TEXT: By Owen K. C. Stephens
  A Short d20 Modern Adventure for Four 15th-Level Characters
  EVERYTHING
  GOES
  Some evil creatures are out to destroy the world; oth-
  ers just want to make a buck. The black market is cut-
  throat enough, but when supernatural and alien items
  are on the block, someone innocent always gets hurt. 
  A black marketeer named Bora Ghali has renovated
  an abandoned mine within a high mountain and
  turned it into the headquarters for her operations. So
  far, her organization has remained small, and no one
  has managed to procure much evidence against her.
  But all that is about to change. Can the heroes shut
  her down before her evil influence spreads all over
  the world?
  LEVELS
  Everything Goes is a site-based adventure for four 15th-
  level characters. Though not designed for any specific
  d20 MODERN campaign setting, Everything Goes fea-
  tures aliens, undead, psionics, magic, and high tech, so
  it isn’t appropriate for campaigns that exclude these
  elements. However, it’s a handy vehicle for introducing
  one of these elements to a game that previously
  excluded it. For example, a d20 MODERN game that pre-
  viously included undead and magic, but not psionics or
  aliens, could put ghost-hunters face-to-face with crea-
  tures from another planet via this adventure.
  You, the Game Master (GM), need a copy of the
  d20 MODERN Roleplaying Game to run this adventure.
  A copy of the d20 MODERN Menace Manual would
  also be helpful, but it is not required, since full statis-
  tics for all the creatures taken from it are provided
  with the adventure. To get started, print out the
  adventure (including the map of the Redoubt) and
  read it through. Specific maps for the various loca-
  tions in the Redoubt aren’t necessary, since each area
  with contents is described in the text of the adven-
  ture. You can add as much or as little detail about
  each site as you wish.
  Familiarize yourself with the general history of the
  situation, the layout of the complex, its denizens and
  
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  2
  their plans, and the descriptions of gardhyi, toxic sludge,
  whisperer in the dark, yeti, and festergogs from the d20
  MODERN Menace Manual. Then make sure you are familiar
  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
  The Redoubt is an old gold mine that played out in the late
  1800s. Abandoned for decades, it was purchased in the 1960s
  by a private individual who hoped to find a few veins of gem-
  stones in its extensive network of tunnels. This hope never
  panned out, and the mine was again abandoned until Bora
  Ghali bought it in the late 1990s. After having it extensively
  remodeled, Bora named it the Redoubt and made it her
  home and the headquarters for the Black Mark, her auction
  company.
  Bora Ghali
  Bora Ghali is a vampire and a psychic. While growing up on
  the streets of the largest northwestern cities of the United
  States and Canada, she realized that nothing was more
  important to her than money, and that she had a talent for
  parting people from it. Her burning desire for cash led her
  down the wrong dark alley one night at a carnival in 1970,
  resulting in her death and rebirth as a vampire. It took Bora
  nearly a decade to overcome her vampire master and start
  unlife on her own terms. By then, she had already built a
  large network of supernatural contacts from the darker car-
  nivals of the world and was ready to make her big move.
  Bora became a dealer in the supernatural, arcane, other-
  worldly, and rare. She found mystic and psychic artifacts
  from around the world, arranged their procurement by any
  means necessary, and sold them to the highest bidder. Her
  ability to move almost freely through human society made
  her the perfect “middle man” between the normal world and
  the creatures of Shadow. She amassed a small fortune by
  obtaining items from the horrid things hidden in the shadows
  for the fools who wanted to buy pieces of that world. As her
  business increased, she acquired a broad range of agents and
  allies, including an alien acolyte (Mr. Indigo), a group of yeti
  lumberjacks, a set of vomit fiends, and numerous human
  agents (mostly ex-criminals). With its diverse members, her
  organization can acquire a broad range of unique supernatu-
  ral, alien, and occult items.
  The Black Mark
  Everything the Black Mark has is for sale, generally via inter-
  net auction. For security reasons, however, purchases are
  never shipped. A buyer can either come to the Redoubt and
  pick up his purchase or pay for a personal courier to bring it
  to him. On rare occasions, items of great value are auctioned
  to a live group at the Redoubt (see level 5, below). Buyers
  may use proxies on such occasions, but no communication is
  allowed with the outside world—all cell phones, communi-
  cation spells, telepaths, internet links, and other forms of
  communication are strictly forbidden. Auction purchases
  may be paid for by electronic bank transfer, bearer bonds, or
  gold, but not cash. Not only can nothing be bought with
  cash, but carrying it into the Redoubt is grounds for immedi-
  ate expulsion because Bora Ghali has developed an unusual
  sensitivity to it (see her description in level 4).
  So far, Bora Ghali has been content to operate out of the
  Redoubt alone, but her finances and contacts have expanded
  so greatly that she’s no longer satisfied with a single opera-
  tion. Soon, she’ll be spreading her network across the globe,
  building multiple bases and hiring more agents and guards.
  All she needs is a little more money, which a few high-profile
  auctions at the Redoubt are sure to provide. In a matter of
  weeks, she’ll begin recruiting under-bosses for her new
  Redoubts on every continent, and soon afterward, the Black
  Mark will become a true supernatural mafia.
  SYNOPSIS
  The heroes are called to investigate the Black Mark. Upon
  arrival at the Redoubt, they must find a way to sneak inside,
  then fight their way past the various employees, including
  the festergog security forces, the well-trained secretaries,
  the yeti lumberjacks, and Mr. Indigo, to reach Bora Ghali’s
  inner sanctum. If they manage to slay her, they must then
  confiscate her goods, comb through her papers to discover
  her plans, and mop up the rest of her criminal organization.
  Character Hooks
  As GM, you know best how to involve your players and their
  characters in an adventure. You can use the following adven-
  ture hooks to spur your imagination, modifying them as nec-
  essary to make them appropriate for the characters’
  interests.
  • A buyer who has purchased an item from the Black Mark
  (pick anything from Warehouse 2 or 3) at an online auction
  hires the heroes to pick it up. Unfortunately, someone else
  has already offered Bora Ghali more money for the item.
  She has decided to get rid of the heroes so that she can
  claim they never showed up, then sell the object to the
  new bidder.
  • A buyer desperately needs something the Black Mark has
  for sale, but since she can’t afford to buy it, she hires the
  heroes to obtain it for her. This item may be the cure for a
  curse of some kind (perhaps even one a PC has been
  afflicted with), or any other item of considerable value
  that Bora Ghali offers. The increased interest in this item
  causes Bora Ghali to keep it in her own quarters.
  • An old and experienced vampire slayer has been hunting
  Bora Ghali for years and has finally tracked her down to
  the Redoubt. He doesn’t think he has what it takes to lay
  siege to such a stronghold, but he believes the heroes may.
  The vampire slayer could be an old friend or contact, or he
  might simply have heard about the heroes’ other exploits.
  • Agents of a government group (possibly Department-7)
  have been watching Bora Ghali and are well aware of her
  EVERYTHING GOES
  
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  EVERYTHING GOES
  plans to expand. They don’t have enough information to
  convince their superiors to make a strike, but they may
  have enough to convince the heroes to make one. (Because
  of the delicacy of their positions, the agents may deliver
  this information to the heroes anonymously).
  • An old ally of the heroes sends them a note that he’s inves-
  tigating a black marketeer named Bora Ghali. He then dis-
  appears. His notes (provided gladly by his family) include a
  map to the Redoubt. If the heroes hurry, he may still be
  alive when they get there, held prisoner by Bora Ghali to
  provide her with blood for sustenance.
  • While hiking through the wilderness or flying on a small
  private plane, the PCs get lost and crash land just as a
  storm moves in. The only possible refuge is the Redoubt.
  • Bora Ghali lures the characters to the Redoubt, hoping
  either to recruit them into the Black Mark (if they have
  ruthless reputations) or to relieve them of some object
  that she wants to sell.
