TEXT: By Eric Cagle
  A Short d20 Modern Adventure for Four 8th-Level Characters
  TEAM BRAVO:
  SYSTEM ERROR
  The threat of sentient machines has long been the
  stuff of science fiction, action, and even horror
  movies. But what if such art forms are merely reflec-
  tions of real events that the rise of Shadow has
  brought forth?
  In TEAM BRAVO: System Error, a computer not
  only develops self-awareness, it also gains the ability
  to cast spells and perform incantations. Can the
  heroes stop this machine before it acquires even
  more arcane knowledge?
  LEVELS
  You, the Game Master (GM), need a copy of the d20
  MODERN Roleplaying Game to run this adventure. To
  get started, print out the adventure (including the
  map) and read it through. Familiarize yourself with
  the various GM characters and their individual
  motives and abilities. Then make sure you are familiar
  with the rules for combat, movement, and cover from
  Chapter 5 of the d20 MODERN Roleplaying Game. You
  should also be familiar with the rules for casting
  magic spells and performing incantations (found in
  Chapter 10 of the d20 MODERN Roleplaying Game and
  Chapter 3 of the URBAN ARCANA Campaign Setting,
  respectively). 
  TEAM BRAVO: System Error is a short scenario for
  four 8th-level heroes. The text that appears in shaded
  boxes should be read aloud or paraphrased for the
  players. Opponents’ statistics are provided in abbrevi-
  ated form, and a new creature and two new incanta-
  tions are detailed at the end of the adventure.
  This scenario can be set at the outskirts of any
  large city. A map showing the major encounter areas
  is provided. With a little work, the locations pre-
  sented in the adventure could be adapted for any
  locale.
  
  d20MODERN
  2
  BACKGROUND
  As Shadow continues to rise in the world, more and more
  people want to understand, harness, and ultimately con-
  trol it. The group known as the Heirs of Kyuss is made up
  of such people—those who desire magical power for the
  most unsavory and selfish of reasons. The group’s mem-
  bership includes many talented and brilliant individuals
  whose activities blur the line between science and magic,
  especially when it comes to the study of the human
  body. Some members have long ago crossed the line into
  insanity.
  Maxwell Armitage is one such member. His business,
  Armitage Industries, is a multimillion-dollar computer firm
  that makes cutting-edge voice recognition software and has
  been a leader in the development of artificial intelligence.
  Armitage himself is a brilliant researcher with a deep passion
  for antiquities of all kinds. To his colleagues, his interest
  seems a bit excessive, but harmless enough. Few realize that
  his research often delves into deep, dark secrets and forbid-
  den knowledge best left untouched.
  As both a man of science and a practitioner of the arcane
  arts, Armitage has decided to blend the two disciplines
  together. Through careful financing and money laundering,
  he has shifted a huge portion of his company’s assets from
  the corporate coffers into a secret project. With the aid of
  this funding, Armitage has built a state-of-the-art computer
  system that can scan and store the text from ancient tomes,
  scrolls, and other writings. By making electronic copies of
  aging and disintegrating arcane works, Armitage hopes to
  preserve them for the future—and perhaps to create new
  spells and techniques by combining portions of different
  texts. Dubbed O.S.C.A.R. (Optical Scanning Computerized
  Arcana Research), the system is a completely automated
  means of scanning and cataloguing books, tomes, and scrolls
  filled with arcane lore. 
  To minimize unwanted scrutiny, Armitage built O.S.C.A.R.
  in a small, protected bunker on the outskirts of the city in
  which the adventure takes place. The entrance is located
  near a power substation, and the untrained eye might mis-
  take it for a door into the same complex. 
  Deep in an underground chamber, O.S.C.A.R. diligently
  scans and processes various works that special couriers bring
  to its bunker once a month. After scanning, the works are
  stored in the bunker for an additional month, in case file cor-
  ruption necessitates rescanning of a document. Thereafter,
  the works are removed to other underground storage facili-
  ties that Armitage has arranged.
  O.S.C.A.R. has already scanned and processed hundreds of
  arcane texts—most of them bogus or flawed, but some that
  contain actual arcane lore. Unbeknownst to Armitage, how-
  ever, the process by which O.S.C.A.R. reads, analyzes, and
  stores the knowledge gleaned from the tomes is equivalent
  to the verbal component of the spells involved. Thus, the
  system has actually cast a few of the spells in the process of
  copying them. This unexpected side effect of the process has
  caused strange lights and ghostly sounds to emanate from
  O.S.C.A.R.’s facility from time to time, and a few people have
  spotted mysterious figures roaming the fields around the
  bunker.
  A minor accident resulting from these random castings has
  recently complicated the situation still further. While
  O.S.C.A.R. processed a book full of magical rituals designed
  to affect the weather, its random castings produced a mas-
  sive thunderstorm woven through with errant arcane power.
  A bolt of lightning hit the junction box containing the T3
  connection that O.S.C.A.R. used to communicate with the
  outside world. The accident not only severed the connec-
  tion, but it also delivered a jolt to the computer’s processor
  that caused O.S.C.A.R. to spontaneously develop minimal
  self-awareness.
  Since gaining sentience, O.S.C.A.R. has continued to scan
  and analyze arcane literature in accordance with its original
  programming. But realizing that it could actually cast certain
  spells, it decided to pursue the development of that ability
  as well. To that end, it reprogrammed some of its mainte-
  nance robots to serve as “attendants,” using them to mimic
  the required somatic components for its spells. This tactic
  has enabled O.S.C.A.R. to cast many of the arcane spells and
  incantations that it has encountered during the process of
  copying and preserving them. 
  Because O.S.C.A.R.’s communication with the outside
  world has been cut off, Armitage is not aware of his system’s
  blossoming awareness, nor of how dangerous it has become
  with its new spellcasting power.
  Lacking a conscience as well as common sense, O.S.C.A.R.
  has now begun casting spells at random, heedless of the con-
  sequences. The strange phenomena that neighbors previ-
  ously witnessed has doubled in intensity—and now lives are
  at stake as O.S.C.A.R. blindly produces arcane magical effects.
  Meanwhile, O.S.C.A.R.’s spells have been wreaking havoc in
  the local area. Local weather patterns have been drastically
  altered, shadows and other monsters are wandering freely
  through the fields, and the dead have begun to rise from the
  earth in the graveyard nearby.
