the factory complex. Feel free to extends after it doubles back. If you roll a natural 6,
make the caverns as large or small as you like. then roll again and add the results to make longer
passages after the switchback.
d10 Passage Passages
1–2 Straight When the party leaves a room Change
3 Passage Ends or chamber, roll on these The passage does something
4 Long d6 Passage Change
tables to see where the path besides just extend forward
5–6 Bend 1 Narrows
leads. The first roll is for pas- or change direction. Follow a
7–8 Turn 2 Widens
sages. “Change” result on the Pas-
9 Double back 3 Ascends
sage Table with an additional
10 Change 4 Descends
roll on the same Passage Ta-
5 Ceiling rises
ble to determine how the
6 Ceiling lowers
Straight changed path proceeds. This
Roll a d10+4 to determine passage length. process may produce additional “Change” results,
but you should only allow three such results for one
Long passage, ignoring any more.
Roll a d20+6 to determine passage length. If you roll After the passage length is determined, roll the
a natural 20, then roll again and add the results. appropriate number of times on the Passage Change
Table. When two or three rolls are called for on the
Bend Passage Change Table, and a subsequent roll contra-
The path proceeds straight for 1d10 inches before dicts an earlier roll, then ignore the subsequent roll
making a small turn of 45 or 60 degrees. Use 45 de- and only apply the earlier result.
grees on a square grid and 60 degrees on a hexagonal

12 to Midnight Page 15
Fire in the Hole
When the passage changes, it is up to you to incor- through these, but they are limited in what they can
porate that change in whatever way you think best. It do when prone in a narrow space. Any space nar-
can be as abrupt or subtle as you like. rower than ½ inch is effectively a dead end. Under
these circumstances, treat results calling for a lower
Narrows ceiling as either a dead end or a “Ceiling rises” result,
The passage narrows by at least ½ inch. If you like, depending upon the dictates of logic and your own
you can roll 1d6. A result of 6 indicates that the pas- desires.
sage narrows by 1 inch. For game purposes, a passage
should never be smaller than ½ inch, as that makes End of Passage
the game difficult to run. Treat results that call for What is at the end of the
d20 End of the Passage
the passage to narrow under these circumstances as passage? Make things
1-4 Intersection
a dead end. 5-9 Chamber/Room
logical. If you do not like
10-11 Trap
the result you roll, then
Widens 12-13 Water
reroll it—or better yet, do
The passage widens by at least ½ inch. If you roll a 6 14 Bridge
what you want. The most
on 1d6, then the passage widens by 1 inch. For game 15 Elevator/Teleporter
important thing is to keep
purposes, a passage can never be larger than 3 inches, 16-17 Shaft
the game fun and move
as there comes a point when this is a chamber rather 18-19 Stairway/Ladder
events along quickly.
than a wide passage. Under these circumstances, 20 Illumination change
When you come to the
treat results that call for the passage to widen as a end of the passage, roll to
“Narrows” result instead. determine what the squad finds:

Ascends Intersection
The passage goes upward. Roll 1d6 and multiply the Square-grid maps have eight playable directions for
result by ½ inch to see how much the passage eleva- mapping, while hexagonal-grid maps have six. Roll
tion increases before it levels out again. Another 1d6 1d6 for each direction to determine if an opening ex-
roll indicates steps, natural or constructed, on a result ists. A roll of 1 indicates a passageway. Make another
of 1 or 2. Otherwise, the passage simply slopes up. roll on the Passage Table for each passageway. If your
rolls indicate no passageways, then the current pas-
Descends sage continues in the same direction as before with a
The passage goes downward. Roll 1d6 and multiply new Passage Table roll.
the result by ½ inch to see how much the passage
elevation decreases before it levels out again. Another Chamber/Room
1d6 roll indicates steps, natural or constructed, on a Natural chambers and manufactured rooms may ex-
result of 1 or 2. Otherwise, the passage simply slopes ist throughout the complex. Roll 1d6. A result of 1
down. or 2 indicates that this is a deliberately constructed
room; otherwise, it is a natural chamber. To deter-
Ceiling Rises mine the size of the room, roll 1d10+2 twice. If either
The ceiling of the passage becomes higher by at least die rolls a natural 10, then replace that die with a
½ inch. If you like, you can roll another 1d6. A result 1d20+2 roll. The rolls are the dimensions of the area,
of 6 indicates the passage height increases by 1 inch. expressed as width × length.
The passage should intersect the chamber in a way
Ceiling Lowers that seems logical to you. Decide the room’s purpose
The ceiling of the passage becomes lower by at least based upon its location in the complex.
½ inch. If you like, you can roll another 1d6. A result
of 6 indicates the passage height decreases by 1 inch. Trap
For game purposes, a passage that becomes smaller The recyclers have set up traps throughout the com-
than ½ inch is a crawlspace. Characters can crawl plex. The purpose of most of these traps is to ensnare

Page 16 12 to Midnight
Fire in the Hole
victims for their vile transformations and experi- mum depth of a deep river is 1d20+10 ft. To deter-
ments. This is not true of traps in the Recycler Zone. mine the strength of the current, roll 1d10. A result
They consider anyone who makes it this far to be of 10 indicates rough water and requires a Swim
dangerous, and they employ traps to stop them. Ac- check (DC15) every round.
tivating any trap sets off parasitic links within the To determine the size of a lake, roll 1d10+2 twice.
trap, which silently alert the recyclers to the presence These rolls determine the dimensions of the lake, ex-
of intruders. pressed as width × length. If you roll a natural ten on
either of the dice, then replace that die roll by rolling
d6 Trap
1d20+2. If you roll a natural 20, roll again and com-
1-2 Pit
3-4 Net
bine the two dice. A shallow lake is 1d20 ft deep at
5-6 Paralysis beam
the deepest, while it may not be possible to reach the
bottom of a deep lake without diving equipment.
Bodies of water should intersect passages logically.
Pit Trap A stream or river has a shoreline that parallels its flow
CR 1; mechanical; location trigger; automatic reset; 50% of the time. A lake has a shoreline 75% of the
Reflex save (DC 20) avoids; 20 ft deep (2d6, fall); time. Please feel free to add passages running off the
Search DC 20; Disable Device DC 20; Purchase DC shoreline as you please. If following a stream or river,
15. use the rules for passages to determine its course and
characteristics.
Net Trap
CR 3; mechanical; location trigger; manual reset; Bridge
melee Atk +10 vs all in 10 ft area, or automatic hit The heroes have discovered a natural bridge. To deter-
upon touch when attempting to remove the net (2d6 mine the length of the bridge in feet, roll 1d10×5. If
touch electrical, Reflex save (DC 15) for half dam- you roll a natural 10, roll a second time and combine
age); ensnare those hit by net (Str 20); Search DC the results. This natural bridge crosses a stream (1–3),
20; Disable Device DC 25; Purchase DC 18. a river (4–6), or an open cavern (7–10), determined
by rolling 1d10. The bridge is a 1d6×5 ft higher than
Paralysis Beam the body of water it crosses. A bridge across an open
CR 2; mechanical; proximity trigger; automatic re- cavern is (1d20+4)×5 ft higher than the cavern floor.
set; paralysis effect (3 minutes, Reflex save [DC 25] The bridge is 1d6×5 feet wide as it spans the ob-
avoids; Fortitude Save [DC 15] negates); Search DC stacle. In addition, roll 1d6. On a roll of one, the
28; Disable Device DC 28. surface of the bridge is slippery (DC 10). Roll to see
what sort of passage or chamber exists beyond the
bridge.
d6 Water Water
1-3 Stream The squad has come upon a body of Elevator/Teleporter
4-5 River water. This can be a stream, lake, or Roll 1d6. On a result of 1–5, the device is an elevator,
6 Lake river that blocks the path. while a 6 indicates a teleportation device. Elevators
are the rope-and-pulley type, but very well built. The
Determine the width of a stream by rolling 1d6 and squad and their equipment may move vertically with
multiplying by 5 ft. A shallow stream never exceeds a Strength check (DC 10).
shoulder height. A deep stream is 2d6+5 ft deep. Teleportation devices present new challenges for the
A river is much wider and deeper than a stream. soldiers, who are unfamiliar with this technology.
Width is generally 1d12+5 feet; but d6 Depth A teleportation device looks like a polished bronze
if you roll a natural 12, roll again 1-4 Shallow manhole cover, with four crystals embedded in a seal
and add the results of the two rolls 5-6 Deep that circumvents the device. Anyone who steps in the
together. A shallow river is 1d10 ft middle of one of these devices disappears. Telepor-
deep at its deepest, while the maxi- tation devices are two-way modes of transportation,

