TEXT: By Charles Ryan
  A Short Adventure for Four 6th- to 8th-Level Heroes
  ADELIE
  14
  Not all international intrigue happens in presidential
  palaces, plush business offices, and smoky dives next
  to waterfronts. Some happens in the coldest, dreari-
  est, most desolate places in the world. But regardless
  of the setting, the question is always the same: Who’s
  lying?
  Adelie 14 is a d20 MODERN adventure set in the
  frozen wastes of Antarctica. In it, a group of 6th- to
  8th-level characters becomes enmeshed in a deadly
  web of international intrigue and doublecross that
  spans more than half the globe.
  PREPARATION
  You, the Game Master (GM), need a copy of the d20
  MODERN Roleplaying Game Core Rulebook to run
  this adventure. To get started, print out this adven-
  ture and read it through. Opponents’ statistics are
  provided in abbreviated form in the areas where they
  appear. Any text in shaded boxes should be read
  aloud or paraphrased for the players.
  BACKGROUND
  AgraTech is an international corporate conglomerate
  that counts both biotech and environmental busi-
  nesses among its diverse profit centers. In conjunc-
  tion with the latter interests, the corporation
  operates an environmental research station on the
  continent of Antarctica. But this facility, known as
  Adelie 14, also has a secondary purpose that has never
  been revealed to the public. In addition to their regu-
  lar research, personnel at the lab routinely conduct
  mineral surveys of the area. Recently, these covert
  studies bore fruit when the researchers at Adelie 14
  discovered oil—lots of it—beneath the Antarctic ice.
  The mineral exploitation of Antarctica has been
  banned by treaty since 1961. Over the past few years,
  however, more and more companies and nations have
  become attracted to the potential resources that an
  
  d20MODERN
  2
  untapped continent might offer, and the ban has slowly been
  losing its international base of support. Nevertheless, its
  restrictions are still in force, and any large-scale violation
  would cause great controversy—at least initially. Thereafter,
  the floodgates of exploitation would almost certainly open
  wide as nations and corporations vied to grab pieces of the
  pie. A number of countries (specifically Argentina, Australia,
  Chile, France, New Zealand, Norway, and the UK) have already
  claimed portions of Antarctica, but those claims have not yet
  been internationally recognized. Thus far, these nations have
  not even bothered to fight over the fact that the boundaries
  of some claimed areas overlap. But the discovery of oil on
  the continent would change this lackadaisical attitude
  quickly.
  To date, the Russians have made no claims on Antarctica,
  but they have made a deal with AgraTech. Russia is prepared
  to claim and defend any region in which oil (or any other
  exploitable mineral deposit) is found, in exchange for a piece
  of the action. Such a maneuver will position Russia perfectly
  to grab the lead in the rush that will inevitably follow its
  claim. But because the Russians believe that any important
  discovery is still a year or so away, there are currently no size-
  able Russian military forces in the region.
  Officials in the Ukraine have learned about AgraTech’s
  activities and about Russia’s plans to exploit the results. The
  Ukrainians have a twofold interest in the situation—they want
  to stop Russia and they also want the oil for themselves.
  Political disputes between the two ex-Soviet nations have
  recently led Russia—the Ukraine’s primary source of oil—to
  cut off supplies to that nation. The Ukraine is under intense
  international pressure to shut down its aging Soviet nuclear
  plants, and its industries cannot afford to rely on the high-
  priced oil available on the international market to meet their
  energy needs. So instead of just exposing the Russian plan, the
  Ukrainians want to create an international incident that will
  allow them to seize and annex Adelie 14.  Then later, when the
  world is paying a little less attention, the Ukraine can lay
  claim to the region and its as-yet-unannounced oil reserves.
  SYNOPSIS
  The Ukrainians are planning to create a scandal that will give
  them an excuse to take over Adelie 14. But the incident must
  appear completely legitimate—there must be no sign of fakery
  and no evidence connecting the Ukraine with the station. To
  that end, the Ukrainians plan to hire some capable stooges
  who will enter the facility and fabricate some evidence of ille-
  gal activities. These dupes will make it appear that the remote
  site was being used in the production of biological warfare
  agents, and that the Russians have forced Ukrainian scientists
  to work against their will at the facility. These two “facts”
  should give the Ukrainians sufficient justification for sending in
  a military force to take over the station. Of course, the stooges
  who plant this “evidence” cannot be allowed to go free after-
  ward, so they must be killed in the Ukrainian raid. To lend fur-
  ther support to their story about Russian interference at the
  facility, the Ukrainians have arranged for the dupes to look like
  Russian soldiers.
  These dupes are, of course, the heroes. The adventure
  begins when they are hired by Ukrainian agents to enter
  Adelie 14 and find a certain scientist who, they claim, knows
  about the biological agents. Once the heroes find him, ques-
  tion him, and broadcast their results back to their employers,
  the Ukrainians intend to send a military force to take over
  Adelie 14. The soldiers in this strike force have orders to
  ensure that the heroes don’t survive the raid.
