TEXT: Sometimes itʼs fun to take your characters to strange places and kill things. 
  Bug Hunt #1047 isnʼt all that new or creative; itʼs a hodge-podge of mate-
  rial from the media and the works of great authors like Michael Tresca. 
  Thankfully, itʼs all FREE and it should be fun to scare your players a bit.
  Synopsis
    An expansive cavern has been discovered nearly a mile underground 
  by an experimental deep mining expedition.  To the excavation teamʼs 
  excitement, a power source has been detected in the vast cavern.  Ini-
  tial tests indicate the cave has been sealed for over 200,000 years.  The 
  most likely explaination is that the cavern was once the home of a lost 
  alien culture.  A power source of this longevity, having survived twenty 
  thousand years buried underground and still remain active, is obviously 
  a prized ﬁnd.   The PCʼs are part of the ﬁrst expedition crew to actually 
  explore the cave.
    The adventure is designed for 2-5 characters of 7th level or higher, but it 
  scales upward easily to accommodate higher-level play.
    While intended for an Earth-bound adventure, this scenario can be placed 
  on any planet or asteroid with a mining operation.
   
  The Story
  In the beginning...
    About 200,000 years ago, an alien race on the verge of extinction landed 
  on Earth, seeing the planet as a potential new home.  They called them-
  selves the Neumosec, and they had been locked in a protracted and vi-
  cious struggle with another life form with no name.  To the Neumosec, 
  these aliens were known only as the “Others.”
    Immediately after landing, the Neumosec dug into the Earthʼs crust to 
  live underground as they had become accustomed to on their home world. 
  Having no need of the surface, they sealed the entryway behind them.  
  However, their hope of escaping the enemies that plagued them was lost 
  when they began to discover mangled corpses of their brethren.  In a few 
  short weeks, the last remnant of the Neumosec was wiped out.  The “Oth-
  ers”, having nowhere to go and nothing to kill, went to sleep and waited.
    Buried in the cave is a treasure trove of alien artifacts.  The Neumosec 
  originally an enlightened alien intelligence, had become a war-hardened 
  race with high-powered weaponry and incredibly efﬁcient power sources. 
  Also buried in the cave are the Others - a nearly unstoppable race of 
  creatures with no purpose other than to devour and expand.  The Others 
  will awaken as soon as the vibration of machines or the sound footsteps 
  reaches one of the sentries hidden in the alien complex.  And that is when 
  the fun begins.
  Hooks
  - The PCʼs can be part of the original mining expedition, or hired by the 
  company, to explore the cave.
  - The PCʼs can come across a distress signal of the decimated mining 
  operation.
  - The PCʼs might encounter a lost alien probe in a previous adventure 
  describing the location of the colony and an indication of advanced alien 
  technology within..
  The discovery of a lifetime...
    Three days ago, the Tetsuo Mining Operation (TMO) discovered a cavern 
  during a test of new, experimental deep-mining equipment.  The equip-
  ment was retracted from the vertical shaft and a survey probe was dropped 
  into the cavern.  The probe dropped 200 feet.  Echo survey showed the 
  cavern to be exactly 1.2 miles in diameter, with completely smooth sides 
  and shaped like a bowl.  A perfectly smooth hemisphere isnʼt a natural 
  geological feature.  Something obviously dug out that space and TMO 
  wants to know what.  The probe also detected very low levels of radia-
  Bug Hunt #1047
  Curtis Owings
  
  indicative of a power source still operating in the cavern.  Dating from air 
  samples is difﬁcult, but preliminary data suggests the cavernʼs construc-
  tion pre-dates human history.
    When the PCs are assembled by the TMO to invesigate the cavern, they 
  are briefed by Mary Ann DʼAmico, Director of Geo Survey Division.
    “Good Morning.
    As you know, TMO has discovered an underground structure that ap-
  pears to be a constructed cavern.  A remote probe dropped into the cave 
  has detected a power source at the center of that cavern.  Other structures 
  have also been faintly detected from where our shaft hit the opening.
    This team has been assembled to go in and bring back the ﬁrst reports 
  of whatʼs inside.
    Right now we have few theories.  This  mining op is at a depth of 5300 
  feet, or about 1600 meters.  Thatʼs almost a mile down.  To the best of 
  our knowledge no one has drilled to this depth, let alone created actual 
  structures.  It could be something from another government, or a compet-
  ing company, or some lost culture, or even… well, maybe something that 
  lived before us.  We donʼt know anything for sure and thatʼs why youʼre 
  here.