12 to Midnight Page 17
Fire in the Hole
but those who pass through must wait five minutes Stairway/Ladder
(50 rounds) before returning through the same de- The squad has located stairs (50%) or a ladder. Roll
vice. This is a safety feature that prevents a body from two differently colored six-sided dice. If the darker
bouncing back and forth in a teleportation loop. color is greater than the lighter color, then the stair-
Where does the teleportation device lead? That is way or ladder leads up; otherwise, the stairway or
up to you, but if you prefer random generation, you ladder leads down. Add the dice together and multi-
can roll for a passage or chamber. ply by five to find the elevation change in feet. Rolls
that end in a tie indicate that the stairway or ladder
Shaft goes both up and down. Roll 2d6 to find the eleva-
d8 Shaft
There is a shaft in the roof (50% tion change for the upward portion, and roll another
1 Dead end
of the time) or in the floor at least 2d6 to find the elevation change for the downward
2-3 Chamber
large enough for a Medium-sized portion.
4-8 Passage
creature to pass through. Roll 1d6. At the end of the stairway or ladder, the squad
A result of 1 or 2 indicates that a discovers a chamber (50% of the time) or more pas-
Large creature may fit through these gaps. sages.
Characters may choose to enter these, but doing so
requires making a Climb check (DC 20) each round, Illumination Change
as the surfaces are uneven. The lighting conditions change, with the area either
Roll 1d10×5 to determine the length of a shaft. becoming brighter (50%) or darker. The light levels
If you roll a natural 10, you may add another 1d10 in the caverns are usually at flashlight levels because
roll to extend the length. Roll 1d8 and compare the of the green light globes placed every 30 feet. If the
result to the following table to see what is at the end light level diminishes, it indicates that the globes are
of the climb. no longer there and the area is in complete dark-
A dead end indicates the shaft ends or becomes ness. If the light level increases, then a cluster of light
too narrow to follow any farther. For chambers and globes makes the area as bright as daylight. If the
passages, roll on the appropriate table as previously light levels are already at one extreme or the other,
described. A roll of 1 or 2 on 1d6 indicates that the then just move the light level down or up a notch, as
shaft continues out of a chamber or passage. appropriate.
Most shafts are vents that allow for much-needed
gas exchange, bringing oxygen below ground and Room Type
carrying away carbon dioxide. Sometimes, however,
d6 Room Type
other gases come through these openings. When-
1 Factory
ever characters encounter a shaft, roll 1d20. A roll
2 Holding area
of 1 indicates the presence of a dangerous gas. These
3 Barracks
gases can be poisonous or flammable, with a 50%
4–5 Storage
chance of either. Poisonous fumes have the same ef-
6 Recycler zone
fects as knockout gas (inhaled; DC 18; 1d3 DEX;
unconsciousness1d3 hours). Flammable gas ignites Factory
when a spark is present. This can come from ham- The basement and subbasement are part of the facto-
mering in climbing equipment, smoking a cigarette, ry complex. The dark opening of the manufacturing
or firing a weapon, among other things. When flam- track leads to more of the recyclers’ production line.
mable gas is ignited, it explodes for 6d6 points of The recyclers are taking the materials they gather
damage, though heroes may make a Reflex save (DC (metals, weapons, and living creatures) and convert-
18) for half damage. ing them into weapons of war. Zombies and humans
If the characters have the proper equipment, they they convert into cyborganic warriors and workers.
may be able to detect dangerous gasses in time to take They transform reptiles into voars, dragons, and
action. Gas-detection gear is available to squads, if other deadly creatures. Disrupting these operations
they request it before the start of the adventure. can make future battles easier for humanity.

Page 18 12 to Midnight
Fire in the Hole
D4 Process Process The recyclers learned quickly that the dead are
1 Limb attachment Determine the process in easy to maintain. They require no food or water, and
2 Nerve enhancement this location. It is possible sleep is not an issue. The only drawback is decom-
3 Sensory augmentation for the same process to be position. Their discovery of embalming techniques
4 Size manipulation performed in multiple loca- helped the recyclers prolong a zombie’s cohesion, and
tions. deep freezing enabled them to deter the breakdown
Limb attachment of dead cells even longer. They maintain the undead
Pick a limb, any limb, and have these placed on in dry chambers. The glass that holds them also keeps
the creatures. These can be legs, arms, spinal sup- out air and other agents that would cause the corpses
ports, or anything else that seems fitting. Each limb to deteriorate. Think of these storage techniques as
attachment site includes an XR3-Marauder and an similar to cryogenics that are incapable of sustaining
XR6-Mauler. living creatures.
Nerve enhancement A path extends through each of these areas for
Recyclers have vats of plasma in which they mari- working creatures to pass through. Otherwise, the
nate their modified creatures. The parasites attached undead are stored standing upright in tubes. A 5’ × 5’
to the creatures’ necks allow captive creatures to square holds eight undead, while half a square holds
breathe while submerged in the plasma. This pro- four. The zombies are inactive and do not respond to
cess helps the nerves connect to the cybernetic at- anyone entering the holding areas unless their case is
tachments, facilitating the fusion necessary for the opened.
enhancements to function as a fully integrated part There are controls that open each series of tubes.
of the host’s body. Each of these sites is guarded by These controls are not intuitive, developed, as they
an XR6-Mauler. were, by and for alien minds. A Disable Device check
Sensory augmentation (DC 25) unlocks a set of tubes. After a character has
The aliens implant devices in captive creatures to opened one set of tubes, subsequent attempts are
allow for better weapon sighting, hearing, and reac- made at DC 15. A soldier who rolls a critical success
tion. This process involves an XR3-Marauder and an has figured out how the controls work and no longer
XR6-Mauler. needs to roll for success. Such an individual may as-
Size manipulation sist others in learning how to open the tubes. Open-
An XR6-Mauler places subject creatures into a ing one set of cases frees four of the creatures held
bath that expands them to the next higher size over within. Creatures are stored ready for battle and will
a period of a few days. The number of days required immediately attack anyone not serving the recyclers.
for the subject to reach the desired size is equal to the
number of spaces a creature would occupy at the new Barracks
size (see sidebar). There is a one-in-six chance that Barracks Not all modified warriors are
d10
the XR6-Mauler is present. Room dead. The living provide good
1–4 Bunks leaders for the undead and are
Creature Augmented 5 Mess hall capable of performing more com-
Right now the recyclers have access to humans and 6 Latrine plex tasks. These areas provide
reptiles. Roll 1d6. On a roll of 1–4, the creature be- 7–8 Day room modified warriors with a bunk,
ing processed is human. Otherwise, it is a snake or 9 Arms room meals, and training facilities. Ar-
lizard. 10 Range mories are generally located near
barracks, too.
Holding Area The barracks are the newest development in the
The recyclers stockpile zombies in these areas for a cavern system. There are far fewer living, modified
future offensive against humanity. Few guards moni- creatures than there are zombies because the living
tor these areas, though the heroes may encounter a require more room to meet their needs. Most of the
patrol here, occasionally. comforts afforded the living creatures were taken
from Camp Trepidation. When the squad enters a