  Character Hooks
  This adventure requires a set of heroes who have experience
  with military special operations or espionage. As GM, you
  know best how to involve your players and their characters
  in an adventure. You can use the following adventure hooks
  to spur your imagination, modifying them as necessary to
  make them appropriate for the characters’ interests.
  •
  If this is the heroes’ first mission together, the Ukrainians
  have recruited them individually for their unique skills
  and then formed them into a special operations team.
  •
  One or more of the heroes has friends, contacts, or rela-
  tives in the Ukrainian intelligence community who rec-
  ommended them for a planned special operation.
  •
  Heroes with previous military or paramilitary experience
  managed to impress a Ukrainian official with their expert-
  ise while engaged in a recent multinational operation
  (such as a UN peacekeeping mission or a counterterror-
  ism operation).
  BEGINNING THE ADVENTURE
  This adventure assumes that the characters have already
  been recruited for their mission by a representative of the
  Ukrainian secret service named Leonid Kuchma. In his offer,
  Kuchma said only that the mission would take place in
  Antarctica, that it would take less than 24 hours and should
  involve no bloodshed, and that all transportation and spe-
  cialized equipment would be provided. The payment offered
  is generous for such a short mission—a +14 Wealth award. (If
  you wish to play out the recruitment process, you can place
  the encounter anywhere you wish—Kuchma knows where to
  find the characters.)
  Upon their acceptance, Kuchma arranges for their trans-
  portation to the Ukrainian amphibious assault ship
  Azovskoje. The adventure begins when the characters are
  aboard the Azovskoje and en route to Antarctica. The time of
  year is late March, which is autumn in Antarctica.
  The Azovskoje
  Leonid Kuchma joins the heroes in the ward room of the
  assault ship for a briefing. In his gravelly, heavily accented
  voice, he explains the situation as follows. His manner is
  laconic—almost bored.
  “Adelie 14 is an AgraTech Corporation facility on
  Antarctica,” Kuchma says, leaning back in his chair to
  regard you. “Although its personnel supposedly do civilian
  ADELIE 14
  
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  3
  Kuchma answers any questions the heroes have in the hour
  or so before the operation begins. He is skillful at avoiding
  direct lies while still concealing his true plans and maintain-
  ing the cover story he has invented for the mission. A char-
  acter who makes a successful Sense Motive check (DC 20)
  realizes that Kuchma is not telling them everything. Should
  the heroes confront him with that suspicion, Kuchma shrugs
  and says that some details are matters of Ukrainian national
  security, but he is being as open as he can (which is actually
  true).
  In short, Kuchma expects the characters to head for the
  research station from the drop point, stop to disable both
  the helicopter and the communications tower, then enter
  the compound. Once there, they are to find Prytyka and
  question him on camera, transmitting this conversation live
  to Kuchma via a satellite uplink that he’s providing.
  The plan is to insert the heroes about 2 kilometers from
  Adelie 14, just beyond a rocky ridge, about an hour before
  dusk. They are to be extracted from the same site just after
  dawn, or they can call for an extraction closer to the camp
  and at a different time (after daybreak) if they wish. Weather
  this time of year is very unpredictable, and though it should
  cooperate for the next 24 hours or so, this favorable window
  may not stay open for long.
  Any character with questions about RDHA may make a
  Knowledge (earth and life sciences) check (DC 20). Success
  means the hero knows that most haemorrhagic agents are
  viral, but that some bacterial agents are also in the experi-
  mental stages.
  As the briefing draws to an end, Kuchma provides the
  heroes with the following arctic gear.
  •
  Thermal undergarments, snowsuits, boots, parkas, snow
  goggles, gloves, and mittens for each hero.
  •
  A digital video camera, a portable satellite phone
  (programmed with the number at which to reach
  Kuchma), and a special encrypted modem with which to
  transmit the video signal via the telephone. (No Wealth
  check is required to use this phone.)
  •
  An AKSU-74 submachine gun for each hero. The heroes
  are welcome to carry any other personal firearms they
  desire as well, but Kuchma warns them that most firearms
  are unreliable in the extreme Antarctic weather.
  All of the above equipment appears to be standard military
  gear, but it is unmarked. Kuchma’s claim that other weapons
  are unreliable in Antarctica is not really true; he simply wants
  the heroes to carry the gear he provides because it is Russian
  in style. Their use of such equipment will lend credence to
  his story when he later tells the world that the heroes were
  actually Russian thugs.
  With a successful Knowledge (current events) check (DC
  14), the heroes are aware that the Russians and the Ukrainians
  have not been getting along for the past couple of years. The
  two countries have been feuding over issues as diverse as
  fishing rights, compensation for lingering damage caused by
  Chernobyl, conflicts in neighboring ex-Soviet states, oil, and
  even control of the Black Sea naval fleet. In this light,
  Kuchma’s apparent belief that only the hardest of evidence
  will be taken seriously by the world (and then only if deliv-
  ered before Russian spin-doctors get a shot at it) seems per-
  fectly credible.