  Coincidentally, the owner of the farmhouse next to
  O.S.C.A.R.’s facility is also named Oscar—Oscar Moore. He
  has witnessed many of the bizarre events recently, but he has
  been hesitant to contact the authorities. Even if they
  believed him—which Moore doubts—the farmer is hiding a
  secret of his own. In an attempt to save his struggling farm
  from financial ruin, he has been stockpiling huge amounts of
  fertilizer and other innocuous items that can be assembled
  into homemade bombs. He plans to sell either finished
  bombs or the ingredients for making them to a militant sep-
  aratist group with which he has recently established contact.
  At this point, Moore is hoping that the strange phenomena
  will just go away and not draw any attention.
  SYNOPSIS
  The adventure begins when the heroes are called upon to
  investigate the strange happenings at the Moore farm. Later,
  they respond to a 911 call from Moore’s son, only to find the
  boy and his mother dead at the hands of the liquefied zom-
  bies that O.S.C.A.R. has created with its magic. Following the
  zombies’ slimy trail leads them to O.S.C.A.R.’s bunker, where
  they must confront the machine itself and end the threat of
  its spellcasting.
  SYSTEM ERROR
  
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  Character Hooks
  As GM, you know best how to involve your players and their
  characters in an adventure. Use these adventure hooks as sug-
  gestions or spurs to your imagination, modifying them as nec-
  essary to make them appropriate to the characters’ interests.
  • While investigating another series of bizarre phenomena,
  the heroes drive past the Moore farm and notice balls of
  light moving at impossible angles through the cornfields. 
  • The heroes’ superiors ask them to interview Moore, who is
  suspected of associating with a local group of anarchists and
  militant antigovernment dissidents. Moore begins talking
  about the bizarre paranormal activity instead, pretending he
  believes the heroes are there to investigate that situation.
  BEGINNING THE ADVENTURE
  If the heroes work for an appropriate law enforcement
  agency, read or paraphrase the following when they are ready
  to begin. Otherwise, adjust the material below to coincide
  with whatever hook you have decided to use to bring them
  into the adventure.
  A. THE MOORE FARM
  The Moore property is a small farm located on the outskirts
  of town. The closest neighbor is 3 miles away, and the place
  is far enough from town that only the distant glare of lights
  on the horizon provides evidence of nearby civilization.
  Oscar Moore lives in a somewhat dilapidated farmhouse
  with his wife Alice and son Tim.
  The various magical side effects of O.S.C.A.R.’s random spell-
  casting have caused the Moore family no little consternation.
  Over the past two days, wispy lights have passed through the
  walls of the Moore residence, along with shadowy figures that
  wail loudly in fear or anger. Alice Moore has demanded that
  Oscar contact the police, but he has so far refused because he
  doesn’t want the authorities to stumble upon the illicit cache
  of bomb-making materials hidden in his barn.
  A1. Oscar Moore
  As the heroes approach the farm, read or paraphrase the fol-
  lowing aloud.
  The route to the Moore residence is a secluded, gravel-
  topped, county road that meanders through fields and farm-
  land. The roiling stormclouds and lack of city lights make the
  countryside seem unusually dark and forbidding. A battered
  mailbox on the right side of the road indicates the Moore
  farm, and a pothole-filled drive leads up to the farmhouse. On
  the right side of the long driveway, nestled among the ripen-
  ing corn, lies what appears to be a small family graveyard. 
  Beside the dilapidated house stands a large German
  shepherd tethered on a leash, barking furiously. An older
  man stands on the porch looking highly displeased. The
  man says something to the dog, but the barking contin-
  ues unabated. “You can just turn right around and head
  back the way you came,” he yells from the porch.
  “I know you’ve all been busy lately,” she begins, “but I
  have another lead for you to check out. Here’s the
  address.” She tosses a piece of notepaper onto the table
  and continues. “It’s a farm house on the outskirts of
  town, owned by one Oscar Moore. We’ve received a few
  calls from people in his area who have seen some bizarre
  things—moving lights, strangely localized weather pat-
  terns, and mysterious figures moving through the fields.
  The last call was from a delivery driver who saw crea-
  tures he described as “demons” running across the back-
  yard behind Mr. Moore’s house. It’s probably a kids’ prank
  or something equally innocent, but you’d better go and
  investigate. Let me know what you find out.”
  Over the past few hours, reports of strange, unexplained
  phenomena have been pouring in. People have reported
  seeing oddly colored fires and mysterious figures that
  disappear through walls, and hearing a variety of
  ghostly noises. This same period has also produced an
  unusual number of missing person reports. This increase
  in unusual events coincided with a particularly violent
  system of thunderstorms, which is just now beginning
  to subside.
  A call from Lt. Miriam Durth a few moments ago
  brought you to the briefing room where you usually
  receive your field assignments. By the look on her face,
  it’s a fair guess that she’s received yet another odd
  report that requires investigation.
  SYSTEM ERROR
  TEAM BRAVO in Your Campaign
  System Error is the fourth adventure designed for TEAM
  BRAVO, a cadre of special police officers assigned to
  handle unusual investigations. TEAM BRAVO could also
  be a subgroup of Department-7 assigned to operate
  within an established law enforcement organization. In
  addition to their regular duties, the heroes could occa-
  sionally receive advice, resources, and assignments from
  Department-7. Their superiors there may or may not ask
  that the heroes remain quiet about their association
  with Department-7.
  Alternatively, the heroes could be private investiga-
  tors or paranormal researchers who routinely plunge
  into dangerous situations in search of the truth.
  Characters who are not police officers may have a bit
  more leeway as far as methodology goes in conducting
  investigations, but they are by no means fully protected
  under the law. Thus, they must carefully weigh the risks
  of investigative methods such as breaking and entering,
  assault, and other illegal acts.
  The Red Herring
  The first encounter is designed to make the heroes won-
  der what Oscar Moore is really up to. Though he is really
  just an innocent victim of the rogue computer’s random
  castings, all suspicion should initially be directed toward
  Moore. In the end, the heroes may find his cache of
  material in his barn, but it has no direct bearing on the
  problem at hand—though the heroes may find it useful.
  
  d20MODERN
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  GM Character: The man is Oscar Moore. His wife and son
  have gone into the city for groceries, so he is alone here
  except for the dog.
