TEXT: LEVELS
  You, the Game Master (GM), need a copy of the d20
  MODERN Roleplaying Game to run this adventure. Team
  Bravo: The First Assignment is a short introductory
  scenario for four 2nd-level characters. To get started,
  print out this module (including the map). Be sure to
  familiarize yourself thoroughly with the deinonychus
  from Chapter 8: Friends and Foes.
  Background
  Dr. Arthur Fulbert, a brilliant researcher, has been work-
  ing for several months on a government grant to
  develop living weapons for the military. Recently, he
  made a breakthrough—he successfully cloned
  dinosaurs from fossilized DNA. He grew several
  deinonychus embryos to maturity in his laboratory on
  the outskirts of town. Based on the age of the DNA and
  the techniques he employed, Dr. Fulbert expected the
  resulting creatures to be alive but brain dead—perfect
  subjects for conducting a safe and orderly study. But he
  was wrong. Whether he miscalculated, or whether the
  Shadow that has been advancing on the world supplied
  some weird energy that activated the creatures’ minds,
  they exhibited all the animal cunning of their prehis-
  toric ancestors. Once they had reached full size, three
  of the dinosaurs awakened and smashed their way out
  of their growth containers. Dr. Fulbert managed to
  evade them, but he could not stop them. 
  The creatures loped off into the city, where they set
  up a lair in a nearby sewer and began hunting for food.
  The scientist managed to locate them using a tracking
  device keyed to implants he had placed in their bod-
  ies. He tried to recapture them, but they became
  enraged at the intrusion and attacked, forcing Fulbert
  to flee for his life in the company van.
  Dr. Fulbert is desperate and on the ragged edge of
  sanity. If he’s caught, not only will he go to prison for
  endangering innocent people, but all of his work will
  be wasted. Though he still would like to get the crea-
  By Eric Cagle
  A short d20 MODERN Roleplaying Game adventure for four 2nd-level player characters.
  Team Bravo:
  THE FIRST
  ASSIGNMENT
  
  d20MODERN
  3
  WEB ENHANCEMENT
  tures back unharmed so that he can continue his research, he
  realizes now that that probably isn’t possible. Thus, he has
  done his best to lie low, hoping the creatures won’t be con-
  nected to him.
  Synopsis
  The heroes are part of the Police Special Investigations
  Division, better known as Team Bravo. This unit was estab-
  lished by the local police department to investigate reports
  of unusual occurrences. Their first assignment is to check out
  an odd report of gang violence. When they arrive on the
  scene, they discover a horribly mutilated body that looks as
  if it had been partly devoured by some huge animal.
  Investigation of the scene turns up one survivor, a street
  punk, who shoots at the heroes out of fear. Once subdued,
  he reveals that his friend was attacked by a big pack of “wild
  lizard beasts,” and that he managed to escape by hiding in an
  abandoned building.
  A clue found at the scene leads the heroes to a research
  facility on the outskirts of town. There they can interview
  the chief research scientist, Dr. Arthur Fulbert. After some
  prodding, Fulbert admits that he has succeeded in cloning
  and growing several dinosaurs, a few of which have since
  managed to escape the compound. Once his project and his
  error have been revealed, Dr. Fulbert tries to flee prosecu-
  tion. Catching him then requires a harrowing car chase
  through the city.
  Once the scientist is in custody, the heroes must track
  down and capture or kill the remaining dinosaurs to ensure
  the safety of the citizens.
  Character Hooks
  As the GM, you know best how to involve your players and
  their heroes 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.
  • The heroes stumble across the body of the first victim
  while investigating a different crime.
  • The heroes catch a glimpse of some enormous beast loping
  along a back alley. Upon investigating, they discover the
  body of the first victim. (If you use a hook of this sort, skip
  the briefing at the beginning of the adventure and go
  straight to Encounter A, the murder scene, but delete the
  police presence.)
  BEGINNING THE ADVENTURE
  Bright and early one morning, the heroes are called into the
  station for a briefing—a strange murder has been discovered.
  Their superior, Lieutenant Miriam Durth, meets them at the
  station. Read or paraphrase the following information aloud.
  The heroes have no time to pick up anything special—they
  must hustle to the crime scene (Encounter 1).
  1. THE MURDER SCENE
  The murder took place in an abandoned warehouse near the
  largest highway in the city. This aging and dilapidated struc-
  ture is covered with graffiti and bits of rusting metal.