  The encounters are presented below in the approximate
  order they should appear. If the heroes take a path other
  than the one assumed, use the encounters in any order they
  are needed.
  A. The Drop
  The heroes are flown to the insertion point aboard a
  Ukrainian Mi-8 Hip that lifts off from the deck of the
  Azovskoje in the late afternoon. Read or paraphrase the fol-
  lowing after the characters board the chopper.
  ADELIE 14
  environmental research, we have obtained evidence
  that AgraTech is also conducting biological weapons
  research there on behalf of the Russian government. We
  want proof—and you are going to get it for us.
  “We could, of course, just turn the whole situation
  over to the media or the UN, but where would that get
  us, eh? The world tires of bickering between Russia and
  Ukraine—by the time the world takes us seriously,
  Russians will have cleared out of Adelie 14, and the
  weapons research will be just another unsubstantiated
  rumor. No, no, we need proof—undeniable proof.
  “This man,” Kuchma continues, producing a photo
  and a map of the station, “his name is Vitaliy Prytyka. He
  is Russian but has worked for AgraTech for long time—
  many years. He is head of whole project—he will be our
  proof. Find him and question him. We have video cam-
  era for you, with satellite link. Call when you find him,
  and broadcast your interview with him back to us. That
  way, no matter what happens, we have the evidence.
  You get out of this okay, I think, but why tempt fate, eh?
  After you question Prytyka, you let him go and then
  meet our helicopter for extraction. In and out—six
  hours tops. Nobody gets hurt. Oh, and you keep your
  faces covered on the video broadcast—this is encrypted
  digital system, but why take chances?
  “Vitaliy Prytyka and AgraTech—they are making new
  RDHA—how to say—rapid decay haemorrhagic agent. It
  is made from Streptococcus Pneumoniae, a bacterium.
  You ask Prytyka about streptococcus when you question
  him, and look for signs of it in the lab. Include it on your
  video if you can.
  “And another thing. This Antarctica situation is very
  delicate. Many countries have claimed parts of
  Antarctica, but nobody recognizes these claims. It is ille-
  gal to mine or exploit here, but still there are more than
  one hundred stations. What do all those countries and
  companies do, eh, if they do not mine or exploit?
  Making biological weapons here is very, very illegal, but
  so are military operations. That’s why we have you, eh?
  Keep this whole thing honest. Still, is wise that no word
  get out about you before we can tell the world what
  you find. So you disable the station’s communications
  and helicopter before you move in. That way, the
  Russians can’t make up their own story before we can
  tell ours.”
  
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  4
  As soon as the heroes have disembarked, the helicopter lifts
  off again, disappearing quickly behind a nearby ridge. The
  echo of its rotors dies off after just a few seconds.
  The heroes have been deposited just behind a rocky ridge,
  about 2 kilometers north of Adelie 14. The weak sun sits very
  low in the sky—it’ll be dark in less than an hour.
  The weather here is bitterly cold (see Heat and Cold on
  page 213 of the d20 MODERN Roleplaying Game). The special
  arctic gear that Kuchma provided grants a +6 equipment
  bonus on saves against the effects of cold, but dawdling out-
  doors is still inadvisable in weather such as this.
  Between the ridge and the camp, the terrain is almost fea-
  tureless and offers little cover. But since no one at Adelie 14 is
  expecting company, there is no chance that anyone will spot
  the heroes while they are approaching the facility unless they
  do something major to draw attention to themselves.
  Development: On foot, the hike to the camp should take
  about an hour if the characters move straight toward the
  facility. On the way, however, they have the opportunity to
  stop and check out three areas of interest: a drilling site that
  gives mute evidence of oil exploration, the communications
  cluster (which contains the communications tower that the
  heroes have been told to disable), and the helicopter (which
  is parked next to the compound itself).
  B. The Drill Site
  About 1/4 mile southeast of the insertion point, just over the
  ridge, is a test well that the researchers at Adelie 14 drilled to
  confirm the presence of oil. Any hero scanning the landscape
  from the insertion point notices this well site with a suc-
  cessful Spot check (DC 12). 
  Read or paraphrase the following aloud if the heroes
  approach the site.
  Heroes who investigate the site find a variety of equipment,
  including a tractor-mounted drilling apparatus. Several holes
  have been bored into the dense snow, and there are piles of
  dirt and filthy ice nearby. A successful Search check (DC 16)
  reveals that many of the dirty stains in the snow are oil.
  There is nothing else of interest at this location.
  C. The Communications Cluster
  About 1/4 mile north of the compound lies the communica-
  tions cluster. This set of equipment serves as the primary link
  between the compound and the outside world.
  The communications shack is locked with a simple padlock
  (Disable Device DC 25, Break DC 30). Inside is a junction sta-
  tion connecting the compound’s many communications
  devices (including radio, internet connections, and direct
  satellite links to other AgraTech facilities) with the transmit-
  ters around the shack.