  • If Everything Goes is used as a follow-up to last month’s
  adventure (Anything Goes), the PCs either learn that the
  etoile revenant bought some components for its infernal
  machine from the Black Mark, or that the design for the
  machine is being offered for sale by that organization. If
  the etoile revenant escaped, it may already be at the
  Redoubt, working for Bora Ghali to earn enough credit to
  build a new machine.
  BEGINNING THE ADVENTURE
  Everything Goes is designed to be either a site-based adven-
  ture that the characters simply stumble into or the final, cli-
  mactic confrontation with Bora Ghali if she has been a
  recurring villain in your campaign. Though it is set in a moun-
  tain range in northwestern America, you can easily move it to
  any relatively isolated area with at least one hill or mountain.
  Isolation is the key factor because a number of unusual crea-
  tures are crawling around the Redoubt, and their presence
  might otherwise cause PCs to wonder why no one has
  reported this place to the authorities.
  The adventure begins when the heroes decide to visit the
  Redoubt. If they wish to do some research on the place
  before departure, go to the Character Preparation section
  below. When they arrive, go to The Redoubt.
  Character Preparation
  If the heroes have the time and inclination to research the
  Redoubt and the Black Mark, they can dig up a fair amount
  of information. Unless you want to create a major GM char-
  acter for this purpose, they won’t be able to find an eyewit-
  ness who has actually been to Bora Ghali’s stronghold. But
  rumors and crackpot websites abound, and underground
  newspapers may also reveal important facts.
  Anyone who interrogates the residents of the towns near
  the Redoubt (which provide Bora with supplies) discovers
  that the place is a converted mine functioning as the head-
  quarters of an underground auction group called the Black
  Mark (no check required). A Gather Information or Research
  check can unearth more specific information, as detailed on
  the tables below. The hero gains all the information for check
  results equal to or lower than his own.
  GATHER
  INFORMATION DC
  INFORMATION GAINED
  10
  The Redoubt used to be a silver mine, but
  it was abandoned after a tunnel collapsed
  in the 1800s. It was converted to a luxury
  residence in the late 1990s.
  15
  The area around the Redoubt is owned
  by a logging company called Black Planks.
  The company sells very little wood but
  has a reputation for being very hard on
  anyone caught trespassing on its land.
  20
  The owner of the Redoubt, Bora Ghali, is
  almost never seen. She occasionally
  makes appearances at nightclubs but
  eschews all high-society functions.
  23
  The Black Mark runs auctions to sell rare,
  and often illegal, objects. The auctions
  are usually held on an internet site that
  can be accessed only by special software
  (DC 35 Computer Use check to read the
  site without the software).
  25
  No one is allowed to bring cash to the
  Redoubt. Doing so results in immediate
  expulsion and possibly a severe beating.
  All payments are made through gold or
  silver, credit, or bank transfer.
  RESEARCH DC
  INFORMATION GAINED
  10
  The Black Mark has hired numerous con
  men, thieves, and smugglers to work as
  secretaries and agents. All these
  employees have criminal records, and
  most have done time for violent crimes.
  15
  Bora Ghali is an assumed name, which
  first appeared in the mid-1990s.
  20
  The company that made the renovations
  to the old mine suffered heavy turnover,
  and many workers simply disappeared.
  The company went bankrupt shortly
  after the job was finished, and everyone
  who worked on the Redoubt is either
  missing or dead.
  23
  Over the past few years, a few bodies of
  lost hikers have been recovered from the
  area near the Redoubt. The corpses had
  obviously been mauled, as if by a large
  bear, but they were devoid of most of
  their blood.
  25
  It’s possible to be invited to a auction at
  the Redoubt by showing an interest in
  the paranormal and flashing a lot of
  money around the seedier parts of
  nearby cities (DC 20 Bluff check and DC
  25 Knowledge [streetwise] check earns
  an invitation).
  Getting to the Redoubt
  The Redoubt is accessible on foot by hiking over fairly diffi-
  cult terrain. No local guides are willing to hike to the area
  around the Redoubt because too many people have been
  lost forever in that stretch of wooded mountains. A guide
  can be convinced to go there only with a successful DC 18
  
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  Bluff, Diplomacy, or Intimidate check. In no case is anyone
  willing to sit and wait for the heroes to finish their business.
  Anyone who agrees to take them to the Redoubt insists on
  simply showing them where it is and picking them up a set
  number of hours or days later.
  Random Encounters
  The terrain around the Redoubt is lightly patrolled and full of
  preternatural creatures that have escaped the stronghold. As
  long as the heroes are within 10 miles of the place, they stand
  a good chance of running into trouble. Use the following
  table for outdoor random encounters.
  A moving group must check for an encounter every 2
  hours during the day and every hour during the night. A sta-
  tionary group must check for encounters every 6 hours dur-
  ing the day and every 3 hours at night. Once a particular
  random encounter has occurred, ignore it and roll again
  should it come up again in the same 24-hour period.
  D20 ROLL
  OUTSIDE ENCOUNTER
  1–15
  No encounter.
  16–17
  Two yeti lumberjacks (see level 3), on patrol.
  18
  An advanced toxic sludge (see level 1), looking
  for something to absorb.
  19
  The whisperer in the dark (see level 2), which
  has sneaked out via the culvert from level 2. If
  the heroes do not fight it or drive it off, it
  retreats the same way, showing them an alter-
  nate route into the Redoubt.
  20
  Mr. Indigo (see level 5) and two secretaries (see
  level 6). Mr. Indigo is taking one of the secre-
  taries to be killed by the other as punishment
  for embezzling. If the heroes remain unob-
  served, the killing goes off without a hitch.
  Once the heroes are inside the Redoubt, the GM should check
  for random encounters every half-hour. Each encounter can
  occur multiple times unless specified otherwise.
  D20 ROLL
  OUTSIDE ENCOUNTER
  1–8
  No encounter
  9–14
  Two yeti lumberjacks (see level 3), on patrol
  15–17
  A male and female secretary (see level 6) looking
  for privacy. (Reroll if indicated a second time.)
  18–19
  Two vomit fiends (see level 6) on patrol.
  20
  Bora Ghali (see level 4), looking for likely
  places to make more renovations. (Reroll if
  Bora Ghali has already been killed.)
  THE REDOUBT
  The Redoubt itself has five levels (levels 2 through 6), each of
  which has the same floor plan. Level 2 is the lowest (just
  above the culvert at the base of the mountain), and level 6 is
  the highest (just under the ski lift). Each of the two elevators
  in the complex serves a different set of floors—elevator 1
  connects levels 2, 3, 5, and 6, and elevator 2 connects levels
  3 and 4. Thus, both are needed to get to Bora Ghali’s resi-
  dence on level 4 (see level 3 for details). 
  Access
  The Redoubt can be accessed only from the runoff (level 1)
  and the main entrance (level 6) at the top of the mountain.
  The main entrance can realistically be reached only via the
  ski lift (level 7) because there are no roads on the surface of
  the mountain. The slope is too steep and rocky for any land
  vehicle to traverse, and there are no cleared areas large
  enough to allow a plane or even a helicopter to land.
  The main entrance is 1,700 feet above the base of the
  mountain (DC 25 Climb check). A secretary automatically
  spots any climber and calls for the festergogs (see level 6)
  well before the intruder can reach the top. The festergogs
  begin firing their guns when their quarry comes within 100
  feet of the mountaintop, calling for surrender. If the
  heroes drop their weapons and surrender, the festergogs
  take them into custody and hustle them off to Bora Ghali.
  Otherwise, they keep firing, fighting to the death in melee
  combat if they don’t manage to kill the intruders with their
  weapons.
  Interior Systems
  A communication system links the entire complex via inter-
  com. Anyone may use this system to call anywhere else
  within the complex, though it is most often used to contact
  security in case of intruders.
  A security system protects the complex as well. Every
  piece of furniture in the complex is equipped with a button
  to sound the alarm. Furthermore, the hallways inside Bora
  Ghali’s residence on level 4 are equipped with security cam-
  eras to detect intruders. The cameras feed into the security
  base in level 6, where they are monitored around the clock.