12 to Midnight Page 19
Fire in the Hole
barracks, roll on the following table to see what pur- areas appear to be nothing more than disordered
pose the area serves. junkyards.
Because of the clutter, moving through these areas
Bunks is difficult. The movement rate over one of these clut-
For every 5’ × 10’ area in the room, there is a bunk. tered 5-foot squares is the same as crossing for 15 feet
Roll 1d6. On a result of 1 or 2, there is one hunter of ordinary floor. No creature may run through one
for each bunk in this area. There is a 50% chance that of these squares.
each hunter is sleeping in his bunk. If the caverns At your discretion, the squad may find a large
are on alert, all of them are armed, though sleeping weapon, such as a recycler cannon, in one of these ar-
hunters do not wear their battle armor. eas, instead of junk. The characters cannot transport
this bulky device effectively without special equip-
Mess hall ment. You might place a small gun truck in another
This is a big area, with ovens and refrigerators, and storage area, if you choose.
enough tables and chairs for 50 men to dine at one
time. There is little food here, mostly MREs (Meals Recycler Zone
Ready to Eat). It is empty at this time. There should The recyclers have modified this space to provide for
be only one mess hall in the cavern system. their own comfort. Living Earth creatures are most
uncomfortable here. Humans feel the hair on their
Latrine arms and on the backs of their necks rise. The air
This large area has toilets, urinals, showers, and tastes rancid and the light pulses while emitting a
sinks. Roll 1d6. On a roll of 1 or 2, there are 1d3 purple hue. Even the recyclers’ own modified hu-
hunters in the latrine area. If they are on alert, they mans avoid this area, although the undead do not
have weapons nearby. share this discomfort.
The most important part of this area is the dimen-
Day room sional vortex. The recyclers removed it from its origi-
Hunters use the day room to relax. There are sets nal location and placed it in this more secure area.
of weights, a pool table, and a foosball table. The Recyclers have no need for sleep and they do not
recyclers have developed videos to indoctrinate the eat as frequently as humans. Their diet consists of a
warriors and prevent them from fighting the para- plasma-based goop.
sitic link. If the caverns are on alert, the day room is Any human who dies in the recyclers’ zone reani-
empty. mates as a zombie in 1d6 rounds. Almost all areas in
a recyclers’ zone are occupied. Roll to see who the
Arms room occupants are.
Weapons are stored in this room. Finding an arms d12 Creature Encountered The Roll twice
room could give the squad a chance to try some of 1–2 Parasites (1–6)
result may be
the recycler technology. There is a 70% chance that 3 Dimensional creeper (1–3) rolled an unlimited
1d6 hunters guard this room. 4 Voar (1–2) number of times,
5–6 Enforcer (1–4) with the results
Range 7 Hunter (1–2) stacking.
This is an area used by the soldiers to develop and 8 Dimensional creeper, greater (1–2) The reanimator
improve their skill with recycler weaponry. There is 9 Cyborganic ravager (1) stays in the area
a 50% chance that 1d6 hunters are practicing their 10 Cyborganic destroyer (1) that holds the vor-
marksmanship here. 11 Reanimator (1) tex. By remaining
12 Roll twice in this area, the re-
Storage animator is able to
The recyclers have pulled down all of the materials touch any parasitic link within the caverns. Any liv-
they could from the old base. Most of these storage ing Earth creature that touches the vortex must pass
a Fortitude check (DC 15) or die. A successful saving

Page 20 12 to Midnight
Fire in the Hole
throw indicates that the character suffers 6d6 points Observation of
of plasma damage instead of instant death.
The reanimator is currently working on a power Recycler Troop
system that distills the energy from a human’s sense
of fear and feeds it into the recyclers’ power grid. So Movements
far, the human “batteries” die too quickly for this to One particular section of the caverns has seen a se-
be effective. This has motivated the reanimator to vere increase in enemy movement over the past few
develop a device that can sustain human health while days. This recon mission involves gathering intelli-
instilling a protracted sense of panic in the subject. gence on the recycler’s plans of action by going deep
The recyclers also experiment on the undead in behind enemy lines, finding good hiding places, and
these zones. observing. The heroes discover that a new reanima-
tor, named Ghestin, is gathering a team of hunters,
creepers, and voars and teaching them to use modern
3.3: Patrols military tactics that the recyclers have learned from
If the recyclers know the fighting the US army.
d6 Patrol
army is attacking (and
1 Dimensional creeper (1–3)
2 Voar (1–2)
they most likely do), Assassination Squad
they have patrols moving This mission, a follow-up to Observation of Recycler
3–4 Enforcer (1–4)
throughout the complex. Troop Movements, could make a great solo adventure.
5 Hunter (1–2)
For every 10 minutes of One sniper with an advanced rifle must find a good
6 Hunter on voarback (1–2)
game time, roll 1d6. A ambush location and wait—for days if necessary—
result of 1 indicates that the squad encounters a re- with one goal: Kill Ghestin.
cycler patrol. Make Spot checks when the squad and
the recycler patrol can first see each other. Roll on the A Pack of Voars
Patrol Table to see what forces the party encounters. This is a search-and-destroy mission. A pack of seven
voars has ambushed several US patrols in one area of
the caverns. The squad’s orders are to find the crea-
3.4: Mission tures and destroy them.

Statements Ambush Point


The following are simply mission ideas that you may Headquarters has discovered an important room
use for a campaign against the recyclers. that leads to several halls. The recyclers often use this
room as a staging area. This is a target mission. The
Save Johnny team is to infiltrate the recycler zone, place modified
Sgt. Johnny Ramirez is a very popular fellow. He has anti-personnel mines in the staging room, and with-
saved many grunts from certain death, and many draw without being seen.
platoon members owe him their lives. Last night,
while undertaking a relatively simple search-and-de- Mercy Mission
stroy mission, Johnny was captured by the recyclers. The recyclers recently captured a patrol of 12 men
The mission is to sneak into a factory zone, find Sgt. and took them to a new factory area. Infiltrate the
Ramirez, and bring him back alive before the recy- zone, find the factory, and destroy it. Save the men if
clers can claim him. you can. If you cannot save them, do not allow them
to live.

The Twins
Two cyberorganic destroyers are terrorizing our pa-
trols. The mission is to target and eliminate them.
Heavy weapons are required.

