TEXT: By Stan!
  A Short d20 Modern Adventure for Four 19th-Level Characters
  CROSSING
  THE LINE
  To most people, the word “winning” means com-
  pletely subduing a foe. But victory need not be meas-
  ured in such absolute terms. Some goals can be
  achieved merely by holding the opponent at bay for a
  long enough period of time.
  When the goal is to hold off rather than physically
  overcome an adversary, the best tools are misdirec-
  tion, obfuscation, outright prevarication, and any
  other techniques that can send the foe down the
  wrong track for a time. But when the clock is ticking,
  a good delaying tactic can be just as effective.
  Crossing the Line pits the heroes against an opponent
  whose goal has nothing to do with actually beating
  them. All this particular foe wants to do is keep them
  from going through the front door.
  This adventure can be set in practically any locale.
  In fact, the details depend entirely on the backstory
  to which you (as GM) attach it. The antagonist, Remi
  Leone, should be able to apply his tactics to any
  desired location with only minor variations.
  While Crossing the Line constitutes a complete
  adventure in its own right, it is best used in combina-
  tion with another scenario. On his own, Remi Leone is
  unlikely to have sufficient motivation to interfere
  with the heroes, although you could certainly orches-
  trate a situation in which he does. As a gun for hire,
  though, he is more than happy to use his skills in the
  service of someone who has a more antagonistic rela-
  tionship with the heroes.
  LEVELS
  Crossing the Line is a short scenario for four 19th-
  level heroes. With slight modifications, you can make
  it suitable for heroes at other levels (or groups as
  large or small as you’re comfortable adjudicating). See
  the Scaling the Adventure sidebar for guidelines on
  adapting it for other groups.
  You, the Game Master (GM), need a copy of the
  d20 MODERN Roleplaying Game to run this adventure.
  
  d20MODERN
  2
  To get started, print out the adventure (including the map)
  and read it through. Familiarize yourself with the basic situa-
  tion as well as the GM characters, their motives, and their
  abilities. Then make sure you are comfortable with the rules
  for combat, movement, and cover from Chapter 5 of the d20
  MODERN Roleplaying Game.
  The text that appears in shaded boxes should be read
  aloud or paraphrased for the players. Opponents’ statistics
  are provided in abbreviated form.
  BACKGROUND
  Crossing the Line is not so much a stand-alone adventure as
  it is a complex encounter. It can easily be added to any situ-
  ation in which the heroes are trying to reach a certain desti-
  nation under a tight time constraint. Exactly where they are
  going does not matter; the only requirement is that some-
  one—an enemy or even a rival—wants to prevent them from
  achieving their goal.
  No Time To Lose
  The history behind this scenario involves someone who is at
  cross-purposes with the heroes. The identity of this charac-
  ter is left wholly to your discretion. It could be a villain they
  have tangled with in the past, a new opponent who knows
  them by reputation, or a rival group that has been competing
  with them off and on throughout their careers. Whoever it
  may be, this opponent has but one goal—to prevent the
  heroes from reaching a specific objective. A crime lord might
  be about to make a tremendous drug deal, or another group
  of adventurers might be trying to steal one of the heroes’
  clients, or an international spy could be trying to destroy evi-
  dence of his activities—the actual setup doesn’t matter to
  this adventure. The important point is that the antagonist
  has hired professional help to ensure that the heroes cannot
  jeopardize an upcoming event.
  The Professional
  Remi Leone is widely regarded as the top man in his profes-
  sion, though it is maddeningly difficult to define what that
  profession actually is. Some say he is a hit man, and it’s true
  that Remi has killed many men and women on the orders of
  third-party employers. But more often than not, his contracts
  do not center around killing. In fact, most clients hire him in
  order to avoid the mess, scandal, and official investigations
  that always result from an assassination.
  The fact that Remi can serve as a hit man—and an unerringly
  effective one—means that his appearance on someone’s
  doorstep is a clear indication of how much trouble that person
  is in. And when Remi delivers a message instead of a killing
  blow, his target usually takes the information very seriously. A
  message delivered by Remi Leone is, after all, tantamount to a
  death threat, since it means the target is as good as dead.
  Some recipients of Remi’s messages have tried to turn the
  tables and threaten his life, but that tactic merely converts
  the threat of violence into the real thing. In every such case,
  Remi has killed the impetuous target immediately and, no
  matter how competent the surrounding security forces,
  escaped with his own life. Indeed, he usually manages to
  decimate the security staff as well.
  For his part, Remi thinks of himself as a freelance emis-
  sary—a person whose job is neither good nor bad and who is
  capable of remaining totally unsullied by the morality and
  politics of the parties involved. He has a very strict personal
  code of honor that he holds more sacred than his own life.
  Remi’s Code
  Remi Leone’s code of honor is relatively simple but quite
  strict. He considers the following precepts sacrosanct and
  would rather die than go against them.
  • Always be polite.
  • Always deal directly with the target—do not trust other
  messengers. 
  • Use only the minimum force necessary to remove
  obstructions. 
  • Be as precise as possible, both with language and with
  violence. 
  • Warn opponents who are not actual targets before using
  deadly force, repeating the message up to three times. If
  the warning is still not understood or heeded at that point,
  the results are no longer your fault.
  CROSSING THE LINE
  Scaling the Adventure
  The encounters described in this adventure are suitable
  for heroes of any level. The best way to tailor it for a
  group of lower-level heroes is to adjust the DCs of the
  various checks and saves required for Remi Leone’s traps.
  Overcoming them should be difficult but possible for a
  character whose level is equal to the party average.
  Lowering Remi Leone’s character level is not advised.
  After all, he is supposed to be the best contract killer
  that money can buy and, should the heroes choose to
  confront him directly, he should be completely capable
  of defending himself. If, however, you decide to change
  Remi’s background and make him a more evenly
  matched opponent for the heroes, use the guidelines
  below to alter his statistics.
  To Lower Remi’s Level: If you want to pit lower-level
  heroes against Remi and give them any hope of beating
  him, reduce his character level until it equals the average
  character level of the party + 5. Begin by removing up to
  three levels of Infiltrator. Then alternate removal of
  Infiltrator and Gunslinger levels until both are
  exhausted. It should not be necessary to lower Remi’s
  character level beyond that point.