  A successful Disable Device check (DC 20) disconnects the
  equipment without actually damaging it. (The DC for dis-
  abling the equipment without leaving any obvious evidence
  of tampering is 30.) Alternatively, the heroes can simply
  destroy the equipment (Break DC 10). In this case, a success-
  ful Intelligence check (DC 14) is required to ensure that the
  destruction completely prevents communication with the
  outside world.
  D. The Helicopter
  Just to the east of the compound’s main building sits the hel-
  icopter—a Bell Jet Ranger. Read or paraphrase the following
  aloud when the heroes get a good look at it.
  A successful Disable Device check (DC 20) disables the heli-
  copter’s engine without actually damaging it. (The DC for dis-
  abling the helicopter without leaving any obvious evidence
  of tampering is 30.) Alternatively, heroes can simply open the
  engine cowling and wreak havoc inside (Break DC 18). In this
  case, a successful Intelligence check (DC 10) is required to
  ensure that the destruction completely prevents the heli-
  copter from functioning.
  E. Adelie 14
  Adelie 14 is a medium-sized facility by the standards of
  Antarctic research stations. Its main structure is a long build-
  ing (actually a series of connected buildings) running north-
  south. A series of outbuildings, most of which are located to
  the northeast of the primary structure, completes the sta-
  tion’s facilities. Only the main building is inhabited; the out-
  buildings are sheds, maintenance shacks, and open vehicle
  shelters.
  A helicopter sits in a clear area slightly apart from the
  buildings that make up the compound. The tarp that
  covers the vehicle’s dark, hunched form is dusted with
  snow and flaps weakly in the wind.
  Several satellite dishes surround a tall radio tower.
  Cables from the communications devices converge at a
  small shack half-buried in snow near the base of the
  structure. There is no sign of human activity here.
  Several pieces of distinctly industrial equipment rest on
  a large, dirty patch of snow. Numerous vehicle and foot
  tracks make it obvious that the area has seen a lot of
  traffic recently, but no one seems to be here now.
  The Soviet-made helicopter lifts laboriously from the
  deck of the Ukrainian ship, then turns quickly to fly low
  above the wind-whipped waves toward the dark
  smudge of land on the horizon.
  The chopper quickly reaches the rocky, snow-blasted
  shore, flying so low to the ground that it seems as if you
  could reach out and touch it. For an hour and a half the
  helicopter weaves its way between ridges of low, rocky
  mountains, never more than a few dozen feet off the
  ground.
  Finally the pitch of the rotor noise changes as the
  helicopter makes a sudden, banking turn. The Ukrainian
  flight engineer gives you a signal and slides open the
  side cargo door. A blast of frigid air roars through the
  copter’s cargo bay, and the aircraft settles gently onto
  the dense snow.
  ADELIE 14
  
  d20MODERN
  5
  ADELIE 14
  
  d20MODERN
  6
  Physical Arrangement
  Adelie 14’s main building consists
  of three wings. 
  The southernmost of these, a
  single large prefab building with
  an attached furnace room and
  entryway, houses all the living
  quarters. Two or three staff
  members (usually the same gen-
  der) share each small bedroom.
  (Prytyka’s quarters are in this sec-
  tion, near the southeast end, as
  shown on the map.) A few of the
  senior staffers have private
  rooms—the tiny cells in the cen-
  ter of the wing. The facility offers
  segregated showers and toilets
  for men and women.
  The central wing is another
  large prefab building with sepa-
  rate storage and generator shacks
  attached to its eastern end. It
  houses the administration, recre-
  ation, and support areas.
  The northern wing is dedicated
  to laboratories, offices, and asso-
  ciated storage facilities. It con-
  sists of two prefab buildings
  linked by an unheated entry hall
  with doors to the outside. 
  This arrangement is typical of
  the door and hall placement at Adelie 14—no exterior door
  leads directly into a heated area. Instead, it leads into an
  entry chamber that functions rather like an air lock on a sub-
  marine, protecting the adjacent heated areas from the ele-
  ments as people come and go. These areas are cold (though
  not nearly as cold as the outdoors) and are typically used to
  store parkas, outdoor equipment, and other odds and ends.
  If the heroes have been careful so far, they should have no
  trouble entering the compound—none of the doors are
  locked.
  Standard Activities
  There is little activity inside the compound after dark. Of the
  facility’s forty or so inhabitants, about half a dozen are work-
  ing late in the labs, while another five or six are in the recre-
  ation room watching TV. Most of the others are in their
  rooms reading, watching television, playing video games, or
  sleeping. 
  If the heroes have disabled the communications cluster,
  there is no mad rush of activity to fix it. Interruptions in
  telecommunications are not uncommon here, so although
  the problem may be noticed by a few people, it doesn’t
  become noteworthy until two or three hours later, when the
  communication system has failed to come back up by itself.
  Sneaky heroes may be able to move around Adelie 14
  unnoticed for some time—perhaps even the entire adven-
  ture. If they do not make special efforts to avoid it, however,
  they are likely to encounter station personnel.