  The alarm sounds only in that room and Mr. Indigo’s office on
  level 5. Unless he’s already dead, Mr. Indigo uses his innate
  clairvoyance to investigate any such alert and reports intrud-
  ers to Ghali and her yeti bodyguards. The vomit fiends in
  level 6 respond to any alarm, arriving in 1d6 rounds.
  Level 1: The Runoff
  The runoff is an old, hidden mineshaft that runs from a
  mountain cave to level 2. A DC 40 Search check is required to
  find this entrance without seeing the whisperer in the dark
  (see level 2) using it. 
  Between the waste products of yetis, undead, and fiends, and
  the materials washed off of arcane and paranormal objects
  while preparing them for sale, the sewage generated by the
  Redoubt is more than any septic system can handle. Instead
  of trying to manage the waste, Bora’s employees simply allow
  it to run into a culvert at the bottom of the mountain and
  leak into local water supply. Anyone entering via this culvert
  can bypass the security systems and guards that cover all the
  other entrances. Even so, however, the culvert is not a par-
  ticularly safe route, since the sludge carries both disease and
  poisons. Furthermore, the horrid chemicals, magic mixtures,
  An aluminum tube about 4 feet in diameter sticks out of
  the bottom of the mountain. Foul, gray liquid trickles
  slowly out of it, emptying into a large pool of sludge
  about 60 feet in diameter. Some oily material on the top
  constantly swirls and twists, forming spiral patterns that
  seem to be moving. The pool reeks of bleach, acids, and
  human waste.
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  EVERYTHING GOES
  and unholy energies washed into the culvert have coalesced
  into vile life forms that attack any intruders. 
  Disease: Anyone touching the sludge is exposed to the
  disease, which acts like a fast and powerful version of necro-
  tizing faciitis.
  Advanced Necrotizing Faciitis: Contact; Fort DC 18; incu-
  bation period 1 day; initial damage 1d3 Con; secondary dam-
  age 1d3 Con). Anyone who takes Constitution damage from
  the disease must succeed on a second saving throw or 1 point
  of that damage becomes Constitution drain instead. 
  Poison: Anyone wounded while in the sludge or while any
  of it remains on her person is exposed to a mixture of toxins
  that functions like curare poison.
  Toxic Mixture: Injury; Fortitude negates; save DC 18; pri-
  mary damage 2d4 Dex; secondary damage 2d4 Wis).
  Creatures: Three advanced toxic sludges live inside the
  culvert and feed off the waste of the Redoubt. Unable to
  climb up the shaft at the back of the culvert, they pose no
  threat to the complex itself, but they attack anyone entering
  the facility this way.
  Advanced Toxic Sludges (3): CR 12; Gargantuan ooze; HD
  20d10+150; hp 260; Mas —; Init –3; Spd 20 ft.; Defense 10,
  touch 3, flat-footed 10 (–4 size, –3 Dex, +7 natural); BAB +15;
  Grap +37; Atk +21 melee (2d8+15 plus 1d4 acid, slam); Full Atk
  +21/+16/+11 melee (2d8+15 plus 1d4 acid, slam); FS 20 ft. by 20
  ft.; Reach 15 ft.; SQ acid, blindsight, expansion, immunities,
  
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  improved grab, ooze, toxic fumes; AL none; SV Fort +12, Ref +3,
  Will +1; AP 0; Rep +0; Str 31, Dex 5, Con 22, Int —, Wis 1, Cha 1.
  Skills: None.
  Feats: None.
  Acid (Ex): An advanced toxic sludge’s slam attack deals 1d4
  points of acid damage in addition to the normal bludgeoning
  damage.
  Blindsight (Ex): An advanced toxic sludge is blind but can
  ascertain all creatures and objects within 40 feet just as a
  sighted creature would. Beyond that range, all targets have
  total concealment with respect to the toxic sludge.
  Expansion (Ex): An advanced toxic sludge absorbs the bod-
  ies of creatures it has killed in battle. This process takes a
  number of rounds depending on the size of the corpse:
  Diminutive or smaller 1, Tiny 2, Small 4, Medium-size 8, Large
  16, Huge 32, Gargantuan 64, Colossal 128. The sludge grows by
  1 Hit Die for every 1d6 rounds it spends consuming bodies, to
  a maximum of 45 Hit Dice.
  Immunities (Ex): Advanced toxic sludges are immune to
  acid, electricity, and cold damage. If a cold attack deals dam-
  age equal to or greater than the advanced toxic sludge’s
  Constitution score, the creature is affected as though by a
  slow spell.
  Improved Grab (Ex): To use this ability, the advanced toxic
  sludge must hit an opponent at least one size category
  smaller than itself with its slam attack. If it gets a hold, it
  automatically deals slam damage each round that the hold is
  maintained, and it can constrict in the same round.
  Ooze: An advanced toxic sludge has the traits and immu-
  nities common to oozes.
  Toxic Fumes (Ex): Any creature that comes within 10 feet
  of an advanced toxic sludge must make a successful DC 26
  Fortitude save or take 1d4 points of Strength damage. A new
  save must be made each round that a creature remains in
  contact with the sludge.
  Tactics: The advanced toxic sludges are mindless eating
  machines. They remain inanimate until they sense a target,
  then they drift slowly toward it. These creatures do not
  intentionally work together, but the activities of one quickly
  draw the attention of the other two.
  Development: Once the toxic sludges are dead, climbing
  up the pipe into the Redoubt is a fairly simple matter. The
  rough interior of the pipe allows a character to brace his back
  on one side and his feet on the other, so only a DC 10 Climb
  check is required to make progress. Level 2 lies 1,000 feet
  above.
  Level 2: Warehouses 2 and 3
  This level is the storehouse for the Black Mark. Warehouse 2
  (area 2A) and 3 (area 2C) are both located on this level. A
  drain in the center of area 2B connects with the pipe that
  leads to the runoff (level 1).
  Everything currently for sale by the Black Mark is kept on this
  level, except for a few items that Bora Ghali has put in her
  quarters for safekeeping. 
  Creature: This level is guarded by an incorporeal undead
  known as a whisperer in the dark. This creature is a conglom-
  erate of the spirits of some miners who died in a cave-in
  sometime during the 1800s, and it haunts this level in
  remembrance of how those miners died. The creature occa-
  sionally wanders through the nearby countryside, but it
  never moves onto another level of the Redoubt because it’s
  irrationally afraid of being caught in another cave-in. Bora
  Ghali and the whisperer have a kind of agreement—it guards
  her possessions and doesn’t eat her workers, and she feeds it
  once or twice a year, which is more often than it fed before
  she arrived. 
  Whisperer in the Dark: CR 12; Large undead (incorporeal);
  HD 11d12; hp 71; Mas —; Init +7; Spd 30 ft., fly 60 ft. (good);
  Defense 14, touch 14, flat-footed 11 (–1 size, +3 Dex, +2 deflec-
  tion); BAB +5; Grap —; Atk +7 melee (2d6 Con, incorporeal
  touch); Full Atk +7 melee (2d6 Con, incorporeal touch); FS 5
  ft. by 5 ft.; Reach 10 ft.; SQ daylight powerlessness, incorpo-
  real, psionics, steal essence, turn resistance +2, undead,
  unnatural aura; AL chaos, evil; SV Fort +3, Ref +6, Will +9; AP
  0; Rep +0; Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15.
  Skills: Concentration +8, Hide +9, Intimidate +12, Listen +12,
  Search +12, Sense Motive +8, Spot +12.
  Feats: Alertness, Blind-Fight, Combat Reflexes, Frightful
  Presence, Improved Initiative.
  Daylight Powerlessness (Ex): A whisperer in the dark is
  utterly powerless in natural sunlight and flees from it if pos-
  sible. If caught in sunlight, it cannot attack and may make
  only one move or attack action each round. It cannot take
  full-round actions at all in this situation.