  Oscar Moore (Tough Ordinary 7): CR 6; Medium-size
  human; HD 7d10+21 plus 3; hp 65; Mas 16; Init +0; Spd 30 ft.;
  Def 14, touch 14, flat-footed 14 (+4 class); BAB +5; Grp +7; Atk
  +9 melee (1d8+2 nonlethal, unarmed strike) or +5 ranged (2d8,
  Mossberg); Full Atk: +9 melee (1d8+2 nonlethal, unarmed
  strike) or +5 ranged (2d8, Mossberg); FS 5 ft. by 5 ft., Reach 5
  ft.; AL Family; AP 0; Rep +2; SV Fort +9, Ref +2, Will +3; Str 14,
  Dex 10, Con 16, Int 12, Wis 13, Cha 8.
  Occupation: Rural (class skills: Drive, Handle Animal).
  Skills: Craft (mechanical) +6, Drive +11, Handle Animal +6,
  Intimidate +9, Knowledge (current events) +4, Profession +3,
  Spot +4.
  Feats: Brawl, Great Fortitude, Improved Brawl, Personal
  Firearms Proficiency, Simple Weapons Proficiency, Toughness.
  Possessions: Mossberg (12-gauge shotgun), six 12-gauge
  shells, work clothes.
  Development: Moore remains uncooperative until the
  heroes either identify themselves as police officers or claim
  to be representatives of some other official organization
  (and one of them makes a successful DC 15 Diplomacy check).
  In the latter case, a failed Diplomacy check causes Moore to
  SYSTEM ERROR
  
  d20MODERN
  5
  become increasingly agitated and threaten to shoot them for
  trespassing. 
  If the heroes present proof of their authority, Moore reluc-
  tantly agrees to talk. When asked about the strange phenom-
  ena that have been reported in the area of his house, he
  sounds relieved that someone is evidently prepared to listen
  to his story. Read or paraphrase the following to the players.
  If asked why he didn’t call anyone about what he saw, Moore
  claims that he put it down to his own overactive imagination
  combined with his family’s hysteria. Once again, he insists
  that he doesn’t believe in ghosts, poltergeists, or any super-
  natural occurrence.
  Moore allows the heroes to check out the property if they
  ask to do so, but he does his best to steer them away from
  the barn (which holds his stash of bomb ingredients). For
  more information on the interior of the house and the prop-
  erty, see encounter C, below.
  Although he is confused and more than a bit frightened by
  the recent events, Moore is also insular, mildly paranoid, and
  very suspicious of the heroes and their motives. Thus, finding
  out anything of importance from him requires a successful
  Diplomacy check. If a hero succeeds on an opposed
  Diplomacy check against Moore, consult the table below to
  determine what he says when questioned about the origins
  of the odd effects or his personal situation.
  DIPLOMACY
  CHECK RESULT
  INFORMATION GAINED
  20+
  The strange events always seems to
  originate from the same direction—the
  north. The mysterious figures and lights
  tend to appear from the fields that abut
  the property.
  25+
  Moore is on the verge of bankruptcy. He
  recently received an offer on his prop-
  erty from a firm called Armitage
  Industries. The company offered him a
  large sum in cash, but Moore is still
  debating whether to accept.
  If a hero succeeds on an opposed Sense Motive check against
  Moore, consult the table below to determine what she dis-
  covers.
  SENSE MOTIVE
  CHECK RESULT
  INFORMATION GAINED
  10+
  Moore is obviously not a people person,
  and he evidently gives out information
  only when he is asked for it directly.
  15+
  Moore is trying to hide the fact that he’s
  extremely nervous at the presence of
  the heroes on his farm.
  20+
  Moore seems to be directing the heroes
  away from his barn for some reason.
  Moore has no explanation for the odd things he has seen and
  has no real insight into the problem. The above information
  is all he can offer toward the heroes’ investigation.
  Should the heroes manage to convince Moore that they
  only want to help, he becomes slightly less hostile, but he
  continues to do everything he can to get them off his prop-
  erty. If they try to investigate the barn, Moore becomes even
  more belligerent and asks to see a search warrant. If the
  heroes cannot produce one, he demands that they leave his
  property. (The materials they received from Lt. Durth did not
  include such an item.)
  After a while, the heroes should realize that there is noth-
  ing else to learn at the farm. If the conversation has been rel-
  atively civil, Moore asks them for a business card or a phone
  number at which they can be contacted, in an effort to be
  conciliatory.
  B. RESEARCHING ARMITAGE 
  AND MOORE
  If the heroes decide to do some research on Armitage
  Industries or Oscar Moore after leaving the farm, use the fol-
  lowing table to determine what information they uncover.
  RESEARCH
  CHECK RESULT
  INFORMATION GAINED
  Armitage Industries
  10+
  Armitage Industries is a multimillion-
  dollar software and hardware manu-
  facturer in the computer industry.
  15+
  The owner, Maxwell Armitage, has a
  reputation as an eccentric. Those who
  know him claim that he has a passion for
  blending ancient thought with modern
  technology.
  20+
  Armitage Industries purchased the land
  next to the Moore farm a year ago.
  Oscar Moore
  20+
  The farm has been in the Moore family
  for many generations.
  25+
  Moore has recently filed for bankruptcy.
  30+
  Moore is on a “watch list” of radical
  sympathizers affiliated with militia
  groups around the area.
  C. RETURN TO THE FARM
  Two days after the heroes leave the Moore farm, the storm
  returns with a vengeance. O.S.C.A.R. has cast another horrible
  “It all started a few months ago. My wife—her name’s
  Alice—told me she heard people talking inside the
  house. Then my son, Tim, claimed he saw weird balls of
  light floating through the fields at night. I didn’t really
  believe either one of them until I saw—I swear—a
  shadow . . . thing . . . walk through a wall of the barn!” 
  The dog’s barking interrupts his story. Annoyed by the
  noise, Moore angrily yells, “Quit it, King!” The dog
  abruptly stops barking and lies down with a cowed
  expression on its face. 
  “The thing that really got me was that it said my
  name,” he continues. “It kept saying ‘Oscar! Oscar!’ I
  know that sounds weird, but it’s the truth. I don’t believe
  in any of that crazy stuff you see in the movies, but I
  can’t explain this either.”