    We have not detected any energy ﬂuctuations, seismic activity, biologi-
  cal agents or movement aside from that power source.  So it looks quiet.  
  Even so, we have top of the line equipment at your disposal, just in case.
    Ismael Navarro will lead the exploration.  He is the best rock hound in 
  TMO.  You can meet him in the equipment room.
    Questions?”
  Personality Proﬁle:  Mary Ann DʼAmico
  Scientist Smart 3 ordinary
  Mary Ann is petite and pushy.  She has many projects going at once and 
  this one is derailing her schedules.  She prefers to work through Ismael, 
  but will give the PCʼs a few minutes of her time.
  What she knows:
  - The probe itself has been untouched since it was deployed on the surface 
  of the cavern.
  - The current tests indicate the cavern is 200,000 years old.  But she thinks 
  that information is false.
  - She thinks the cave is something like Atlantis; a lost culture.
  - She doesnʼt know anything about the 2 missing crew members.
  Personality Proﬁle:  Ismael Navarro
  Smart Hero 2/Dedicated Hero 2 
  Ismael is of Himalayan decent.  He is tall and well built.  He is capable 
  and conﬁdent.  His objective is to get to the power source, document the 
  site and get out safely. 
  What he knows:
  - The only law is Murphyʼs Law.
  - Two members of the mining crew are missing (Earl Kalininski and Yan 
  Zhang), but theyʼve gone missing before.
  - TMO has told him that other governments would claim the ﬁnd and the 
  mining tunnel if anyone found out about the cavern.
  Ismael will have 1 to 3 extra men (Mid-level Bounty Hunters) depending 
  on the relative strength of the PCʼs.  Pull them from the Friends & Foes 
  section of the d20 Modern core rules.  These extras and Ismael should be 
  killed early in an encounter with the ﬁrst Bug.  Make a point to describe 
  the quick and messy end these NPCʼs meet.
  
  Whatʼs really going on...
    The cavern is only a small outpost of a much larger network of caverns 
  and structures.  The Neumosec didnʼt use traditional tunnels between out-
  puts, but rather teleport pads.  
    The outpost itself is riddled with underground passages that connected 
  all the surface structures.  Four Bugs are hibernating until something trig-
  gers their tremorsense and wakes them up.
    The two missing crew men entered the cavern 24 hours ago seeking to be 
  the ﬁrst from TMO to make a ﬁnd and hopefully get a bonus.  They have 
  been killed in Building A.  They found a Neumosec pistol and armor belt.  
  You can have this awakened Bug come looking for the PCʼs or wait until 
  they stumble upon it.
    When two bugs awaken, the Queen will also wake.  The Queen is in the 
  “Primary Location” of the Neumosec city.  She canʼt get to the outpost, 
  but she can coordinate her minions.  It takes her 5 minutes to fully awaken 
  then 5 more minutes to wake up her children.
    Some of the Neumosec managed to perform a psionic ritual of stasis be-
  fore the complex fell.  They altered their physical form to a golf ball sized 
  diamond.  Their mental energy is infused inside the gem.  Each of these 
  diamonds (gem value alone) is Purchase DC 36 (Selling DC 33).  Against 
  the background of the crystalline fortress, these gems are DC 15 to Spot. 
  Scaling
  There are three ways to scale the adventure depending on the state of the 
  teleporter in the Neumosec facility
  Teleporter broken
  Initially there are 4 Bugs sleeping in the alien complex.  They will wake 
  up when a player or NPC walk over an area within their tremorsense.  
  This will keep a group of 5th to 7th level PCʼs quite occupied.  Success in 
  this scenario is mere survival.
  Teleporter disabled
  In this version the teleport pad that connects this outpost to the Queen is 
  disabled.  The ﬁrst Bug awakened will communicate with the Queen for 
  instructions to activate the portal (located in building E). If the portal is 
  activated then see “Teleporter active” below.  In this scenario the PCʼs 
  must disable the portal and kill all the Bugs.
  Teleporter active
  Once a single Bug is awakened, more Bugs will come through in 1 hour. 