  Incorporeal Subtype (Su): A whisperer in the dark has no
  physical form and can be harmed only by other incorporeal
  creatures, +1 or better magic weapons, or magic, though it
  has a 50% chance to ignore any damage from a corporeal
  source. The whisperer in the dark can pass through solid
  objects at will, and its own attacks pass through armor. The
  whisperer in the dark moves in complete silence and cannot
  be heard at all.
  Psionics (Sp): At will—attraction, clairaudience/clairvoy-
  ance, concussion, detect psionics, suggestion. Manifester
  level 10th; save DC 10 + whisperer in the dark’s key ability
  modifier + power level.
  Steal Essence (Su): If a creature with an Intelligence score
  greater than 2 is slain by a whisperer in the dark, its essence
  is absorbed into the monster’s consciousness within 1d4
  rounds, though its physical body remains intact. Stealing a
  creature’s essence grants the whisperer 12 temporary hit
  points, and a new screaming face resembling that of the
  absorbed creature appears permanently within the cloud.
  have obviously been moved around in this area, but
  there’s no sign of activity now. In the shadows just
  beyond the bright circles of light streaming down from
  the ceiling stand a few crates.
  The air is still and stale, and nothing at all is moving.
  But somehow, it feels as though someone or something
  is watching.
  It’s quiet on this level—too quiet. The only sound that
  penetrates the stillness is the hum of the lights set into
  the stone ceiling. Straw and dirt cover the floor, and
  handcarts are scattered about. Brushes, buckets of
  water, and cleansers sit abandoned on tables, as though
  no one has made any effort to keep them tidy. Items 
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  Turn Resistance (Su): A whisperer in the dark is treated as
  having +2 Hit Dice for the purpose of turn or rebuke attempts.
  Undead: A whisperer in the dark has the traits and immu-
  nities common to undead.
  Unnatural Aura (Su): A whisperer in the dark constantly
  projects an unnatural aura to a radius of 30 feet around itself.
  Both wild and domesticated animals can sense this aura and
  refuse to enter its area. If forced to come closer than 30 feet
  to the whisperer in the dark, they panic and remain panicked
  for as long as they are in the area.
  Tactics: The whisperer in the dark stays in area 2J most of
  the time, coming out only when it hears motion on level 2. A
  character can attempt a Bluff check to convince the creature
  that the group works for Bora Ghali, if desired. A +5 bonus
  applies to this check if the characters are wearing Black Mark
  uniforms. If they succeed in convincing the creature of their
  allegiance to Bora, it leaves them alone.
  Development: All the objects cached on this level are
  rare, and most are unique. The purchase DC for each is
  between 30 and 40, though they are so difficult to sell that
  each functions as only a +2 wealth windfall. Each item is
  padded with straw packing and stored in its own cargo crate,
  which bears a label giving cursory information about it. A
  random sampling of the items kept here is presented below.
  Feel free to add more of your own design if needed.
  • World’s Oldest Fruitcake: This fruitcake, baked in 1776 in
  Philadelphia, was sent as a gift to the mayor of that city. It was
  never consumed, though a label noting the date of receipt was
  placed atop it. It is now the oldest fruitcake on record.
  • Roman d20: This granite icosahedron, which dates back to
  the Roman Empire, is marked with twenty different runes.
  Its function is unknown.
  • Vampire Hen Teeth: These sharp bits of white material are
  literally the hen teeth of a vampire chicken—a normal
  chicken that was infected by an El Chupacabras, or vam-
  piric “goat-sucker.”
  • DaVinci Portrait: This oil painting depicts the Renaissance
  Man in the same posture and with the same background as
  the Mona Lisa. It has no signature.
  • Obsidian Skull: This human-sized skull of polished obsidian
  can be reliably dated to 7,500 BC. It was made by an arti-
  san from a lost Atlantis-age civilization.
  • The Complete Lost Works of Johann Pachelbel (1653-1706):
  This thick folio of music written by hand is attributed to
  the baroque composer. It includes Pachelbel’s Canon in D.
  • The Hammer of Donar: A Nazi relic decorated with glow-
  ing swastikas, this enchanted hammer was once touted as
  the ancient magic weapon of the God of Thunder, though
  it was actually made by German mages in 1941. The ham-
  mer of Donar is a +3 magic weapon that functions like a
  metal baton. It deals an additional 1d6 points of electricity
  damage with each blow.
  • Crate with Sarcophagus: This crate has been damaged by
  water and has begun to rot. The only words on the shipping
  label that are still legible enough to read are “fragile” and
  “White Star Line.” Inside is an Egyptian sarcophagus that
  contains the mummy of an Egyptian mage. Anyone touch-
  ing the mummy is cursed (DC 20 Will save to avoid, choose
  any curse from those given in the bestow curse spell
  description) until the mummy is returned to Egypt.
  Level 3: The Exchange
  This level is called the exchange because anyone wishing to get
  to Bora Ghali’s living quarters (level 4) must change elevators here. 
  This creature is one of the yeti lumberjacks that Bora
  employs as personal bodyguards. Four of them patrol the
  exchange at all times to intercept any intruders who might
  try to reach Bora’s living quarters. Since she hates the smell
  of wet yeti and doesn’t want the creatures underfoot, she
  has them patrol one level up so that they can watch elevator
  2, the only access to her quarters. 
  She bought twenty-four yeti from a sideshow in India a
  few years ago, intending to turn them into trophies. But
  when she got them home, she discovered their love of cut-
  ting down trees and their usefulness as guards and decided
  to let them live. Now they serve as the lumber crew for her
  cover business (Black Plank Lumber) and also as her personal
  guard (separate from the fiendish security staff; see level 6).
  Her own twisted sense of humor prompted her to dress them
  in traditional lumberjack garb. Their bizarre appearance
  ensures that anyone who reports seeing them is discounted
  by the authorities as either a drunk or an idiot.
  Creatures: Four yeti lumberjacks patrol this level at all
  times. A new group takes over every 6 hours so that the
  guards can always be fresh and alert. Those not on patrol at
  any given time are out in the mountains, either sleeping or
  cutting down trees.
  Yeti Lumberjacks (Abominable Snowman Strong Hero
  5) (4): CR 11; Huge monstrous humanoid (cold); HD 12d8+36
  plus 5d8+15; hp 127; Mas 16; Init +0 (+0 Dex); Spd 40 ft.;
  Defense 22, touch 11, flat-footed 22 (–2 size, +0 Dex, +7 natu-
  ral, +3 class, +4 equipment); BAB +17; Grap +32; Atk +23 melee
  (2d4+11, claw) or +24 melee (3d8+11, chainsaw); Full Atk +23
  melee (2d4+11, 2 claws) or +24/+19/+14/+9 melee (3d6+11,
  chainsaw); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ cold subtype,
  constrict (2d4+15 plus 2d6 cold), darkvision 60 ft., improved
  grab; AL Bora Ghali; SV Fort +10, Ref +9, Will +10; AP 0; Rep +1;
  Str 26, Dex 11, Con 16, Int 10, Wis 12, Cha 11.
  Skills: Climb +13, Hide +0 (+15 in snowy conditions), Move
  Silently +8, Speak Giant, Spot +4, Survival +12.
  Feats: Armor Proficiency (light), Armor Proficiency (medium),
  Blind-Fight, Power Attack, Track, Weapon Focus (chain saw).
  This level appears completely empty. No art decorates
  the walls, and no furniture relieves the stark hallways.
  The only sound is a sort of snuffling, like the sound a
  large bear might make.
  In a moment, a massive biped covered with shaggy
  white fur rounds the corner. Small, red eyes glare from
  beneath the two horns curving up from its forehead. It
  wears a red plaid shirt and a fur cap. Though incongru-
  ous this garb looks somehow right on the creature. In its
  massive, clawed hands, it carries an enormous chainsaw.
  EVERYTHING GOES
  
  d20MODERN
  8
  Occupation: Blue Collar (class skills: Climb, Handle Animal,
  Intimidate).