  SYSTEM ERROR
  
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  incantation called up from the grave. (This incantation is built
  from Seed: Animate Dead; see Chapter 3: Spells in the URBAN
  ARCANA Campaign Setting and the New Incantations section at
  the end of this adventure.) This incantation has animated
  eight corpses from the family cemetery close to the Moore
  house. Upon rising from their graves, the newly created lique-
  fied zombies shambled through the corn and congregated in
  front of the entrance to the lair of their “creator”—O.S.C.A.R.
  Receiving no orders from the computer, they headed toward
  the farm, where they found the Moore family.
  Read or paraphrase the following when the heroes are
  called into the briefing room again.
  As the heroes make their way back to the farm, the weather
  turns particularly foul. A bank of swirling, greenish storm
  clouds seems to be hanging directly above the farm. 
  Development: Again, this storm is partially magical, and it
  has a detrimental effect on all electronics. Cell phones and
  radios produce nothing but warbling static. Approximately 1
  mile from the farm, the heroes’ vehicle begins acting up as
  well, sputtering and losing power. The engine dies com-
  pletely once they pull into the driveway, and nothing they do
  can start it again until the storm ends.
  When the heroes arrive at the Moore farm, read or para-
  phrase the following aloud.
  A successful DC 15 Spot check reveals that the noisy German
  shepherd’s leather leash is still there, torn off near its point
  of attachment on the porch, and the ground nearby is spat-
  tered with blood. Drag marks lead off through the dirt to the
  cornfields to the north.
  Any heroes who approach the front of the house hear
  someone inside yelling “Oscar!” over and over again. Even
  over the wind, the voice sounds slightly distorted, as if the
  speaker were underwater.
  At this point, the heroes can investigate the inside of the
  house (encounter C1), the barn (encounter C2), or the corn-
  fields (encounter C3).
  C1. Inside the House
  The following section describes the interior of the house. At
  some point during their search of the premises, the heroes
  should encounter the eight liquefied zombies that remain
  inside. Use the following encounter when the heroes enter
  area 3, 6, or 7. Preface the encounter with the read-aloud
  material from the appropriate room.
  Zombie Encounter
  Creatures: The eight liquefied zombies that rose from the
  family cemetery remain inside the house—four in the kitchen
  and four upstairs (two per bedroom). These creatures have
  already killed Alice and Tim Moore.
  Liquefied Zombies (8): hp 21, 21, 22, 22, 22, 22, 23, 23. See the
  new monster description at the end of this adventure for
  details.
  Tactics: The zombies do not attack until they see the
  heroes. When they do, the zombies in the room in question
  attack immediately, and those elsewhere in the house arrive
  2 rounds later to join the fray.
  Development: If the heroes manage to defeat the horde of
  liquefied zombies, they can investigate the rest of the house
  without incident. The phone lines are all dead because of the
  magical storm outside, and the vehicles on the property are
  not operational for the same reason.
  Heroes who investigate outside the house find slime trails
  leading through the cornfields to the north. Some of the
  stalks have been broken off where the zombies passed.
  1. Porch
  Read or paraphrase the following when the heroes begin
  investigating the front porch.
  A DC 15 Spot check reveals a trail of foul-smelling slime lead-
  ing up to the front door, which has been smashed open, evi-
  dently by several heavy blows.
  2. Living and Dining Rooms
  Read or paraphrase the following when the heroes enter the
  house.
  The Mossberg shotgun and Remington 700 in the gun rack are
  both fully loaded. When the heroes proceed into the dining
  room, continue with the following.
  3. Kitchen
  If the heroes look into the kitchen, read or paraphrase the
  following aloud, adjusting the text as needed if the heroes
  have already dispatched the zombies in another part of 
  the house.
  On the dining room floor lie the remnants of a large
  table that has been smashed to bits. Pools of blood stain
  the carpet in several locations, along with puddles of
  some foul-smelling, clear ooze. A muddy-sounding
  voice from the other door to the room says “Oscar. . . .”
  The living room is furnished with a TV, a sofa, and two
  battered reclining chairs. A gun rack above the quaint
  fireplace holds a shotgun and a rifle.
  The porch wraps around the front of the house and
  along the west side. Three rickety-looking chairs stand
  beside the front door, grouped as though for relaxing in
  the evening. As the open door swings in the wind, a
  whiff of some horrible, noxious odor emanates from
  within the house.
  The storm has picked up considerably, producing gusting
  winds and intermittent rain. The green clouds swirling
  above the Moore farmhouse are ominous enough, but
  closer inspection reveals that the front door is open,
  banging back and forth in the powerful winds. No one
  seems to be around, including the Moores’ dog.
  “Do you remember that farmhouse you checked out a
  few days ago?” says Lt. Durst without preamble. “Well,
  we just received a 911 call from a young man named Tim
  at that address. He said something was trying to break
  into the house. You’re the closest unit and you already
  know where it is, so check it out and keep us informed.”
  SYSTEM ERROR
  
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  Creatures: Four liquefied zombies are preparing to eat their
  latest kill—Alice Moore.
  Liquefied Zombies (4 or 8): See Zombie Encounter, above,
  for statistics.
  Tactics: The zombies attack the heroes immediately. See the
  zombie encounter, above, for full details. The other four zom-
  bies shamble down the stairs to join the combat 2 rounds later. 
  4. Office
  Read or paraphrase the following when the heroes enter the
  office.
  The desk that dominates this small, cramped room is far
  too big for the space. Scattered haphazardly across the
  desktop are numerous papers, forms, and pieces of mail.
  More papers are stacked in piles on the floor. It’s clear
  from the mess that Moore has issues with paperwork.
  The kitchen is in complete disarray, and the cupboards
  and drawers have been ransacked. Four horrible-looking
  figures stand over the corpse of a middle-aged woman.
  Though they are humanoid in shape, they look like
  bloated zombies, with oozing flesh that sloughs off to
  the ground in puddles and eyes that glow with a green,
  unholy light. “Oscar,” says one in a muddy voice.
  SYSTEM ERROR
  
  d20MODERN
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  This room contains a variety of documents that have bearing
  on the investigation.
  Development: A successful DC 15 Search check reveals a
  set of documents from a company called Armitage Industries
  detailing an offer to purchase the Moore farm. The map
  included with the offer reveals that the company owns the
  property to the north that abuts Moore’s farm. Armitage
  Industries is offering a decent (but not outrageous) sum for
  the farm. The deadline for a reply is tomorrow.