  To Raise Remi’s Level: Remi should provide an ade-
  quate challenge for any group of heroes, but if you think
  he needs to be toughened up slightly, add one level of
  the Gunslinger advanced class. The rules in the d20
  MODERN Roleplaying Game do not specifically cover
  character levels higher than 20th, but the method used
  to create Remi’s statistics is briefly explained in the
  Reverse-Engineering Remi sidebar at the end of this
  adventure.
  
  d20MODERN
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  • Never harm a child.
  • It is always all right to kill someone who is trying to 
  kill you.
  Previous Associations
  The heroes may have had dealings with Remi Leone before,
  particularly if you have run the adventure called A Friendly
  Warning (available for free download at the Wizards of the
  Coast website). Even if they have not played through that
  scenario, however, the heroes might know Remi by reputa-
  tion, since he is considered one of the best “contract work-
  ers” in his business (see Who Is This Guy? below).
  The Job
  While the events leading up to Remi Leone’s hiring can vary
  widely from campaign to campaign, his job in this adventure is
  always the same—he has been hired to prevent the heroes
  from entering the Antilles Building. Exactly where this struc-
  ture is, what is going on inside, and how long Remi is supposed
  to delay the heroes are left for you as GM to determine. While
  this information is of great importance to the heroes, it has lit-
  tle if any bearing on Remi and his performance. From Remi’s
  point of view, the only important aspect is that fulfilling this
  assignment will not compromise his personal code.
  SYNOPSIS
  Crossing the Line is a very simple, self-contained scenario
  that takes place while the heroes are involved in some larger
  plot of your devising. They should, in fact, be on their way to
  the resolution of that plot (or at least to a major encounter)
  when this adventure begins. Unfortunately for them, their
  opponent has hired Remi Leone to prevent them from reach-
  ing their goal.
  The adventure as written assumes that Remi has been
  hired to keep the heroes out of a particular building in a city.
  With a little tweaking, however, you can modify the scenario
  so that Remi is instead preventing them from leaving some
  particular location, entering a park or region of wilderness, or
  invading any other setting that figures prominently in their
  current mission.
  Character Hooks
  As GM, you know best how to involve your players and their
  characters in an adventure. In this case, however, they are
  already involved in a larger adventure of your choosing. All
  you need to do is make sure they understand that an event
  of importance to them is occurring beyond the threshold
  that Remi is guarding.
  The mission at hand will of necessity be wildly different
  from campaign to campaign. Finding an adventure to which
  Crossing the Line can be attached may be a relatively simple
  matter. On the other hand, your campaign may not be built
  on adventures that lend themselves easily to this sort of
  encounter. Below are a handful of possible situations that
  could set the events of this scenario into motion. As always,
  feel free to modify the details to fit your heroes.
  • The heroes are on the trail of a smuggler who is trying to hand
  off her incriminating evidence (stolen jewelry, uncut dia-
  monds, or the like) to her client. She knows that the heroes are
  close behind her, but she needs only a few minutes to close
  the deal. Thus, she hires Remi Leone to make sure that the
  heroes do not burst in at an inopportune moment.
  • A genetic research scientist with a god-complex has been
  kidnapping homeless people and using them as subjects in
  his experiments. John and Jane Doe corpses have been turn-
  ing up all over the city, each one bearing relatively fresh sur-
  gical scars and showing evidence of strange cellular
  mutations. The scientist has been conducting these heinous
  experiments in hopes of deriving a cure for cancer, HIV, or
  some other deadly condition. He is sure that the next one
  will succeed, and that this boon to mankind will secure him
  amnesty for his recent sins. To gain the time he needs to fin-
  ish, he hires Remi to keep the heroes away from his labora-
  tory until his latest subject has been incubated.
  • An extraordinarily clever opponent has convinced Remi
  Leone that one of the above scenarios is occurring. In reality,
  this person is a terrorist planning to blow up the building, and
  the heroes know it. Remi is literally sitting on top of a time
  bomb and trying to chase away the only people who can save
  him (as well as every innocent person within the blast radius).
  BEGINNING THE ADVENTURE
  Crossing the Line is a site-based adventure that you can trans-
  fer to whatever setting best suits the heroes and the cam-
  paign. Indeed, this scenario is best used as a small diversion in
  a larger plot of your choosing. During the course of this other
  adventure, the heroes become the targets of a highly trained
  professional who has arranged the situation so as to give him-
  self a distinct tactical advantage over the heroes.
  The scenario begins a short while before the heroes
  approach the location that Remi is protecting. The default
  location used in this adventure is a structure called the
  Antilles Building, which is located in a major city. 
  Because of his personal code, Remi feels honor-bound to
  give the heroes fair warning before they step into his trap, no
  matter how unlikely they are to heed such a warning.
  Depending on the particular adventure and heroes, this
  warning may come days, hours, or even mere minutes before
  the heroes try to breach the zone that Remi is guarding.
  The heroes need not experience the events of Crossing the
  Line sequentially. The easiest way to use this scenario is to
  integrate the various encounters into the larger adventure you
  are running. Encounter A should probably occur near the
  beginning of the other scenario, and encounter B should
  almost certainly happen immediately before the larger story’s
  climax. The hunt for Remi (encounter C1), if it happens at all,
  may actually serve as the greater adventure’s denouement.
  A. FAIR WARNING
  Remi Leone is an eccentric individual. Some consider him an
  amoral psychopath, and in fact he has no qualms about being
  a contract killer. On the other hand, he adheres to a very
  strict code that governs his behavior, and he would rather
  CROSSING THE LINE
  
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  give up his own life than soil his honor by compromising
  these tenets.
  Part of Remi’s code requires that he give fair warning to
  those he places in harm’s way, so that they have a chance to
  avoid the deadly force arrayed against them. In this case, that
  warning comes in the form of a note, hand-delivered by
  Remi. The gist of the message is given in the read-aloud text
  below, though you may add details of the larger adventure
  you have chosen, if desired.
  Before setting up his defense of the area, Remi spends as
  much time as possible studying the heroes. (His information
  is especially accurate if he has encountered the group before,
  either in the adventure called A Friendly Warning or else-
  where.) While he does want to alert them to ways that they
  might avoid coming into conflict with him, he has no wish to
  leave himself open to pursuit or capture.
  A1. The Note
  Once he has a basic understanding of the heroes’ tactics,
  emotional states, and behavior patterns, Remi decides upon
  the best way of delivering his note. His preferred method is
  to break into a home or office that only the targets have
  access to and leave the note there. This brazen breach of
  their security is meant as a display of his superior skills. 