  Typical Station Personnel
  Everyone here except Yosif Berdyaev (see Berdyaev, below) is
  a noncombatant. The typical staffer is shocked by the pres-
  ence of armed invaders and easily intimidated (–5 penalty on
  checks made to oppose Intimidate attempts). 
  GM Characters: Use the low-level crime lab technician
  archetype on page 281 of the d20 MODERN Roleplaying Game
  to represent a typical researcher at the station. Four of the
  staffers are mid-level crime lab technicians, and three more
  (who serve as managers of the team) are high-level crime lab
  technicians.
  Tactics: If the heroes’ presence becomes known, the sta-
  tion personnel generally try to avoid conflict. Except for
  Yosif Berdyaev, they are not armed and not interested in
  heroics. Depending on the options available to them, the sta-
  tion personnel may attempt any of the following actions in
  response to the heroes’ presence.
  •
  Go to the communications room and radio for help.
  Similarly, some may attempt to contact the outside
  world via the internet, using computers in their rooms or
  labs. If the heroes have disabled the communications
  cluster, such efforts are fruitless.
  •
  Reach the compound’s helicopter to escape. Again, if the
  heroes have successfully disabled the helicopter, it does
  not function.
  ADELIE 14
  
  d20MODERN
  7
  •
  Negotiate with the heroes. Station personnel may assume
  that the heroes are terrorists and attempt to make deals
  with them. Since the heroes are unlikely to want anything
  from the facility personnel (or to intend them any harm),
  such efforts probably have no effect.
  Berdyaev
  Most of the facility’s inhabitants want to avoid trouble with
  the heroes, but Yosif Berdyaev is a notable exception.
  Although he ostensibly works as a technician, Berdyaev actu-
  ally serves as a watchdog for the Russian government. 
  GM Character: An ex-police bruiser with some minor
  criminal activities in his past, Berdyaev was installed here to
  keep an eye on the situation and ensure that AgraTech keeps
  its word to the Russian government. The rest of the staff
  members know that he’s more than just a technician, but they
  have no sense of his actual capabilities. An expert martial
  artist and a trained killer, Berdyaev can be brutal and heart-
  less when his work demands it—such as when invaders arrive
  at the Antarctic compound he is assigned to guard.
  Yosif Berdyaev (Fast Hero 3/Smart Hero 2/Martial
  Artist 2): CR 7; Medium-size human; HD 3d8+3 plus 2d6+2
  plus 2d8+2; hp 40; Mas 12; Init +6; Spd 35; Defense 19, touch
  19, flat-footed 17 (+2 Dex, +7 class); BAB +5; Grap +8; Atk +8
  melee (1d6+3/19–20, unarmed strike) or +8 ranged (2d6,
  Glock 17); Full Atk +8 melee (1d6+3/19–20, unarmed strike) or
  +8 ranged (2d6, Glock 17); FS 5 ft. by 5 ft.; Reach 5 ft.; AL
  AgraTech, Russia; SV Fort +2, Ref +7, Will +3; AP 3; Rep +1; Str
  16, Dex 14, Con 12, Int 13, Wis 10, Cha 8.
  Occupation: Criminal (class skills: Move Silently, Sleight
  of Hand).
  Skills: Computer Use +3, Demolitions +7, Disable Device
  +9, Drive +5, Escape Artist +7, Hide +7, Jump +6, Knowledge
  (earth and life sciences) +4; Move Silently +11, Read/Write
  English, Repair +4, Research +4, Search +3, Sleight of Hand +8,
  Speak English.
  Feats: Cautious, Combat Martial Arts, Defensive Martial
  Arts, Improved Combat Martial Arts, Improved Initiative,
  Personal Firearms Proficiency, Simple Weapons Proficiency.
  Talents (Fast Hero): Evasion, increased speed.
  Talent (Smart Hero): Savant (Disable Device).
  Talents (Martial Artist): Flying kick, living weapon 1d6.
  Possessions: Glock 17, 34 rounds of ammunition.
  Tactics: As soon as he becomes aware of the heroes’ pres-
  ence, Berdyaev looks for an opportunity to attack. He tries to
  catch one or two heroes alone, hoping to take out the
  intruders one by one. Failing that, he tries to ambush the
  group from a secure position. He knows the compound well
  and is clever enough to outflank the heroes by going outside
  if need be. He is the only resident of the compound who car-
  ries a firearm.
  F. Gathering Information
  A wealth of information about the true situation at Adelie 14
  is available to heroes who take the time to look for it. They
  may do so by questioning station personnel, or by examining
  research records and equipment at the facility.
  Most of the facility’s personnel know about the oil dis-
  covery, and some have mixed feelings about AgraTech’s illicit
  research. Many are involved only in legitimate research that
  has little to do with oil exploration, and none know of the
  Russian/AgraTech plan to claim and exploit the area. Any
  researcher can tell the heroes that the nearest inhabited
  facility is a British compound about 200 miles away.