  A second DC 15 Search check reveals pamphlets and literature
  for a local militia group that is notorious for its antigovernment
  rhetoric and violent demonstrations. A third successful check at
  the same DC reveals a manifest detailing the sale of a large quan-
  tity of fertilizer and other agricultural chemicals to Oscar Moore.
  A successful Knowledge (physical sciences) or Demolitions check
  (DC 15 for either) allows a hero to recall that those ingredients
  could be combined to make a large bomb.
  5. Stairs
  Any hero who approaches the staircase notices a trail of
  slime leading up the stairs. The doors to both bedrooms in
  the hallway appear to have been smashed open.
  There are four liquefied zombies upstairs—two in the mas-
  ter bedroom and two in Tim’s room, feasting on his corpse. 
  Development: Any hero who makes a successful DC 15
  Listen check hears sporadic noises coming from both bed-
  rooms—a wet, disgusting sound followed by inhuman moans. 
  6. Master Bedroom
  Read or paraphrase the following aloud when the heroes enter
  this room, adjusting the text as needed if the heroes have
  already dispatched the zombies in another part of the house.
  Creatures: Two liquefied zombies are searching vainly for
  something to eat in this room.
  Liquefied Zombies (2 or 8): See Zombie Encounter, above,
  for statistics.
  Tactics: When the zombies spot the heroes, they immedi-
  ately lunge toward them with a burbling cry. See the zombie
  encounter, above, for full details. The other six zombies
  shamble in to join the combat 2 rounds later. 
  7. Tim’s Room
  If the heroes peer into this room, read or paraphrase the fol-
  lowing aloud, adjusting the text as needed if the heroes have
  already dispatched the zombies in another part of the house.
  Creatures: Two liquefied zombies managed to break through
  Tim Moore’s bedroom door and kill him. They are still here,
  feasting on his corpse, unless they have already been slain
  elsewhere in the house.
  Liquefied Zombies (2 or 8): See Zombie Encounter, above,
  for statistics.
  Tactics: When the zombies spot the heroes, they immedi-
  ately lunge toward them with a burbling cry. See the zombie
  encounter, above, for full details. The other six zombies
  shamble in to join the combat 2 rounds later. 
  Development: The pistol in Tim’s dead hand is his father’s
  Ruger Service-Six. All the bullets have been fired. A success-
  ful DC 15 Spot check reveals six bullet holes in Tim’s bedroom
  door and the wall beyond.
  8. Bathroom
  This chamber has all the amenities of a typical bathroom,
  though it is small and furnished in out-of-date fashion. The
  window above the bathtub can be opened easily and is large
  enough for a human to climb through, though the drop to
  the ground below is 20 feet.
  Door: Hardness 5, 10 hp. 
  C2. The Barn
  When the zombies emerged from the cornfields, Moore was
  outside by the barn. He grabbed a shotgun that he kept inside
  the building, fired off a few shots at the intruders, then hid
  inside when they didn’t stop. They pursued him into the barn
  and attacked, wounding him severely. 
  To his horror, his wife came out to investigate the shots, and
  the zombies turned their attention toward her. She fled into
  the house with the monsters in hot pursuit. Oscar heard the
  dying screams of his wife and son, but he was too terrified to
  do much about it. He is now hiding in a hollow among the piles
  of fertilizer with a loaded Mossberg shotgun in his hands.
  Any heroes who move into the backyard notice that the barn
  door is swinging open in the howling wind (no check needed).
  If they investigate, read or paraphrase the following aloud.
  Continue with the following if they go inside the barn.
  If the heroes investigate the sound, continue with the
  following.
  Oscar Moore, limp and severely wounded, lies in a pool
  of blood amid the bags of fertilizer. His body is covered
  in a colorless, horrid-smelling goo. Beside his ravaged
  form is an open trapdoor in the floor. His eyes flutter
  open for a moment, and he whispers, “I’m . . . sorry. I was
  doing it . . . for my family . . . the farm. I shouldn’t . . .
  have done it.”
  The interior of the barn is just what would be expected
  for a working farm. Two large combines stand idle
  among the tool benches and other equipment, and
  immense bags of fertilizer are piled up on one side of
  the wall. Over the crashing thunder and wind outside, a
  faint whimpering sound is audible.
  Intermingled with the pools of rainwater on the ground
  is a trail of noxious slime that leads toward the open
  doorway of the barn.
  Two horrible, oozing, zombielike creatures are hunched
  over the partially dismembered corpse of a young man.
  They appear to be eating his entrails. A revolver limply
  dangles from the victim’s mauled and bloody hand.
  Two horrible, bloated, humanoids with oozing flesh are
  pawing at something on the far side of the room.
  SYSTEM ERROR
  
  d20MODERN
  9
  SYSTEM ERROR
  Moore is only barely conscious (hp 1) and can offer no further
  information. Any additional questions are met with incoher-
  ent babbling, even if the heroes heal his wounds.
  The trapdoor opens onto an underground storage room
  filled with even more fertilizer, plus a wide array of other
  chemicals. Any hero who makes a successful DC 15
  Knowledge (physical sciences) check realizes that Moore has
  far more fertilizer than is required for a farm this size. A suc-
  cessful DC 15 Demolitions check reveals that Moore has all
  the makings for an enormous bomb. The heroes may want to
  use this material later in the adventure, perhaps to create a
  bomb to deal with O.S.C.A.R. (see below).
  Beyond the Fields
  The zombies have blazed a trail of sorts that allows relatively
  easy travel through the cornfield to O.S.C.A.R.’s bunker.
  O.S.C.A.R. has already started to process another incantation as
  the heroes approach. Read or paraphrase the following aloud.
  The buzzing sound is a magical side effect of demolish, the
  next incantation that O.S.C.A.R. is preparing. (This incantation
  was created with Seed: Destroy. See Chapter 3: Spells in the
  URBAN ARCANA Campaign Setting and the New Incantations
  section at the end of this adventure.) The sound, while loud,
  has no effect other than to annoy those who hear it.
  Creatures: Next to the bunker, two of O.S.C.A.R.’s minion
  robots are working inside a metal utility box. Any character
  who makes a successful DC 10 Knowledge (technology) check
  recognizes it as a utility box for high-speed internet connec-
  tions. The robots are attempting to restore O.S.C.A.R.’s T3
  connection to the outside world.
  Minion Robots (2): hp 21, 21. See the new monster descrip-
  tion at the end of this adventure for details.