  If that method seems unwise, Remi delivers the note to the
  heroes’ sanctum in a manner that ensures that his actions and
  identity will be captured on a security camera. This tactic
  allows the heroes to see the face of their opponent and signals
  his contempt for their ability to negate or circumvent his plans. 
  If Remi has not previously had contact with the heroes, he
  may deliver the note to a store, office, or restaurant that the
  heroes are planning to visit. He hands the note to the recep-
  tionist or clerk mere minutes before the heroes arrive, then
  physically bumps into them on his way out. Thus, when the clerk
  describes the person who left the note, the heroes should
  immediately realize that they literally had him within their grasp. 
  If Remi believes the heroes would recognize him from
  prior encounters, he may opt to attract their attention from
  across a crowded room and then slip away before they can
  reach him, leaving the note behind.
  When the heroes receive and open the envelope with
  Remi’s note inside, read or paraphrase the following aloud,
  supplying any additional adventure-specific details pertain-
  ing to the site or situation that you wish.
  This note is the only warning that Remi gives the heroes.
  However, if it somehow fails to reach them, or if Remi knows
  that they did not read it, he attempts to get it into their
  hands two more times. When making these follow-up deliv-
  eries, Remi is less likely than before to make physical contact
  with the heroes or to let them see him in the flesh. Once
  they know what he looks like and that he is in the area, such
  behavior becomes too risky. However, he is still perfectly
  willing to let his face and actions be captured on security
  cameras. 
  A2. Who Is This Guy?
  Unless they have dealt with him in the past, the heroes may
  wish to find out who this Remi Leone really is. Considerable
  information is available about Remi Leone—he is, after all, a
  particularly well-known operative in certain circles. Facts
  about him can be garnered in the usual ways—mostly
  through Gather Information and Research checks or by
  focusing Investigate checks on either the note or some other
  physical evidence that Remi left behind. 
  Gather Information
  By questioning their contacts in the underworld and the law
  enforcement field (or other quarters that you deem appro-
  priate), the heroes can acquire information about Remi
  Leone, his previous clients, and exploits attributed to him,
  plus a few unsubstantiated rumors.
  Any hero who succeeds on a DC 15 Gather Information
  check obtains some reliable basic information about Remi—
  namely, all the data in the Background section under the
  heading “The Professional,” except for the details of Remi’s
  code. If the Gather Information check result beats DC 20,
  the hero also gains one of the following additional pieces of
  information, plus one more for each 2 points by which the
  check result exceeded 20 (that is, two pieces of information
  for DC 22, three for DC 24, and so forth). It is up to you as
  GM to decide which of the following facts and rumors the
  heroes receive.
  • The heroes gain a detailed understanding of Remi Leone’s
  code of honor (see Background, above), plus a list of jobs
  that Remi is rumored to have performed.
  • Remi is a consummate professional who never gets emo-
  tional about his work. However, he has some crazy idea
  that everyone in his line of work ought to follow the same
  chivalrous rules as he does.
  • One time, Remi used himself as a human shield to protect
  some kids who happened to be riding their bikes near a hit
  gone bad. He took eight slugs to the chest and gut, then
  killed the shooter with his bare hands after the kids had left.
  • Remi doesn’t like to take straight contract hits anymore
  because he’s on some sort of crusade to give people a
  chance to change their lives. If they don’t make an effort,
  however, he doesn’t mind killing them in cold blood.
  • If a job is likely to hurt a lot of innocent people, Remi turns
  it down. Moreover, he makes it his personal goal to stop
  the person who does take it.
  Inside the envelope is a note printed on expensive
  paper and personalized with the monogram “R.L.”
  Handwritten on it, probably with a fountain pen, is the
  following message. 
  “My friends, let me begin by saying that I have noth-
  ing but complete admiration for you and your capabili-
  ties. However, I have been engaged by an acquaintance
  of yours to see to it that a certain event is allowed to
  unfold without your interference. It would be well for
  us all if your plans did not include a visit to the Antilles
  Building. Should you choose to ignore this request, I
  cannot vouchsafe your security or continued health. 
  Yours with the utmost respect, 
  Remi Leone”
  CROSSING THE LINE
  
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  • Remi used to be the best contract killer in Europe, but he
  quit because he was becoming too famous. Even ordinary,
  noncriminal people had heard of him and considered him
  some sort of “super spy.”
  • Remi’s closest contact is a lady down in the Italian section
  of town. She owns a restaurant called Matilda’s Kitchen
  and runs a brothel in the building above it.
  • Several of the surprising corporate mergers in the last few
  years happened after one side hired Remi to “negotiate”
  with the other.
  • One time, a client double-crossed Remi. Twenty-five pro-
  fessional assassins were lying in wait for him, but Remi
  killed them all without suffering so much as a scratch. He
  completed his original assignment, collected his fee, and
  then killed his client.
  • The police, the INS, the CIA, and the FBI all know about
  Remi, but they have no proof that he has done any-
  thing wrong.
  You may, at your discretion, sprinkle the information that the
  heroes gather with rumors that turn out to be untrue, or give
  different heroes conflicting information. For example, one
  hero may think that Remi began as an operative for a Middle
  Eastern terrorist group, while another hero may find informa-
  tion that he started his career with the Israeli secret service.
  Research or Investigate
  Remi Leone may walk in the shadowy world of the under-
  ground, but his actions leave a record. Because no one is ever
  one hundred percent certain that Remi has been involved in a
  particular episode, however, a lot of discrete pieces of infor-
  mation have never been pooled to create a complete picture.
  Heroes with access to official police or government
  records can gain some information by combing them for
  information about Remi Leone. Each hero perusing such
  records may make a Research check. If the check result beats
  DC 30, the hero gains one of the following additional pieces
  of information, plus one more for each 5 points by which the
  check result exceeded 30 (that is, two pieces of information
  for DC 35, three for DC 40, and so forth). It is up to the GM
  to decide which of the following facts the heroes receive.
  • In Europe, Remi used an HK PSG1 sniper rifle when per-
  forming assassinations. Now, however, he usually uses a
  Glock 17 and does the job at close range rather than from
  a distance.
  • The heroes gain a general comprehension of Remi’s train-
  ing (that is, the players discover what Remi’s skill bonuses
  are for 1d4+2 of his most critical skills).
  • The CIA and the NSA have both used Remi on several occa-
  sions—mostly to communicate with underworld figures,
  but also to eliminate terrorists before they could strike
  within US or Canadian borders.