  Talents (Strong Hero): Advanced melee smash, improved
  melee smash, melee smash.
  Cold Subtype (Ex): A yeti is immune to cold damage. It
  takes 50% more damage from fire attacks.
  Constrict (Ex): A yeti deals 2d4+15 points of bludgeoning
  damage plus 2d6 points of cold damage with a successful
  grapple check against a target at least one size category
  smaller than itself.
  Improved Grab (Ex): To use this ability, the yeti must hit an
  opponent at least one size category smaller than itself with
  its claw attack. If it gets a hold, it automatically deals claw
  damage each round that the hold is maintained, and it can
  constrict in the same round.
  Skill Bonus: The yeti’s white fur grants it a +15 species
  bonus on Hide checks made in snowy conditions.
  Possessions: Huge chainsaw, concealable vest.
  Tactics: When the heroes arrive, one yeti is in area 3B, and
  the rest are spaced fairly evenly throughout the rest of the
  level. As soon as they hear any loud noise (including a fight),
  all four yeti run to investigate it, arriving in 1 round. The yeti
  are fiercely loyal to Ghali and will happily die to protect her. 
  Development: When the heroes have taken care of the
  yeti, they are free to explore this level. Elevator 2 connects
  this level with level 4, but its shaft has been blocked to pre-
  vent it from going to any other floor. Elevator 1 can stop at
  levels 2, 3, 5, and 6, but not at level 4, since the opening to
  that floor has been walled up. 
  The yeti have a simple barracks here where they sleep dur-
  ing inclement weather. Area 3A is furnished with a mini-
  fridge, a hot plate, and twenty-four cots. There’s an
  absolutely filthy bathroom in area 3D. (It’s been the maid’s
  day off for the past couple of years.)
  Level 4. Bora Ghali’s Home
  This whole level serves as Bora Ghali’s home and her inner
  sanctum. 
  The whole level is a single suite, lavishly appointed with
  expensive carpets, wall hangings, antique furniture, works of
  sculpture, and masterpiece oil paintings. Though the deco-
  rating scheme incorporates many different styles, the overall
  effect is one of tasteful, modern conservatism.
  Creatures: Bora Ghali is on this level when the heroes
  arrive. As soon as she hears the elevator, she knows some-
  thing is wrong, since the yeti aren’t supposed to disturb her
  here. She ducks into a room (GM’s choice) from which she
  can covertly watch to see who rounds the corner from the
  elevator.
  Bora Ghali (Female Human Vampire Fast Hero 4/
  Battlemind 10): CR 16; Medium-size undead; HD 14d12; hp
  96; Mas —; Init +6 (+6 Dex); Spd 30 ft.; Defense* 34, touch 28,
  flat-footed 34 (+6 Dex, +6 natural, +12 class); BAB +11; Grap +16;
  Atk +18 melee (2d6+5, ultimate psi-blade); Full Atk
  +18/+13/+8 melee (2d6+5, psi-blade) or +16/+11/+6 melee
  (1d6+5 plus energy drain, slam) or +17/+12/+7 ranged; FS 5 ft.
  by 5 ft.; Reach 5 ft.; SQ blood drain, energy drain, damage
  reduction 15/wood, fast healing 5, gaseous form, cold resist-
  ance 20, darkvision 60 ft., electricity resistance 20, improved
  psi-blade, improved psychic shield, psi-blade, psychic
  shield**, turn resistance, ultimate psi-blade, undead, weak-
  nesses; AL Evil; SV Fort +8, Ref +11, Will +6; AP 7; Rep +3; 
  Str 20, Dex 22, Con —, Int 14, Wis 15, Cha 14.
  Skills: Balance +10, Computer Use +10, Concentration +10,
  Jump +11, Knowledge (current events) +10, Knowledge (pop
  culture) +7, Knowledge (streetwise) +14, Profession (trader)
  +18, Read/Write English, Speak Giant, Speak English, Speak
  Japanese, Tumble +20.
  Feats: Agile Riposte, Archaic Weapons Proficiency, Combat
  Expertise, Combat Reflexes, Dodge, Heroic Surge, Mobility,
  Simple Weapon Proficiency, Weapon Finesse (psi-blade),
  Weapon Focus (psi-blade), Wild Talent (finger of fire).
  Occupation: Athlete (class skills: Climb, Jump, Tumble;
  bonus feat: Archaic Weapons Proficiency).
  Talents (Fast Hero): Evasion, uncanny dodge I.
  Power Points: 33
  Battlemind Powers Known (4/3/3/2/1): 0—detect psion-
  ics, finger of fire, valor, verve; 1st—combat precognition, fire
  bolt, vigor; 2nd—combat focus, combat prescience, concus-
  sion (DC 14); 3rd—negate psionics, whitefire; 4th—natural
  armor.
  Blood Drain (Ex): Bora can suck blood from a living victim
  with her fangs by making a successful grapple check. If she
  pins the foe, she drains blood, dealing 1d4 points of
  Constitution damage each round the pin is maintained.
  Cold Resistance (Ex): Bora ignores the first 20 points of
  cold damage from any cold-based attack.
  Create Spawn (Su): A humanoid or monstrous humanoid
  slain by Bora’s energy drain attack rises as a vampire loyal to
  her. The new vampire gains allegiances to Bora, evil, and
  chaos, in that order. All previous allegiances are lost perma-
  nently. The new vampire loses its allegiance to Bora only
  upon her destruction.
  Damage Reduction (Ex): Bora’s damage reduction doesn’t
  work against wood.
  Darkvision (Ex): Bora has darkvision with a range of 60 feet.
  Electricity Resistance (Ex): Bora ignores the first 20 points
  of electricity damage from any electricity-based attack.
  Luxury permeates every inch of this level. Woodwork
  embellished with exquisitely carved molding covers the
  walls, and crystal light fixtures hang from the ceiling. Elegant
  tapestries hang beside oil paintings, and small sculptures
  stand here and there on end tables. The floor is made of
  polished hardwood and strewn with oriental rugs. The
  sound of classical music filters quietly from every corner,
  and a slight smell of incense drifts on the air. Doors made of
  dark hardwood, fitted with gold handles and hinges, stand
  open to reveal the contents of the various rooms.
  Richly upholstered chairs and divans done in deep
  red velvet and gold-inlaid wood are arranged to form
  comfortable sitting areas in most rooms, and bookcases
  filled with cloth-covered hardbacks provide easily
  accessible reading material. Several more modern
  amenities are present as well, including small refrigera-
  tors, mini-bars, and television sets. Small computers sit
  on end tables in every room, next to numerous phones.
  Clocks show the time locally, but also in London, Tokyo,
  and other international cities. 
  EVERYTHING GOES
  
  d20MODERN
  9
  Energy Drain (Su): A living creature hit by Bora’s slam attack
  gains two negative levels. A creature killed by her energy
  drain attack rises as a vampire under her control.
  Fast Healing (Ex): Bora heals 5 points of damage each
  round so long as she has at least 1 hit point. If reduced to 0
  hit points or lower, she automatically assumes gaseous form
  (see below) and attempts to escape. She must reach her cof-
  fin home (area 4D) within 2 hours or be destroyed. (She can
  travel up to 9 miles in 2 hours.) Once at rest in her coffin, her
  hit points rise to 1 hit point after 1 hour, after which she
  resumes healing at the rate of 5 hit points per round.
  Gaseous Form (Su): As a move action, Bora can become
  insubstantial, misty, and translucent. She gains damage
  reduction 20/wood in this form. Her armor (including natu-
  ral armor) ceases to modify her Defense, though other mod-
  ifiers (such as from Dexterity and size) still apply. She cannot
  attack or use supernatural abilities while in gaseous form.
  Turn Resistance (Ex): Bora has +4 turn resistance.
