TEXT: Journal of American Paranormal Research, Volume 1  No. 4 
  Summer 2004
  12 to Midnight 
  Page 1
  Volume 1  No. 4   East Texas University, Golan County, Texas           Summer 2004
  Part 1 of 2: Fantasy Roleplaying in Ancient Mesopotamia
  Setting Notes
  The Cradle campaign setting is a 
  supplement designed to bring the 
  world of Innana’s Kiss to life. Part 
  1, below, provides the tools to create 
  a richly detailed fantasy game set in 
  ancient Mesopotamia. This article 
  ends with some NPCs, monsters, and 
  artifacts. It also includes several GM 
  adventure ideas for both ancient and 
  modern gaming. 
  In the following issue, Part 2 pro-
  vides an alternate history involving 
  aliens and demonic forces, as well as 
  some of the recent history and places 
  of this ancient land. It ends with some 
  NPCs, monsters, and artifacts gener-
  ated for the modern d20 System. It 
  also includes several adventure ideas.
  While based on actual history, the 
  author has taken certain liberties with 
  the facts to create a role-playing set-
  ting both in the ancient and modern 
  lands of Mesopotamia.  Don’t use this 
  in a report for school!
  The Cradle
  Mankind created the first cities 
  10,000 years ago. This leap of civiliza-
  tion developed due to an agricultural 
  revolution that advanced man from 
  gathering food,, to producing it. The 
  earliest settlements known were Jarmo 
  in modern Iran, and Jericho in mod-
  ern Iraq. Humanity developed new 
  technologies such as the plow, sickle, 
  hoe, and the wheel. Cities provided a 
  central location with food and protec-
  tion for the people. These ﬂedgling 
  cities often fought for survival, as 
  barbarian raiders and newly develop-
  ing tribes savagely invaded the lands 
  and sought to steal and to destroy the 
  urban way of life.
  Sumer: A Bronze Age Civilization
  Sumer was one of many city-states 
  that dotted the valley between the 
  Tigris and Euphrates rivers in modern 
  day Iraq from approximately 3500 
  B.C. to 2000 B.C. The fertile plains 
  that made up Mesopotamia (the Land 
  Between Two Rivers) ﬁrst began to 
  be settled over 7,000 years ago and 
  Midnight Deadlines
  12 to Midnight News
  by Ed Wetterman
  Hey y’all,  
  We are constantly changing 
  the scope of the Journal and 
  look forward to seeing it grow 
  into a great horror and gaming 
  resource. In this issue we are 
  introducing the “Cradle Cam-
  paign,” which is our version of 
  the history of the lands of Meso-
  potamia from its earliest days to 
  modern times. Unfortunately, 
  the campaign backgrounds, 
  NPCs, plot ideas, and cultures 
  are so immense that it must be 
  broken up into several articles 
  that we will include in future 
  issues of the Journal. 
  We hope that GMs of fan-
  tasy and modern games will 
  use these articles in some form 
  and ﬁnd enjoyment in them. 
  We are also introducing the 
  Paranormal Lexicon, which will 
  be a running article describing 
  the Paranormal, chock full of 
  ideas and backgrounds for GMs 
  looking for a new hook or angle 
  to their horror game.Every issue 
  of the Journal, should include at 
  least one new creature feature, a 
  Pinebox locale, and GM ideas 
  and threads. Of course, you may 
  also ﬁnd free maps, adventures, 
  Continued on page 2
  Continued on page 2
  Journal of
  American Paranormal Research
  Contact the Editor: 
  Visit our Website:
  jackson@12toMidnight.com 
  www.12toMidnight.com
  The Cradle
  By Ed Wetterman
  Table of Contents
  The Cradle,  part 1 
  1-8  
  • Sumerian Gods & Goddesses 
  3
  • Plot Threads 
  4
  • Enkidu Beast Men 
  6
  • Gilgamesh 
    6-7
  • Huwawa 
  7-8
  • Bull of Heaven 
  8
  Midnight Deadlines 
  1-2
  Pinebox Campaign Setting 
  9
  Pinebox Places 
  10
  Pinebox Plot Threads 
  10
  Crenshaw’s Devil 
  10
  Paranormal Lexicon 
  11-12
  
  Journal of American Paranormal Research, Volume 1  No. 4 
  Summer 2004
  12 to Midnight 
  Page 2
  The Cradle
  Continued  from page 1
  quick scares, and even book or 
  movie reviews. 
  Also, don’t forget to click the 
  “accept general mail” button at 
  RPGNow.com.  This enables us 
  to send you valuable coupons 
  and can save you money when 
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  Finally, we would like to ac-
  cept gamer submissions for 
  the Journal, so if you have an 
  idea for an article, creature, or 
  even a quick scare, email me at 
  Jackson@12tomidnight.com
  So, enjoy this issue and look 
  for the next soon.
  Midnight Deadlines
  would prove to be the earliest recorded 
  civilization in human history.     
  The Sumerians established city-states 
  and advanced human technology in 
  irrigation and construction. In ad-
  dition, they invented the wheel, the 
  sail, the plow, the ﬁrst school system, 
  Cuneiform (wedge-shaped writing), 
  city walls, a number system in base 
  60-from which stem the modern units 
  for measuring time- the 360 degree 
  circle, and architectural advances 
  such as the arch, columns, ramps and 
  pyramid-shaped ziggurats. By 2500 
  B.C., the Sumerians had developed 
  bronze; skilled metalworkers turned 
  out thousands of spearheads and 
  swords, and had created the ﬁrst suits 
  of armor.
  One of the earliest works of literature 
  is the epic poem of Gilgamesh and 
  his unsuccessful journey in search of 
  immortality. The poem describes some 
  of the various Mesopotamian myths 
  and legends, religion and deities. The 
  Sumerian religion was polytheistic 
  and incorporated over 3,000 gods 
  and goddesses. 
  The Sumerian gods were very human 
  in their behavior, falling in love, giving 
  birth to children, ﬁghting, arguing, 
  and murdering each other. Despite 
  their human foibles, the gods were 
  considered immortal and all-power-
  ful. Humans were nothing more than 
  servants of the gods and lived at their 
  whim. To keep the gods happy, the 
  people built huge, pyramid-shaped 
  temples (ziggurats) in each city-state. 
  Here they would oﬀer various sacri-
  ﬁces to appease these ﬁckle beings.  
  Sumerian’s strove to always appease 
  the gods, as the displeasure of these 
  deities would lead to ﬁre, drought, 
  ﬂoods, disease, or war. Priest-Kings 
  became the earliest rulers of these 
  cities living high in the ziggurats, just 
  below the top level, in which the gods 
  were believed to live. These Priest-
  Kings served as the intermediaries 
  between the deities and the people of 
  each city-state.