  • The heroes gain a general understanding of Remi’s innate
  capabilities (that is, the players discover 1d6+2 combat-
  related feats and/or class abilities that he possesses).
  • Remi’s fingerprints are on record. Because of a clerical
  error, they are mistakenly labeled as those of a convicted
  murderer who was executed five years ago.
  A3. A Double-Edged Sword
  While the heroes are trying to uncover facts about Remi, he
  continues his research on them, so as to be as prepared as
  possible for his upcoming confrontation with them. In fact,
  how they go about tracking down information about Remi is
  likely to give him considerable insight into their forensic and
  investigative capabilities.
  B. HOLD THE LINE
  This encounter is the meat of Crossing the Line—when the
  heroes actually visit the location that Remi Leone is defend-
  ing. The actual details of the site depend on the individual
  campaign and on the greater adventure to which this one is
  linked. 
  For the purpose of describing Remi’s tactics, the following
  assumptions have been made about the site. Modify the map
  and descriptions as needed if the situation in your campaign
  varies significantly from these suppositions.
  • The location is an older structure called the Antilles
  Building. If you wish to use a larger piece of property
  instead of a building, Remi employs landmines, razor wire,
  or electrified fences to protect it. If the location is a room
  or a set of offices, he rigs the access hallways with trip-
  wires, motion sensors, and other traps.
  • The Antilles Building is in a city. While a more isolated
  location would provide a more defensible position, a site
  in the middle of a large urban area allows Remi’s employ-
  ers to come and go without drawing attention to them-
  selves. It likewise provides Remi with a greater selection of
  rooftops, alleys, and other vantage points from which to
  observe and attack intruders. Furthermore, such a location
  makes it considerably more difficult for the heroes to
  determine the position of their opponent. 
  • Noise is not a factor. The earlier considerations of discretion
  and secrecy notwithstanding, Remi assumes that he does
  not have to worry about keeping a low profile once the
  heroes arrive, and he has set up his defenses accordingly. If
  it is important that passersby and people in nearby buildings
  not realize that anything is amiss, you must make some sig-
  nificant changes to his plans. In particular, Remi is likely to
  let the heroes enter the building, then herd them into a pre-
  pared holding area that can be soundproofed well enough
  to keep the outside world oblivious to the events inside.
  The following sections describe the Antilles Building and
  Remi Leone’s method of defending it. The purpose and con-
  tents of the Antilles Building are up to you—it could be an
  apartment building, a commercial center, or even a ware-
  house. It may be owned and inhabited solely by the heroes’
  nemesis, or that person or organization could share the space
  with innocent citizens. 
  Remi has prepared his defenses on the assumption that
  bystanders are unlikely to be in the building or the surround-
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  d20MODERN
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  ing neighborhood during the encounter with the heroes. He
  has laid numerous traps at all entrances to the Antilles
  Building and is now stationed on the roof of a building across
  the street from the main entrance, rifle at the ready. Since he
  would consider his mission a personal failure if any innocents
  were severely wounded or killed, you may need to adjust his
  tactics if this assumption is patently incorrect. 
  The ELs provided are for overcoming the various obstacles
  presented, including Remi himself. If confronted in actual
  combat, Remi is an EL 24 encounter.
  B1. The Antilles Building (EL 20) 
  Built in the 1960s, the Antilles Building is practically indistin-
  guishable from other urban structures of the same period. It
  stands five stories tall and has very clean lines and a rela-
  tively unadorned façade. The Antilles Building was con-
  structed from a combination of polished granite and bricks,
  and its design allows it to blend seamlessly into the city’s
  skyline. 
  On the ground floor, a main door and two windows pro-
  vide access to the lobby. A single iron door opens onto the
  street behind the building, and a janitorial exit opens onto
  an alley on its west side. The rest of the ground floor is
  windowless.
  Each of the upper floors has single-pane windows spaced
  about 10 feet apart around its entire circumference. All these
  windows are identical, so an inspection from the outside in
  broad daylight does not reveal whether a given window
  leads to a small room or a large, communal office space.
  Someone looking into its lighted windows after dark,
  however, could certainly get a rough idea of how big the
  spaces beyond them are.
  B1a. Main Entrance
  When the heroes first examine the main entrance of the
  Antilles Building, read aloud or paraphrase the following.
  Remi has laid several traps near the main entrance. Some of
  them are quite deadly; others are merely designed to slow the
  heroes down or make them pause while Remi takes careful aim. 
  GM Character: Remi Leone is hiding on the roof of the
  building across from the front entrance of the Antilles.
  Remi Leone: 215 hp; see Appendix.
  Use the following traps in the order given unless the
  heroes’ actions dictate otherwise.
  Potted Plant Traps: Remi has placed a radio-controlled
  device in each of the potted plants beside the curb. When
  The building seems fairly nondescript—in fact, with the
  exception of the name and address printed on the
  awning, it looks virtually identical to its neighbors on
  either side save for height. The lower two stories are
  covered with a façade of polished granite, while the
  upper floors are constructed of rust-colored bricks.
  A threadbare red carpet leads from the sidewalk’s
  edge to a pair of glass doors. On either side of the doors
  is a seamless window blocked on the inside by burgundy
  curtains. The doorway and the carpet leading up to it
  are shaded by a canvas awning whose aluminum poles
  rise out of two potted plants placed near the curb.
  CROSSING THE LINE
  
  d20MODERN
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  the heroes first approach the building, Remi detonates the
  pot on the left, which contains a flash-bang device that pro-
  duces both a bright flash and a loud noise. Every creature
  within 20 feet must succeed on a DC 16 Fortitude save or be
  dazed (unable to take actions) for 1d6 rounds. 
  If some of the heroes remain unaffected and continue
  toward the building, Remi activates the tear gas bomb in the
  right-hand potted plant on the next round. This device
  works like a tear gas grenade (see Chapter 4 of the d20
  MODERN Roleplaying Game), except that its effect covers a
  larger area. On the round that the device explodes, a cloud
  of irritant fills all squares within 10 feet. The cloud fills all
  squares within 20 feet on the following round and all
  squares within 30 feet on the third round. Thereafter, it per-
  sists but does not expand further. The cloud disperses by
  itself after 15 rounds, but a moderate wind (11+ mph) dis-
  perses it in 6 rounds, and a strong wind (21+ mph) disperses
  it in 3 rounds. 