  A successful Search check (DC 15) made in the outbuildings
  reveals drilling, seismic, and other survey-related equipment
  among the environmental research devices. If the heroes
  check out the biology/chemistry labs in search of RDHAs or
  their components, a successful Spot check (DC 16) reveals the
  presence of streptococcus bacteria samples, but none of the
  containment equipment one would expect in a place where
  hazardous biological agents were in use. 
  Gaining information from one of the camp’s computers
  requires hacking into the system. Two successful Computer
  Use checks are required—the first (DC 25) to defeat the secu-
  rity and log on, and the second (DC 20) to actually locate the
  geological survey information.
  G. Finding Prytyka
  The most obvious way to locate a particular scientist is to
  check the room assignments log. A successful Spot check (DC
  16) reveals that a list of all personnel, with their room assign-
  ments, is posted alongside the intercom in virtually every
  room in the building. A thorough search of the admin office
  (Search DC 18) turns up another copy. Alternatively, a charac-
  ter can try to find the information by hacking any computer
  in the compound. As above, this method requires two suc-
  cessful Computer Use checks—the first (DC 25) to defeat the
  security and log on, and the second (DC 15) to actually locate
  the file. Another option is to grab a random staffer and ask
  where Prytyka can be found. How such an interrogation
  unfolds depends on the care taken by the heroes during the
  process. As noted above, station personnel respond easily to
  threats.
  Before 8:00pm, Prytyka is working in his lab. At 8:00, he
  goes to his quarters to read. If undisturbed, he goes to bed
  around 11:00pm and gets up at 6:00am. He is a typical station
  researcher (low-level crime lab technician equivalent).
  H. Interrogation
  After the heroes find Prytyka, they must decide where to
  hold the interrogation. The scientist’s quarters are small and
  cramped—in fact, his room is so small and so close to other
  occupied areas that carrying out the interrogation there
  would attract a great deal of attention. Moving Prytyka to a
  more private location (his lab or an outbuilding, for
  instance) is a formidable task that alerts the compound’s
  other personnel unless the heroes are particularly clever
  and careful.
  Setting up the video camera, modem, and satellite phone
  requires a successful Computer Use check (DC 10). Once the
  connection is made, the heroes can broadcast their interro-
  gation of Prytyka back to Kuchma and hear responses from
  the Ukrainian agent.
  Despite what Kuchma told the heroes, Prytyka is not an
  evil corporate researcher bent on biological warfare, nor is he
  even Russian. He’s actually one of several researchers in the
  compound who are Ukrainian by citizenship or descent. The
  ADELIE 14
  
  d20MODERN
  8
  Ukrainians intend to make use of this fact when they take
  over the facility, claiming that their citizens are in danger.
  Prytyka answers questions honestly. He can’t, of course,
  tell the heroes anything about biological weapons research
  because none of that goes on at Adelie 14. Prytyka freely
  admits to having plenty of streptococcus in his lab because
  it is a common research bacteria. But he insists that it has
  absolutely nothing to do with haemorrhagic fever.
  As the interview progresses, Kuchma tells the heroes that
  Prytyka is lying and encourages them to take ever harsher
  measures to get him to talk. What Kuchma most wants is
  video footage of the heroes torturing or abusing Prytyka,
  although he doesn’t come out and say that. Kuchma’s
  demands become increasingly harsh until the heroes call off
  the interrogation, or until Kuchma has plenty of footage of
  them abusing Prytyka. At that point, Kuchma declares the
  broadcast over and tells the heroes to stay at the camp.
  Weather conditions, he claims, are forcing the Ukrainians to
  schedule the extraction a little earlier than planned—right at
  dawn—and if conditions gray out it will be easier to find the
  heroes at the camp than out on the snow.
  Development: Once the broadcast is over, Kuchma and
  the Ukrainians cease answering the satellite phone—in fact, it
  goes completely dead. The nearest other station is nearly
  200 miles away—well out of range of most radios to which
  the characters might have access. If the heroes disabled the
  communications cluster, the compound’s radios and internet
  links do not function, although the heroes may be able to
  repair the damage they did (see encounter J, below). Even if
  the heroes do manage to contact anyone, no help can possi-
  bly reach the compound earlier than a couple hours after
  dawn.
  I. Outside News
  The residents of the compound don’t have a lot to keep
  themselves busy—there’s a recreation room with exercise
  equipment and a ping-pong table, but watching TV is one of
  the primary leisure activities. The television satellite dish is
  located near the building, so its functioning isn’t interrupted
  by disabling the communications cluster. Televisions are on in
  the recreation room and many bedrooms, as well as some
  labs and offices. At some point, if they are near anyplace
  where a TV is playing, the heroes notice something familiar
  on the cable news channel—the Azovskoje.
  Cable News Coverage of the Ukrainian Annexation
  Kuchma has wasted no time in fabricating a video for the
  media. Read the following aloud if the heroes are watching
  the broadcast.