  The people believed that the souls 
  of the dead went to the “land of no 
  return,” or “Sheol” - a dark gloomy 
  place between the ancient sea and the 
  Earth’s crust. They believed that the 
  souls of those departed were doomed 
  and that, “dust is their fare and clay 
  their food.” In Sheol, the souls of 
  the deceased would linger only for a 
  generation before vanishing forever. 
  Bodies were simply buried beneath 
  the ﬂoors of their homes with little 
  ceremony and no coﬃn. 
  The city-states of Ur,  Babylon, Ak-
  kad, Umma, Lagash, Urek, and Sumer 
  often fought amongst themselves, in 
  brutal wars of conquest and control 
  of the fertile plains and water rights. 
  Eventually the Priest-Kings lost their 
  political power over the people of 
  Sumer and were replaced by military 
  generals, who established the first 
  dynasties. The Kings and Priests oc-
  cupied the highest levels of society, 
  followed by the merchants, and the 
  farmers. At the bottom were the slaves, 
  some of whom were taken in battle 
  from other city-states. 
  Children were sold into slavery by 
  their parents to pay oﬀ debts to rich 
  merchants, priests, or the government. 
  However, it is worth mentioning 
  that Sumerian slaves could earn their 
  freedom from working obediently and 
  loyally for their owners.
  Wealthy young men attended the 
  ﬁrst schools, where they learned how 
  A relief of the goddess Innana.
  Continued  on page 3
  Continued  from page 1
  Journal of American Paranormal Research
  Vol. 1, No. 4, Summer 2004
  Published quarterly by 12 to Midnight, Inc.
  Contributors: Ed Wetterman and Craig Largent (authors); 
  Edited by: Jerry Blakemore, Preston DuBose, and Trey Gordon;
  Layout by: Ed Wetterman and Preston DuBose
  www.12tomidnight.com
  
  Journal of American Paranormal Research, Volume 1  No. 4 
  Summer 2004
  12 to Midnight 
  Page 3
  to become scribes, and upon complet-
  ing their education were guaranteed to 
  become the top members of society. 
  Women could pursue various occu-
  pations in the culture from merchants 
  to artisans. They could own property, 
  and even served in the lower ranks of 
  the priesthood. 
  Eventually, the working of bronze 
  was discovered in Akkad, and Sargon 
  I, became the ﬁrst conqueror in world 
  history. His armies, clad in bronze 
  armor and carrying shields, swords, 
  and spears, covered Mesopotamia 
  and united the various city-states. His 
  empire only lasted a few decades, as 
  the other city-states soon learned the 
  secret of making bronze weapons and 
  armor. Civil war erupted throughout 
  the empire upon his death.
  A second empire arose about 2,000 
  B.C.-the Babylonians. Their great-
  est king was Hammurabi, who was 
  known for writing a code of laws that 
  would unify all the city-states under 
  the same government and laws. By 
  1500 B.C., the Babylonians were 
  conquered by numerous nomadic 
  invaders. This ancient land suﬀered 
  many wars and was conquered time 
  and again as many new civilizations 
  rose and fell in the Land Between 
  Two Rivers. 
  The Assyrians, Chaldeans, Phoeni-
  cians, Hebrews, Persians, Greeks, 
  Romans, Ottoman Turks, British, 
  and Americans all came to this an-
  cient land and fought wars of con-
  quest. The land of Mesopotamia, the 
  cradle of civilization, is truly a land of 
  bloodshed and tears, ripe with stories 
  of adventure that can provide many 
  tales for Game Masters of ancient and 
  modern games.
  Sumerian Life
  Sumerian society was divided into var-
  ious levels, with the kings and priests 
  being the most powerful citizens of 
  the city-states. These were followed by 
  the nobles, lower priests, merchants, 
  scholars, farmers and slaves.
   Farmers planted in the fertile val-
  ley following the sometimes violent 
  and very unpredictable ﬂooding of 
  the Tigris and Euphrates Rivers. The 
  most common trade good in a Sume-
  rian city-state was food with farmers 
  planting dates, grains, vegetables, 
  and raising domestic animals, mainly 
  oxen and goats. Each city-state had its 
  own laws and customs and some were 
  much harsher than others. Law would 
  ﬁnally become uniﬁed under Ham-
  murabi, when Babylon conquered all 
  of Mesopotamia.  
  Women had some basic rights in 
  the earliest civilizations. They had 
  property rights and could become 
  merchants, traders, or scribes (by the 
  time of the Babylonian empire). Most 
  of the men served in the city-state’s 
  army, but the ﬁrst professional regular 
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  The Cradle
  Continued  from page 2
   
  Sumerian  
  Gods &  Godesses
  Tiamat- Primordial chaos, bearer 
  of the skies and the earth She takes 
  the form of a dragon.
  An (Anu)- The sky god, father and 
  king of the gods.
  Enlil- The god of storms.
  Enki (Ea)- The all-knowing god 
  of the waters. 
  Sin- The moon god, son of Enlil.
  Nusku-The god of ﬁre and Enlil’s 
  vizier.
  Marduk- Son of Ea. Supplants 
  the earlier gods and became the 
  ruler of all.
  Ashur-God of the Assyrians, and 
  greatest of the war gods.
  Annunnaki-The gods of the earth, 
  angels, and demons.
  Ereshkigal- The goddess of Sheol, 
  the underworld. 
  Namtar- Ereshkigal’s messenger 
  and vizier of the underworld. Also 
  known as the herald of death, com-
  mands over sixty diseases.
  Nergal- Husband of Ereshkigal.
  Lamashu- Female demon known 
  as “She Who Erases.”
  Nedu-The guardian of the ﬁrst gate 
  of Sheol.
  Dagan-Male god of fertility and 
  servant of the underworld.
  Sebitti- The seven warrior gods 
  led by Erra, also known as the 
  Pleiades. Children of An and the 
  Earth Mother.
  Nanna- God of the Moon. Son 
  of Enlil.
  Nammu- God of the primordial 
  waters.
  Ki- Original goddess of the 
  Earth.
  Utu- A later sun-god.
  
  Journal of American Paranormal Research, Volume 1  No. 4 
  Summer 2004
  12 to Midnight 
  Page 4
  army did not develop until the rise of 
  the Assyrians.
  Cities were made of mud brick and 
  typically were surrounded by large 
  walls. The buildings were ﬂat roofed 
  and during the long, hot summers 
  eople would assemble on the roofs un-
  der awnings to enjoy the slight breeze 
  and to remain cool, as the bricked 
  homes were too hot inside during the 
  summer daytime. 
  Each city contained a ziggurat 
  dedicated to various gods, with the 
  primary deity of a city living in the 
  top most room, accessible only by the 
  High Priest.
  The Sumerian Pantheon
  The Sumerians believed in over 3,000 
  gods and goddesses and every deity 
  was believed to be a celestial, all-pow-
  erful, and immortal being.  The gods 
  suﬀered, as did the later Greek and 
  Roman gods, from the same vices 
  and corruption that always plagued 
  mankind.  