12 to Midnight Page 21
Fire in the Hole
Take Holding Area B2 Beam me up Scotty
This mission requires the team to search for a way After discovering a teleportation pad, the team must
into a recycler holding area. The objective is to elimi- lead a scientist to it. The hope is that, by observation,
nate all opposing forces and to secure the area. This the army can gain an understanding of this technol-
will enable scientists to study the cryogenic devices ogy. The first priority is preventing the recyclers from
used for storing the undead. using these devices to gain access to other populated
areas. Luckily, these devices have a limited range, and
Escort Duty there are few populated areas nearby.
As a follow-up to Take Holding Area B2, this mission Escort the scientist to the teleportation pad, pro-
requires the team to take a civilian scientist/engineer tect her from attack, and bring her back when she
deep into the caverns to holding area B2 (see above). completes her mission. Unfortunately, the recyclers
Keep the scientist alive at all costs and prepare a point realize that the humans have discovered the telepor-
defense to allow her time to investigate the recycler tation device, and they stand ready to defend it.
technology. If this mission is successful, US scientists realize
that they can use microwaves to prevent the long-
Knock Out Alien range use of these devices. Unfortunately, the tele-
portation pads still work at close range.
Disruption Equipment
This is a search-and-destroy mission to locate new Wyrms
recycler technology that is disrupting all US com- Headquarters reports the discovery of a wyrm fac-
munications in the caverns. Locate it and destroy it. tory. It contains an enormous teleportation pad that
The equipment is in a special room, guarded by over will soon go online. The recyclers plan to release hun-
20 enforcers. dreds of dragon wyrmlings to the surface.
This is a target mission. Its objective is to take out
Cavalry the pad and use heavy weapons to destroy the wyrm-
An overwhelming number of enforcers and hunters lings. The squad is issued special incendiary grenades
has pinned a squad down. The soldiers have holed up and may requisition other necessary items.
in a day room, but they are running low on ammuni-
tion and have suffered many casualties. The team’s Tet Lives
mission is to escort a detachment of medics into the Over one hundred recyclers have prepared a special
area, fight off all hostiles, and rescue the trapped mission to attack the new US base at Camp Trepida-
squad. tion. The attack comes as a great surprise. Can US
forces fight them off to win the day?
A Line in the Sand
At the end of another mission, the team discovers a Radioactive
teleportation pad that leads to a staging area outside After a previous mission reveals the presence of
of the town of Numa, New Mexico, approximately enriched uranium in one of the caverns, the army
50 miles away. New orders arrive instructing the dispatches the squad with a powerful bomb to de-
team to infiltrate the new zone, gather intelligence, stroy the facility. Reaching the target requires the
and destroy all recyclers. If necessary, the team may team to enter a recycler zone.
call for backup. This becomes a suicide mission when the detona-
A group of 25 recycler creations is preparing for an tor malfunctions, requiring one team member, or
offensive against the town. They must be stopped. If GM character, to remain within the blast radius in
the recyclers overrun the town, the government plans order to detonate the bomb.
to destroy it. “It’s the only way to be sure.”
Discovery
The team discovers a new area unlike any ever found
before. It is a control room that links all of the recy-

Page 22 12 to Midnight
Fire in the Hole
clers’ various factory areas. Unfortunately, the control
room is deep in the earth and heavily fortified and
defended by the recycler forces. This is a recon mis-
sion with the objective of learning everything possible
about the area and its defenses.

Winning the War


This is a follow-up target mission to Discovery. Infil-
trate the zone and destroy the control room.

Discovery II
A recon mission has uncovered a teleportation area
that leads to the recyclers’ homeworld. Headquarters
wants another recon team to see what is on the other
side. The other side is hellish, but the team discovers
many more teleportation areas, presumably to other
worlds.

Alamo
Take control of the teleportation area on the recycler’s
homeworld, and then destroy the equipment by set-
ting off a thermo-nuclear warhead. It is a one-way
trip, but the army hopes to save not only Earth, but
also countless other worlds. Alternatively, the govern-
ment may decide to allow the Earth forces to hold the
teleportation area and use it to send recon teams to
other worlds.

12 to Midnight Page 23
Appendix 1: Cast
Fire in the Holeof Creatures
Cybernetics: advanced prosthetic arm (x2) 5/10;
Cyborganic advanced prosthetic leg (x2) 5/15; cyborganic
body armor (medium) 8/25; cyborganic tentacles
Destroyer 5/10; external weapon mount (shredder claw)
10/5; external weapon mount (recycler minigun)
Statistics 10/5; invisiware 4/20; prosthetic enhancer (leg)
–/2
Huge Giant (Enhanced Human) Fast Hero2/ Reputation/Allegiances: +0; recyclers
Strong Hero 2 (CR 8); Military; HD 12d8+48 Advancement: by character class
Initiative −1 BAB +9 STR 28 (+9)
21; touch 13;
Defense Melee +16 DEX 9 (−1)
flat-footed 15
Hit Points 102 Ranged +6 CON 18 (+4)
Description
Save Fort +12 Grapple +26 INT 10 (+0) This creature is a human of increased size, further
Save Ref +3 MAS 18 WIS 12 (+1) modified by cybernetics. The enhancement increases
Save Will +3 AP 2 CHA 12 (+1) the human’s Hit Dice by 8, increases his size to Huge,
increases saving throws and attack bonuses in accor-
Attacks: Mounted Shredder claw: Atk +16 melee; dance with his size, but does not increase the number
Dmg 2d6+9; Crit 19-20; Slashing skill points or number of feats.
Mounted Recycler Minigun: Atk +6 ranged; Dmg 3d6;
Crit 19-20; Ballistic; Incr. 100 ft; ROF A
Full Attacks: Mounted Shredder claw: Atk +16/+11 Cyborganic Ravager
melee; Dmg 2d6+9; Crit 19-20; Slashing
6 Cyborganic Tentacles: Atk +11 melee; Dmg 1d6+4; Statistics
Piercing
Mounted Recycler Minigun: Atk +6/+1 ranged; Dmg Huge Undead (Enhanced Medium-size Zombie)
3d6; Crit 19-20; Ballistic; Incr. 100 ft; ROF A (CR 6); HD 10d12+3
Speed: 40 ft Initiative −2 BAB +5 STR 30 (+10)
Facing & Reach: 15 ft by 15 ft / 10 ft 16; touch 6;
Defense flat-footed Melee +13 DEX 6 (−2)
Skills: Balance +3; Climb +14; Concentration +6; 16
Hide -9*; Jump +18; Knowledge (tactics) +7; Move Hit Points 68 Ranged +1 CON –
Silently +1; Tumble +1 Save Fort +3 Grapple +23 INT –
* The cyborganic destroyer can activate Invisiware as Save Ref +1 MAS – WIS 10 (+0)
Save Will +7 AP 0 CHA 1 (−5)
a free action, providing it with a +31 Hide check
when not moving, a +11 Hide check when mov- Attacks: Mounted Shredder claw: Atk +13 melee;
ing, and 50% concealment. It can only use this Dmg 2d6+10; Crit 19-20; Slashing
ability for 10 rounds. Mounted Recycler Minigun: Atk +1 ranged; Dmg 3d6;
Feats/Talents: Cleave; Focused; Great Cleave; Ignore Crit 19-20; Ballistic; Incr. 100 ft; ROF A
Hardness; Increased Speed; Power Attack; Person- Full Attacks: Mounted Shredder claw: Atk +13 me-
al Firearms Proficiency; Point Blank Shot; Simple lee; Dmg 2d6+10; Crit 19-20; Slashing—or 6
Weapons Proficiency Cyborganic Tentacles: Atk +8 melee; Dmg 1d6+5;
Special Qualities: parasitic link; cybernetics Piercing
Parasitic Link (Ex): The parasite links the hu- Mounted Recycler Minigun: Atk +1 ranged; Dmg 3d6;
manoid to the recyclers. The parasite also provides Crit 19-20; Ballistic; Incr. 100 ft; ROF A.
electrical stimulation to the brain that makes the Speed: 35 ft (can run normally)
creature fearless. The recyclers can monitor the Facing/Reach: 15 ft by 15 ft / 10 ft
cyborganic destroyer’s actions and provide in- Skills: Balance +0; Climb +12; Hide -8; Jump +12;
structions. Knowledge (tactics) +2; Move Silently +0; Tumble
+0