  Squad cars and emergency vehicles have surrounded the
  building. Outside the main entrance, police officers are ques-
  tioning a small crowd of people. Interrogation of these citi-
  zens by the PCs produces no useful information. These
  people saw nothing; they were simply drawn to the site by
  the presence of the police vehicles. If the characters identify
  themselves to the officers, they are directed inside.
  Read the following aloud when the characters enter the
  building.
  New to the Special Investigations Unit, you have yet to
  check out anything more unusual than the occasional
  unexplained noise or missing person. Just when you’ve
  begun to wonder whether there’s really anything going
  on in this city that merits a special investigative unit,
  you’re summoned to the station for a briefing.
  When you arrive, your superior, Lieutenant Durth,
  leads you to a briefing room and closes the door. “Do sit
  down please,” she says. “I’m sorry to call you all in on
  such short notice, but we have an unusual situation that
  needs to be addressed quickly. We received a 911 call
  about an hour ago from an unidentified man who
  described an attack by some wild animal. The connec-
  tion was very poor, and it was hard to hear him over the
  static, so we’re not quite sure what happened.
  “We sent a unit out to investigate, and the officers
  found a body inside an abandoned warehouse close to
  the highway. They reported that the corpse was horribly
  mutilated—it looked like it had been torn apart and
  then partially devoured. We don’t know whether the
  body was that of the caller or not.
  “This isn’t the first such incident that’s occurred. In
  fact, it’s the fourth vicious assault reported within a
  week. But this is the first time we’ve been able to find a
  body in reasonable condition.
  “We need you to go down there and determine what
  sort of animal we’re dealing with here, because frankly,
  we don’t know. If you find it, call for backup and animal
  control to assist. Be extremely careful.”
  Team Bravo in Your Campaign
  TEAM BRAVO: THE FIRST ASSIGNMENT is the first in a
  series of adventures focusing on investigation of bizarre
  circumstances.
  If you do not intend to have the characters act as law-
  enforcement officials, they could be private investiga-
  tors or paranormal researchers who often plunge into
  dangerous situations looking for the truth.
  Team Bravo could also be a subgroup of Department
  7, acting as a dedicated group within that agency. In
  addition to their regular duties, they could occasionally
  receive advice, resources, and assignments from
  Department 7. Their contacts in that department may or
  may not ask that the heroes remain quiet about the
  services they provide.
  
  d20MODERN
  4
  Heroes who question these officers discover that the body
  was that of a young man, obviously a street punk. It had been
  eviscerated and torn in half. No effort had been made to hide
  the corpse; it was found in plain sight on the floor of the
  warehouse.
  Once the site has been photographed, the other police
  officers and official personnel collect their gear and leave
  the scene. The removal of the body bag reveals a small white
  metal tag lying on the floor (no Spot check necessary). It
  appears to be part of a collar bearing the inscription,
  “Hilberger Tech-X-433.” A successful Research check (DC 10)
  reveals that there is a biotech company called Hilberger
  Technologies not too far away from the scene.
  With successful Investigate checks, the heroes can find a
  variety of other clues as well. The table below gives the
  check DC for each clue.
  DC
  INVESTIGATE CHECK RESULT
  15
  There are several claw marks on the floor,
  apparently made by a large, powerful animal. The
  creature evidently clawed its way through a
  window to get to the victim. 
  20
  The victim was apparently run down from behind
  and dragged some distance before being torn
  apart. On the floor a short distance from where
  the corpse lay is a spatter of blood that does not
  appear to have come from the victim.
  25
  Careful examination of the spray patterns reveals
  that the victim’s jugular vein was cut with a single
  powerful slashing motion.
  If the characters take a sample of the strange blood for test-
  ing, it cannot be identified. Its traits seem to be a mixture of
  reptile and bird factors.
  Have each hero investigating the scene make a Listen
  check (DC 15) every minute that he or she is within the build-
  ing. Everyone who succeeds hears a strange whimpering
  sound coming from behind a stack of fifty-five-gallon drums
  nestled in a dark corner. Investigation reveals a small cranny
  that would allow a human-sized creature to wriggle behind
  the stack.
  Behind the barrels is a street punk named Desmond, the
  only survivor of the most recent deinonychus attack. Seeing
  his friend eviscerated in front of his eyes has traumatized
  Desmond, and he lies huddled on the floor behind the bar-
  rels. Because the other officers were making so much noise
  during the investigation, they did not discover him.