  The ﬁrst wave will be 5 Bugs, then 10, then 15, etc.  The ﬁrst ﬁve will 
  attempt disable the mine shaft, trapping the PCs inside the cavern.  Their 
  next action will be to return to the complex and kill the PCs for meat for 
  the waking hive.  This will be very challenging for even relatively high 
  level PCʼs.  In this scenario, the PCʼs must take on the Queen.  Once she 
  is dead, the Bugs canʼt reproduce and, even if they make the surface, they 
  will eventually be killed.  Youʼll have to write the next adventure once 
  the PCʼs get past the portal.  Remember the GMʼs motto, “More evil is 
  good!”
  Other Suggestions
  Bug Hunt #1047 is loosely deﬁned to allow the GM to add creative ele-
  ments.  Here are a few ideas to help spice it up.
  - Perhaps a Neumosec is in stasis
  - Allow Smart heroes to decipher some of the alien writings throughout 
  the structures.  These could be schematics for advanced equipment or 
  locations of other settlements.
  - Star maps to other Bug worlds
  - The station could have gone in to autodestruct when the players arrived
  
  - Rescue mission for Earl and Yan.
  - The complex is psionically receptive, perhaps the PCʼs have some latent 
  ability to control buildings
  - Perhaps the Queen can control structures from her remote location.
  Locations
  The Cavern:
    TMO has erected a heavy duty crane with a worker cage to lower you 
  200ʼ to the cavern ﬂoor.  It is solid, but slow.  The cage has an intercom 
  for communication with the controller.  Ismael steps in last.  The gears 
  on the power crane engage and the cage jolts down.  TMO has mounted 
  lights at the edge of the insertion point that barely illuminate the ground 
  below.  It is a rough-hewn cave with a variety of broken rubble littering 
  the plain.  About a half mile to the West a faint luminescence can be seen. 
  After 5 minutes the party reaches the bottom.  Immediately Ismael is out 
  of the cage and looking over the fallen rocks.
    “These are rubble from the ceiling.  Seismic activity in this region is 
  minimal, but it appears that quake do happen from time to time.  Itʼs prob-
  ably rare.” He says and then pulls out a ﬂood lamp.  He begins to walk 
  toward the center of the cavern.
    Movement through the rubble plain is half speed and should take about 
  30 minutes.  Bugs move through this space at full speed by leaping from 
  rock to rock.
  The Alien Complex:
    As you get closer and your eyes adjust to the dim lighting.  What looks 
  like a large alien fortress rises from the cavern ﬂoor.  It is faintly glow-
  ing and appears to be made of milky opaque crystal.  Ismael is the ﬁrst to 
  examine the material.
    “Looks like dirty quartz. Hmmm…” He pulls out a steel hammer and 
  begins to tap it gently to no effect.  He gives the wall another few hard hits 
  that would have chipped granite. “Itʼs not quartz.  I donʼt know what it is. 
  Iʼll get some pictures and letʼs move on.” He says, pulling out a camera.  
  He snaps 4 shots and puts the camera away.  He picks up the ﬂood lamp 
  again and leads the group inside.
    The complex appears to be a low wall fortress shaped in to a seven-
  pointed star.  The walls are only about 10ʼ tall and the structures inside 
  appear to vary from 1 to 3 stories tall.  There is a large open entrance on 
  the south side (building L).
  
  General Features:
    Buildings A, B, D and H are all 40ʼ by 60ʼ and 20ʼ tall.  
    Buildings C, F and G are 50ʼ in diameter and 30ʼ tall.
    Buildings I, J and K are 20ʼ by 20ʼ and 10ʼ tall.
    The Neumosec were a psionically active race.  Their buildings were 
  designed to receive their mental commands and respond.  The buildings 
  would reconﬁgure themselves to the shape desired by the occupant.  The 
  maps shown are the default conﬁgurations.
    The building interiors are made of the same material as the outsides. 
  Each structure has a variety of unique features described below.  The 
  ﬂoors inside the buildings are smooth and appear to be glass or marble.  
  The ﬂoor contains concealed passages to underground tunnels.  These 
  tunnels interconnected the devices at the outpost and provided crystal 
  conduits for both power and information.  The ﬂoor panels are also oper-
  ated by psionic command.  The Bugs are psionically powerful enough 
  to open these ﬂoor panels, but canʼt otherwise control the buildings or 
  exterior doors.