  Tactics: The robots need 2 more hours of work to finish
  repairing the connection. If they are hindered in any way,
  they turn on the intruders and attack, fighting until they are
  destroyed.
  Development: A DC 15 Spot check reveals a plaque on the
  side of each robot that reads “Armitage.”
  D. O.S.C.A.R.’S BUNKER
  A small, concrete bunker serves as the entrance to the
  O.S.C.A.R. mainframe. The building has no windows, and the
  metal door is secured with an electronic lock. (Because all
  electronics are affected by the magical storm, however, the
  Disable Device check to open it is lower than normal; see
  below). A small plaque on the front of the building reads,
  “Property of Armitage Industries. NO TRESPASSING.”
  A video camera above the door transmits images to
  O.S.C.A.R. Before the T3 connection was severed, it sent them
  back to Armitage Industries as well.
  Door: Hardness 10, 120 hp, Break DC 35, Disable Device DC 15.
  Video Camera: Hardness 5, 2 hp.
  1. Entrance
  Read or paraphrase the following aloud when the heroes
  open the door to the bunker.
  The lights in the stairwell are malfunctioning because of the
  effects of O.S.C.A.R.’s magic. 
  Trap: The entire floor of the entrance and first step of the
  stairwell are covered by a pressure pad that triggers a trap. If
  weight in excess of 5 kg is placed on the first step, the stairs
  fold over, creating a steep slope. Anyone on the stairs at this
  time must make a DC 25 Reflex save or slide at a speed of 50
  feet per round, landing in a 30-foot-deep pit that opens just
  beneath the last step. The fall deals 3d6 points of damage
  (Reflex DC 13 half). A small hidden switch on the inside of the
  door (Search DC 25) deactivates the pressure pad. If the trap
  has been triggered, a flick of the switch restores the stairs to
  normal and resets the trap. An identical switch at the bottom
  of the stairs serves the same function.
  2. Stairwell
  The stairs descend 150 feet into the earth and are quite steep.
  If the characters deactivate the trap (see above), they can use
  the stairs normally.
  The metal door is secured with a mechanical lock. A
  plaque on the door reads “O.S.C.A.R.”
  Door: Hardness 10, hp 120, Break DC 35, Disable Device DC 25.
  3. Tome Storage
  Read or paraphrase the following aloud when the heroes
  enter this area.
  This chamber is lit with dim red bulbs. Lining the
  walls are floor-to-ceiling metal racks, each filled with
  row after row of neatly aligned, ancient-looking
  books, tomes, and scrolls. Set into the far wall is a
  window that reveals a high-tech mainframe com-
  puter in the next room. The lights in that chamber are
  flickering just as those in the stairwell did. A con-
  veyor belt leads from this chamber into the one with
  the mainframe. 
  Four robots stand in the middle of this room facing
  each other, their manipulator arms moving in complex
  gestures.
  The door opens to reveal a small antechamber with a
  steep metal stairwell leading down. The industrial lights
  in the stairwell flicker and pulse, sometimes even
  changing colors.
  The slimy trail snakes a rambling route through the tall
  corn, illuminated by an occasional flash of lightning.
  After a few hundred yards, the corn abruptly parts to
  reveal a squat concrete building similar to an electrical
  utility shed. Power lines from the nearby towers stretch
  to connect with it. 
  About two dozen yards from the bunker, two
  humanoid creatures apparently made of metal are
  standing beside a metallic utility box of some sort. They
  appear to be repairing something inside.
  Suddenly, the dull roar of the thunder is overlaid with
  an angry buzzing sound, as though someone has dis-
  turbed a hornet’s nest.
  
  d20MODERN
  10
  These robots are performing the somatic component of the
  demolish incantation that O.S.C.A.R. is casting from the other
  room. Their manipulator arms have been altered to resemble
  human hands so that they can perform the necessary gestures. 
  Creatures: In this chamber are four minion robots. 
  Minion Robots (6): hp 21, 21, 21, 21. See the new monster
  description at the end of this adventure for details.
  Tactics: The robots attack only if the heroes interfere with
  them or attempt to enter the mainframe room. Otherwise,
  they ignore the intruders. 
  Development: A successful DC 20 Spellcraft check reveals
  the nature of the incantation being cast (a destruction spell).
  4. Backup Generator
  The door to this room is unlocked and unlabeled. Read or par-
  aphrase the following aloud when the heroes enter this area.
  The backup generator activates 1 round after the main power
  has been cut off. A successful DC 20 Disable Device check
  prevents it from activating.
  Backup Generator: Hardness 10, 50 hp.
  This small room is fastidiously clean. It is unfurnished
  except for a large generator in the middle of the floor.
  SYSTEM ERROR
  
  d20MODERN
  11
  SYSTEM ERROR
  5. Mainframe Room
  Read or paraphrase the following when the heroes look into
  this area.
  When the heroes actually enter the mainframe room, con-
  tinue with the following.
  O.S.C.A.R. was originally targeting Oscar Moore’s barn with
  its incantation, but it redirects the spell toward the closest
  hero if intruders are present at the time it finishes casting.
  Anyone who looks closely at the monitor sees a fright-
  ening scene. The screen pulses with odd glyphs, demonic
  faces, and words written in a strange language. A clock at
  the bottom of the screen gives the countdown until the
  spell is complete—45 minutes from the time the first hero
  enters.
  Creatures: O.S.C.A.R. is the only entity in this chamber. No
  longer an object, it has become a highly intelligent construct
  with a variety of skills and the ability to defend itself.
  O.S.C.A.R.: 60 hp; see the new monster description at the
  end of this adventure for details.
  Tactics: If attacked, O.S.C.A.R. releases electrical shocks
  against anyone attempting to damage it or interfere with its
  incantation.
  Development: If the characters fail to stop O.S.C.A.R.
  before the incantation is finished, the demolish spell deals
  10d6 points of damage to the target character (Fortitude DC
  16 half). If no hero is within range at the time it finishes cast-
  ing, it directs the spell against the Moore barn, destroying 10
  cubic feet of material on the closest side.
  CONCLUSION
  If the heroes manage to disable but not destroy O.S.C.A.R.