  Desmond does not respond to anyone who addresses
  him—he just lies there in a fetal position, shuddering in ter-
  ror. If approached, he lashes out, attacking first with his pis-
  tol and then with his fists. As he fights off his would-be
  rescuers, he hysterically screams, “Get away from me!”
  Desmond’s mind has been driven beyond rationality by what
  he has seen, and he believes he will be killed if anyone
  touches him.
  After Desmond’s first attack, each character present must
  make a Sense Motive check (DC 15). Success indicates that
  Desmond is obviously in shock and not acting as he normally
  would.
  The heroes can attempt to subdue Desmond or talk him out
  of the cubbyhole. Each character attempting the latter option
  must make an opposed Diplomacy check. If any hero beats
  Desmond’s check result by 4 or less and no one tries to harm
  him, the young man stops attacking. On a success of 5 or more,
  comes to his senses, collapsing in a wreck of emotion.
  Desmond (Fast Ordinary 2/Tough Ordinary 2): CR 3;
  Medium-size humanoid; HD 2d8+4 plus 2d10+4; hp 28; Mas 15;
  Init +2; Spd 30 ft.; Defense 19, touch 18, flat-footed 19 (+2 Dex,
  +6 class, +1 leather jacket); BAB +2; Grap +3; Atk +4 melee
  (1d6+1 nonlethal, unarmed strike); Full Atk +4 melee (1d6+1
  nonlethal, unarmed strike), or +4 ranged (2d6, TEC-9); FS 5 ft.
  by 5 ft.; Reach 5 ft.; AL none; SV Fort +4, Ref +4, Will +1; AP 0,
  Rep +0; Str 13, Dex 14, Con 15, Int 9, Wis 12, Cha 10.
  Occupation: Criminal (class skills: Hide, Knowledge
  [streetwise]).
  Skills: Hide +6, Intimidate +4, Knowledge (streetwise) +4,
  Listen +5, Move Silently +4, Profession (criminal) +3,
  Read/Write English, Speak English, Tumble +5.
  Feats: Brawl, Dodge, Personal Firearms Proficiency, Simple
  Weapons Proficiency, Streetfighting.
  Possessions: TEC-9 (9mm machine pistol), leather jacket.
  Tactics: If attacked or threatened in any way, Desmond
  rushes against the empty drums, causing them to topple for-
  ward and fill a 20-foot-radius area. The falling barrels deal
  2d6 points of damage to each creature in the area (Reflex
  save DC 15 avoids). He then attacks with his fists. Should any-
  one point a firearm at him, he draws his pistol. In any case, he
  rants and raves incoherently until subdued or killed.
  If Desmond is captured alive, he eventually calms down
  and recounts his story. He and his friend Rico, the victim, had
  just stolen someone’s purse and were running from the scene
  of the crime. Just as they entered the warehouse district, a
  strange, lizardlike beast with huge claws attacked them. They
  had just managed to slip inside the warehouse when Rico
  was run down by the beast and torn to shreds. Desmond hid
  behind the barrels, and the beast slipped away when the offi-
  cers arrived.
  When the heroes follow up on the Hilberger Technologies
  clue, go to Encounter 2.
  2. HILBERGER TECHNOLOGIES
  Armed with the knowledge that they have gleaned from the
  murder scene, the heroes should eventually make their way
  to Hilberger Technologies. The building is a small, ordinary-
  looking facility located on the outskirts of town, with only a
  tiny sign to indicate that it houses any sort of business. There
  are only a few cars in the parking lot, and no pedestrians are
  in evidence.
  The dark and gloomy interior of the warehouse is punc-
  tuated by a few streams of light from the headlamps of
  the patrol cars outside. The building is empty, except for
  a random collection of garbage and debris. The homi-
  cide officers and coroner’s deputy have just finished
  bagging up a corpse—there is a chalk outline on the
  ground showing where the two pieces of the body lay.
  WEB ENHANCEMENT
  
  d20MODERN
  5
  WEB ENHANCEMENT
  The front desk clerk, a young and officious woman (use
  the statistics for a low-level politician in the d20 MODERN
  Roleplaying Game) confronts the heroes when they enter the
  building. She denies at first that anyone with authority is
  available, but if pressed, she eventually calls Dr. Fulbert to
  speak to the characters. Read the following aloud when he
  arrives.