    Some of the structures contain multiple stories.  These areas are sealed 
  off.  The crystal between ﬂoors is 6” thick.   The crystal throughout the 
  complex has a hardness of 25 and 50 HP per inch.  The outer walls are 
  nearly 10ʼ thick.  The walls of all structures are 6” thick.  Drilling through 
  the walls will generate enough vibration to wake all the Bugs.
    “Doors” in all the structures are just holes in the crystalline structure.  
  They are 5ʼ square-ish openings with sharp protruding shards along the 
  edges.  When the fortress was in full operation these doors would “grow” 
  open and shut as the Neumosec approached.  The low power levels now 
  have left the doors in middle stages of opening.  They are irregular but 
  passable.
    There are no rocks inside the complex.  The ﬂoor is smoothed ordinary 
  stone.
    Each structure looks as if ﬁne crystals had thrust up from the rock below 
  to form geometrically perfect shapes.  On close inspection it looks as if 
  the crystals are frozen in motion.  
  Building A:
  This building looks identical to the other rectangular structures.  There is 
  an opening on the south wall near the east corner.  Inside there is another 
  collection of odd lights and panels with the strange markings on them.  It 
  looks the same on the inside as the other structures, but this one smells 
  different.
    Building A has a door on the south wall near the east side.  Earl and Yanʼs 
  bodies can be found here.  They are immediately adjacent to the NE ﬂoor 
  panel.  This Bug is awake lurking in the darkness.  See Bug stats for Hide 
  and Move Silently skill.  Have the PCʼs make a Survival check DC 12 to 
  notice the smell of blood as they walk in.
    The bodies are laid out side by side.  Both of them are missing nearly 
  their entire abdomen.  Theyʼve obviously been partially eaten.
    Earl and Yan found two artifacts before being slaughtered; a pistol and a 
  personal force ﬁeld belt. 
  
  If the PCʼs dawdle or somehow manage to avoid waking up a Bug, after 2 
  hours this Bug comes out to wake up the others to feed on Earl and Yan.
    In combat the Bug will focus on one target until it is dead, then snatch 
  the body and run.  It will wait until fully healed and then attack again.  If 
  seriously challenged, it will go wake up other Bugs.
  Building B:
    This building is identical to the other rectangular structures.  The open-
  ing is in the west wall toward the southern corner.
    This building has the same lit panels and strange text, but is devoid of 
  other special features.  In the NW room is a Neumosec riﬂe (see Neumo-
  sec Artifacts).
  Building C (Data Storage):
    This structure is cylindrical with a rounded top.  The air around the 
  building is charged with energy making your hairs stand on end like a 
  powerful static charge.  There is a rough opening on the south side.
    This is building contains one of the computers that needs to be retrieved 
  to activate the portal in Building E.  It has no other artifacts.  Every square 
  inch of the interior surface of this building is covered with panels and 
  alien readouts.  This building with F and G are the power sources being 
  detected by the TMO probe.  The credit card sized computer is in the 
  exact center of the structure embedded in the central wall facing north. 
  There is an intricate pattern of crystalline circuits fanning out from the 
  computer, making it obvious, as it matches the pattern displayed in the 
  panel instructions.
    If the PCʼs remove this computer card, the building goes completely 
  dark.  For a description of the computerʼs abilities, see Neumosec Arti-
  facts.  These cards do not “power” the facility—they only make it func-
  tion.  Replacing the computer card restores power.  The cards are speciﬁc 
  to each building.  Putting the wrong card in the wrong building does noth-
  ing.  Heroes can attempt to access the computer systems of the Neumosec 
  from this location and from Building F & G.  Access requires a Computer 
  Use check (DC 20).  Once access is secured, the following additional in-
  formation can be gained.  As an additional challenge to higher level PCʼs 
  the computer terminal might be protected by electriﬁed panels that shock 
  the user on failed attempts.  Penalties on the Computer Use check can also 
  be imposed due to alien Technology.
  Comp Use 
  Check
  Information
  15
  Instructions for weapon and artifact activation
  20
  Pictures of the Bugs
  25
  Map showing all facilities with blinking Bug icons over 
  90% of the facility
    In addition, the card computer in this facility includes dataﬁles on PL 7 
  Cybernetic enhancements.
  Building D:
    This building is identical to the other rectangular structures.  The open-
  ing is in the west wall toward the southern corner.