    The ancient Sumerians believed that 
  the goddess of the primordial waters 
  was Nammu, who gave birth to Ki-
  goddess of the earth, and An- the deity 
  of the sky.  An and Ki 
  became lovers and gave 
  birth to Enlil, the god 
  of the atmosphere- who 
  divides the sky from the 
  earth.  
    The greatest of the 
  most ancient gods were 
  the Sumerian Triad. 
  The Triad consisted 
  of An, Elil, and Enki. 
  Enki served as the god 
  of the earth.
     Another important 
  triad of the Sumerian 
  gods were the planetary 
  gods, Nanna (Sin in 
  Akkadian)- god of the 
  moon, Utu, the sun-
  god, and Innana (Ishtar 
  in Akkadian)-the god-
  dess of love, fertility, 
  and war. 
  The Goddess Innana
  Innana became the most inﬂuential 
  of the Sumerian deities after she re-
  placed her mother as An’s spouse and 
  becoming the true earth goddess, but 
  she wanted control of the underworld 
  as well. The story of Innana’s descent 
  into Sheol is one of the oldest myths of 
  the ancient world. Innana was viewed 
  as the goddess of the living, and had 
  fallen in love with a beautiful shepherd 
  boy named Dumuzi.
  She set him upon the throne of Urek 
  and together they ruled the land of the 
  living. Innana wanted immortality 
  and decided to overcome her sister, 
  Ereshkigal- the goddess of Sheol and 
  death. When Innana entered the 
  Palace of the Dead, the gatekeepers 
  stripped her of her powers and her 
  sister ﬁxed the “look of death” upon 
  her, killing Innana. Enlil had pity 
  on Innana and sent two messengers 
  to Ereshkigal to ask that Innana be 
  revived and returned to the land of 
  the living. Before she could return, 
  the Annunakis- the judges of Sheol- 
  demanded that she provide a replace-
  ment for her spirit. She agreed.
    Upon returning to the lands of the 
  living, she was angered to ﬁnd that 
  Dumuzi was happy to be the sole ruler 
  of the lands and apparently had not 
  mourned her death. She cursed him 
  by “ﬁxing the eye of death” upon him, 
  uttering the “word of despair,” and 
  Plot Ideas and  Threads
  Attack of the Bull of Heaven. Characters are in a city that is set to be 
  destroyed by the Bull of Heaven.
  Huwawa’s Brother. Yes, Huwawa had a brother, and he’s pissed. He’s 
  looking for Gilgamesh and revenge, but any hero will do.
  Sword of Gilgamesh. Undertake a quest to locate the legendary sword. 
  Some say it now rests upon the wandering island in the Persian Gulf.
  Tribe of Enkidu. Characters discover the a long-lost tribe of strange be-
  ings who do not want to be discovered! Are they another race of man, or 
  something more? Some say they were creatures created by the Goddess 
  Innana to serve her in all things. 
  Water is the most precious resource in Mesopotamia. Now two city-states 
  are ﬁghting over control of a dam and access to the water supply of the 
  Tigris River. The heroes serve one of the city-state’s Priest-Kings.
  The Cradle
  Continued  from page 3
  
  Journal of American Paranormal Research, Volume 1  No. 4 
  Summer 2004
  12 to Midnight 
  Page 5
  pronouncing the “cry of damnation” 
  upon him. He called upon his brother 
  in law, Utu, to turn him into a snake 
  so he could escape to the home of his 
  sister, Geshtinanna. Demons from 
  Sheol captured Dumuzi and dragged 
  him back to Sheol and tortured him.
  Ereshkigal took pity on Dumuzi and 
  halved his sentence in the underworld, 
  by allowing Geshtinanna to serve the 
  second half of his sentence of death. 
  Later, the Akkadians and the Babylo-
  nians would add to the myth. They 
  changed Dumuzi’s name from  to 
  Tammuz and stated that he was not 
  only Innana’s lover, but also her son. 
  Their mythos resurrected him after 
  death and he became an important 
  deity symbolizing the cycle of life in 
  nature. The story also changed, stating 
  that Innana entered the underworld to 
  rescue Tammuz who had died, but she 
  failed to overcome death.
  Innana is also known as the goddess 
  of a thousand names, as her aspect 
  has been copied by many civilizations 
  throughout history. She has been 
  called Ishtar, Nana, Nina, Anunit, 
  Astarte, Ashtar, Athena, Aphrodite 
  and Venus. Innana has been recog-
  nized as the goddess of battle and the 
  queen of heaven. Her pet owls often 
  accompany her.
  She decided that she wanted to make 
  her city of Urek, the greatest city 
  on the earth. She accomplished this 
  by getting the god Enki drunk and 
  stealing the arts of civilization from 
  him. Enki was angered and sent many 
  evil monsters and creatures after her, 
  but  she destroyed them and became 
  the most powerful goddess in all of 
  human history, inﬂuencing each of 
  the great rulers of Sumeria, including 
  Sargon I. 
  Her most famous dealings came 
  with the hero Gilgamesh. Gilgamesh 
  and his friend, Enkidu, had traveled 
  to the forests of the cedars and killed 
  the monster, Huwawa. On their trek 
  home to the city of Urek, Innana saw 
  the beauty of Gilgamesh and asked 
  for him to marry her. He remembered 
  what she had done to her previous 
  husbands, especially Dumuzi, and he 
  replied, “Your lovers have found you 
  like a brazier who smolders in the 
  cold.” He continues, “Which of your 
  lovers did you ever love forever…And 
  if you and I should be lovers, should 
  not I be served in the same fashion as 
  all these others whom you have once 
  loved?”
  Innana became angry and asked her 
  father, An, to kill Gilgamesh        and 
  to destroy the city of Urek. She threat-
  ened to return the dead to life if An 
  ignored her. The dead would have out-
  numbered the living and eaten all of 
  mankind. An agreed to help her, and 
  created the Bull of Heaven. The beast 
  was sent to destroy the city of Urek. 
  It killed men by the hundreds, but 
  Enkidu ﬁnally caught its tail and the 
  great beast was slain by Gilgamesh’s 
  sword. 
  Ishtar sent her followers and de-
  mons to attack the city walls and 
  pronounced curses upon Gilgamesh. 
  Enkidu tore a thigh from the great 
  Bull of Heaven and threw it to land 
  at the goddess’ feet while he hurled 
  insults at her from the protection of 
  the city walls. That night, Enkidu 
  dreamed of his own death. The next 
  day he grew ill and died,cursed by the 
  angered goddess. His death prompted 
  Gilgamesh to undertake his failed 
  quest for immortality.  