  If questioned about the tag found in Encounter 1, he admits
  that it belongs to his company, although he claims he does-
  n’t know how it got outside the facility. He appears genuinely
  concerned if told about the murder, and he offers whatever
  aid his facility can provide in the investigation.
  If asked about his work, Fulbert explains that his company
  has received a grant from the government to do research in
  biotechnology and animal cloning. If they persist in ques-
  tioning him about his laboratory’s research, he invites them
  to come inside and see for themselves.
  A successful Sense Motive check at any point in this con-
  versation reveals that the scientist is hiding something.
  Read the following if Dr. Fulbert takes the characters into
  the lab.
  Unless the heroes have a means to stop him or to prevent the
  door from closing, Dr. Fulbert escapes and the door slams
  behind him with a hydraulic hiss. It then takes him 1 round to
  reach the control panel and activate  the fourth tube, awak-
  ening and releasing the deinonychus that floats in the green-
  ish goo. It takes 1 round for the beast to awaken fully and exit
  the container. Thereafter, it begins attacking anyone still in
  the room.
  Opening the locked door requires a successful Disable
  Device check (DC 25) or Strength check (DC 35). Alternately, the
  heroes could break through the safety glass (hardness 3, hp 15)
  and crawl through the window get back into the main lab.
  Deinonychus (1): hp 32. See page 233 in the d20 MODERN
  Roleplaying Game.
  Tactics: The deinonychus is disoriented after awakening,
  so it simply lashes out at anything nearby. It fights to the
  death.
  During the combat, each hero can attempt a Spot check
  (DC 15) every round. The first character who succeeds sees Dr.
  Fulbert through the window, grabbing one of the beeping
  electronic devices off the table and fleeing out the door. This
  item is keyed to the implants that Dr. Fulbert placed within
  the dinosaurs while they grew. The two remaining locators
  can also track the escaped reptiles.
  If the heroes get out of the cloning chamber within 10
  rounds and look out a window, they see Dr. Fulbert in his car,
  pulling out of the parking lot. When they decide to pursue
  him, go to Encounter 3.
  3. THE CHASE
  When Dr. Fulbert escapes from the facility, he goes straight to
  his car and sets off in search of the dinosaurs. He tries to get
  onto the highway as quickly as possible, using the cover of traf-
  fic to make his way out. The receptionist is nowhere in sight.
  If the heroes pursue him, use the rules for car chases, as
  described in the d20 MODERN Roleplaying Game. Should any
  of the heroes get close to him, Dr. Fulbert fires a few shots
  from his car, hoping to discourage further pursuit. He dodges
  behind other cars and makes quick turns, increasing the
  potential damage that he could cause.
  The chase ends when the heroes disable Dr. Fulbert’s vehi-
  cle and take him into custody, or when he arrives at the
  entrance to the sewer where the remaining dinosaurs are hid-
  ing. If questioned by the heroes, the scientist acknowledges
  defeat and tells them everything, including how to track the
  dinosaurs with the locator device (see sidebar).
  Should he make it to the storm sewer entrance, he goes
  inside with his pistol and the tracking device, hoping to find
  and kill the dinosaurs before they can kill again.
  Dr. Arthur Fulbert: Smart Hero 4; CR 4; Medium-size
  humanoid; HD 4d6; hp 17; Mas 10; Init +1; Spd 30 ft.; Defense 12,
  touch 12, flat-footed 11 (+1 Dex, +1 class); BAB +2; Grap +2; Atk
  +2 melee (1d3 nonlethal, unarmed strike); Full Atk +2 melee
  (1d3 nonlethal, unarmed strike), or +3 ranged (2d6, Glock 20);
  FS 5 ft. by 5 ft.; Reach 5 ft.; AL science; SV Fort +1, Ref +2, Will
  +3; AP 0, Rep +2; Str 10, Dex 12, Con 10, Int 17, Wis 13, Cha 10.
  Occupation: Academic (bonus class skills: Knowledge
  [earth and life sciences], Knowledge [technology], Research).
  Skills: Computer Use +10, Craft (chemical) +8, Craft (elec-
  tronics) +10, Craft (pharmaceutical) +12, Decipher Script +8,
  Drive +10, Knowledge (behavioral sciences) +9, Knowledge
  (earth and life sciences) +15, Knowledge (technology) +9,
  Profession +8, Read/Write English, Research +12, Search +9,
  Speak English, Spot +4, Treat Injury +6.