    There is a sound ﬁle playing on loop in this building.  It is very low and 
  
  full of static.  A Smart hero with the Linguist talent can take a shot at in-
  terpretation.  The general meaning is “Get out/Evacuate! Prime Location 
  overrun.”  There is a Neumosec Gem in the NW corner of the building 
  (See “Whatʼs going on” above).
  Building E (Teleport Facility):
    This building is unique in the compound shaped like a cross.  The open-
  ing to this structure is on the western wall.  It is only about 10ʼ to 15ʼ tall.  
  This building appears to ﬂicker as if shorting out.
    This building houses the teleport pad connecting this outpost to the many 
  other locations the Neumosec dug out in the surrounding area. 
    If running this scenario under the “teleporter broken” option, then there 
  is only a Bug located in the shadows of this building.  The TMO crew 
  awakened it by entering the facility.  It will size up the party for a few 
  minutes and then attack.  Once this Bug is awakened, the Queen will 
  awaken.  In 5 minutes she will rouse all the Bugs in the complex.
    If running this scenario under the “teleport disabled” option, then the 
  in addition to the Bug, the computer panels in this building are ﬂashing 
  visual instructions over and over.  This displays a map with buildings C, F 
  and G ﬂashing, a picture of the wall where a card computer is stored, and 
  an image of combining the three cards in the center console of Building 
  E.  These instructions are automatically attempting to re-establish con-
  nection to the “Prime Location” of the Neumosec city.  Once the Queen 
  is awake, she will instruct the remaining Bugs to collect the cards and re-
  activate the portal.  This will take about 30 minutes.  If the PCʼs already 
  possess one of the computers, then the Bugs will converge on the card 
  holder in unison.
    For a real challenge, the teleport pad may already be active.  Once two of 
  the Bugs have been awakened, the Queen awakes and within 10 minutes 
  sheʼll begin sending more Bugs through.  In order to use the portal the 
  PCʼs only have to stand in the middle of the structure and touch one of the 
  pulsing computer cards.
  
    There are two gems in this building as described earlier (place them 
  randomly).  
  Building F & G:
    These buildings are identical to C.  There is Bug hiding in Building F. 
  The Building F computer contains instructional data ﬁles to build a Pro-
  jectile Deﬂector.
  Projectile Deﬂector
    A defensive item that is in many ways the predecessor to the personal 
  shield, the projectile deﬂector generates a ﬁeld of gravity-altering energy 
  around its user. Often worn as a belt or other piece of jewelry, the device 
  actually bends the path of incoming high-speed projectiles, making the 
  target harder to hit. The projectile deﬂector grants a +4 equipment bonus 
  to Defense against ranged attacks. Melee attacks are unaffected by this 
  device.
  Building H:
    This building is identical to D only there is no sound ﬁle playing.  It is 
  empty.
  Building I, J, K:
    Each of the building is 20ʼ by 20ʼ with a random opening.  Each has 
  a concealed ﬂoor panel.  Building K has a Bug under the ﬂoor.  It will 
  awaken and attack.  It is likely that the PCʼs will hit this building ﬁrst. 
  If they do, remember that once two bugs wake up, the Queen awakens 5 
  minutes later to rouse the rest.  There is another Gem in Building K
  Building L (Main Entrance):
    The entrance way is about 35ʼ across.  The amorphous crystals cover 
  both the outer and inner surfaces.  Half way through the structure crystals 
  grow out forming some type of portal.  It looks as if the crystal is slowly 
  growing closed, but there is still ample room to step over them and into 
  the complex.  There is a Neumosec diamond just inside the door DC 15 to 
  Spot (See “Whatʼs really going on”).
  Neumosec Artifacts (PL 7)
  Weapon
  Damage
  Crit
  Damage 
  Type
  Range 
  Rate Of 
  Fire
  Shots
  Size
  Wt
  Plasma Pistol
  2d20
  20
  Fire
  40 ft
  S
  50
  Med
  3lb
  Plasma Riﬂe
  3d10
  20
  Fire
  80 ft
  S,A
  50
  Lrg
  8lb
  Plasma Weapons
    Plasma occurs when gases become electrically charged after losing 
  electrons. Plasma weapons condense this electrically charged gas into a 
  destructive force that can eat through solid objects and cause severe dam-
  age. Like laser weapons, plasma weapons come in many varieties. Most 
  plasma weapons generate their destructive ammunition by superheating 
  gasses held inside specialized power packs and then compressing those 
  gasses into a focused plasma round.