  Weaknesses (Su): Bora has fewer weaknesses than typical
  vampires do, though she also lacks some of their powers. Her
  only vampiric weaknesses are to inviolate sanctuaries and
  running water. Though a wooden stake cannot kill her, her
  damage reduction doesn’t work against wood. She does not
  have domination, alternate form, children of the night, or spi-
  der climb. She also has an aversion to cash (paper money or
  coins currently used as legal currency anywhere in the world)
  and reacts to it as most vampires do to garlic.
  Inviolate Sanctuary: Bora cannot enter a privately owned
  residence unless invited in by the rightful owner or tenant.
  Running Water: Bora cannot cross running water, but she
  may be carried across. If immersed in running water, she loses
  one-third of her remaining hit points each round, until she is
  destroyed at the end of the third round.
  Possessions: None.
  *If immobilized, Defense drops to 16.
  **If psychic shield is active, Defense increases to 40.
  Tactics: If Bora encounters intruders in her chambers, she’s
  likely to try negotiating with them before attacking. She is
  first and foremost a businesswoman, and if she can buy off
  foes at a reasonable price, she’s happy to do so. If the heroes
  want some specific item in Bora’s possession, she offers to
  sell it to them at a reasonable price (a purchase DC of 23 to
  38). She may even offer them employment, though she makes
  no bones about being ruthless, greedy, and evil. 
  Whatever the results of the negotiations, Bora never
  seems nervous or worried. She is an incredibly dangerous
  melee combatant, and she knows it. She does not fear fight-
  ing and expects to be able to take on several foes at once.
  If she realizes that she is facing a powerful group, she uses the
  Heroic Surge feat to get her defenses and psi powers activated
  quickly. She begins with her psychic shield, then activates com-
  bat precognition followed by combat prescience. If an opportu-
  nity to hit multiple targets with her whitefirearises, she seizes it,
  but she always maintains at least 1 power point. Bora rarely
  needs to boost her defenses any higher, but if she is hit regularly,
  she uses Heroic Surge to activate her natural armor.
  Bora always applies her Dodge feat to the most dangerous
  foe who can attack her in melee so that she can make an
  attack with Agile Riposte when that foe misses her. She can
  easily use Tumble to get past foes and avoid being flanked,
  but since she’s immune to critical hits, she’s more likely to
  trust her high Defense and make full attacks with her psi-
  blade. When facing another psychic or a spellcaster, Bora
  moves in close to use her slam attack and its connected
  energy drain so as to reduce that enemy’s effective power.
  Should Bora realize that she’s in trouble, she either makes
  a run for elevator 2 or calls for security. Since the communi-
  cations system in the Redoubt is voice-activated, she can call
  as a free action while fighting. Such a call can be heard on
  levels 3, 5 and 6. The remaining yeti and vomit fiends, plus Mr.
  Indigo if he is still alive, arrive by elevator after 2d6 rounds.
  Development: Once the heroes have slain Bora Ghali, they
  are free to look around her quarters. The key is as follows.
  AREA
  FUNCTION
  4A
  Meeting room
  4B
  Living room
  4C
  Private auction chamber
  4D
  Bedroom
  4E
  Office
  4F
  Office
  4G
  Luxury bathroom
  4H
  Home theater
  4I
  Dining room
  4J
  Kitchen
  Bora keeps the important artifacts that she has hidden away in a
  locked cabinet (Disable Device DC 25) in her bedroom (area 4D).
  The details of Bora’s plans to expand the Black Mark can be
  found in area 4E (Search DC 20). Another four auctions
  should be enough to raise the capital she needs, and she
  already has them scheduled over the next 2 months. 
  The papers in her desk include phony accounts and contacts
  with construction crews around the world. If the characters
  manage to steal these papers but leave Bora alive, they could
  set her plans back by up to a year. Alternatively, the papers can
  be used to funnel money into someone else’s accounts (a
  wealth windfall of +4). Furthermore, anyone who manages to
  get away with all her papers gains a +4 circumstance bonus on
  any Knowledge (streetwise) check made in the next 6 months.
  After that, the information is too old to provide a bonus
  because the contacts have changed or moved.
  Level 5: The Offices
  This level is the nerve center of the Black Mark’s operations, as well
  as the living quarters of Bora Ghali’s right-hand man, Mr. Indigo. 
  This level is a strange mix of an old mine and an office.
  Harsh lights illuminate the rooms and corridors, reveal-
  ing rock walls and a ceiling supported by wooden
  beams. A cheap blue carpet covers the floor, and several
  water coolers and vending machines are placed about
  the halls. At the end of the hall stands a table covered
  with platters of donuts. A counter marked “free table”
  offers a collection of used games, books, and previously
  viewed videos of bad movies.
  Murmuring can be heard coming from various rooms.
  The blinking blue light of computer screens shows
  through several open doors, and muted conversation in
  a number of languages is audible. A slight smell of sweat
  overlaid with harsh pine air freshener pervades the air.
  EVERYTHING GOES
  
  d20MODERN
  10
  5A. Restroom
  This restroom is poorly maintained.
  5B. Mr. Indigo’s Residence
  Bookcases filled with reference books on the occult line all
  four walls of this room. A spartan bed, dresser, and wardrobe
  complete the furnishings. Mr. Indigo keeps nothing of value
  here.
  5C. Main Work Area
  This chamber is a typical office cubicle farm. Each cube is
  equipped with a desk, a chair, a phone, and a computer
  terminal.
  Creatures: Two supervisors and a dozen telemarketers
  and customer service agents are at work in area 5C when the
  heroes arrive. All these people are employees of the Black
  Mark. All except the supervisors are busy taking phone orders
  for rare objects, helping customers with the special auction
  software, handling payments by computer, and arranging for
  invitations to live auctions.
  Supervisors (2): Use the statistics for the secretaries in
  level 6.
  Telemarketers and Customer Service Reps (12): Use the
  low-level politician from the Friends and Foes section of the
  d20 MODERN Roleplaying Game.
  Tactics: If the humans are attacked, they fight to the
  death if Mr. Indigo or a security team is within sight; other-
  wise they surrender immediately.
  5D–I. Supervisors’ Offices
  Each of the six supervisors on Bora’s payroll has a private
  office equipped with a desk, chair, phone, bookcase, and
  computer terminal.
  5J. Mr. Indigo’s Office
  This office is equipped like those of the supervisors.
  Creature: In charge of this portion of the operation is a
  gardhyi known as Mr. Indigo, who is usually in his office
  while on this level. Gardhyi are psionic aliens from far
  beyond our solar system who infiltrate the populations of
  other planets as spies and investigators. Mr. Indigo was sent
  to Earth with instructions to research human superstition
  and religion, then report back. In the process of studying
  cults and black magic, however, he discovered that he pre-
  ferred dark magics to the culture of his own world, and he
  ended up “going native.” 
  It was not long before other gardhyi began to hunt him
  down as a traitor, and Mr. Indigo would surely have been slain
  had Bora Ghali not intervened. Using her extensive financial
  resources, she faked his death and offered him a job and a
  new identity. Ghali needed an aide who could recognize alien
  artifacts, and Mr. Indigo fit the bill perfectly. The alien has
  since come to revere Ghali as a manifest spirit in his religion
  of black magic, and he is fiercely loyal to her.
  Mr. Indigo (Gardhyi Charismatic Hero 3/Telepath
  3/Acolyte 8): CR 16; Medium-size Humanoid (alien); HD
  2d8+2 plus 3d6+6 plus 3d6+6 plus 8d8+16; hp 97; Mas 15; Init
  +3; Spd 30 ft.; Defense 25, touch 19, flat-footed 22 (+3 Dex, +6
  class, +6 equipment); BAB +9; Grap +10; Atk +10 melee (1d4+1,
  unarmed strike) or +16 ranged (2d6, Glock 17); Full Atk +10/+5
  melee (1d4+1, unarmed strike) or +16/+11 ranged (2d6, Glock
  17); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ call shadows, combat cast-
  ing, psionics, rebuke magical beast, rebuke outsider, rebuke
  undead, spontaneous casting, trigger power (charm person,
  DC 13); AL Bora Ghali, evil; SV Fort +11, Ref +11, Will +14; AP 7;
  Rep +10; Str 12, Dex 16, Con 15, Int 15, Wis 16, Cha 16.