  Development: Remi hopes these two devices can keep the
  entrance secure without significantly damaging either the
  heroes or the building. Should the heroes press onward or
  make a second assault, he either ignites the awning or opens
  fire on them (see below).
  Awning Trap: Remi replaced the regular awning with can-
  vas that had been specially treated to be highly flammable
  and then rigged it with several small, radio-controlled, incen-
  diary devices. At the appropriate moment, he sets off the
  devices, and the entire awning bursts into flames. Anyone
  underneath or within 5 feet of it at that time takes 1d6 points
  of fire damage (DC 15 Fortitude half).
  On the following round, the awning falls off its frame.
  Anyone underneath it must succeed on a DC 15 Reflex
  save or be struck by the burning material and take
  another 2d6 points of fire damage (DC 15 Fortitude half).
  Any creature or object in physical contact with the burn-
  ing awning takes identical damage every round thereafter
  until the material is completely consumed (1d6+5 rounds
  after ignition).
  While it is aflame, the awning material takes on an adhe-
  sive quality that makes it cling to whatever it strikes.
  Removing it requires a DC 12 Strength check and exposes the
  character making the attempt to the standard damage from
  the burning canvas.
  Development: If the heroes head for the door after deal-
  ing with the burning awning, Remi opens fire (see Red Carpet
  Trap, below).
  Red Carpet Trap: If the heroes are about to reach the
  doors, Remi begins firing on them from his position over-
  looking the main entrance (see Remi’s Perch, below).
  Front Door Trap: If the heroes manage to survive both Remi
  and his traps, they must still get past the locked front doors
  and the trap that secures them in order to enter this way.
  Entrance Doors: 1-inch-thick glass; hardness 1, hp 15, Break
  DC 18; Disable Device DC 12 to open lock.
  Remi has rigged the front doors with a hidden explosive
  device (Search DC 20). Any hero who notices the trap may
  disarm it with a successful DC 30 Disable Device check.
  Otherwise, the device explodes when the door is opened,
  dealing 10d6 points of damage to every creature within 20
  feet (Reflex DC 15 half). Furthermore, Remi has shaped and
  placed the explosive so that an explosion causes part of
  the lobby to collapse. The explosion does not critically
  damage the building as a whole, but the rubble makes pas-
  sage through the lobby very difficult. Anyone attempting to
  move through the area on foot must make a successful DC
  25 Balance check or take 1d10+6 points of damage from
  falling rubble, unstable footing, and similar hazards.
  Alternatively, you may rule that the lobby has become
  totally impassible.
  B1b. Rear Entrance
  Though the rear of the Antilles Building faces onto a main
  road, most people pass by without even noticing it.
  Wishing to funnel all traffic through the main entrance, the
  architects designed the rear door to be as dull and utilitar-
  ian as possible.
  When the heroes first examine the rear entrance of
  the Antilles Building, read aloud or paraphrase the
  following.
  The door is made of solid iron and is purely a utilitarian
  feature.
  Iron Door: 4 in. thick; hardness 10; hp 120; Break DC 35. 
  Traps: Remi has used three different methods to secure
  this door—electrification and a pair of keyhole traps.
  Electrification: Remi has electrified the rear door, but
  most of the wiring is on the inside—a fact that makes this
  trap quite difficult to spot (DC 35 Search check to notice the
  tiny, telltale arcs of electricity along the doorframe). Anyone
  who touches the door or the doorframe while the trap is
  active takes 4d6 points of electricity damage (Reflex DC 20
  half). Disarming this trap requires a DC 40 Disable Device
  check.
  Keyhole Traps: Any hero that makes a successful DC 20
  Search check notices one of the following devices. (Whether
  all the heroes who make the check notice the same device is
  left to your discretion.) A hero whose check result beats DC
  30 notices both. Each trap can be deactivated with a DC 20
  Disable Device check.
  If tripped, the trap on the upper keyhole splashes acid on
  all creatures and objects within 5 feet of the door and acti-
  vates the bottom trap (see below) automatically. Every crea-
  ture splashed with the acid takes 2d6 points of acid damage
  (Reflex DC 15 half).
  The trap attached to the bottom keyhole also employs
  acid, but in a different way. If tripped, it sprays a powerful
  acid on the door and the doorframe, fusing them together
  and increasing the door’s Break DC to 50.
  B1c. Windows
  When the heroes first examine the windows of the Antilles
  Building, read aloud or paraphrase the following.
  The rear of the Antilles Building looks like an extension
  of the buildings on either side. At its center is a single,
  plain, iron door that has been painted industrial gray.
  The door bears no signs, lettering, or other markings. Its
  only feature is a pull handle with a pair of keyholes
  above it.
  CROSSING THE LINE
  
  d20MODERN
  8
  The most likely way for the heroes to gain access to the win-
  dows is by using the fire escapes. The lower ends of the fire
  escape ladders are folded up to a point 10 feet above the
  ground so as to allow space for pedestrians to pass under-
  neath. Thus, to gain access via a fire escape, a hero must suc-
  ceed on a DC 42 Jump check (see the Jump skill description in
  Chapter 2 of the d20 MODERN Roleplaying Game) or use some
  other means to reach the ladder and pull it down to street
  level. The ladders are only a few feet wide, forcing the heroes
  to climb them single-file. In addition, all heroes on the fire
  escapes travel at half normal speed because of the difficulty
  of the climb.
  GM Character: Remi Leone is hiding on the roof of the
  building across from the front entrance of the Antilles.
  Remi Leone: 215 hp; see Appendix.
  Tactics: If any hero succeeds in grabbing the ladder or
  finds any other way up to the windows on the front or sides
  of the building, Remi begins firing on the group from his posi-
  tion overlooking the front entrance (see Remi’s Perch, below).
  If, however, the heroes are using a fire escape on the rear of
  the building, Remi cannot see them.
  Trap: In anticipation of the heroes’ attempts to use the fire
  escapes in the rear, Remi has weakened the bolts that secure
  the fire escapes on that side of the building. Every round that
  someone stands on one of these fire escapes, it takes 1 point
  of damage for every 50 pounds (or fraction thereof) of
  weight on it. In other words, a 180-pound hero would deal 4
  points of damage to the fire escape every round that he
  stood on it. Once a fire escape has taken 40 points of dam-
  age, it detaches from the wall and crashes to the ground.
  B1d. Alleys
  When the heroes first examine the alleys on either side of
  the Antilles Building, read aloud or paraphrase the following.