    Plasma weapons do not use ammunition, but are instead powered by 
  power packs.
    Each weapon found will be fully charged, but will not recharge if re-
  moved from the complex.  Creating a power source for these weapons 
  requires a Craft: Electronic check DC 35 and a purchase DC 32 in materi-
  als and research.  It should take several weeks to accomplish this the ﬁrst 
  time.  After wards the craft check drops to DC 25 and the purchase DC to 
  20 and one day of work.
  Force Field, Personal (PL 8)
    The most reliable and powerful personal defense mechanism in the En-
  ergy Age, the personal force ﬁeld projects a defensive bubble around a 
  single Medium-size or smaller character or item. The personal force ﬁeld 
  provides the wearer with a DR of 5/—.  The device contains a power pack 
  
  that provides up to 2 hours of use.
  Computer, Card
    As has been the case since the invention of the computer, the miniatur-
  ization of technology is most often seen in the area of computer size. The 
  card computer functions as a standard computer but is no bigger than 
  most credit cards or hackcards. The card computer may be hooked into 
  any computer interface or display (including paint-on LCDs) and func-
  tions exactly like a personal computer.  Doing so requires a Craft (Elec-
  tronics) DC of 30 and purchase DC of 20 in research and materials.  Once 
  modiﬁed for human use the card computer can be used normally.  These 
  computers are superior quality granting +4 to Comp Use checks.
  The Bugs
  Bug (Alien, Hostile)
  Large Outsider
  Hit Dice: 5d8+20 (42 hp)
  Initiative: +7 (+3 Dex, +4 Improved Initiative)
  Speed: 60 ft., climb 60 ft., swim 40 ft.
  Defense: 21 (+3 Dex, -1 size, +9 natural)
  Attacks: Bite +8 melee, 2 claws +10 melee, tail+8 melee
  Damage: Bite 1d8+3, claw 1d6+6, tail slap 1d8+3 and stun
  Face/Reach: 5 ft by 5 ft or 10 ft (tail attack)
  Special Attacks: Acid blood, frightful presence, improved grab, pounce, 
  stun, trip
  Special Qualities: climb, energy resistance (cold 5, electricity 5), hive 
  mind, immune to energy (acid, gas), immune to vacuum, immune to 
  mind-altering effects, DR 5/ﬁre, fast healing 1, blindsight (30ʼ), scent 
  (30ʼ), tremorsense (60ʼ)
  Saves: Fort +8, Ref +7, Will +4
  Abilities: Str 23, Dex 16, Con 18, Int 8, Wis 10, Cha 5
  Skills: Balance +3, Climb +14*, Escape Artist +3, Hide +15*, Intimidate 
  +9*, Jump +8, Listen +0, Move Silently +15*, Search –1, Spot +2
  Feats: Improved Initiative, Multiattack
  Challenge Rating: 8
    Bugs donʼt talk.  They donʼt negotiate.  They donʼt care about your 
  mama.  They arenʼt intimidated by your silly guns.  You are just a piece of 
  tasty meat for the hive—that is, if youʼre lucky.  If youʼre unlucky, then 
  your nice warm chest cavity looks like a bug nursery.
    Bugs hide in the dark and attack suddenly and without mercy.  They 
  typically start with a tail slap followed by claws and bites.  Foes knocked 
  senseless will be dragged off where the Bug can ﬁnish them off.  Bugs 
  can drag off Grappled foes of medium size or smaller without movement 
  penalty up to their weight limitations.
    Bugs can drag helpless victims back to the Queen, who implants an egg 
  in the chest of the still-living victim.  The Queen will then secure the 
  victim in hard webbing for 24 hours after which the larva bursts forth 
  from the victim, killing him or her instantly.  With ample food sources a 
  larva Bug can grow to full size in 24 hours.  Fully grown bugs will hunt to 
  provide food for newborns.  Even without food sources a Bug can grow 
  to full size in 72 hours.  Bugs can eat virtually anything organic.  They 
  can also hibernate indeﬁnitely with only a small energy source such has 
  geothermal heat or an electrical source (power core or generator) nearby.
    In Bug Hunt, the Bugs will utilize underground tunnels which only they 
  will likely have access to.  They use the tunnels expertly to out-maneuver 
  the PCs once the Queen is awake.