  Enkidu 
  Enkidu was created by the goddess Ar-
  uru as a great warrior and hunter. Fine 
  hair covered his body, and his mane 
  was long and luxurious. His head was 
  large, with two great horns, similar to 
  a bull’s, and his legs were stout and 
  powerful with cloven hooves instead 
  of feet. Enkidu lived among the 
  animals as an animal, running with 
  the gazelles, and living high in the 
  mountains. A hunter spied him, and 
  was so terriﬁed of the wild man, that 
  he went to the great King Gilgamesh 
  and asked for help in overcoming the 
  beast-man. Gilgamesh sent a harlot 
  named Shalot, who found Enkidu 
  next to a lake and seduced him. After 
  a week of lovemaking, Enkidu found 
  that he could no longer be with the 
  animals as they now ﬂed from him. 
  He and Gilgamesh fought, but after 
  a while they became great friends. It 
  was Enkidu who grabbed the Bull 
  of Heaven by the tail and held it, so 
  Gilgamesh could ﬁnally kill the beast. 
  He was cursed by Innana for this 
  act. He died the next day. His death 
  was greatly mourned by Gilgamesh, 
  and caused the hero to quest for im-
  mortality.
  There are other beast-men in the 
  mountains, commonly referred to as 
  the Enkido by most of humanity.
  Enkidu:
  Male Enkidu Monstrous Humanoid 
  4/Rgr2; Medium Monstrous Hu-
  manoid ; HD 4d8+12 (Monstrous 
  Humanoid) , 2d10+6 (Ranger) ; hp 
  67; Init + 8; Spd 40; AC 15; Atk 
  + 11 base melee, + 10 base ranged; 
  +11 ( 2d6+7, Horns ); +11 ( 1d6+7, 
  Hoof kick); +12 ( 1d8+7, Longspear, 
  Masterwork ); SA: Animal Frenzy (Ex) 
  Bore Charge (Ex); AL NG; SV Fort + 
  11, Ref + 10, Will -1; STR 20, DEX 
  19, CON 17, INT 6, WIS 6, CHA 6. 
  Possessions:
  Weapons: Longspear, Masterwork. 
  Skills: Animal Empathy + 2, Climb + 
  8, Hide + 8, Jump + 7, Move Silently 
  + 8, Swim + 6. 
  Feats: Improved Initiative, Improved 
  Unarmed Strike, Power Attack, Run, 
  Toughness, Track.Enkidu Beast Men 
  are strong bull-like, humanoid cre-
  ations of the Earth Goddess, Aruru. 
  They typically live in the Zagros 
  Mountains among the animals. They 
  have the gift of speaking with any 
  animal, but may lose this gift if they 
  The Cradle
  Continued  from page 4
  
  Journal of American Paranormal Research, Volume 1  No. 4 
  Summer 2004
  12 to Midnight 
  Page 6
  choose to live among men, or take on 
  the trappings of men (such as using 
  spears, wearing armor, or living in a 
  civilized community for any length 
  of time). Enkidu are very territorial 
  and often attack other humanoids 
  that enter their home range. They 
  speak their own language and that of 
  the animals, though they may learn 
  Common.
  Enkidu stand 6 ½ feet tall and typi-
  cally weigh over 300 pounds. 
  Combat
  Enkidu prefer to engage in melee 
  combat, where their great strength 
  and horns can crush an opponent. 
  They often use stealth to track and 
  hunt their prey, preferring to surprise 
  their enemy with a Bore Charge.
  Animal Frenzy (Ex): An enkidu 
  may  give in to its animalistic rage 
  once per day during combat. This 
  temporarily increases the Strength of 
  the creature by +4, allows it to take 
  an extra attack every round, and low-
  ers the creatures AC by 2. The frenzy 
  lasts for six combat rounds, and has 
  the additional eﬀect of allowing the 
  creature to ﬁght past zero hit-points 
  until negative 10 is reached and the 
  creature dies. 
  Bore Charge (Ex): An enkidu typi-
  cally initiates an attack with a Bore 
  Charge. In addition to the normal 
  beneﬁts and hazards of a charge, the 
  Enkidu also receives an extra 2d6 
  damage due to its sharp horns and 
  powerful cloven legs.
  Gilgamesh
  Gilgamesh is the greatest hero of 
  Mesopotamian lore. He was a mighty 
  hunter and king of the great city of 
  Urek. He befriended Enkidu, and 
  together they traveled to far-away 
  Phoenicia and the Forest of the Ce-
  dars. There they fought and defeated 
  the construct known as Huwawa. On 
  their trek home, the Goddess Innana 
  fell in love with Gilgamesh and asked 
  him to marry her. He refused. The 
  Goddess was so angry that she asked 
  her father to kill Gilgamesh and to 
  destroy his city of Urek. Her father 
  created the Bull of Heaven and sent 
  it to destroy the city. The Bull killed 
  hundreds of men, before Enkidu 
  caught it by the tail and Gilgamesh 
  killed it with his Sun Sword. Enkidu 
  cursed Innana,  and in his animal 
  frenzy, ripped the Bull’s thigh from 
  its body and threw it at the goddesses 
  feet. Innana cursed him and he died 
  the next day. 
  Enkidu’s death was greatly mourned 
  by Gilgamesh, and he undertook a 
  futile quest for immortality.
  Gilgamesh: 
  Male Human Rgr4/Drd2; Medium 
  Humanoid ; HD 4d10+12 (Ranger) , 
  2d8+6 (Druid) ; hp 51; Init + 7; Spd 
  30; AC 13; Atk + 9 base melee, + 8 
  base ranged; +11 ( 1d8+6, Sun Sword 
  ); +9 ( 1d6, Shortbow, Masterwork ); 
  AL N; SV Fort + 10, Ref + 4, Will + 
  7; STR 18, DEX 17, CON 17, INT 
  16, WIS 17, CHA 17.
  Enkidu Beast Men
  Medium Monstrous Humanoid
  Hit Dice: 4d8+16 (37)
  Initiative: +8
  Speed: 40 ft.
  Armor Class: 15 (+4 Dex, +1 Natural), Touch 11, Flat-Footed 11
  Base Attack/Grapple: +5/+9
  Attack: Horns +9 (2d6+7), or Hoof Kick +9 (1d6+7), or by weapon 
  type
  Full Attack: Horns +9 (2d6+7) or Hoof Kick +9 (1d6+7)
  Space/Reach: 5 ft. x 5 ft.
  Special Attacks: Animal Frenzy (Ex), Bore Charge (Ex)
  Special Qualities: Speak with Animals
  Saves: Fort +9, Ref +10, Will –1
  Abilities: Str 20, Dex 18, Con 19, Int 6, Wis 6, Cha 6
  Skills: Animal Empathy +2, Climb +8, Handle Animal +1, Hide +7, 
                Jump +7,  Move  Silently +7
  Feats: Improved Initiative, Power Attack, Run, Toughness, Track
  Environment: Mountains
  Organization: Solitary, pair, or family group (3 or 4).