Page 24 12 to Midnight
Fire in the Hole
Feats: Cleave; Power Attack; Simple Weapon Profi-
ciency; Toughness Dimensional
Special Qualities: darkvision 60 ft; parasitic link
Parasitic Link (Ex): The parasite links the hu- Creeper
manoid to the recyclers. The recyclers can moni-
tor the cyborganic ravager’s actions and provide Statistics
instructions.
Cybernetics: cyborganic body armor (medium) Medium-size Outsider (CR 2); HD 3d8+3
8/17; cyborganic tentacles 5/10; external weapon Initiative +3 BAB +3 STR 16 (+3)
mount (shredder claw) 10/5; external weapon Defense
16; touch 13;
Melee +6 DEX 16 (+3)
flat-footed 13
mount (recycler minigun) 10/5; feat implant Hit Points 16 Ranged +6 CON 13 (+1)
(Cleave) –/5; feat implant (Power Attack) –/5; Save Fort +4 Grapple +6 INT 13 (+1)
impulse coordinator –/2; prosthetic arm upgrade Save Ref +6 MAS 13 WIS 15 (+2)
(x2) 5/10; prosthetic leg upgrade (x2) 10/15; Save Will +5 AP 0 CHA 14 (+2)
prosthetic enhancer (leg) –/2; skill plexus (Bal- Attacks: Bite: Atk +6 melee; Dmg 1d6+3; Piercing
ance, Climb, Hide, Jump implants) –/4; skill Full Attacks: Bite: Atk +6 melee; Dmg 1d6+3; Pierc-
plexus (Knowledge (tactics), Move Silently, Tumble ing
implants) –/4 6 Claws: Atk +4 melee; Dmg 1d4+1; Slashing
Reputation/Allegiances: +0/recyclers Speed: 30 ft / climb 20 ft
Advancement: none Facing & Reach: 5 ft by 5 ft; 5 ft
Skills: Climb +9; Hide +6; Jump +6; Listen +5; Move
Description Silently +5; Search +5; Spot +5; Survival +5
This creature is a zombie of increased size, further Feats: Multiattack; Simple Weapon Proficiency
modified by cybernetics. Special Qualities: darkvision 60 ft; improved grab;
scent; shift dimension (DC 13)
Improved Grab (Ex): To use this ability, the
dimensional creeper must hit a single opponent
Size Manipulation that is its own size category or smaller with two
Not sure how this size changing mechanic works? Here is claw attacks in the same round. These two hits es-
an example: tablish a hold, and it automatically deals damage
Private Doe dies and becomes a normal zombie, a Me- for four claw attacks each round that it maintains
dium-sized creature. The reanimator thinks Private Doe the hold. It may also attempt to use its shift di-
would make a good cyborganic ravager—a Huge creature.
Using the bath, it transforms Doe from Medium size to
mension ability (see below) in the same round.
Huge. Remember that Large is between those two sizes. Scent (Ex): This ability allows a dimensional
Expanding to Large size takes four days because a Large creeper to detect approaching enemies, sniff out
creature takes up an area of 10’ × 10’, or four squares. hidden foes, and track by sense of smell. The di-
Going up to Huge size takes nine days, as these creatures mensional creeper may use its scent ability against
cover nine squares. Add these together and we see that it creatures in the normal world even while it is in
takes almost two weeks, 13 days, for Doe to grow and be
all that he can be.
its coexistent dimension (see below).
Shift Dimension (Su): This ability, usable at will,
allows the dimensional creeper to move from the
normal world to a coexistent dimension or back
again as a free action. Any creature grappled by
the dimensional creeper as it shifts must succeed
at a Will saving throw (DC 10 + ½ the dimen-
sional creeper’s Hit Dice + its Charisma modifier)
or be taken along to the other dimension.

12 to Midnight Page 25
Fire in the Hole
Any creature in this alternate dimension is invisible and intangible with respect to the material world. Crea-
tures located in the physical world cannot see or hear dimensionally shifted creatures; to anyone watching

a shift from the normal world, it appears that mensional creepers often take care to hide their
the affected creature simply vanishes. Creatures victims’ bodies in caverns and other open spaces
within the coexistent dimension can see, hear, deep underground or in hollow trees, so that
and affect each other normally, and they can also when they automatically shift back to the normal
see and hear the normal world. No visual clue dif- world, they will not be obvious.
ferentiates creatures in one dimension from those True seeing, see invisibility, and similar effects
in the other, so creatures unwillingly brought to make dimensionally shifted creatures visible to
the coexistent dimension may be confused when creatures in the normal world, and dispel magic
their companions seem unable to see them any- returns them there, automatically breaking the
more. A dimensional creeper, however, innately grapple of any dimensional creepers that hold
knows which dimension any creature within 60 them.
feet occupies. Reputation/Allegiances: +0/recyclers
A dimensionally shifted creature is unable to Advancement: 4–6 HD (Medium-size); 7–10
affect anything in the normal world and can (Large)
pass through non-shifted objects harmlessly. The
coexistent dimension effectively lacks gravity, Description
so a shifted creature can move about at its base These creatures are Medium-size beings from the
speed in any direction or orientation it desires. recycler’s plane of existence. They look like oversized
However, the physics of movement for inanimate bugs to most humans. They are very deadly and ag-
objects remains the same as in the normal world. gressive, and the recyclers commonly use them as
A dropped object falls at the same rate as it would guards and scouts. However, their masters never give
in the normal world and comes to rest on the them vital assignments, as they are cruel and aban-
“floor,” but creatures and the objects they con- don their missions for the opportunity to attack an
tinue to hold do not fall when dropped and can enemy.
be pushed through the “floor” or through other
objects that are solid in the normal world.
Though the coexistent dimension has no atmo- Enforcer
sphere as such, any shifted creature can breathe
normally there. A dimensional creeper can remain Statistics
in the coexistent dimension as long as it wishes.
Any other shifted creature or object remains Medium-size Undead (Enhanced Zombie) (CR
there as long as it is grappled or held by a di- 2); HD 2d12+3
mensional creeper, and for 1 minute (10 rounds) Initiative +0 BAB +1 STR 14 (+2)
thereafter. When that time elapses, the creature Defense
12; touch 10;
Melee +3 DEX 10 (+0)
flat-footed 12
instantly shifts back to the normal world. When Hit Points 16 Ranged +1 CON –
a dimensional creeper dies, all creatures it shifted Save Fort +0 Grapple +3 INT –
to the coexistent dimension instantly return to Save Ref +0 MAS – WIS 10 (+0)
the normal world, along with the corpse of the Save Will +3 AP 0 CHA 1 (−5)
dimensional creeper. Attacks: Shredder claw: Atk +3 melee; Dmg 1d8+2;
Creatures that arrive in the normal world with- Crit 19-20; Slashing
in a solid object or creature are pushed out of Recycler Assault Rifle: Atk +1 ranged; Dmg 2d8; Bal-
the obstruction and into the nearest open space, listic; Incr. 80 ft; ROF S, A
taking 1d6 points of damage for each 5 feet so Mini-Grenade Launcher: Atk +1 ranged; Dmg 3d6;
traveled. The object or creature within which the Slashing; Rad 10 ft
shifter arrived is unharmed by the process. Di- Speed: 35 ft (can run normally)