  Skills: Bluff +12, Concentration +12, Diplomacy +8, Disguise
  +11, Gather Information +12, Hide +13, Listen +17, Intimidate
  +17, Knowledge (theology and philosophy) +12, Move Silently
  +9, Psicraft +8, Sense Motive +9, Speak English. Spellcraft +10.
  Feats: Alien Weapons Proficiency, Armor Proficiency
  (light), Combat Expertise, Combat Martial Arts, Deceptive,
  Frightful Presence, Iron Will, Personal Firearms Proficiency,
  Point Blank Shot, Simple Weapons Proficiency, Stealthy,
  Renown.
  Occupation: Religious (class skills: Listen, Knowledge [the-
  ology and philosophy], Sense Motive).
  Talents (Charismatic Hero): Charm, favor.
  Telepath Powers: 0—burst, daze (DC 12), finger of fire; 1st—
  attraction (DC 13), charm person (DC 13), lesser mindlink.
  Manifester level 3rd.
  Acolyte Spells Prepared (6, 6, 5, 5, 3; save DC 13 + spell
  level): 0—detect magical aura (3), light, read magic; 1st—cure
  light wounds (2), magic weapon, remove fear, shield of faith
  (2); 2nd—aid, cure moderate wounds, enhance ability, hold
  person, resist energy; 3rd—bestow curse (2), cure serious
  wounds, dispel magic, prayer; 4th—cure critical wounds,
  faith’s fury (2).
  Automatic Languages: Mr. Indigo can read, write, and
  speak Gardhyi.
  Call Shadows (Sp): Three times per day as a free action, Mr.
  Indigo can create an aura of intense shadow in a 20-foot
  radius around himself. The effect lasts for 1 hour and does
  not move with him. A –2 penalty applies to all Spot and
  Search checks made within this area. 
  Psionics (Sp): At will—detect psionics, missive, object read-
  ing, sensitivity to psychic impressions; 3/day—clairaudi-
  ence/clairvoyance, inflict pain, mind probe. Manifester level
  9th; save DC 10 + Mr. Indigo’s key ability modifier + power level.
  Possessions: Undercover vest (mastercraft +3), Glock 17
  (mastercraft +3), laser sight, 85 rounds Glock ammo (in 10 box
  magazines), cell phone, notebook computer with cellular
  modem, night vision goggles, fake ID, gas mask, overcoat,
  business clothes.
  Tactics: If the heroes manage to take Mr. Indigo by sur-
  prise, he uses three of his four daily uses of Heroic Surge to
  activate aid, aura of faith, and prayer as quickly as possible.
  He saves the fourth use of this ability to heal himself. If he
  has time, he also uses magic weapon on his Glock and
  enhance ability on himself to boost his Dexterity score,
  thereby increasing both his AC and his ranged attack bonus.
  If Mr. Indigo manages to get all five of these spells up, his
  Defense goes up to 30, and his Glock attack bonus rises to
  +20/+15 (+21/+16 within 30 feet).
  Otherwise, as soon as he becomes aware of intruders on
  this level, Mr. Indigo tries to set off the security alarm, then
  hides until he can determine the intruders’ intentions. If they
  appear to pose a threat, he patches his cell phone into the
  EVERYTHING GOES
  
  d20MODERN
  11
  office intercom system and opens negotiations while taking
  the time to set up his personal defenses as above. He prom-
  ises anything to get the heroes to surrender, but he plans on
  delivering nothing.
  Mr. Indigo avoids getting into a firefight if he can, since he
  prefers to use magic to defeat his foes. Should the situation
  degenerate into a fight at any time, he opens with faith’s fury
  (using Heroic Surge to erect his defenses at the same time if
  necessary; see above). He targets his spells so that weaker-
  looking characters—particularly those who appear to be
  psionic or spellcasters—are in the center of the effects. He
  uses his innate call shadows ability either to conceal himself,
  or to darken an area and then move some distance away and
  hide in hopes of drawing foes toward the darkness. 
  Mr. Indigo can also use his Frightful Presence feat (save DC
  25) once per round as a free action on any opponents with 15
  or fewer character levels. If pressed, he targets a character
  who appears to be holding her own in the midst of melee
  combat with bestow curse, choosing the –4 penalty on
  checks effect, then targets the same opponent with psionic
  charm person. As a last resort, he uses another bestow curse
  to lower an already wounded foe’s Wisdom, then targets her
  with his innate psionic inflict pain attacks, hoping to drop her
  and flee in the confusion. If possible, he heads for elevator 1
  and goes to area 3, where he switches elevators and heads for
  Bora Ghali’s rooms (level 4).
  Development: If Mr. Indigo captures any intruders, he
  takes them straight to Bora Ghali. 
  Should the heroes gain control of this level, they must
  contend with any hostages who are still alive. All of these
  individuals readily answer any questions put to them. They
  understand that they work for the Black Mark, and they know
  that Mr. Indigo ranks above the supervisors, and that Bora
  Ghali is his boss and the owner of the company. They know
  they are selling occult and alien artifacts, though many of
  them believe these items to be fakes and think the heroes are
  there to “bust” the operation for fraud. They do not know
  that Mr. Indigo and Bora Ghali are anything other than
  human, and they know nothing of Bora’s plans to expand the
  operation.
  The documents and computer files on this floor are
  records of inventory, shipping, and transactions. The com-
  puter files are protected by a security program (Computer
  Use DC 20 to hack). If the heroes go through all this informa-
  tion, they can track where each item came from and to
  whom it was sold.
  Level 6: The Main Floor
  Level 6 is the main floor of the Redoubt. It is located at the
  top of the mountain. The rooms on this level are described
  below.
  Creatures: Six secretaries work on this level during normal
  working hours. All are well-paid experts hand-picked by
  either Bora Ghali or Mr. Indigo. Though they are not super-
  natural creatures, they are well aware of the nature of their
  employer and her operations. 
  Secretaries (Tough Ordinary 5/Charismatic Ordinary
  5) (6): CR 9; Medium-size humanoid; HD 5d10+10 plus 5d6+10;
  hp 65; Mas 15; Init +1; Spd 30 ft.; Defense 19, touch 17, flat-
  footed 17 (+2 Dex, +5 natural, +2 equipment); BAB +5; Grap +6;
  Atk +6 melee (1d3+1 nonlethal, unarmed strike) or +6 melee
  (1d6+1, metal baton); Full Atk +6 melee (1d6+1, metal baton) or
  +7 ranged (2d6, Ruger Service-Six); FS 5 ft. by 5 ft.; Reach 5 ft.;
  AL Bora Ghali; SV Fort +8, Ref +6, Will +1; AP 0; Rep +1; Str 12,
  Dex 14, Con 15, Int 10, Wis 8, Cha 15.
  Skills: Bluff +14, Diplomacy +10, Forgery +7, Gather
  Information +8, Hide +9, Investigate +4, Knowledge (business)
  +7, Knowledge (streetwise) +7, Read/Write English, Speak
  English.
  Feats: Armor Proficiency (light), Attentive, Deceptive, Low
  Profile, Personal Firearms Proficiency, Point Blank Shot,
  Simple Weapon Proficiency.
  Occupation: Criminal (class skills: Diplomacy, Hide).
  Possessions: Ruger Service-Six (.38S revolver with con-
  cealed carry holster), 50 rounds of .38 special ammunition,
  metal baton, light undercover shirt, fake ID, various personal
  possessions.
  Tactics: The secretaries do not frighten easily. If things
  turn ugly, they quickly activate the security alarm and then
  draw their weapons to defend themselves.
  6A. Front Desk
  Read or paraphrase the following when the heroes approach
  the main entrance.
  The front desk is equipped with a computer that has inter-
  net access, plus a switchboard and a phone that can reach
  any extension in the complex or access an outside line.
