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the brindisi

protocol
by jd wiker
credits
Editing: Rodney Thompson Layout and Typeseing: Marc Schmalz
Proofreading: Vincent Szopa Front Cover Design: Marc Schmalz
Art Direction: Stan! Cover and Interior Artist: Clarence Harrison
Character Sheet Design: Charles Ryan Cartography: Mat Smith
German Language Assistance: Mary Elizabeth Allen

contents
Introduction .................................................................2 The Villa di Aleandro ...............................................18
Preparation ..............................................................2 Geing Into the Villa............................................19
Background .............................................................2 Clearing the House ..............................................22
Synopsis ...................................................................3 Concluding the Adventure .....................................32
Beginning the Adventure ...........................................4 Developments .......................................................33
Out in the Cold .......................................................4 GM Characters ...........................................................33
Previous Developments ........................................5 Handout......................................................................40
In the News .............................................................5 Pre-Generated Characters ........................................41
The Insider ...................................................................7 Initiative Cards ..........................................................45
Last Night in Munich ...........................................11 Appendix: Open Game License ..............................52
The Next Step ........................................................16

Requires the use of the d20 Modern Roleplaying Game and Urban Arcana Campaign Setting, published by Wizards of the Coast, Inc.

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The Brindisi Protocol 2005 The Game Mechanics, Inc. All rights reserved.
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introduction
The Brindisi Protocol is a modern d20 adventure recruits individuals with both useful skill sets and
in which the heroes continue their ongoing the ability to see past Shadow.
investigations of the evil megacorporation Ogdoad Department-7 assignments require restraint,
Research. After following one of Ogdoads subtlety, and stealth. Heroes do not have cards
computer scientists to Germany, the heroes identifying them as government agents with the right
have learned that Ogdoad is translating a cryptic to carry rearms and to use deadly force. Those
medieval book into a modern computer code. who engage in public displays of combat prowess
But even as the heroes begin to close in on their will nd the ofce closed with no forwarding address,
quarry, world events suddenly become more and no one to afrm their status as government
intense and threatening, and Department-7 agents. The disavowed then have plenty of time in
undergoes a congressional investigation. While prison to reconsider their rash actions.
they are thus cut off from their support structure,
the heroes meet an Ogdoad insider, who tells them Background
that the Ogdoad board of directors knows a lot We can categorically deny rumors that Ogdoad
more about recent world events than theyre letting Research CEO Augusto Fercilli has suffered a
on. The insiders information leads the heroes to stroke or similar malady. Mr. Fercilli has in fact
a private sanatorium in Italy, where Ogdoad CEO checked into a private sanatorium, but he is merely
Augusto Fercilli is undergoing treatment for a undergoing a routine checkup, and enjoying a
mysteriously sudden illness. weeks vacation.
Ogdoad Research Press Release
Preparation
You, the Gamemaster (GM), need a copy of the Ogdoad Research is a scientic think-tank heavily
d20 Modern Roleplaying Game core rulebook invested in researching the validity of folk remedies
(referred to hereafter as the core rulebook) to and the lucrative truth behind other folklore.
run this adventure. A copy of the Urban Arcana Ogdoad searches for better medicines, renewable
Campaign Setting is also useful, though not vital. natural resources, more efcient energy sources,
If you are playing this as an RPGA event, and alternate technologies.
you need a copy of The Bronze Head campaign Behind the scenes, the initiated believe that a
standards as well. global disaster is coming that will return civilization to
To get started, print out this adventure and read the Dark Ages. Mankind has survived such disasters
it through. Any text in shaded boxes should be read before through the use of alternative technologies,
aloud or paraphrased for the players. commonly known as magic, and some point to the
The Brindisi Protocol assumes that heroes are rise in inexplicable phenomena as the sign that such
familiar with the basic ideas of the campaign model a disaster is coming again. The lower echelons of
used in your game (for more on alternate campaign initiated employees (who wear gold signet rings)
models, see the Other Campaign Models sidebar believe that Ogdoad is trying to save humanity from
below). They know that monsters and magic exist that disaster. The inner circle (and the board of
in a world otherwise as familiar as the one outside directors) know that Ogdoad is trying to manipulate
your window, and that most people cant see it. events so that it will rule the hellish aftermath of a
Make sure that your players understand that before Biblical Apocalypse. For more on Ogdoad Research,
beginning the adventure. see Leads, below, and The Bronze Head campaign
standards document.
Department-7 in This Adventure In the course of the adventure, heroes will
If you are using one of the standard campaign likely discover that Ogdoad owns a number of
models, use the role of Department-7 set out in that protable companies that are completely unrelated
model. Here is a summary of Department-7 in The to its research, such as Metropolitan Taxi Cab
Bronze Head campaign model. and Limousine Service and Temple Networking
In The Bronze Head campaign model, Solutions, some of which appear unrelated but are
Department-7 is a shadowy government actually deeply involved with one another. Ogdoad
organization that hides its activities behind those Research makes a prot off one type of business
of agencies like the US Fish & Wildlife Service, and then channels that prot into the others.
the FBI, the DEA, the CIA, the Department of
Energy (DOE), the National Institutes of Health Project Brindisi
(NIH), the Centers for Disease Control (CDC), and Ogdoad Research believes that the end of the
the Department of Homeland Security. It actively world is approaching and has begun preparing for