Page 26 12 to Midnight
Fire in the Hole
Facing/ Reach: 5 ft by 5 ft / 5 ft electrical stimulation to the brain that makes the
Skills: Climb +4; Jump +4 creature fearless. The recyclers can monitor the
Feats: Simple Weapon Proficiency; Toughness. hunter’s actions and provide instructions.
Special Qualities: darkvision 60 ft, parasitic link Cybernetics: advanced prosthetic arms (x2) 5/10;
Parasitic link (Ex): The parasite links the humanoid advanced prosthetic legs (x2) 5/15; feat implant
to the recyclers. The recyclers can monitor the (Weapon Focus (recycler assault rifle) –/5
enforcer’s actions and provide instructions. Reputation/Allegiances: +0/recyclers
Cybernetics: impulse coordinator –/2; prosthetic Advancement: by character class
arm upgrade (x2) 5/10; prosthetic enhancer
(legs) –/2; prosthetic leg upgrade (x2) 5/15; skill Description
implant (Climb) –/1; skill implant (Jump) –/1 This creature is a human modified by cybernetics.
Reputation/Allegiances: +0/recyclers
Advancement: none
Parasite
Description
This creature is a medium-size zombie modified by Statistics
cybernetics.
Small Outsider (CR 1); HD 3d8
Initiative +1 BAB +3 STR 10 (+0)
Hunter Defense
15; touch 12;
flat-footed 14
Melee +4 DEX 13 (+1)

Statistics
Hit Points 13 Ranged +5 CON 10 (+0)
Save Fort +3 Grapple −1 INT 10 (+0)
Save Ref +4 MAS 10 WIS 12 (+1)
Medium Humanoid (Enhanced Human) Fast Save Will +4 AP 0 CHA 10 (+0)
Hero2/Strong Hero 2 (CR 4); Military; HD 4d8 Attacks: Bite: Atk +5 melee; Dmg 1d4 plus paralysis
Initiative +5 BAB +3 STR 12 (+1) (DC 11); Piercing
Defense
17; touch 17;
Melee +4 DEX 13 (+1) Speed: 30 ft / climb 15 ft
flat-footed 16
Hit Points 18 Ranged +4 CON 10 (+0)
Facing/Reach: 5 ft by 5 ft / 5 ft
Save Fort +2 Grapple +4 INT 10 (+0) Skills: Balance +5; Climb +6; Hide +9; Listen +5;
Save Ref +3 MAS 10 WIS 12 (+1) Move Silently +5; Spot +3
Save Will +1 AP 2 CHA 12 (+1) Feats: Simple Weapon Proficiency; Weapon Finesse
Attacks: Recycler assault rifle: Atk +5 ranged; Dmg (bite)
2d8; Ballistic; Incr. 80 ft; ROF S, A Special Qualities: darkvision 60 ft; domination (DC
Mini-grenade launcher: Atk +4 ranged; Dmg 3d6; 11); paralysis (DC 11)
Slashing; Rad 10 ft Domination (Su): After successfully paralyzing
Speed: 35 ft an opponent, a parasite can control the subject
Facing/Reach: 5 ft by 5 ft / 5 ft by taking a full-round action to latch onto the
Skills: Balance +4; Climb +3; Hide +4; Jump +3; nervous system. The parasite can dominate only
Knowledge (tactics) +7; Move Silently +6; Tumble one target at a time, and the target and parasite
+4 must be in direct contact. A target that fails a
Feats/Talents: Blind-fight; Double Tap; Ignore Will save (DC 10 + ½ the parasite’s HD + its
Hardness; Improved Initiative; Increased Speed; Charisma modifier) becomes the parasite’s host
Personal Firearms Proficiency; Point Blank Shot; so long as the parasite maintains physical contact.
Precise Shot; Simple Weapons Proficiency; Weapon The host temporarily loses all previous allegiances
Focus (recycler assault rifle) and adopts a singular, unswerving allegiance to
Special Qualities: parasitic link the parasite. If the parasite receives damage, the
Parasitic Link (Ex): The parasite links the hu- host suffers half of the hit points received by the
manoid to the recyclers. The parasite also provides parasite. If the parasite dies, the host must make

12 to Midnight Page 27
Fire in the Hole
a Fortitude check (DC 10). Failure results in the darkvision 60 ft; electricity resistance 10; im-
host falling unconscious for 1d4+2 hours. The munity to radiation and poison; mirror aversion;
former host is fatigued regardless of the results of telepathy (10 miles)
the Fortitude check. Reputation/Allegiances: +0/recyclers
Paralysis (Su): Whenever a parasite successfully Advancement: by character class
strikes an opponent, the target must take a For-
titude check (DC 10 + ½ the parasite’s HD + Description
its Constitution modifier). Failure indicates that These beings lead all the creatures from the recyclers’
the opponent may not move or attack for 2d6 plane of existence. They resemble gaunt humans with
rounds. Success means the character suffers no the flesh so tight it looks as if it were fused to the
adverse affects. bone. They lead the attack to destroy Earth as hu-
Reputation/Allegiances: +0/recyclers manity knows it.
Advancement: none

Description Trepidation Dragon


This creature is a Small-size creature from the re-
cycler’s plane of existence. They resemble one-eyed Statistics
snakes, though the eye is where one would expect
a mouth. The recyclers use them for controlling en- Gargantuan Blue Dragon (CR 23); HD
emies and making them susceptible to suggestions. 34d12+238
Initiative +0 BAB +34 STR 35 (+12)
39; touch 6;

Reanimator
Defense Melee +42 DEX 10 (+0)
flat-footed 39
Hit Points 459 Ranged +30 CON 25 (+7)
Save Fort +26 Grapple +58 INT 14 (+2)
Statistics Save Ref +19 MAS 28 WIS 16 (+3)
Save Will +22 AP 0 CHA 12 (+1)
Medium-size Outsider (CR 7); HD 9d8+18 Attacks: Bite: Atk +42 melee; Dmg 4d6+12; Pierc-
Initiative +0 BAB +9 STR 18 (+4) ing
Defense 19; touch 10; Melee +13 DEX 10 (+0) Full Attacks: Bite: Atk +42 melee; Dmg 4d6+12;
flat-footed 19
Hit Points 58 Ranged +9 CON 14 (+2)
Piercing
Save Fort +8 Grapple +13 INT 16 (+3) 2 Claws: Atk +40 melee; Dmg 2d6+6; Slashing
Save Ref +6 MAS 14 WIS 12 (+1) 2 Wings: Atk +40 melee; Dmg 2d6+6; Bludgeon
Save Will +7 AP 0 CHA 15 (+2) Tail Slap: Atk +40 melee; Dmg 2d6+18; Bludgeon
Attacks: Bite: Atk +13 melee; Dmg 1d6+4; Slashing Speed: 40 ft / fly 200 ft (clumsy)
Full Attacks: Bite: Atk +13 melee; Dmg 1d6+4; Facing/Reach: 20 ft by 20 ft / 15 ft
Piercing Skills: Climb +46; Hide +22; Intimidate +36; Jump
2 Claws: Atk +11 melee; Dmg 1d4+2; Slashing +49; Listen +38; Move Silently +34; Navigate +36;
Speed: 30 ft / fly 40 ft (average) Spot +36
Facing/Reach: 5 ft by 5 ft / 5 ft Feats: Alertness; Cleave; Combat Reflexes; Great
Skills: Balance +12; Bluff +14; Hide +8; Intimidate Cleave; Improved Bull Rush; Improved Damage
+14; Knowledge (arcane) +15; Listen +13; Move Threshold; Multattack; Power Attack; Sunder
Silently +8; Search +13; Sense Motive +13; Spot Special Qualities: blindsight 300 ft; breath weapon;
+13; Read/Write Abyssal; Read/Write English; crush 4d6+18 (DC 34); darkvision 1,000 ft; fear
Read/Write Ancient Greek; Read/Write Latin aura (300 ft.) (DC 35); immunities; low-light
Feats: Frightful Presence; Multiattack; Simple Weap- vision; parasitic link; regeneration; spawn; tail
ons Proficiency; Stealthy sweep 2d6+18 (DC 34)
Special Qualities: animate zombie 3/day; control Breath Weapon (Su): This breath weapon takes
undead (1 mile radius); damage reduction 5/+1; the form of a 120-foot line of lightning that in-