  This state-of-the-art laboratory facility presents a stark
  contrast to the building’s plain exterior. Microscopes,
  medical equipment, chemicals, and tanks of liquid nitro-
  gen dominate the spacious room. Three small electronic
  devices are lined up on a table, beeping quietly.
  “This is where our work takes place,” Dr. Fulbert says,
  walking over to a large metal door emblazoned with
  biohazard signs. Beside it is a glass window that reveals
  only a dim green glow from within the room. “Our work
  here is quite exciting, as you will see.” He opens the
  metal door and ushers you into an immense, dimly lit
  room. On the far side of the wall are four large tubes
  filled with a greenish liquid. Three are empty, but inside
  the fourth floats a large beast that resembles nothing so
  much as a dinosaur in some form of hibernation.
  “Amazing creatures, aren’t they?” comments Dr.
  Fulbert from his position by the door. “It took several
  years to find a suitable sample of DNA with which to
  clone them. I had hoped to recapture the ones that
  escaped, but your intrusion has ruined my plans. I’m so
  sorry, officers.” Moving with lightning speed for such an
  unathletic man, Dr. Fulbert hits the door control and
  sprints back out just as it begins to close.
  Dr. Fulbert is a tall, slim man with disheveled hair and a
  contagious smile. The pocket of his lab coat is burgeon-
  ing with pens and pencils, and he carries a clipboard
  overflowing with papers. “Hello, I’m Dr. Fulbert,” he says
  affably. “I understand there’s some sort of problem.
  What can I do to help?”
  
  d20MODERN
  6
  WEB ENHANCEMENT
  
  d20MODERN
  7
  WEB ENHANCEMENT
  Talents (Smart Hero): Savant (Knowledge [earth and life
  sciences]), Exploit Weakness.
  Feats: Educated (Knowledge [behavioral sciences],
  Knowledge [earth and life sciences]), Medical Expert,
  Personal Firearms Proficiency, Simple Weapons Proficiency,
  Studious, Vehicle Expert.
  Possessions: Glock 20 (10mm autoloader), 2 extra clips,
  concealed carry pistol, weapons permit, BMW M3 (sports
  coupe), lab coat.
  When the characters arrive at the sewer entrance, whether
  by following the scientist or by following the signal of a
  tracking device, go to Encounter 4. 
  4. THE SEWERS
  The three escaped deinonychuses have managed to create a
  lair in the sewer, where they can retire to digest their recent
  kills. They use pack tactics to attack anyone who comes into
  the sewer.
  The heroes might arrive here by pursuing Dr. Fulbert, or
  based on his directions if they caught and successfully ques-
  tioned him, or because one of the tracking devices from the
  lab led them here.
  A. Entrance
  This area corresponds to the grate depicted on the map.
  Read the following aloud when the characters begin looking
  for the sewer entrance.
  A successful Spot check (DC 10) reveals that the bars have
  been bent back by force. Numerous scratch marks mar the
  concrete and metal.
  B. Long Tunnel
  Read the following aloud when the characters get past the
  grate.
  Movement in the water is reduced by half. The tunnel is pitch
  black, so the heroes need flashlights or other some other
  light source to see (one-half concealment).
  After a hundred yards, the tunnel begins to turn every fifty
  yards. A successful Wisdom check (DC 15) reveals that these
  jogs are directing the tunnel downhill, which explains why
  the water sounds as though it is moving faster ahead. There
  is a serious undertow here, and each character moving
  through the water must make a successful Swim check (DC
  20) every round to keep his or her head above water. After
  the first jog, the floor beneath the water bottoms out into a
  10-foot-by-10-foot pit (Reflex DC 15 avoids). Anyone who
  falls into the pit or fails the required Swim check could begin
  drowning (see Suffocation and Drowning, page 213 in the d20
  MODERN Roleplaying Game). 
  C. Junction
  The canny deinonychuses sensed the heroes moving through
  the water and have set up a trap for them. Two of the crea-
  tures lie submerged in the water on either side of the tunnels
  (indicated by Xs on the map). A third lurks in the water along
  the edge of the tunnel from which the heroes came (Hide +9
  for being in the water).
  Read the following aloud if the characters reach this point
  without discovering the creatures.
  Deinonychus (3): hp 31, 33, 35. See page 233 in the d20
  MODERN Roleplaying Game.
  Tactics: The two deinonychuses attack viciously, fighting
  to the death. The third waits for the best moment to strike.