  One secretary is always on duty here, and the other five
  are in rooms D–I. All six swing into action at the first hint
  of trouble, first warning security, then harassing the intrud-
  ers with ambush and delay attacks (hiding in an office
  doorway, if possible).
  6B. Restroom
  This restroom is maintained by the secretaries. It is clean and
  attractively decorated.
  6C. Auditorium
  Bora holds her live auctions in this chamber. At one end is
  a raised platform equipped with a podium and a micro-
  phone. The rest of the room is ringed by tables, all of which
  are now empty. Seating for fifty occupies the remainder of
  the floor space.
  6D. Accounting
  A secretary manages the organization’s money from this
  office. It contains a desk, filing cabinets, and a computer
  terminal.
  A thick glass doorway opens into a large reception
  room. A well-groomed secretary sits behind a desk, and
  the wall behind her bears a logo that reads, “Black
  Mark.” The area is well lit and clean, and it looks for all
  the world like the front section of any normal office
  complex. However, a slight odor similar to that of bile or
  rotting food permeates the air, despite the air filters and
  aromatherapy machines humming along.
  EVERYTHING GOES
  
  d20MODERN
  12
  6E. Customer Pickup
  This chamber is where customer purchases from the live auc-
  tions are readied for pickup. It is currently unoccupied.
  6F. Purchasing
  The secretary who occupies this office handles the purchase
  of goods from various sources. The sources are coded, so the
  heroes can gain no information by hacking into this
  computer.
  6G. Shipping
  Items purchased via online auction and special order are
  prepared for pickup by couriers in this area. The room
  contains a long table, various crates, packing materials,
  and a computer. One secretary is presently working at the
  desk.
  6H. Receiving
  This room serves as the central receiving area for incoming
  goods. They are unpacked and inspected here, then sent to
  area 6I for cleaning. The secretary usually stationed here uti-
  lizes the computer terminal on the desk to enter each item
  into the inventory system.
  6I. Merchandise Processing
  This area is the source of most of the odd smell in this level.
  It contains a long table and a cabinet full of various clean-
  ing supplies, rags, chisels, and other tools for cleaning and
  sprucing up artifacts. A drain under the table leads directly
  to the culvert (level 1). The secretary stationed here is cur-
  rently cleaning a small black idol with an acidic-smelling
  substance.
  6J. Security Post
  This area is the complex’s main security room. The feeds from
  the security cameras on level 4 are displayed on monitor
  screens around a central desk, and the security system
  sounds an audible alarm in this chamber. 
  Creatures: Squatting just out of sight in this room are five
  vomit fiends armed with HK G3s. These horrors were pro-
  cured by Mr. Indigo, and he pays them well with live crea-
  tures for their meals. They serve him out of a combination of
  greed and fear, since they know he is more than a match for
  any one of them. 
  Festergogs (Vomit Fiends) (5): CR 9; Huge outsider; HD
  12d8+60; hp 114; Mas 20; Init –2; Spd 20 ft., Climb 20 ft.;
  Defense 22, touch 6, flat-footed 22 (–2 size, –2 Dex, +16 nat-
  ural); BAB +16; Grap +33; Atk +23 melee (2d6+13, slam) or +12
  ranged (2d10, HK G3); Full Atk +23/+18/+13/+8 melee (2d6+9,
  slam), or +12/+7/+2/–3 ranged (2d10, HK G3); FS 15 ft. by 15
  ft.; Reach 10 ft.; SQ stench, immune to electricity and poi-
  son, acid and fire resistance 20, damage reduction 10/slash-
  ing, telepathy, darkvision 60 ft.; AL evil, chaos; SV Fort +15,
  Ref +8, Will +12; AP 0; Rep +0; Str 28, Dex 6, Con 20, Int 16,
  Wis 15, Cha 16.
  Skills: Bluff +15, Climb +29, Intimidate +15, Knowledge (cur-
  rent events) +15, Knowledge (pop culture) +15, Knowledge
  (streetwise) +15, Listen +14, Read/Write Abyssal, Read/Write
  Draconic, Read/Write English, Read/Write Latin, Speak
  Abyssal, Speak Draconic, Speak English, Speak Latin, Spot +14,
  Survival +14.
  Feats: Frightful Presence, Personal Firearms Proficiency,
  Point Blank Shot, Power Attack, Simple Weapon Proficiency.
  Possessions: HK G3, 50 rounds of 7.62mm ammunition.
  Tactics: If the alarm sounds or intruders are detected by
  the cameras on level 4, the vomit fiends all hasten to the
  scene and attack. Otherwise, they hide in this chamber so
  that visitors cannot see them. If intruders enter this cham-
  ber, the festergogs attack immediately and fight until dead.
  They use their guns first if they can, but they do not hesi-
  tate to close for melee as soon as possible. If they are
  clearly winning, they give their foes one (and only one)
  chance to surrender.
  Development: The festergogs take any foes they capture
  alive to Bora Ghali (level 4).
  Level 7: The Ski Lift
  Conventional access to the Redoubt is by ski lift only. No
  roads lead up here, and the climb is too difficult for most
  people to attempt. The ski lift is operated by a secretary (see
  level 6) only when guests are expected. 
  Figuring out how to operate the ski lift is easy enough (DC
  10 Intelligence check), but its sudden movement alerts those
  in the Redoubt that someone is coming. In that case, four
  secretaries immediately go out to wait at the top of the ski
  lift. Each carries a radio linked to the security room (area 6J)
  so that they can call for help if a fight breaks out. The fes-
  tergogs arrive in 1d6 rounds. 
  Though using the ski lift to enter the complex is problem-
  atical, it makes a handy escape route for the heroes once
  their business here is finished.
  CONTINUING THE ADVENTURE
  If the heroes do not manage to kill Bora Ghali in this adven-
  ture, they have made an enemy for life. She abandons the
  Redoubt if she realizes that it has been penetrated, moving
  to a private penthouse in a nearby major city. She takes all
  her personnel with her except the whisperer in the dark,
  though she keeps the more exotic ones hidden from view.
  Once she has found a new headquarters, she goes back to her
  plans to expand the Black Mark into a larger and more pow-
  erful organization, though she may decide to deal with the
  heroes first, either by killing them or by recruiting them as
  employees.
  If Bora is slain but Mr. Indigo is not, he takes up her cause.
  Since he has no interest in money, he turns the Black Mark
  into a cult whose members venerate the power of black
  magic. He remains loyal to Bora’s memory, however, and tries
  to kill all those involved in her death.
  If both Bora and Mr. Indigo are gone, the Black Mark is
  effectively destroyed. The employees go their separate ways
  and bother the heroes no more.
  EVERYTHING GOES
  
  d20MODERN
  13
  EVERYTHING GOES
  REWARDS
  The heroes gain the standard experience and wealth awards
  associated with the encounters in this adventure. In addition,
  you may wish to award bonus experience for any investiga-
  tive work they did at the beginning of the adventure.
  Depending on how well they were able to piece the clues
  together themselves, investigation can be the equivalent of
  up to a CR 12 obstacle.
  ABOUT THE AUTHOR
  Owen Kirker Clifford Stephens was born in 1970 in Norman,
  Oklahoma. He attended the TSR Writer’s Workshop held at
  the Wizards of the Coast Game Center in 1997 and moved to
  the Seattle area in 2000, after accepting a job as a Game
  Designer at Wizards of the Coast, Inc. Fourteen months later,
  he returned to Oklahoma with his wife and three cats to pick
  up his freelance writer/developer career. His credits include
  author and co-author credits on numerous Star Wars and
  EverQuest projects, as well as Bastards and Bloodlines from
  Green Ronin. He also has producer credits for various IDA
  products, including the Stand-Ins printable figures.
  Credits
  Design:
  Owen K. C. Stephens
  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>.
  ©2004 Wizards of the Coast, Inc. 
  All rights reserved.  Made in the U.S.A.
  Visit our website at
  <www.wizards.com/d20modern>
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/Everything Goes.pdf