Page 28 12 to Midnight
Fire in the Hole
flicts 20d8 points of damage. Targets that succeed
in a Reflex save (DC 34) take half damage. After Trepidation Dragon
the creature uses its breath weapon, it must wait
1d4 rounds before it can use it again. Wyrmling Spawn
Immunities (Ex): The dragon is immune to elec-
tricity, paralysis, and magical sleep. Statistics
Parasitic link (Ex): The parasite links the human- Small Blue Wyrmling (CR –); HD 7d12+7
oid to the recyclers. The parasite also provides Initiative +0 BAB +7 STR 13 (+1)
electrical stimulation to the brain that makes the Defense
17; touch 11;
Melee +9 DEX 10 (+0)
flat-footed 17
creature fearless. The recyclers can monitor the Hit Points 52 Ranged +8 CON 13 (+1)
dragon’s actions and provide instructions. Save Fort +6 Grapple +4 INT 10 (+0)
Regeneration (Ex): The dragon regenerates 5 Save Ref +5 MAS 13 WIS 15 (+2)
points of damage each round but cannot regen- Save Will +7 AP 0 CHA 12 (+1)
erate acid or fire damage. If a dragon loses some Attacks: Bite: Atk +9 melee; Dmg 1d6+1; Piercing
body part (such as may happen if it receives a Full Attacks: Bite: Atk +9 melee; Dmg 1d6+1; Piercing
critical hit or is struck with explosives), that body 2 Claws: Atk +4 melee; Dmg 1d4; Slashing
part cannot be reattached but will grow into an Speed: 40 ft / fly 100 ft (average)
independent organism (see spawn, below). As Facing & Reach: 5 ft by 5 ft / 5 ft
with all creatures that possess regeneration, the Skills: Bluff +7; Diplomacy +7; Hide +4; Jump +11;
dragon suffers no damage at all from attacks that Listen +8; Search +6, Sense Motive +8; Spot +8
deal less than its massive damage threshold. Feats: Cleave; Power Attack
Spawn (Ex): When a piece of a dragon is lost Special Qualities: blindsight 30 ft; breath weapon;
through explosives, critical hits, or other attacks, darkvision 100 ft; immunities; low-light vision;
that piece will grow into a wyrmling (see below) parasitic link; regeneration
in 1d4 rounds. Breath Weapon (Su): This breath weapon takes
Reputation/ Allegiances: +0/recyclers the form of a 40-foot line of lightning that in-
Advancement: none flicts 2d8 points of damage. Targets that succeed
in a Reflex save (DC 14) take half damage. After
Description the creature uses its breath weapon, it must wait
This creature is a twisted nightmare from some 1d4 rounds before it can use it again.
child’s storybook. Rising high into the night sky, Immunities (Ex): The dragon wyrmling is im-
this beast’s purple-black wings sends clouds of dust mune to electricity, paralysis, and magical sleep.
across the battlefield while electricity crackles around Parasitic link (Ex): The parasite links the hu-
its muzzle. manoid to the recyclers. The parasite also provides
electrical stimulation to the brain that makes the
creature fearless. The recyclers can monitor the
wyrmling’s actions and provide instructions.
Regeneration (Ex): The dragon wyrmling regen-
erates 5 point of damage each round but cannot
regenerate acid or fire damage. As with all crea-
tures that possess regeneration, the dragon suffers
no damage at all from attacks that deal less than
its massive damage threshold.
Reputation/Allegiances: +0/recyclers

Description
The pulsing bit of flesh torn off of the terrible dragon
has grown into another small dragon.

12 to Midnight Page 29
Fire in the Hole

Voar XR3-Marauder
Statistics Statistics
Large Undead (Enhanced Medium-size Zombie) Large Outsider (CR 2); HD 3d8+9
(CR 3); HD 12d12+3 Initiative −1 BAB +3 STR 22 (+6)
Initiative +0 BAB +6 STR 27 (+8) 11; touch 8;
Defense Melee +8 DEX 9 (−1)
flat-footed 11
12; touch 9;
Defense Melee +13 DEX 11 (+0) Hit Points 22 Ranged +1 CON 16 (+3)
flat-footed 13
Hit Points 81 Ranged +5 CON – Save Fort +6 Grapple +13 INT 7 (−2)
Save Fort +4 Grapple +17 INT – Save Ref +2 MAS 16 WIS 10 (+0)
Save Ref +4 MAS – WIS 10 (+0) Save Will +3 AP 0 CHA 3 (−4)
Save Will +8 AP 0 CHA 1 (−5) Attacks: Slam: Atk +8 melee; Dmg 1d8+9; Blud-
Attacks: Bite: Atk +13 melee; Dmg 1d10+12; Pierc- geon
ing Plasma welder: Atk +1 ranged, Dmg 2d6, crit 19-20;
Full Attacks: Bite: Atk +13 melee; Dmg 1d10+12; Fire
Piercing—or External Weapon: Atk +13 melee; Speed: 20 ft
Dmg by weapon—or External Weapon: Atk +5 Facing/Reach: 10 ft by 10 ft / 10 ft
ranged; Dmg by weapon Skills: Craft (electronic) +4; Craft (mechanical) +4;
Speed: 35 ft (can run normally) / climb 40 ft Repair +4
Facing/ Reach: 10 ft by 10 ft / 5 ft Feats: Point Blank Shot; Simple Weapons Profi-
Skills: Climb +18; Jump +18 ciency
Feats: Toughness Special Qualities: darkvision 60 ft
Special Qualities: parasitic link Reputation/ Allegiances: +0/recyclers
Parasitic Link (Ex): The parasite links the hu- Advancement: none
manoid to the recyclers. The recyclers can moni-
tor the voar’s actions and provide instructions. Description
Skills: Since the voar are a mix of human zombie The XR3 is designed to weld metal to flesh, bone,
and reptilian zombie parts, they retain a +8 racial cartilage and ligaments. Combat is not its normal
bonus to Climb and Jump checks from their rep- function, however, it can use the plasma welder and
tilian side. its large size as a weapon. They are not normally de-
Cybernetics: External weapon mount (2 open ployed for combat, but they do not hesitate to defend
mounts) 10/5; impulse coordinator –/2; pros- themselves.
thetic enhancer (legs) –/2; prosthetic leg upgrade
(x2) 5/15; skill implant (Climb) –/1; skill implant
(Jump) –/1
Reputation/Allegiances: +0/recyclers
Advancement: none

Description
This creature is a Large-size zombie created with
various reptile parts combined, enlarged, and further
modified by cybernetics. They can carry recycler’s
equipment, and soldiers. They can also mount large
weapons.