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Generally Neutral
  Advancement: By character class
  Level Adjustment: +2
  This creature is a bit taller than the average human, with very dense and 
  powerful muscles. Its body is covered with ﬁne hair, similar to that of a short-
  haired dog or cat, and is capped with a mane of ﬂowing long locks. The head 
  is larger than that of a human, but has deﬁnite human-like features, despite 
  the foot-long, bull-like horns that protrude from the top of the skull. Its legs are 
  built like a bulls hind quarters with cloven hooves instead of feet. The dark eyes 
  portray anger and animalistic rage, but belie a basic intelligence.
  The Cradle
  Continued  from page 5
  
  Journal of American Paranormal Research, Volume 1  No. 4 
  Summer 2004
  12 to Midnight 
  Page 7
  Possessions: Weapons: Ar-
  rows (50); Longsword of Gil-
  gamesh; Shortbow, Masterwork. 
  Armor: Leather, Masterwork. 
  Shields: Shield, small, wooden, Mas-
  terwork.
  Skills: Animal Empathy + 10, Climb 
  + 6, Concentration + 7, Diplomacy + 
  8, Handle Animal + 6, Heal + 7, Hide 
  + 12, Intuit Direction + 6, Jump + 7, 
  Knowledge (nature) + 9, Listen + 7, 
  Move Silently + 12, Search + 6, Sense 
  Motive + 4, Spellcraft + 7, Spot + 6, 
  Swim + 5. 
  Feats: Ambidexterity, Combat 
  Casting, Improved Initiative, Power 
  Attack, Track.
  Spells Known (Rgr —/1): 1st 
  - Alarm, Animal Friendship, Delay 
  Poison, Detect Animals or Plants, De-
  tect Snares and Pits, Entangle, Magic 
  Fang, Pass without Trace, Read Magic, 
  Resist Elements, Speak with Animals, 
  Summon Nature’s Ally I.
  Spells Known (Drd 4/3): 0 - Cre-
  ate Water, Cure Minor Wounds, 
  Detect Magic, Detect Poison, Flare, 
  Guidance, Know Direction, Light, 
  Mending, Purify Food and Drink, 
  Read Magic, Resistance, Virtue; 1st 
  - Animal Friendship, Calm Animals, 
  Cure Light Wounds, Detect Animals 
  or Plants, Detect Snares and Pits, En-
  dure Elements, Entangle, Faerie Fire, 
  Goodberry, Invisibility to Animals, 
  Magic Fang, Obscuring Mist, Pass 
  without Trace, Shillelagh, Summon 
  Nature’s Ally I.
  Spells Prepared (Rgr —/1):  1st 
  - Animal Friendship.
  Spells Prepared (Drd 4/3): 0 - Cure 
  Minor Wounds, Detect Magic, De-
  tect Poison, Light; 1st - Cure Light 
  Wounds, Entangle, Invisibility to 
  Animals.
  Animal, Eagle: Animal, Eagle ; 
  CR 1/2; Small Animal ; HD 1d8+1 
  (Animal) ; hp 5; Init + 2; Spd 30, 10, 
  Fly, Average 80; AC 14; Atk +1 base 
  melee, +3 base ranged; +3/-2 ( 1d3, 2 
  Claws;1d4, Bite ); AL N; SV Fort +1, 
  Ref +2, Will +2; STR 10, DEX 15, 
  CON 12, INT 1, WIS 14, CHA 6.
  Skills: Hide + 6, Listen + 6, Spot 
  + 6. 
  Feats: Weapon Finesse, Weapon 
  Finesse: Bite.
  (Note: These are his statistics before 
  his great adventures.) Fortunately only 
  one Bull of Heaven exists on this plane 
  at any one time, as they are creations 
  of Anu and are only used, but rarely, 
  to punish humanity. When sent to the 
  earth the bull wreaks destruction and 
  chaos everywhere, his sole purpose 
  being to kill and destroy.
  Huwawa
  A huge construct that guards the 
  Forest of Cedar. It was defeated by 
  Gilgamesh and Enkidu. He is made 
  of magical metals and wood and has 
  two clawed hands.
  Huwawa has a humanoid body made 
  of many materials and imbued with 
  special powers from the God Enlil. 
  Huwawa is the guardian of the Cedar 
  Forest. Huwawa is imbued by the 
  God Enlil with strange and powerful 
  magics referred to as auras. Huwawa 
  is surrounded by seven auras of power 
  that he uses to attack his enemies. 
  These auras take the form of Clerical 
  Domains and includes the Domain 
  powers and spells up to the appropri-
  ate level, which Huwawa can cast at 
  will once per day. The ﬁrst aura is 
  the Earth Domain at 7th level. The 
  second aura is the Water Domain at 
  4th level. The third aura is the Plant 
  The Sun Sword of Gilgamesh
  This longsword has a glowing 
  edge and is normally a +2 magi-
  cal blade. However when used 
  against huge sized or greater 
  creatures it also acts as a vorpal 
  blade, allowing the weapon 
  to sever the heads of those it 
  strikes with a critical hit. 
  Huwawa
  Huge Construct
  Hit Dice: 10d10 +50 (111)
  Initiative: +0
  Speed: 20 ft.
  Armor Class: 20 (+12 natural, 
  -2 size), Touch 20, Flat-Footed 
  20
  Base Attack/Grapple: 
  +10/+10
  Attack: +10 claw (2d10+5) or 
  +10 slam (3d10+7)
  Full Attack: +10 2 claws 
  (2d10+5 each)
  Space/Reach: 15 ft. x 15 ft.
  Special Attacks: Frightful 
  Presence (Su), Granted Cleric 
  Domains 
  Special Qualities: Construct 
  traits, Damage reduction 10/
  adamantine and bludgeoning, 
  Low-lite vision
  Saves: Fort +10, Ref +5, Will 
  +5
  Abilities: Str 20, Dex 10, Con 
  20, Int 14, Wis 14, Cha 9
  Skills: Listen +3, Spot +3, Sense 
  Motive +3
  Feats: Cleave, Multiattack, 
  Toughness x2  
  Environment: -
  Organization: Solitary
  Challenge Rating: 16
  Treasure: Standard
  Alignment: Lawful Neutral
  Advancement: None
  Level Adjustment: -
  This huge construct is made of 
  various skins, woodcarvings, 
  and metals and stands over 
  50 feet tall and has two great 
  clawed hands.
  The Cradle
  Continued  from page 6
  
  Journal of American Paranormal Research, Volume 1  No. 4 
  Summer 2004
  12 to Midnight 
  Page 8
  Domain at 5th level. The fourth aura 
  is the Animal Domain at 5th level. 
  The ﬁfth aura is the Protection Do-
  main at 5th level. The sixth aura is 
  the Travel Domain at 5th level. The 
  seventh aura is the Law Domain at 
  7th level. Huwawa may only perform a 
  domain’s granted power once per day, 
  and may only cast each spell once in 
  a 24 hour period.