    Acidic Blood (Ex): The Bug has acidic blood. Each time it takes damage, 
  it deals acid damage to all adjacent creatures and objects as it splatters its 
  blood on them. The amount of damage equals 1d6 per 3 Hit Dice of the 
  creature (2d6 for Bug), to a maximum of 5d6 points. A successful Reﬂex 
  save (DC 15) halves the damage.
    Frightful Presence (Ex):  As the feat of the same name except using the 
  
  following save DC.  Will save DC = 10 + Bugʼs HD + 1 per other Bugs 
  visible (max 5).
    Improved Grab (Ex):  When making a successful melee attack, a Bug 
  can initiate a Grapple attack as a free action without incurring an Attack 
  of Opportunity.
    Pounce (Ex):  A Bug may make a full attack as part of a charge attack.
    Stun (Ex): A successful tail slap will stun a target that fails a DC 14 For-
  titude save for 1d4 rounds.  A tail slap has 10ʼ reach.
    Trip (Ex):  A Bug making a successful tail attack can initiate a trip as a 
  free action without incurring an Attack of Opportunity.
    Climb (Ex):  Bugs can always “take 10” when making climb checks.
    Hive Mind (Su):  As long as the Queen is alive, all Bugs share a hive 
  mind.  What one Bug sees, all Bugs see.
    Fast Healing 1 (Ex):  A Bug heals from damage very quickly; recovering 
  1 HP a round.  Bugs can not heal from below -10 HP.
    Blindsight (Ex):  Bugs can sense objects within 30ʼ regardless of vis-
  ibility conditions.  They do not need to make Spot checks to pinpoint 
  concealed or invisible objects.
    Scent (Ex):  Bugs can identify individuals by smell as well as human can 
  by sight.  This ability functions out to 30ʼ.  Range doubled if the target 
  is upwind and halved if the target is downwind.  A Bug can only use this 
  ability to pinpoint a target if it is within 5ʼ.
    Tremorsense (Ex):  Bugs are sensitive to surface vibrations and can sense 
  any creature in contact with the ground out to a 60ʼ radius.
  Queen Bug (Alien, Hostile)
  Huge Outsider
  Hit Dice: 15d8+45 (105 hp)
  Initiative: +9 (+5 Dex, +4 Improved Initiative)
  Speed: 60 ft., climb 60 ft., swim 40 ft.
  Defense: 27 (+5 Dex, -2 size, +14 natural)
  Attacks: Bite +11 melee, 2 claws +13 melee, tail+8 melee
  Damage: Bite 2d8+5, claw 1d10+6, tail slap 3d8+5 and stun
  Face/Reach: 15 ft by 15 ft or 10ʼ Reach claws, 15ʼ Reach tail attack
  Special Attacks: Acid blood, frightful presence, improved grab, pounce, 
  stun, trip
  Special Qualities: climb, energy resistance (cold 20, electricity 20), hive 
  mind, immune to energy (acid, gas), immune to vacuum, immune to mind-
  altering effects, DR 20/ﬁre, fast healing 5, blindsight (60ʼ), scent (30ʼ), 
  telepathy, tremorsense (90ʼ)
  Saves: Fort +12, Ref +10, Will +10
  Abilities: Str 23, Dex 20, Con 18, Int 18, Wis 10, Cha 5
  Skills: Balance +5, Climb +14*, Escape Artist +5, Hide +15*, Intimidate 
  +15*, Jump +12, Listen +0, Move Silently +15*, Search –1, Spot +8
  Feats: Improved Initiative, Multiattack
  Challenge Rating: 12
    The Queen creates and controls the hive.  The Queen implants hosts with 
  eggs and manages her children.  Her driving instincts are to expand and 
  devour.   All Bugs follow her mental command.  She can control her Bugs 
  directly for up to 100 miles.  She can give instructions to a Bug beyond 
  this range once a day at any distance.  This requires her concentration 
  and 10 minutes per Bug she wishes to instruct.  She is highly intelligent 
  and can telepathically communicate with any creature that has a language 
  within 120ʼ.
    The Queen will be protected by 5 Bugs at all times.  Often these 5 will be 
  more powerful than the standard Bug.  Queens can vary in size and abili-
  ties.  Queens take 72 hours to “hatch” from a host and at least a week to 
  fully mature.  “Sisters” ally with the mother to form a Brood.  Broods can 
  cooperate only through the coordination of the Queens, as an individual 
  Queen can only control those Bugs she has spawned herself.