Page 30 12 to Midnight
Fire in the Hole

XR6-Mauler Zombie
Statistics Statistics
Large Outsider (CR 2); HD 3d8+6 Medium-size Undead (CR 1/2); HD 2d12+3
Initiative +1 BAB +3 STR 20 (+5) Initiative +0 BAB +0 STR 14 (+2)
13; touch 10; 12; touch 10;
Defense Melee +7 DEX 13 (+1) Defense Melee +2 DEX 10 (+0)
flat-footed 12 flat-footed 12
Hit Points 19 Ranged +3 CON 14 (+2) Hit Points 8 Ranged +3 CON - (+0)
Save Fort +5 Grapple +12 INT 9 (−1) Save Fort +0 Grapple +2 INT - (+0)
Save Ref +4 MAS 14 WIS 10 (+0) Save Ref +1 MAS 14 WIS 10 (+0)
Save Will +3 AP 0 CHA 5 (−3) Save Will +3 AP 0 CHA 1 (−5)
Attacks: Claw: Atk +7 melee; Dmg 1d6+5; Slashing Attacks: slam: Atk +2 melee; Dmg 1d6+1; Slam
Full Attacks: 2 Claws: Atk +7 melee; Dmg 1d6+5; Speed: 30 ft
Slashing Facing & Reach: 5 ft by 5 ft / 5 ft
Speed: 10 ft / fly 40 ft (good) Feats: Toughness
Facing & Reach: 10 ft by 10 ft / 10 ft Special Qualities: Undead;
Skills: Knowledge (earth and life sciences) +2; Knowl- Reputation/Allegiances: +0/recyclers
edge (physical sciences) +3; Repair +6; Treat Injury Advancement: none
+6
Feats: Power Attack; Simple Weapons Proficiency
Special Qualities: darkvision 60 ft, improved grab Description
Improved Grab (Ex): To use this ability, a XR6- Common zombies possess no intelligence, how-
Mauler must hit with both claw attacks. If both ever, they inherited an inner motivation or hatred.
claws hit, the mauler gains a hold and automati- This drive taps into mundane memories allowing
cally deals claw damage each round the hold is these zombies to walk, open doors and perform
maintained with both claws. other simple motor tasks that they experienced in
Reputation/Allegiances: +0/recyclers life. These base functions allow human zombies to
Advancement: none drive and fire a weapon. What they lack is the need to
do things well; therefore they have lost the skills and
Description proficiencies they utilized in life.
These creatures were transported in from the recy-
cler’s plane of existence. They are formed by combing
cybernetic enhancements to alien flesh and brains.
The XR6 is the heavy mover in recycler factories.
They move by means of an antigravity field. This al-
lows them to move much quicker than what humans
would find normal for such a large being. The same
arms and mandibles used for moving large objects
can be employed to rip apart skin and bone. They
are not deployed for combat, but will defend them-
selves.

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Fire in the Hole
Appendix 2: Recycler Weaponry

Recycler Assault Plasma Welder


Plasma attack: Dmg 2d6; Crit 20; Dmg Type Fire;
Rifle Rng Incr 30 ft; ROF S; Mag 50 box; Size Large;
Energy attack: Dmg 2d8; Crit 20; Dmg Type Elec- Weight 60 lb; Restriction recyclers
trical; Rng Incr 80 ft; ROF S, A; Mag 50 box; Gadget: Booby-trapped—The recycler plasma welder
mini-grenade launcher; Dmg 3d6; Dmg Type heats up and melts, causing 6d6 points of damage
Slashing; Burst Rad 10 ft; Ref DC 15; Rng Incr to whoever tries to remove it from its mountings.
60 ft; ROF S; Mag 5 box; Size Medium; Weight Characters may make a Reflex check (DC 15) for
14 lb; Restriction recyclers half damage. Characters can bypass this trap with
Gadget: Booby-trapped—The recycler assault rifle a successful Disable Device check (DC 15).
emits 1d6 points of electrical shock damage each
round that anyone spends trying to remove the
device from its weapon mount. Characters can Shredder Claw
bypass this trap with a successful Disable Device Melee only: Dmg 1d8; Crit 19-20; Dmg Type Slash-
check (DC 15). ing; Size Medium; Weight 2 lb; Restriction recy-
clers
Gadget: Booby-trapped—Whenever anyone tries to
Recycler Cannon: remove the shredder claw from its mount, barbs
Energy attack: Dmg 6d8; Crit 19-20; Dmg Type shoot out in multiple directions as the device dis-
Electrical; Rng Incr 120 ft; ROF S, A; Mag 50 assembles itself using a strong spring mechanism
box; Size Huge; Weight 1,000 lb; Restriction re- for 1d6 points of damage to anyone within 10 ft.
cyclers, requires a towing device Characters can bypass this trap with a successful
Gadget: Booby-trapped; The recycler cannon emits Disable Device check (DC 15).
6d6 points of electrical shock damage each round
that anyone spends trying to operate it. Charac-
ters can bypass this trap with a successful Disable
Device check (DC 15).

Recycler Minigun
Ballistic: Dmg 3d6; Crit 19-20; Dmg Type Ballistic;
Rng Incr 100 ft; ROF A; Mag 200 belt; Size
Huge; Weight 225 lb; Restriction recyclers
Gadget: Booby-trapped—The recycler minigun
emits 1d6 points of electrical shock damage each
round that anyone spends trying to remove the
device from its weapon mount. Characters can
bypass this trap with a successful Disable Device
check (DC 15).

Page 32 12 to Midnight
Fire in the Hole
Appendix 3: New Cybernetic Enhancements

Cyborganic Body Impulse


Armor (PL 7) Coordinator (PL 7)
Cyborganic body armor consists of a combination of This cybernetic enhancement improves the response
metallic alloys and alien grafts to reinforce the recipi- time of zombie soldiers, who are normally limited to
ent with an exoskeleton. move or attack actions only.
Benefit: The recipient gains a natural armor bonus Benefit: The recipient is no longer limited to a sin-
to Defense. This bonus depends on the density of gle move or attack action each round, but rather pos-
the armor: light +2, medium +5, heavy +8. Unlike sesses reflexes similar to those of a normal human.
subcutaneous body armor, the organic grafts intrinsic Type: internal
to this armor’s design heal the body armor of 2 hit Hardness/Hit Points: —/4
points worth of damage each round. Base Purchase DC: 25
Type: external Restriction: military (+3)
Hardness/Hit Points: light 5, medium 8, heavy
11/varies. The armor has one-quarter the maximum
hit points of the recipient.
Base Purchase DC: light 20, medium 24, heavy Undead and Cybernetic
28 Enhancements
Restriction: recyclers only Normally, humans may have a number of cybernetic
enhancements equal to 1 + their Constitution modifier.
More enhancements cause an energy drain, which results

Cyborganic in negative levels. Undead have no Constitution and are


immune to the following: poison, sleep, stunning, disease,
necromantic effects, mind-affecting effects, critical hits,
Tentacles (PL 8) nonlethal damage, ability damage, ability drain, energy
This enhancement, which must be grafted onto cy- drain, the effects of massive damage, or any other effect
that requires a Fortitude save. Therefore, the undead are
borganic body armor, involves the addition of six
the perfect candidates for cybernetics, as they do not suffer
living, cybernetic tentacles that can respond to the negative levels and can have effectively unlimited enhance-
commands of the recipient. ments.
Benefit: The recipient gains six living, cybernetic
tentacles that can be used to make six slashing attacks
as a full-round action. These tentacles are only used as
a secondary attack and may not grapple opponents.
Type: external
Hardness/Hit Points: same as cyborganic body
armor / 5 for each tentacle
Base Purchase DC: 30
Restriction: recyclers only

12 to Midnight Page 33

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