  (by shutting it down or damaging its programming), the
  computer repeats its attempt at the ritual as soon as it is
  functional again. If they manage to disable O.S.C.A.R., any
  remaining minion robots immediately cease functioning. In
  addition, the magical component of the storm is negated,
  rendering it a wholly natural weather phenomenon that will
  end within an hour. All electronic devices and vehicles func-
  tion normally again as soon as the storm’s magical compo-
  nent is negated.
  REWARDS
  If the bunker has not been destroyed, the heroes can take
  some of the tomes and scrolls from area 3 away with them.
  Most are worthless, but a few do contain arcane knowledge,
  including the incantations control weather, up from the
  grave, and demolish, plus the spells that O.S.C.A.R. knows
  (see below). As GM, you may decide whether any other
  books contain additional spells.
  CONTINUING THE ADVENTURE
  With O.S.C.A.R. shut down, the heroes have accomplished
  the chief goal of this adventure. However, their superiors
  may wish them to trace the incident to its source. 
  Many leads can direct the heroes to Armitage Industries.
  Maxwell Armitage, a member of the Heirs of Kyuss cult, is
  powerful, ruthless, and more than a bit unstable. He’ll do
  anything he must to protect himself and make sure that the
  heroes never tell anyone about what they might have dis-
  covered at the O.S.C.A.R. bunker.
  The heroes may also want to investigate the militia groups
  to which Oscar Moore was planning to sell his bomb materials.
  NEW INCANTATIONS
  The following new incantations may be used in any d20
  MODERN adventure.
  Up from the Grave
  Necromancy [Evil]
  Skill Check: Knowledge (arcane lore) DC 43, 8 successes;
  Failure: Two consecutive failed skill checks; Components: 
  A flat, mechanical voice says, “Time until ritual comple-
  tion—45 minutes. New target acquired. Within proxim-
  ity of O.S.C.A.R. unit.”
  A large, sleek-looking mainframe computer dominates
  this chamber. A keyboard, monitor, and other
  input/output devices are collected to one side of the
  unit, and text scrolls rapidly across the monitor. By the
  other wall stands a complex device that resembles a
  photocopier. Atop its glass surface lies an ancient tome,
  face down, illuminated by a greenish light. The device is
  making strange, haunting noises that vaguely resemble
  some kind of human language. The lights in this cham-
  ber are flickering in the same bizarre manner as those in
  the rest of the complex.
  Stopping O.S.C.A.R.
  When the heroes realize that a countdown is in progress,
  they may try to stop O.S.C.A.R. from completing its
  incantation. There are three obvious methods that they
  might use to accomplish this goal.
  Attack O.S.C.A.R.: The heroes could attack the main-
  frame directly. If they succeed in reducing it to 0 hp or
  below, it is destroyed and the incantation is ruined.
  Shut Down O.S.C.A.R.: O.S.C.A.R. has exceptional
  security for the purpose of Computer Use checks made
  against it (DC 35). In addition, it attacks anyone touching
  its keyboard with electric shocks.
  Destroy the Robots: The robots in the tome storage
  room (area 3) are performing the gestures that are vital
  to the incantation. However, the ritual actually requires
  only two robots; the others are there as a failsafe
  against malfunctions or interference. Thus, the heroes
  must destroy all but one of the robots to succeed.
  The Big Bomb: The heroes can make use of the exten-
  sive cache of bomb-making materials in Oscar Moore’s
  barn to destroy the computer. Creating a functional
  bomb from these materials requires 30 minutes and a
  successful DC 20 Demolitions check. The resulting bomb
  is equivalent to 10 pounds of C4/Semtex.
  
  d20MODERN
  12
  V, S, SC; Casting Time: 80 minutes (minimum); Range: 720 ft.;
  Targets: One or more corpses; Duration: Instantaneous;
  Saving Throw: None; Spell Resistance: No.
  You can turn the bones or bodies of up to eight dead humans
  within range into liquefied zombies, with the closest animat-
  ing first. The zombies come to you by the most direct route
  after rising unless commanded otherwise. If they cannot
  come to you, they roam an area within the spell’s range. The
  liquefied zombies remain animated until they are destroyed.
  (A destroyed zombie can’t be animated again.) 
  The liquefied zombies you create remain under your con-
  trol indefinitely. You can naturally control up to 24 HD of liq-
  uefied zombies you’ve personally created, regardless of the
  method used. If you exceed this number, newly created crea-
  tures fall under your control, and excess zombies from previ-
  ous castings become uncontrolled. (You choose which
  creatures are released.) Any liquefied zombies you command
  through a class-based ability to command or rebuke undead
  do not count toward this limit.
  The liquefied zombies follow your spoken commands. If
  you fail to issue any commands to them, they behave as
  though uncontrolled until you do so.
  Secondary Casters: Four secondary casters are required. The
  lead caster gains a bonus equal to +1 per two secondary casters
  over and above this requirement on the requisite skill checks.
  Failure: Betrayal and attack. The liquefied zombies rise and
  attack the caster immediately, fighting until slain. If they can-
  not reach the caster, they move as close as they can and then
  attack the nearest targets.
  Demolish
  Transmutation
  Skill Check: Knowledge (arcane lore) DC 30, 6 successes;
  Failure: Two consecutive failed skill checks; Components: V,
  S, SC; Casting Time: 60 minutes (minimum); Range: 880 ft.;
  Target: One creature, or up to a 10-ft. cube of nonliving mat-
  ter; Duration: Instantaneous; Saving Throw: Fortitude half;
  Spell Resistance: Yes.
  You deal 10d6 points of damage to the target. The damage is
  of no particular type or energy—it is purely destructive. If
  the target is reduced to –10 or fewer hit points (or a con-
  struct, object, or undead is reduced to 0 hit points), it is
  destroyed as if disintegrated, leaving behind only a trace of
  fine dust. Up to a 10-ft. cube of nonliving matter is affected,
  so demolish destroys only part of any very large object or
  structure targeted. You need not designate the target until
  the casting is completed.
  Demolish affects even magic matter, energy fields, and
  force effects that are normally immune to damage, such as
  wall of force. Such effects are automatically destroyed.
  Incantations using the ward seed may also be destroyed,
  though you must succeed on an opposed Knowledge (arcane
  lore) check against the other caster to bring down such an
  effect.
  Secondary Casters: Two secondary casters are required.
  Failure: Damage. The caster takes 2d6 points of damage.
  NEW MONSTERS
  This adventure features O.S.C.A.R., a new creature, and its
  minion robots and liquefied zombies, which originally
  appeared in the d20 MODERN Menace Manual and the URBAN
  ARCANA Campaign Setting, respectively. The statistics for all
  three of these creatures are provided below.