  This broadcast consists of the most brutal footage that
  Kuchma could splice together. There is no audio component,
  so the nature of the heroes’ questions to Prytyka not clear.
  Continue with the following.
  Development: The heroes have all night to watch the cable
  news if they wish. Throughout the evening, the news reports
  make the heroes’ position clear. They are identified by
  Ukrainian officials as “Russian FSB or Spetznaz hoodlums,”
  and their gear tends to support this allegation. The footage
  shown on the cable news channel seems to have been care-
  fully edited to prevent the heroes from being recognized by
  anything other than their clothing and equipment, and their
  voices are never heard. While the news shows no new video
  footage from Antarctica, the reports continue to update the
  situation, and it is clear that the Ukrainians are planning an
  all-out assault.
  Any other station personnel who see this video are duly
  alarmed. Their attitude toward the heroes depends upon
  whether they have seen them and how the heroes have
  treated them thus far.
  The image cuts to an interview with a Ukrainian official.
  “The Ukraine of course respects the international ban
  on military operations on Antarctica; however, this
  Russian violation of international law and the threat it
  poses to our citizens puts us in this unfortunate
  position. Prytyka and the other Ukrainian nationals
  working for AgraTech were very brave to warn the
  world of these Russian activities, and as you can see
  from the video, they may already have paid the
  ultimate price. What can we do? Who else will protect
  our citizens and the world from the likes of these FSB
  hoodlums?”
  After another 30 seconds of video from your
  interrogation, the image shifts to the naval vessels once
  again. Troops from these ships are clearly boarding
  helicopters, some with their rotors already turning. The
  female correspondent says, “From the looks of these
  Ukrainian naval vessels, the Ukraine is taking the steps it
  feels are necessary, despite international bans. And
  while international representatives decry the unfolding
  situation, it appears that the Ukrainians may be justified
  in their actions. Television news analysts confirm, based
  on the design of their arctic uniforms and equipment,
  that Prytyka’s assailants do appear to be Russian
  military personnel. Ukrainian claims of illicit biological
  weapons research at the site remain unconfirmed, of
  course—officials at AgraTech have so far only reiterated
  their earlier statement that no such research was taking
  place there. The world will have to watch nervously
  while the situation unfolds.”
  past few days. It was routed to the area when Ukrainian
  officials first became aware of the situation. Ukrainian
  officials insist that they have ample reason to intervene.”
  The image then shifts to video footage of you
  interrogating Prytyka. 
  Rough home-video images show Ukrainian naval vessels
  churning through Antarctic waters. One of these is the
  Azovskoje, and it is accompanied by two or three other
  ships that weren’t there when you were. The voice of a
  female correspondent says, “. . . Azovskoje, shown here in
  footage taken by an American tourist on a whale-watching
  tour just an hour or so ago, happened to have been on
  routine training operations in the Indian Ocean during the   
  ADELIE 14
  
  d20MODERN
  9
  ADELIE 14
  J. Getting Out
  Kuchma is using the video of the heroes not only to unveil
  illicit research, but also to fabricate a Russian threat to
  Ukrainian lives that justifies the annexation of Adelie 14. The
  necessary additional evidence of biological weapons
  research will be planted during the annexation process. The
  heroes cannot be allowed to reveal the truth, so Kuchma has
  given his troops instructions to kill them during the assault.
  Their remains, which will not be easily identifiable, will be
  passed off as those of Russian thugs—still further evidence
  of an improper Russian military presence at Adelie 14.
  Smart heroes should realize that their lives are in danger.
  They have a number of options available, of which the ones
  they are most likely to pursue are described below.
  Helicopter
  Repairing the helicopter is a complex Repair task that requires
  the standard time if the vehicle was disabled, or 1d6 hours if
  it was destroyed. If the heroes get it running, they or others at
  the station can attempt to fly to the closest nearby facility (a
  British station about 200 miles away). If the heroes cannot fly
  the helicopter themselves, they must enlist a pilot from the
  compound. But no one there who has flying skills is initially
  willing to take the heroes to safety while leaving other station
  personnel in danger. A successful Diplomacy, Intimidate, or
  related check is required to secure cooperation.
  Call for Help
  Repairing the communications cluster is a complex Repair
  task that requires the standard time if the cluster was dis-
  abled, or 1d6 hours if it was destroyed. If the heroes succeed
  in bringing up communications, they or someone else at the
  facility can easily contact the outside world. Telling non-
  Ukrainian authorities or the media the truth about their mis-
  sion will not prevent the initial Ukrainian attack, but it will
  prevent any follow-ups (see encounter K, below).
  Cross-Country Hike
  The heroes can set out cross-country, but the bitter cold
  conditions make it unlikely that they’ll survive for more than
  a few hours. (See Heat and Cold on page 213 of the d20
  MODERN Roleplaying Game.)
  Fight the Ukrainians
  The heroes can prepare for the inevitable raid by the
  Ukrainians. If they defeat the troops (see encounter K,
  below), they might be rescued after the battle.