  Combat
  Huwawa is a huge construct and 
  is very powerful and deadly. If given 
  time he uses each of his Domain 
  powers and spells, though if cornered 
  into melee he resorts to his base me-
  lee attacks. The Huwawa can speak 
  common, and moves with a slow, 
  clumsy gait.
  Frightful Presence (Su): 50 foot 
  radius, HD 12 or less, Will DC 20 
  negates.
  Domain Powers and spells 
  (can cast  each once per day) 
   First Aura: Earth Domain Turn 
  or destroy air creatures. Magic Stone, 
  Soften Earth and Stone, Stone Shape, 
  Wall of Stone, Stoneskin, and Earth-
  quake. Second Aura: Water Domain 
  Turn or destroy ﬁre creatures. Obscur-
  ing Mist, Fog Cloud, Water Breath-
  ing, and Control Water. Third Aura: 
  Plant Domain Command plant 
  creatures. Entangle, Barkskin, Plant 
  Growth, Command Plants, and Wall 
  of Thorns. Fourth Aura: Animal 
  Domain Speak with Animals once 
  per day. Calm Animals, Hold Animal, 
  Dominate Animal, Summon Nature’s 
  Ally IV, and Commune with Nature. 
  Fifth Aura: Protection Domain May 
  generate a Protective Ward. Sanctuary, 
  Shield Other, Protection from Energy, 
  Spell Immunity, and Spell Resistance 
  (22%). Sixth Aura: Travel Domain 
  Freedom of Movement. Longstrider, 
  Locate Object, Fly, Dimension Door, 
  and Teleport. Seventh Aura: Law 
  Domain Cast spells at +1 caster level. 
  Protection from Chaos, Calm Emo-
  tions, Magic Circle against Chaos, 
  Order’s Wrath, Dispel Chaos, Hold 
  Monster, and Dictum.
  Bull of Heaven
  Created by Anu to destroy Gilgamesh 
  and the city of Urek on behalf of the 
  goddess Innana. The Bull of Heaven 
  is a colossal magical beast and is the 
  most feared of all the god’s creations.
  Combat
  The Bull of Heaven attacks with its 
  massive body by slamming into its 
  enemies and trampling them under its 
  massive hooves.  
  Frightful Presence (Su): The 
  Bull’s massive size and ever changing 
  rainbow hide inspire terror within a 
  60 ft. radius. Aﬀected creatures must 
  make a DC 20 Will save or become 
  shaken and remain that way as long 
  as they remain within 60 feet of the 
  creature.
  Trample (Ex): The beast may at-
  tempt to overrun all opponents within 
  a 10 ft. x 10 ft. area.  If the target 
  blocks or is knocked prone, the bull 
  receives a +4 melee attack bonus. The 
  beast may then take 4 attacks with his 
  hooves on any target(s) within a 10 ft. 
  x 10 ft. area. 
  The Bull of Heaven
  Colossal Magical Beast
  Hit Dice: 20d10+120 (225) 
  Initiative: +8
  Speed: 40 ft.
  Armor Class: 20 (+4 Dex, +16 Natural), Touch 16, Flat-Footed 16
  Base Attack/Grapple: +39/-
  Attack: +39 Slam (3d6+7) or +39 two hooves (2d10+5)
  Full Attack: +39 Slam (3d6+7) and +34 two hooves (2d10+5)
  Space/Reach: 20 ft. x 20 ft.
  Special Attacks: Frightful Presence (Su), Trample (Ex) 
  Special Qualities: -
  Saves: Fort +29, Ref +25, Will +12
  Abilities: Str 24, Dex 18, Con 24, Int 3, Wis 6, Cha 6
  Skills: Listen +0, Spot +0
  Feats: Alertness, Cleave, Combat Reﬂexes, Dodge, Great Cleave, Improved 
  Overrun, Improved Initiative, Iron Will, 
  Environment: -
  Organization: Solitary
  Challenge Rating: 18
  Treasure: None
  Alignment: Neutral
  Advancement: None
  Level Adjustment: -
  This gargantuan creature is a bull of rainbow light, the colors of his brightly 
  colored coat constantly ripple and change as he moves. His massive eyes 
  glow with an otherworldly red hue, and his thundering hooves shake the 
  earth itself.
  The Cradle
  Continued  from page 7
  
  Journal of American Paranormal Research, Volume 1  No. 4 
  Summer 2004
  12 to Midnight 
  Page 9
  Pinebox Campaign Setting
  I 
  thought it might be a good idea 
  to include some general informa-
  tion regarding weather, ﬂora, and 
  fauna that some out-of-towners might 
  not be aware of. 
  Our Heat and Humidity
  East Texas is well known for being hot 
  and humid in the summer. Weather 
  almanacs usually list the average sum-
  mer temperatures as being in the 90’s. 
  However, a high humidity interferes 
  with your body’s ability to cool itself 
  through the evaporation of sweat. 
  A measly temperature of 95 degrees 
  Fahrenheit, combined with 80% 
  humidity yields a heat index of about 
  133 degrees. That means that the heat 
  aﬀects your body as if the temperature 
  were 133 degrees! This makes the 
  threat of heat stroke and dehydration 
  a very big factor. Large-scale forays 
  into the wild would involve characters 
  lugging along copious amounts of 
  water (rough on the ol’ encumbrance), 
  greatly increasing the odds of becom-
  ing fatigued or passing out.
  Prolonged slug-fests are not much 
  fun either: I’ve seen lots of real-life 
  ﬁst ﬁghts end VERY early due to both 
  combatants dropping from sheer heat 
  exhaustion.
  Real World Flora, Fauna, and Little 
  Beasties
  All kinds of critters make East Texas 
  their home. In reality, there is not a 
  great deal of danger regarding most 
  wild animals. There are not many 
  bears in the area (mostly Louisiana 
  black bears that have been re-intro-
  duced into the wild in a few places) 
  or panthers, or other large carnivores. 
  Well, except for alligators, some of 
  which do get pretty dang big! Of 
  course, the GM can throw in whatever 
  he wants to spice things up. There 
  is the possibility of rabies outbreaks 
  that can cause wild animals to attack. 
  There is always the possibility of run-
  ning across a pack of wild dogs or be 
  chased by an angry bull. Etc, etc…
  Most people overlook the little 
  things. The biggest animal nuisance 
  (in my opinion) is ﬁre ants. They are 
  all over the place. If you stand still for 
  very long, it is very likely that you will 
  get bitten by at least one. I have seen 
  entire ﬁelds full of ﬁre ant mounds, 
  most located within two or three feet 
  of one another. Their foragers and 
  scouts run all over the place looking 
  for food (or threats) and are not shy 
  about biting or stinging. In a gunﬁght, 
  staying prone  could be very inconve-
  nient in the middle of such a ﬁeld!