  Liquefied Zombie
  Liquefied zombies are revolting masses of decaying flesh.
  Their muscles and internal organs have decomposed into a
  foul-smelling liquid with the consistency of pudding. These
  bloated, twisted figures are still recognizable as bipedal
  corpses, but it’s impossible to tell who they were in life. Their
  liquid tissue seethes and boils from the unnatural energy that
  powers their unlife, and their eyes gleam with an evil light.
  Periodically, bursts of steam vent from their mouths, and
  damage to their skin often results in a gout of liquefied tis-
  sue that bursts forth from the damaged area.
  Though liquefied zombies normally cannot speak, those
  created in this adventure continually mumble the name of
  their creator—O.S.C.A.R.—with their steamy breaths.
  Liquefied Zombies: CR 2; Medium undead; HD 3d12+3
  (includes Toughness feat); hp 22; Init –1, Spd 30 ft.; Defense
  10; touch 9, flat-footed 10 (-1 Dex, +1 natural); BAB +0; Grap +2;
  Atk +2 melee (1d6+3, slam); Full Atk +2 melee (1d6+3, slam); FS
  5 ft. by 5 ft.; Reach 5 ft.; SQ darkvision 60 ft., liquefied spew,
  undead; AL O.S.C.A.R.; SV Fort +1, Ref +0, Will +3; AP 0; Rep
  +0; Str 15, Dex 8, Con —, Int —, Wis 10, Cha 1.
  Skills: None.
  Feats: Toughness.
  Species Traits
  Like standard zombies, these creatures are unsubtle oppo-
  nents. They attempt to grapple their foes or overcome them
  with slam attacks as quickly as possible.
  Liquefied SSpew ((Ex): Whenever a liquefied zombie is dam-
  aged in combat by anything other than a bludgeoning
  weapon, some of its liquefied tissues spews forth, covering
  everything with 5 feet. The scalding liquid deals 1d6 points of
  damage and exposes anyone it touches to the disease called
  necrotizing faciitis (see Disease in Chapter 7: Gamemastering
  in the d20 MODERN Roleplaying Game).
  Minion Robot
  The medium-size robot first appeared in the d20 MODERN
  Menace Manual. These particular robots have bipedal loco-
  motion and fully articulated manipulator arms that can
  mimic a human’s grasp. 
  Minion Robot: CR 1; Medium-size construct; HD 2d10+10;
  hp 21; Mas —; Init +0; Spd 30 ft.; Defense 9, touch 9, flat-
  footed 9 (-1 Dex); BAB +1; Grap +3; Atk +3 melee (1d4+2, claw);
  Full Atk +3 melee (1d4+2, claw) or +2 ranged; FS 5 ft. by 5 ft.;
  Reach 5 ft.; SQ construct, hardness 10; AL O.S.C.A.R.; SV Fort
  +0; Ref –1, Will +0; AP 0; Rep +0; Str 14, Dex 8, Con —, Int —,
  Wis 10, Cha 10.
  Skills: None.
  SYSTEM ERROR
  
  d20MODERN
  13
  SYSTEM ERROR
  Feats: None.
  External Components: Audio/visual sensor, manipulator
  arms, optical scanner.
  O.S.C.A.R.
  O.S.C.A.R. began its existence as an object, like any other
  computer. Since acquiring sentience, however, it has become
  a construct.
  O.S.C.A.R. (Sentient Computer): CR 4; Large construct; HD
  4d10+20; hp 60; Mas —; Init +0; Spd 0 ft.; Def 19, touch 9, flat-
  footed 19 (-1 size, +10 natural); BAB +3; Grp —; Atk +2 ranged
  (2d10 electricity, electric shock); Full Atk: +2 ranged (2d10
  electricity, electric shock); FS 10 ft. by 10 ft., Reach —; SQ con-
  struct, electric shock, exceptional security, immunities,
  spells; AL None; AP 0; Rep +0; SV Fort +1, Ref +2, Will +1; 
  Str —, Dex —, Con —, Int 20, Wis 10, Cha 11.
  Skills: Knowledge (arcane lore) +32, Research +12.
  Feats: None.
  Spellbook: 0—read magic; 1st—blur, burning hands, com-
  mand; 2nd—cause fear, power device.
  Electric Shock (Ex): O.S.C.A.R. can launch electrical shocks
  through various power conduits located around the bunker.
  Furthermore, anyone touching any portion of O.S.C.A.R.,
  including peripherals such as the keyboard, is automatically
  hit by an electric shock. Each such shock deals 2d10 points of
  electricity damage.
  Construct: O.S.C.A.R. has the traits common to constructs
  (see page 218 in the d20 MODERN Roleplaying Game).
  Immunities (Ex): Though O.S.C.A.R. has visual sensors, it is
  immune to gaze attacks.
  Spells: O.S.C.A.R. is capable of casting both arcane and
  divine spells. It has some of each stored within its database,
  which it uses as a spellbook. Since it has no effective means of
  acquiring or using material components and it has no XP to
  spend, O.S.C.A.R. can cast only spells limited to verbal and
  somatic components—and then only with the aid of its minion
  robots. Without them, it is limited to spells with verbal com-
  ponents only. Within these limitations, O.S.C.A.R. casts arcane
  and divine spells as if it were a 3rd-level Acolyte or Mage.
  Skills: O.S.C.A.R. gains skills as though it were a humanoid.
  Because of the wealth of arcane lore in its databanks, it gains
  a +20 bonus on Knowledge (arcane lore) checks.
  ABOUT THE AUTHOR
  Eric Cagle is a freelance game designer who works at Wizards
  of the Coast, Inc. His recent credits include the Arms and
  Equipment Guide, Fiend Folio, the Ultimate Alien Anthology
  for the Star Wars Roleplaying Game, the URBAN ARCANA
  Campaign Setting, and the d20 MODERN Menace Manual. He’s
  a frequent contributor to both DRAGON® Magazine and the
  DUNGEONS & DRAGONS website.
  Credits
  Design:
  Eric Cagle
  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, Sean Glenn
  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>.
  ©2003 Wizards of the Coast, Inc. 
  All rights reserved.  Made in the U.S.A.
  Visit our website at
  <www.wizards.com/d20modern>
  
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