Fire in the Hole

Crothian

First Post
A little while there was an adventure called Weekend Warriors. It is a good military adventure that takes some military personal on a base and puts them the ringer of supernatural. Fire in the Hole is the follow up to that adventure though it is a good stand alone adventure as well. Fire in the Hole assumes new characters will be played though so it is not the type of adventure previous characters are assumed to be used. Of course it can be done that way if that is what people want.

Fire in the Hole is a new adventure by the guys at 12 to Midnight. They have really shown to be able to do modern horror game supplements. The adventure is written for d20 modern and that book will be needed for character generation and to use as a rule set to run the adventure. The adventure is only about forty pages long and has a good lay out and some okay art. It is fully book marked and it is written for fifth level characters. The cover of the book is really cool and looks like a field manual that is shot up with a bloody handprint. It reminds me a bit of the cover of Dread.

The adventure is set up really well. It is designed to be a one shot though it has enough extra material and adventures around the core adventure for this to be the basis of a campaign. Characters play military characters sent in to figure out what is going on after the events of Weekend Warrior happen. One of the great things this does is gives the characters clear cut goals depending on the orders of their superiors. It also allows players to easily switch to other military personnel if their character dies.

The adventure is very supernatural in origin. From the first scene where the players watch the Air Force napalm the place before the characters playing the point team go in. The DM can make this easy or hard as there are many encounter ideas and ways to make the adventure more complex. The maps from Weekend Warriors can be used and those are available as a free download.

I think this is going to be the type of adventure that works best the less the players realize what is going. Everything is explained in the module for the DM, but there is not a lot of explanation the players get. They will see a lot of weird things and might figure some of it out but I like that the module does not include an explanation for the players automatically.

Overall, this is going to be a fun modular module. It is short enough and written well enough to easily be a one shot. And then it has plenty of great ways to build off of that. I really like the way they have that set up. This is the one shot that can be a campaign and that is just not something I ever see let alone this well done.
 

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