  Also, going back to the subject of 
  heat stroke, it is not a good idea to 
  faint outside in East 
  Texas. The fire ants 
  will swarm you like no-
  body’s business. There 
  are always tales of some 
  elderly person passing 
  out in the garden and 
  dying of complications 
  caused by ant bites. 
  I had a friend whose 
  grandfather had an ac-
  cident bush-hogging 
  and got pinned be-
  neath an overturned 
  tractor. The fire ants 
  ate him alive. The ac-
  tual cause of death was 
  “heart attack”, but that 
  was probably due to 
  being pinned on top of 
  a large ﬁre ant mound
  There are all kinds of 
  snakes, venomous and 
  otherwise. I suppose those are pretty 
  standard as listed in the various d20 
  books, but some details with regard to 
  species, could be in order.. There are 
  also venomous spiders and scorpions 
  (although East Texas scorpions do 
  not have a very bad sting). There have 
  been a lot of folks killed lately by bees, 
  most likely the dreaded Africanized or 
  “killer” bees. There are billions and 
  billions of mosquitoes and ticks, both 
  of which can carry pretty nasty, even 
  deadly, diseases.
  As far as plants go, poison ivy and 
  poison oak are all over the place. They 
  are not really life threatening items 
  (unless you’re very allergic to them) 
  but they can become a real nuisance. 
  I dunno, I figure that poison oak 
  and/or excessive insect bites would 
  be good for a nuisance factor such as 
  -2 to certain skill checks, negatives to 
  charisma rolls, etc.
  Environmental Data By Craig Largent
  
  Journal of American Paranormal Research, Volume 1  No. 4 
  Summer 2004
  12 to Midnight 
  Page 10
  Crenshaw’s Woods
  One of the most beautiful wooded 
  areas of town. Crenshaw’s Woods 
  contains several hiking trails and the 
  famous Lost Pond of Eli Crenshaw. 
  Eli was an early settler of Pinebox 
  and reportedly during the drought 
  of 1877, he was desperate to find 
  water for his cattle and family. Leg-
  end states that Eli made a pact with 
  the Devil and the next day “found” a 
  pool of clear cool natural water in his 
  woods. The entire area celebrated the 
  ﬁnd, but Eli died exactly a year later. 
  Neighbors found his body ﬂoating in 
  the “Lost” pond. The Lost Pond is a 
  naturally ﬂowing spring with cool, 
  clean water that attracts many visitors 
  and swimmers. Many reported sight-
  ing the “Crenshaw Devil” in the late 
  19th and early 20th centuries.  Until 
  recently, the last documented sighting 
  was in 1934.  However, it appears the 
  beast is back.
  New sightings of Crenshaw’s Devil 
  have been reported to the Pinebox Po-
  lice Department and local authorities 
  are baﬄed.The fur-covered creature 
  stands upright on two-legs, is approxi-
  mately three feet tall, and has a large 
  head and sharp canines. Witnesses 
  state that Crenshaw’s Devil has red 
  glowing eyes and quickly disappears 
  into the woods once spotted. There 
  have been seven reported sightings 
  since Halloween, and many locals in 
  the area are afraid to allow their chil-
  dren or pets to enter the woods.
  Annie Mae Olson was one of the ﬁrst 
  locals to spot the creature at the Lost 
  Pond, deep in Crenshaw’s Woods, “ 
  Something is in those woods, I seen 
  it, and something has got to be done 
  about it. It ain’t safe. Maybe it’s an 
  escaped monkey or something, but 
  until they catch it, I ain’t lettin’ my 
  kids go there.” Annie stated that the 
  creature seemed to be drinking from 
  the popular swimming hole at ap-
  proximately six pm, when she and her 
  kids happened upon it. She said, “It 
  raised up, looked at us and screamed, 
  then ﬂed into the woods.” 
  Samuel Curtis also reported spying 
  the creature from his mobile home, 
  just outside the wooded area. “I 
  heard a racket, and looked out my 
  window. It was attacking my dogs, 
  and had already killed my basset 
  hound. I grabbed my shotgun and 
  chased after it, but lost it somewhere 
  in the woods. It took my dog’s body 
  with it.” Local authorities investigated 
  and determined that some animal had 
  “broken into the yard and apparently 
  killed the dog and dragged the carcass 
  into the woods.” 
  For map, see www.12tomidnight.com
  Crenshaw’s Devil
  CR 4; Small Outsider (Evil); HD 
  3d8+6 (Outsider) ; hp 22; Init + 8; 
  Spd 20; AC 18; Atk + 5 base melee, 
  + 8 base ranged; +5 ( 1d6+1, 2 Claws 
  ); +5 ( 1d4+1, Tail ); SA: Blood drain 
  (Ex), Fear (Su), Howl (Ex), Pounce 
  (Ex); AL CE; SV Fort + 7, Ref + 8, 
  Will + 5; STR 12, DEX 19, CON 
  15, INT 14, WIS 12, CHA 10. 
  Skills: Balance + 7, Climb + 4, Escape 
  Artist + 6, Hide + 14, Intimidate + 4, 
  Listen + 5, Move Silently + 10, Spot 
  + 3. 
  Feats: Combat Reflexes, Dodge, 
  and Improved Initiative.
  Pinebox Places
  Plot Ideas  
  & Hooks:
  •  The Devil is actually an 
  orangutan that escaped its owner 
  and has been living wild in the 
  woods for the past few months. 
  The beast is sick (rabies?), and 
  easily frightened and angered.
  •  The Devil is actually a 
  demonic being summoned by 
  a local coven. The witches did 
  not know the repercussions of 
  their actions, and they are be-
  ing hunted by the demon. The 
  demon cannot return to its own 
  plane of existence unless the 
  three summoning witches are all 
  killed and their body parts used 
  in a ritual of returning. 
  • A local gang of teens has 
  made the woods their hangout 
  and want to frighten everyone 
  else away. They have created 
  a costume and various wild 
  noises. The prank has gotten out 
  of hand, and the publicity has 
  had the opposite eﬀect of bring-
  ing even more people into the 
  woods. The teens have decided 
  that they must actually hurt 
  someone in order to scare peo-
  ple oﬀ. The leader uses the gang 
  to run drugs from Houston to 
  Louisiana. He stores the drugs 
  in an old dilapidated wooden 
  barn deep in the woods.
  
  Journal of American Paranormal Research, Volume 1  No. 4 
  Summer 2004
  12 to Midnight 
  Page 11
  ABE - (Atmospheric Ball of Energy) 
  Small balls of energy which are rarely 
  seen with the naked eye, but are often 
  captured on ﬁlm or video. They may 
  be any color, and some investigators 
  believe the colors may be used to 
  communicate feelings. Many ghost 
  hunters refer to ABEs as Orbs.
  Aerial Phenomenon - Ghost planes 
  or lights that have been reported 
  throughout history. An example 
  would be WWII Zeros seen inexpli-
  cably ﬂying over Hawaii in the winter 
  of 2001, or the Marfa Lights of West 
  Texas. Commonly confused with 
  UFO activity.