  Any hero who investigates the western alley discovers that
  the “box” is actually a dumpster filled with garbage. Beside it
  is a metal door of the sort generally used by janitorial staff.
  It has two keyholes above the handle.
  Steel Door: 4 in. thick; hardness 10; hp 120; Break DC 35. 
  The upper floors along the alley have windows identical
  to those on the front and back sides of the building, though
  the view is certainly less spectacular. These windows are also
  accessible via fire escapes in the same way as those in the
  front of the building (see Windows, above).
  GM Character: Remi Leone is hiding on the roof of the
  building across from the front entrance of the Antilles.
  Remi Leone: 215 hp; see Appendix.
  Tactics: If the heroes seem about to try to open the jani-
  torial door, Remi opens fire on them from his position over-
  looking the alley (see Remi’s Perch, below).
  Trap: Remi has wired this door for electricity in exactly the
  same way as he did the rear entrance (see above). He has not,
  however, trapped either of the locks.
  B1e. Roof
  Getting to the roof of the Antilles Building is a difficult mat-
  ter. The heroes may attempt to climb up via one of the build-
  ing’s fire escapes, but that tactic presents its own set of
  challenges (see Windows, above).
  If the heroes manage to reach the roof or can view it from
  a nearby rooftop, read aloud or paraphrase the following.
  Once on the roof, the heroes must evade fire from Remi
  Leone while dealing with one of his traps and the obstacles
  represented by the roof’s normal conditions.
  GM Character: Remi Leone is hiding on the roof of the
  building across from the front entrance of the Antilles.
  Remi Leone: 215 hp; see Appendix.
  Tactics: If the heroes manage to get to the roof, Remi uses
  every weapon at his disposal to keep them from reaching the
  stairwell (see Remi’s Perch, below).
  Development: Even without the distraction provided by
  Remi’s weapon fire, passage across the roof is difficult. The
  vents and fans release hot air from the building’s heating and
  cooling system, which has the unfortunate effect of making
  the roof’s tarry surface perpetually sticky. Anyone attempt-
  ing to traverse the roof on foot moves at one-half normal
  speed, and anyone lying prone on its surface must take a full-
  round action to stand up. The human footprints in the tar are
  those of the building janitors, who come up here occasion-
  ally to check the elevator towers.
  The sheds hold the engines, counterweights, and cables
  that run the building’s elevators, and this machinery thrums
  whether the elevators are in use or not. This constant
  cacophony imposes a –10 penalty on all Listen and
  Concentration checks made by anyone on the roof.
  The roof of the Antilles Building is a surprisingly hot and
  noisy place. At the center of this flat space are three
  square sheds that thrum loudly. Next to these is a small
  structure that looks something like a shed that bears a
  sign reading “stairs.”
  Scattered across the roof are vents and fans that
  belch out a steady stream of uncomfortably warm air.
  The tarry surface offers a clear record of recent visitors
  in the form of footprints—a few from humans, and
  many from birds—probably the pigeons wandering to
  and fro.
  The Antilles Building is flanked on both sides by
  cramped alleyways. Barely 10 feet wide, these dark, dank
  spaces obviously see sunlight for only a few minutes
  each day. The walls are covered in offensive graffiti, the
  ground is strewn with garbage, and the air is filled with
  a foul, fecal odor.
  Few details are visible from the street, but a large box
  or crate of some kind seems to be resting against the
  wall about halfway along the length of the western
  alley.
  The only windows on the first floor of the Antilles
  Building are the two that look into the lobby. Each of
  the upper floors, however, has windows spaced approx-
  imately every 10 feet. None of them are open, and since
  the building appears to have central heating and air con-
  ditioning, they may even have been painted shut.
  Several of the windows, however, have wrought-iron fire
  escapes leading up past them.
  CROSSING THE LINE
  
  d20MODERN
  9
  CROSSING THE LINE
  Trap: As a final precaution, Remi has trapped the door to
  the stairwell with a tear gas bomb. This device is identical to
  the one that was in the right-hand potted plant beside the
  front door (see above), except that it is not radio-controlled.
  A successful DC 20 Search check reveals the tripwire, and a
  successful DC 25 Disable Device check deactivates the bomb.
  B2. Surrounding Buildings
  If the heroes scan the surrounding neighborhood or specifi-
  cally examine one of the nearby buildings, read aloud or par-
  aphrase the following.
  The heroes may wish to check out the surrounding buildings
  because of security concerns—a wise precaution, since Remi
  Leone is lurking atop one of them. Alternatively, they may be
  interested in using a neighboring window or rooftop as a
  method of accessing the upper stories of the Antilles
  Building. In such a case, the following information may come
  into play. 
  B2a. Accessing the Antilles
  To the front and the rear of the Antilles Building are city
  streets wide enough to permit two lanes of traffic and street
  parking on each side. With the sidewalks on either side of the
  street, about 55 feet of space separates the facing structures
  from the Antilles Building. 
  The building in front of the Antilles is eight stories tall, and
  Remi Leone is currently hiding on its roof, keeping watch
  over the Antilles Building. The building in the rear is only five
  stories tall (exactly the same height as the Antilles). The
  heroes are unlikely to try to access the roof of the Antilles
  Building from either of these positions, but they do provide
  terrific vantage points from which to view the Antilles, the
  streets outside the building, and any activity that may be
  occurring in the upper floors.
  The buildings to either side of the Antilles are separated
  from it by only 10 feet, but both are considerably taller. The
  building to the west is eight stories tall (about 30 feet taller
  than the Antilles), while the one to the east is twelve stories
  high (about 70 feet taller). Still, this arrangement should be
  more appealing to heroes looking for ways to access the
  Antilles’ roof than using the buildings to the north and south
  (see the rules for jumping in Chapter 2 of the d20 MODERN
  Roleplaying Game). 
  The heroes may also try to jump or climb from a window
  on a neighboring building to a corresponding one on the
  Antilles. However, Remi Leone opens fire on any heroes he
  spies attempting this feat.
  B2b. Remi’s Perch (EL 20)
  The characters may or may not ever spot Remi Leone during
  this mission, but he has his eyes on them at all times.
  GM Character: Remi Leone has decided to use the roof of
  the building directly across the street from the front
  entrance of the Antilles Building as a sniper nest. He has cho-
  sen clothing that helps to camouflage his presence (+2 bonus
  on Hide checks) and selected a position that grants him nine-
  tenths cover against opponents on the street or on any floor
  lower than the 7th in any neighboring building. Against
  heroes who are on the roof of any neighboring building up to
  ten stories tall, or at a window on a floor between 8th and
  10th, Remi gains only half cover. Against heroes in positions
  that are eleven or more stories high, Remi receives no cover
  bonus.