    Acidic Blood (Ex): The Queen has acidic blood. Each time it takes dam-
  age, it deals acid damage to all adjacent creatures and objects as it splat-
  ters its blood on them. The amount of damage equals 1d6 per 3 Hit Dice 
  
  of the creature (5d6 for Queen), to a maximum of 5d6 points. A successful 
  Reﬂex save (DC 15) halves the damage.
    Frightful Presence (Ex):  As the feat of the same name except using the 
  following save DC.  Will save DC = 10 + _ Bugʼs HD + 1 per Bug visible 
  (max 10).
    Improved Grab (Ex):  When making a successful melee attack, a Bug 
  can initiate a Grapple attack as a free action without incurring an Attack 
  of Opportunity.
    Pounce (Ex):  A Bug may make a full attack as part of a charge attack.
    Stun (Ex):  A successful tail slap will stun a target that fails a DC 18 For-
  titude save for 2d4 rounds.  A tail slap has 15ʼ reach.
    Trip (Ex):  A Bug making a successful tail attack can initiate a trip as a 
  free action without incurring an Attack of Opportunity.
    Climb (Ex):  Bugs can always “take 10” when making climb checks.
    Hive Mind (Su):  As long as the Queen is alive, all Bugs share a hive 
  mind.  What one Bug sees, all Bugs see.
    Fast Healing 5 (Ex):  A Bug heals from damage very quickly; recovering 
  5 HP a round.  Bugs can not heal from below -10 HP.
    Blindsight (Ex):  Queen Bugs can sense objects within 60ʼ regardless of 
  visibility conditions.  They do not need to make Spot checks to pinpoint 
  concealed or invisible objects.
    Scent (Ex):  Bugs can identify individuals by smell as well as human can 
  by sight.  This ability functions out to 30ʼ.  Range doubled if the target 
  is upwind and halved if the target is downwind.  A Bug can only use this 
  ability to pinpoint a target if it is within 5ʼ.
    Telepathy (Su): The Queen can communicate mentally with any creature 
  in a 120ʼ radius.
    Tremorsense (Ex):  Queen Bugs are sensitive to surface vibrations and 
  can sense any creature in contact with the ground out to a 90ʼ radius.
  Ismael Navarro, Smart Hero 2/Dedicated Hero 2 CR 4; Medium-
  sized Humanoid; HD 2d6+4 plus 2d6+4; HP 22; Mas 15; Init +2; 
  Spd 30 ft; Defense 16, touch 15, ﬂatfooted 14 (+2 Dex, +3 class); 
  BAB +2; Grap +5; Atk +5 melee (1d6+3, punch), or +4 ranged (3d8, 
  DE .50AE w/ Double Tap & Point Blank) or +6 ranged (2d8+1, DE 
  .50 w/ Point Blank); FS 5 ft by 5 ft; Reach 5 ft; SV Fort +4, Ref +2, 
  Will +6; AP 2; Rep +2; Str 16, Dex 14, Con 15, Int 18, Wis 14, Cha 
  11.
     Occupation: Adventurer (Demolitions, Survival)
     Skills: Computer Use +9, Craft (chemical) +9, Craft (electronic) 
  +9, Demolitions +9, Disable Device +9, Investigate +11, Knowledge 
  (Physical Sciences) +15, Knowledge (Tactics) +6, Listen +9, Navi-
  gate +9, Profession +7, Repair +9, Research +9, Search +9, Spot +9, 
  Survival +7
     Feats: Brawl, Double Tap, Educated (Knowledge [Physical Sci-
  ences], Knowledge [Tactics]), Personal Firearms Proﬁciency, Point 
  Blank Shot, Weapon Focus (.50AE Desert Eagle)
     Talents (Smart Hero): Savant (Knowledge [Physical Sciences])
     Talents (Dedicated Hero): Empathy
     Possessions: Wealth +6, Desert Eagle .50 AE autoloader, Leather 
  Jacket, Backpack, Field Gear.
  
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Au-
  thors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, 
  Christopher Perkins, Rodney Thompson, and JD Wiker,  based on material by Jonathan Tweet, 
  Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy 
  Collins, and JD Wiker.
  Bug Hunt #1047, Copyright 2004, Curtis Owings
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/Gallantry Productions/BugHunt_1047.pdf