  Alchemy – A combining of chemi-
  cals and magic common in the Middle 
  Ages. Many Alchemists have searched 
  for a way to create precious metals 
  such as silver or gold from lesser met-
  als, such as tin or bronze. Alchemy 
  was often combined with rituals of 
  astrology, religion, mysticism, magic, 
  theosophy and spiritualism to bring 
  about such changes.  
  Alien - A being from another planet, 
  dimension or state of existence.
  Alien Intelligence – A powerful 
  entity from another planet, dimen-
  sion, or state of existence. This entity 
  may or may not fully manifest and is 
  often mistakenly believed to be a deity. 
  These entities often display fantastic 
  or paranormal powers and many re-
  ported instances of Alien Intelligences 
  involve evil acts and the controlling of 
  others through religious beliefs, pos-
  session, or brainwashing.
  Angels – A spiritual being that often 
  acts as a messenger of God. Histori-
  cally seen as having wings and super-
  natural powers. May be good or evil. 
  Evil angels are commonly referred to 
  as Demons. Some investigators believe 
  that any physical manifestation that is 
  not commonly visible to the eye may 
  be of Angelic origin, such as ABEs.
  Angelical Stones –Special scry-
  ing stones, quarried in Heaven and 
  given to Chosen Ones by Angels or 
  Demons. The most famous Angeli-
  cal Stone was used by Dr. John Dee, 
  Astrologer for Queen Elizabeth I, who 
  claimed to have received it from the 
  Angels Raphael and Gabriel.
  Animism – The religious belief that 
  everything in nature is invested with 
  spirits or souls. This includes, but is 
  not limited to the wind, rocks, ani-
  mals, trees, and even people. Animism 
  is commonly found in early or devel-
  oping civilizations and cultures. It is 
  interesting that cultures in East Asia, 
  South Asia, Africa and the Americas 
  all developed forms of Animism.
  Astral Projection – The idea or be-
  lief that a person or animal may send 
  out a spirit or soul to travel somewhere 
  separate of the physical body. The US 
  and Soviet governments both experi-
  mented with Astral Projection in the 
  late 1960s and early 1970s. These ex-
  periments reportedly were controlled 
  by branches of the CIA and KGB and 
  are considered Ultra Blue Top Secret. 
  The US and Russian governments 
  deny any of these activities.
  Astrology – The practice of reading 
  the positions of stars and planets to de-
  termine their inﬂuence on people and 
  events. First practiced by the ancient 
  Sumerians, but later the Babylonians 
  made Astrology a ﬁne art and many 
  tomes were written regarding the 
  mixing of Mysticism, Astrology and 
  Prophecy.
  Atmospheric Apparition – These 
  are the classic ghosts of history, ﬁction, 
  and movies. These apparitions may 
  Paranormal Lexicon
  The following lexicon describes all things paranormal and is meant as a Modern GM game aid. This journal presents 
  the As-Bs.
  
  Journal of American Paranormal Research, Volume 1  No. 4 
  Summer 2004
  12 to Midnight 
  Page 12
   Next Journal:
  The Cradle campaign setting, Part 
  2. Including ﬁfteen Mesopotamian 
  cultures described for use in an 
  ancient’s game, more plot ideas 
  and threads, and a well-deﬁned 
  timeline chock full of ideas for 
  adventures and political intrigues 
  of the ancient world. Plus more 
  Pinebox goodies, and much more.
  If you like our freebies, please 
  consider showing your support for 
  indie publishers like 12 to Mid-
  night by purchasing one of our 
  adventures. Each sale counts and 
  is greatly appreciated!
  Projects in Progress
  Last Rites anniversary edition
  No Trespassing 
  Pinebox Places
  Skinwalkers
  Last Rites Part Two
  Eden
  Visit our website at:
  www.12tomidnight.com
  The Cradle campaign notes
  This article derives from many sources, 
  including-but not limited-to the fol-
  lowing:
  Middle Eastern Mythology  by S.H. 
  Hooke, 1983.
  The Ancient World by Paul Alexander, 
  1968.
  Past Worlds: Collins Atlas of Ar-
  chaeology by Times Books, 2003.
  Various textbooks in the personal library 
  of the author. 
  Many great websites exist regarding 
  Sumeria, Mesopotamia, early Gods and 
  Goddesses, the Epic of Gilgamesh, and 
  many other legends. 
  take the forms of real people who have 
  died, and may appear solid, though 
  they often walk through doors, win-
  dows, or walls. Some experts believe 
  that these ghosts are somehow attached 
  to a place and may have suﬀered some 
  great trauma or emotional diﬃculties 
  in life, which continues to dominate 
  their souls in death.
  Aura – A mystical or electrical ﬁeld 
  that surrounds all living things. Many 
  experts believe that auras have diﬀer-
  ent colors and may show the health, 
  perceptions, or feelings of the subject 
  being studied. Auras have been photo-
  graphed and have been widely studied 
  since the 1950s. An interesting experi-
  ment is to have a person make a ﬁst 
  and to extend their arm out in front of 
  them. The Tester will then press down 
  on the wrist and arm of the subject, 
  asking the subject to remember the 
  strength in the arm. The subject will 
  then relax, as the tester will begin wav-
  ing his or her hand over the subjects 
  body (approximately 3 to 4 inches 
  away), as if wiping away the ﬂows of 
  aura around the body. Then have the 
  subject again hold out his or her arm, 
  and have the tester apply downwards 
  pressure to the wrist. This often results 
  in a person feeling weaker in the arm. 
  Martial artists have learned to harness 
  this energy in Ki. Many martial artists 
  have been known to break solid objects 
  by focusing their Ki.
  Automatic Writing –Some psychic 
  mediums allow their hands to be 
  “possessed” by various spirits and to 
  communicate with these spirits by 
  writing or typing their messages for the 
  living. The medium usually begins by 
  performing several relaxing exercises, 
  then placing a pen or pencil on paper 
  and allowing the hand to begin mak-
  ing circles until the possession begins. 
  Reportedly, Automatic Writing has 
  written volumes of information regard-
  ing many varied subjects.
  Bilocation –This is the image or 
  voice of someone who is alive at the 
  time, but not physically present at the 
  actual haunting.  Most experts believe 
  this is not actually a spirit, but an eﬀect 
  of naturally occurring telepathy.  
  Black Magick –The use of magick 
  to gain power over others or for evil 
  purposes. Black magicians often make 
  pacts with demons or devils to gain in 
  power and self-aggrandizement.  Black 
  magick is considered a perversion of 
  the mystic powers of magick.
  Paranormal Lexicon, continued
  
  Journal of American Paranormal Research, Volume 1  No. 4 
  Summer 2004
  12 to Midnight 
  Page 13
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