  Remi Leone: 215 hp; see Appendix.
  Tactics: By the time the heroes arrive on the scene, Remi
  has set all of his traps and is more than willing to let the
  heroes deal with them before he reveals his presence. Once
  the heroes seem about to enter the building, Remi attacks
  with grenades and his HK MP5. He uses the automatic setting
  on his gun, aiming at the squares around whatever entrance
  he is defending, since his mission is merely to keep the
  heroes out of the building, not necessarily to kill them. If he
  cannot achieve his goal any other way, however, he does not
  hesitate to fire on the heroes directly.
  As the heroes move from the front of the Antilles Building
  to the sides, Remi moves along the rooftop to keep them in
  sight for as long as possible. While he is moving, each hero
  may make a Spot check opposed by Remi’s Hide check to
  notice him. 
  Development: If the heroes succeed in getting into the
  Antilles Building, Remi considers his mission over—unsuc-
  cessful, but complete. He packs up his equipment and leaves
  as quickly and discreetly as he can. Any repercussions of his
  failure are for you as GM to decide.
  Should the heroes spot Remi and begin to chase him
  instead of continuing their assault on the Antilles Building,
  Remi is less discreet about his withdrawal (see Changing
  Targets, below).
  C. CHANGING TARGETS
  Should the heroes spot Remi Leone, they may decide to con-
  front him rather than continue trying to get into the Antilles
  Building. In such a case, Remi takes advantage of their change
  of focus to successfully complete his own assignment—keep-
  ing the heroes out of the Antilles.
  C1. There He Is! (EL 24)
  Use this encounter if the heroes spot Remi and give chase.
  GM Character: Remi Leone begins this encounter on top
  of the building across from the front entrance of the Antilles
  Building.
  Remi Leone: 215 hp; see Appendix.
  Tactics: If the heroes are attempting to corner Remi, he
  tries to draw attention to himself as he retreats, shooting his
  guns for no reason other than to establish his position. He
  leads the heroes on a merry chase, jumping from rooftop to
  rooftop along the block and occasionally stopping to shoot
  out a satellite dish or some masonry. If the heroes are close
  enough to shoot at him, he does not hesitate to return fire.
  The Antilles Building appears to be just one of several
  structures that were designed and constructed during
  the same phase of urban expansion. The neighboring
  buildings all look very similar to it, although some are a
  few stories taller.
  
  d20MODERN
  10
  When he runs out of buildings on the block, or if it looks
  like the heroes might actually catch up with him, Remi uses
  either a stairwell or a fire escape to descend to street level.
  Once there, he repeats the process, trying to lead the heroes
  even farther away from the Antilles.
  Development: If the chase takes the heroes twenty or
  more blocks away from the Antilles Building, or if the heroes
  seem close to catching Remi, he stops trying to draw their
  attention, ducks down the nearest subway entrance, and tries
  to lose himself in the crowd. At that point, he considers his
  assignment successfully completed and leaves the area as
  quickly and discreetly as possible.
  REWARDS
  The rewards for Crossing the Line should be folded into the
  rewards for the larger adventure to which it is attached. The
  heroes may reap XP rewards from any of the following three
  sources.
  Remi’s Traps: The traps on the Antilles Building are lumped
  together as a single EL 20 encounter, but you may wish to
  award extra XP if the heroes came up with extraordinary ways
  of dealing with these situations.
  Suppressive Fire: If the heroes came under fire from Remi
  Leone but did not actually confront him directly, encounter
  B counts as a single EL 20 encounter. Remi is a tough oppo-
  nent, but if he was focused on merely preventing the heroes
  from entering the Antilles Building (as opposed to trying to
  kill them) he is not worth his full XP value.
  Facing Down Remi: If the heroes switched targets and
  fought Remi face-to-face, encounter C counts as a full EL 24
  encounter. If you have occasion to use this encounter, the
  heroes cannot collect the experience for it unless they actu-
  ally overcame Remi.
  CONTINUING THE ADVENTURE
  The particular events in Crossing the Line do not warrant
  expansion to further missions. However, when the adventure
  is over, you should have one or two new plot “veins” to mine
  for future adventures.
  Although Remi Leone has completed his assignment (suc-
  cessfully or not) and has no cause to interact with the heroes
  further, they may not be willing to let the matter drop so
  easily—they might well wish to track down their tormentor.
  Alternatively, another client might want to hire Remi now
  that he has proven that he can get the better of the heroes.
  (As a very principled criminal, however, Remi takes only
  those assignments that appeal to his sense of fair play and
  honor.)
  Remi may also cross paths with the heroes again in a more
  subtle fashion. An interesting tweak to a future adventure
  could result in Remi and the heroes working on the same
  case, but from opposite ends. Perhaps a situation will arise in
  which it makes sense for them to team up against a common
  enemy. In such a case, Remi would certainly be willing to put
  the events of Crossing the Line aside—it’s all just business,
  after all—but will the heroes be able to do the same?
  REMI LEONE
  Remi Leone is a world-class assassin who has chosen to forge
  a new career for himself as an envoy and emissary. Although
  he sometimes takes contracts that involve killing, he most
  often simply passes messages from one person to another—
  though these messages usually involve an implied threat.
  Despite the generally peaceful nature of his missions, he has
  no qualms about adding to his body count if the situation
  calls for such action.
  Remi is an impressive physical specimen. He stands slightly
  more than 6 feet tall and has a broad-shouldered and mus-
  cular frame. His swarthy complexion sets off his deep-set,
  dark eyes and his black hair. He has a quiet but imposing
  demeanor and prefers implied threats to verbal ones. Remi’s
  native language is Italian, but he is fluent in many other
  tongues as well, speaking them all with a slight accent that
  marks him only as European.