  K. The Raid
  One hour before dawn, Ukrainian helicopters deliver four
  groups of four soldiers each, dropping them off at points 100
  feet north, south, east, and west of the compound. Each
  group moves into the station via a separate door, gunning
  down any resistance. Although ostensibly there to protect the
  station’s inhabitants, these soldiers have no compunctions
  about killing innocents—they can always blame any unfortu-
  nate deaths on the heroes afterward.
  GM Characters: Each group of soldiers may be encoun-
  tered individually. The troops have been briefed on the
  heroes’ presence and have orders to kill them, making sure
  the bodies are beyond recognition.
  Ukrainian Naval Infantry Troopers (Strong Ordinary
  2/Fast Ordinary 2): CR 3; Medium-size human; HD 2d8 + 2
  plus 2d8+2; hp 22, 24, 27, 29; Mas 14; Init +2; Spd 30 ft.; Defense
  18, touch 18, flat-footed 16 (+2 Dex, +6 class); BAB +3; Grap +5;
  Atk +5 melee (1d6+2, rifle butt) or +6 ranged (2d8, AK-74); Full
  Atk +5 melee (1d6+2, rifle butt) or +6 ranged (2d8, AK-74); FS 5
  ft. by 5 ft.; Reach 5 ft.; AL comrades, Ukraine; SV Fort +4, Ref
  +4, Will –1; AP 0; Rep +0; Str 14, Dex 15, Con 14, Int 10, Wis 8,
  Cha 12.
  Occupation: Military (class skills: Knowledge [tactics],
  Navigate).
  Skills: Demolitions +2, Hide +5, Knowledge (tactics) +6,
  Move Silently +3, Navigate +4, Swim +4, Treat Injury +0.
  Feats: Advanced Firearms Proficiency, Personal Firearms
  Proficiency, Simple Weapons Proficiency, Weapon Focus
  (AK-74).
  Possessions: AK-74, 210 rounds of ammunition, 4 fragmen-
  tation grenades, 2 smoke grenades, first aid kit.
  Tactics: The Ukrainian troops are disciplined and careful.
  When one group makes contact with the heroes, one of its
  members calls in the other groups. Thereafter, an additional
  group arrives every 2d6+4 rounds.
  New Weapons
  AK-74: The AK-74 replaced the AKM in the last decade
  or so of the Soviet Union and quickly became the
  primary military assault rifle of many ex-Soviet states
  and Warsaw Pact countries (including Russia and the
  Ukraine). The AK-74 is very similar to the earlier weapon,
  but slightly smaller and lighter, and it fires a more
  modern ammunition type—the 5.45mmR round. The
  purchase DC for a box of 20 rounds of 5.45mmR
  ammunition is 5.
  Damage: 2d8
  Critical: 20
  Damage Type: Ballistic
  Range Increment: 70
  Rate of Fire: S,A
  Size: Large
  Purchase DC: 17
  Restriction: Res (+2)
  AKSU-74: This submachinegun is a cut-down version
  of the AK-74, above. It functions identically and uses the
  same ammunition, but it is much smaller and lighter and
  has a folding stock. With its stock folded, the weapon
  grants a +2 circumstance bonus on Sleight of Hand
  checks made to conceal it.
  Damage: 2d8
  Critical: 20
  Damage Type: Ballistic
  Range Increment: 60
  Rate of Fire: S,A
  Size: Large
  Purchase DC: 19
  Restriction: Res (+2)
  
  d20MODERN
  10
  Development: If the heroes defeat all the Ukrainian
  troops, a second set arrives in 2d4 hours unless the heroes
  have managed to contact the outside world and explain the
  truth behind the situation (see encounter K, above). If the
  heroes emerge victorious from the first assault (and the sec-
  ond, if there is one), international scrutiny on the operation
  forces the Ukrainians to withdraw. The heroes and the sur-
  viving station personnel are then evacuated by rescuers from
  other stations during the next two days.
  ABOUT THE AUTHOR
  Charles Ryan has been designing and editing games for more
  than twelve years. His credits include such diverse titles as
  the d20 MODERN Roleplaying Game, The Wheel of Time
  Roleplaying Game, Deadlands, Millennium’s End, The Last
  Crusade, Star Trek: Deep Space Nine, Dune: Chronicles of the
  Imperium, and Star Trek: Red Alert!, to name just a few.
  Charles served as Chairman of the Academy of Adventure
  Gaming Arts & Design, the professional organization of the
  games industry, from 1996 through 2001. He lives in Kent,
  Washington with his lovely wife Tammie, three cats, and a
  dog. He works for Wizards of the Coast, Inc.
  ADELIE 14
  Credits
  Design:
  Charles Ryan
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Cartography:
  Charles Ryan
  Creative Direction:
  Christopher Perkins
  Web Production: 
  Julia Martin
  Web Development: 
  Mark A. Jindra
  Graphic Design:
  Cynthia Fliege
  Playtesting: 
  Joshua Bentley, Darrin Drader,
  John Heaton, Dave McGee
  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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