  If any of the heroes try to retreat, it immediately rises and
  attacks.
  CONCLUSION
  After the heroes defeat the deinonychuses in the sewers,
  they can go back to the lab and find out more about Dr.
  Fulbert and Hilberger Technology if desired.
  A successful Search check (DC 10) reveals notes and com-
  puter files that explain Dr. Fulbert’s project. He has been
  working on methods to clone dinosaurs from fossil samples
  After another hundred feet or so, the tunnel comes to a
  crossing. The water is now waist-high, making it even
  more difficult to move through. Other than the sounds
  you make and the ever-present rush of water ahead, the
  tunnel is deathly silent. Suddenly, the water around you
  erupts and the heads of two dinosaurs appear, ready to
  attack.
  The main tunnel leads off into darkness. The water here
  is knee deep, making movement both slow and noisy. In
  the distance, a low rush of water can be heard.
  The entrance to the storm sewer lies in a culvert filled
  with brackish water. A large gate has been pried partly
  open, creating a large enough hole for a person to slip
  through. 
  Prisoners!
  Any heroes left behind by their comrades—dead, dis-
  abled, or paralyzed—are destined to become food
  for the machine and its caretakers. The ghouls drag
  corpses and prisoners to the barn (see Encounter D,
  below) and shackle the latter to the wall to await
  their fate. Corpses are piled next to the machine. 
  The machine prefers to feed at dawn, and it likes its
  meals kept alive until the last minute—the better to
  enjoy its victims’ terror. That’s good news for captured
  heroes, since it means their friends have until dawn to
  find and rescue them. Any heroes still shackled at that
  time are dismembered a bit at a time. The ghouls hack
  the larger limbs into pieces, remove the flesh from the
  bones, and feed it to the machine, then throw the bones
  into the bone pit at B. They eat the corpses after the
  machine is sated.
  Clever heroes may be able to locate the path by
  which their comrades were dragged from the scene of
  battle to the barn and track them there with a success-
  ful Survival check (DC 15) and the Track feat.
  
  d20MODERN
  8
  that actually contain DNA in order to make living weapons
  for the military. His work went better than expected, and he
  was able to create four specimens through forced-growth
  technology.
  The files also reveal that despite his best efforts to create
  brain-dead creatures, the deinonychuses retained their intel-
  ligence. Upon awakening, three of them broke out of their
  containment cells. He managed to hide from them but could
  not prevent them from reaching the outdoors. He quickly
  concealed the escape and attempted to recapture the crea-
  tures, but he failed. Thereafter, he watched the news, and his
  notes evince his increasing horror at the repeated killings.
  FURTHER ADVENTURES
  Feel free to vary the number of deinonychuses that Dr.
  Fulbert actually created, adding more tubes to the lab as
  needed. If the heroes manage to defeat the dinosaurs in the
  sewers, there might still be more lurking about the city in
  search of victims.
  Further investigation of Hilberger Technologies might also
  reveal more information. It’s possible that Dr. Fulbert was
  cloning additional types of dinosaurs, including larger and
  meaner specimens.
  ABOUT THE AUTHOR
  Eric Cagle is a freelance game designer, previously associ-
  ated with Wizards of the Coast’s Roleplaying Games R&D
  department. Recent credits include the D&D Arms and
  Equipment Guide, Fiend Folio, design work for the Star Wars
  Roleplaying Game, and the URBAN ARCANA Campaign Setting
  for the d20 MODERN Roleplaying Game. He’s a frequent con-
  tributor to both DRAGON® magazine and the DUNGEONS &
  DRAGONS website.
  WEB ENHANCEMENT
  Credits
  Design:
  Eric Cagle
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Cartography:
  Rob Lazzaretti
  Web Production:
  Julia Martin
  Web Development:
  Mark A. Jindra 
  Graphic Design:
  Cynthia Fliege
  Playtesting:
  Joshua Bentley, Adam Conus,
  Dave McGee
  This d20™ game system 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 regis-
  tered trademarks, and d20 and the d20 System logo are
  trademarks owned by Wizards of the Coast, Inc., a sub-
  sidiary of Hasbro, Inc. All Wizards characters, character
  names, and the distinctive likenesses thereof are trade-
  marks owned by Wizards of the Coast, Inc.
  This material is protected under the copyright laws of
  the United States of America. Any reproduction or unau-
  thorized 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
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/d20 Modern/Team Bravo - The First Assigment.pdf