  Remi Leone (Fast Hero 4/Soldier 3/Gunslinger
  7/Infiltrator 10): CR 24; Medium-size human; HD 4d8+12 plus
  3d10+9 plus 7d10+21 plus 10d8+30; hp 215; Mas 16; Init +5; Spd
  30 ft.; Defense 35, touch 33, flat-footed 35 (+5 Dex, +18 class,
  +2 light undercover shirt); BAB +15; Grap +18; Atk +20 melee
  (1d4+2 piercing, knife) or +18 (damage varies, improvised
  weapon) or +22 ranged (2d6 ballistic, Glock 17) or +22 ranged
  (2d10+2 ballistic, HK PSG1); Full Atk +20/+15/+10 melee (1d4+2
  CROSSING THE LINE
  Reverse-Engineering Remi
  Remi Leone is a 24th-level character in a game whose
  rules do not address character levels higher than 20th.
  Thus, his statistics had to be created using a special
  extrapolation of the existing rules. In short, Remi was
  allowed to take additional levels of existing basic and
  advanced classes. The only extra material needed was an
  expansion of Table 7–8 from the d20 MODERN
  Roleplaying Game that would allow the experience
  point awards to be set fairly and consistently. 
  Expansion to Table 7–8: Experience Point Awards
  PARTY
  —ENCOUNTER LEVEL—
  LEVEL
  21
  22
  23
  24
  25
  14th
  45,800
  —
  —
  —
  —
  15th
  35,200
  47,600
  —
  —
  —
  16th
  27,000
  36,800
  49,400
  —
  —
  17th
  20,400
  28,400
  38,400
  51,200
  —
  18th
  15,200
  21,600
  29,800
  40,000
  53,000
  19th
  11,400
  16,000
  22,800
  31,200
  41,600
  20th
  8,400
  12,000
  16,800
  24,000
  32,600
  As a 24th-level character, Remi can provide high-level
  heroes with challenging opposition. While it is possible
  to generate heroes with character levels higher than
  20th using this method, it is strongly suggested that you
  not allow such progression in your games. A staggering
  number of rules would potentially need adjustment to
  fairly adjudicate a game in which the party level exceeds
  20th, and you might well discover that you need to
  spend more time with game design than campaign
  design.
  
  11
  CROSSING THE LINE
  piercing, knife) or +18/+13/+8 (damage varies, improvised
  weapon) or +22/+17/+12 ranged (2d6 ballistic, Glock 17) or
  +22/+17/+12 (2d10+2 ballistic, HK PSG1); FS 5 ft. by 5 ft.; Reach
  5 ft.; SQ close combat shot, defensive position, improved
  evasion, improved sweep, improvised implements, impro-
  vised weapon damage, lightning shot, sharp-shooting, Skill
  Mastery (Escape Artist, Hide, Move Silently, Sleight of Hand,
  Tumble), sweep, Weapon Focus (Glock 17), Weapon Focus (HK
  PSG1), weapon specialization (HK PSG1), without a trace; AL
  Remi Leone’s code; SV Fort +11, Ref +20, Will +11; AP 12; Rep:
  +7; Str 16, Dex 20, Con 16, Int 14, Wis 14, Cha 14.
  Occupation: Military (class skills: Hide, Move Silently;
  bonus feat: Personal Firearms Proficiency).
  Skills: Demolitions +15, Disable Device +12, Escape Artist
  +28, Hide +35, Intimidate +15, Knowledge (tactics) +5, Listen
  +12, Move Silently +34, Read/Write Arabic, Read/Write
  Cantonese, Read/Write English, Read/Write French,
  Read/Write Italian, Read/Write Russian, Sleight of Hand +31,
  Speak Arabic, Speak Cantonese, Speak English, Speak French,
  Speak German, Speak Italian, Speak Japanese, Speak Russian,
  Speak Spanish, Spot +20, Tumble +25.
  Talents (Fast Hero): Evasion, uncanny dodge 1.
  Feats: Advanced Firearms Proficiency, Agile Riposte, Burst
  Fire, Dead Aim, Dodge, Double Tap, Far Shot, Heroic Surge,
  Mobility, Nimble, Personal Firearms Proficiency, Point Blank
  Shot, Precise Shot, Shot on the Run, Simple Weapons
  Proficiency, Stealthy, Strafe, Weapon Finesse (knife).
  Equipment: Ammunition (and spare clips for all firearms),
  cell phone, Glock 17, HK PSG1, knife, light undercover shirt,
  and other equipment as necessary.
  ABOUT THE AUTHOR
  Stan! has been publishing fiction, cartoons, and games pro-
  fessionally since 1982. He has served as a graphic designer
  and line editor for West End Games, an editor and designer
  for TSR, Inc., and an author, senior designer, and creative
  director for Wizards of the Coast, Inc. Stan! is currently the
  Creative Vice President for The Game Mechanics, Inc.
  <http://www.thegamemechanics.com>. His recent projects
  include the d20 Future book for Wizards of the Coast, Inc.,
  plus Modern Magic, volume 2 for The Game Mechanics. In
  what he laughingly refers to as his spare time, Stan! writes
  and illustrates the Bolt & Quiver comic strip.
  Stan! lives in Renton, WA, where he eats nothing but meat
  and cheese. Visit him online at <http://www.stannex.com>.
  Credits
  Design:
  Stan!
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Cartography:
  Rob Lazzaretti
  Creative Direction:
  Christopher Perkins
  Web Production: 
  Julia Martin
  Web Development: 
  Mark A. Jindra
  Graphic Design:
  Cynthia Fliege
  This d20™System game uses mechanics developed for the new DUNGEONS & DRAGONS®
  game by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  This game also uses mechanics developed for the Psionics Handbook by Bruce R.
  Cordell, the Call of Cthulhu® Roleplaying Game by Monte Cook and John Tynes, and
  the Star Wars® Roleplaying Game by Bill Slavicsek, Andy Collins, and JD Wiker.
  d20 MODERN, D&D and DUNGEONS & DRAGONS are registered trademarks, and d20 and
  the d20 System logo are trademarks owned by Wizards of the Coast, Inc., a subsidiary
  of Hasbro, Inc. All Wizards characters, character names, and the distinctive likenesses
  thereof are trademarks owned by Wizards of the Coast, Inc.
  This material is protected 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 Wizards of the Coast, Inc.
  This product is a work of fiction. Any similarity to actual people, organizations,
  places, or events is purely coincidental.
  This Wizards of the Coast game product contains no Open Game Content. No
  portion of this work may be reproduced in any form without written permission. To
  learn more about the Open Gaming License and the d20 System License, please visit 
  <www.wizards.com/d20>.
  ©2004 Wizards of the Coast, Inc. 
  All rights reserved.  Made in the U.S.A.
  Visit our website at
  <www.wizards.com/d20modern>
  d20MODERN
  
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