2
life after the Apocalypse by heeding the guidance member of one of Ogdoads Links to Other Adventures
of a medieval relic: a talking, mechanical bronze many cleaning crews, stumbles The Brindisi Protocol functions as
head. Although Ogdoads board of directors upon the tests and investigates, a stand-alone adventure, however
believe the head is the containment vessel for an learning of the existence of the those people who have played
through Come for the Reaping,
elemental spirit, the head is in fact inhabited by a bronze head and how it has Slave Drivers, and Flight 23 (also
end that calls itself Baphomet. This end uses been guiding the Ogdoad Board from The Game Mechanics)
its infernal connections and gift for deception to of Directors for several years. will almost certainly realize that
mislead the Ogdoad directors into believing it can Schroeder tracks down the Ogdoad Research appears in
all of those adventures, and that
foretell the future. heroes and arranges to meet with the CEO of Ogdoad Research
So, while it has been telling them that the them so he can give them the was responsible, at the highest
Apocalypse is coming, in truth it is manipulating evidence they need to shut down level, for the experiments at the
them into engineering that disaster themselves. Ogdoad Research. But before he Aguas Mansion (Come for the
Reaping), the Metro Cab dispatch
Baphomets ultimate goal is to thin the barrier can tell them too much, one of yard (Slave Drivers), and Temple
between our world and the realm of the ends, so Schroeders own team members Networking Solutions (Flight 23).
that when ends are able to enter our world at will, assassinates him. Despite those Easter eggs, The
they will hail Baphomet for delivering to them an When the team comes after Brindisi Protocol is playable on its
own, as well.
entire new world to use and abuse. the heroes in their hotel in If you ran Come for the
Ogdoads teams of scientists have performed Munich, the heroes gain access Reaping, Slave Drivers, and Flight
countless experiments on the bronze head, including to a vital piece of information: 23 and you are using the same
an attempt to duplicate it, thus creating a network of the location of the Villa di heroes in this one, then you should
set the beginning of this adventure
prognosticating bronze computers. Dubbed Project Aleandro, the facility in Italy in Munich, Germany, immediately
Brindisi, these experiments ended in failure, due where Fercilli is personally after the events of Flight 23.
to the interference of agents of Department-7, who overseeing the experiments and
apprehended the project staff as they traveled to also participating in them. After
Munich, Germany with their researchincluding a surgically grafting parts of bronze head computers
prototype copy of the original bronze head. to the brains of various Ogdoad Research
With this major setback preventing Ogdoad from volunteers, Fercillis staff of researchers graft the
completing their bronze head network, the board original bronze head to Fercilli himselfgranting
of directors, on the advice of Baphomet, decided to Fercilli unparalleled mystical powers, and granting
refocus the research into cybernetic applications: Baphomet, the end inside the head, a permanent
the melding of man and machine. The idea of foothold in our world.
physically connecting a living human being to a Although the heroes are cut off from their
mechanical bronze head is not a palatable one to superiors at Department-7 (due to a congressional
anyone at Ogdoad, but given that the Biblical signs investigation into the organizations activities), they
of the Apocalypse have begun to surface, the board must nd a way to inltrate the sanatorium in Italy,
of directors decided that they have no more time to shut down the experiments, and end the threat of
waste. The rst experiments have taken place, and the bronze head once and for all.
now it only remains for Ogdoads researchers to
perform the rst test on a live subject. Character Hooks
Heroes working for Department-7 become involved
Synopsis when the Ogdoad insider comes to them with his
As the heroes close in on Ogdoad Research, information. While this approach should work just
Ogdoads bronze headthe demon calling itself as well for heroes who dont work for Department-
Baphometrealizes that it may not have time to 7, they may require some further incentive. Try
complete its scheme as planned. It decides to some of these hooks:
step up its timetable, instructing Ogdoad CEO The heroes are police or private detectives
Augusto Fercilli to move against Department-7. hired to investigate the disappearance of an
As a reward, the bronze head reveals to Fercilli Ogdoad Research employee, and Schroeder
the nal mystery it has been holding back: that it approaches them because he knows that
was originally created to meld with a human being, more employees have disappeared.
giving that individual the ability to see past, present, The heroes work for an insurance company
and future as a sort of mnemonic reference book. that employs them for their special
Ambitious, but still cautious, Fercilli arranges to perceptions, even though the company
use the early prototype created by Dr. Sebastian doesnt understand or believe in Shadow.
Isaacson to test the processusing Ogdoad The heroes get all the strange cases. They
employees as test subjects. are investigating the theft of a medieval
The heroes become involved when Helmut relica mechanical head cast in bronze
Schroeder, a former policeman and a current from a private collection.

3
The heroes are part of a multinational pointing to one group (perhaps the Enlightenment
environmental watchdog group, and or a rogue cell of Department-7) and then to
they have reason to believe that another (perhaps the Mindwreckers). Ultimately,
recent phenomena (the red tides in the illithids or puppeteers could be behind Ogdoad
Mediterranean Sea, the SARS outbreak in Researchs Apocalypse preparations.
Moscow, the ghting in Iraq, and the possible No FX: If your campaign has no FX, then
war between the U.S. and North Korea) can Ogdoad Research is developing biological
all be traced to Ogdoad Research. weapons in a bid to take over the world and reform
One of the heroes is related to Helmut it along lines they consider more rational and
Schroeder, and he contacts the hero to help scientic. They intend to start with small, Third
him expose Ogdoad Research. World nations that lack the resources to combat
biological warfare, and expand from that base. In
Scaling the Adventure this adventure, they use various small companies
The Brindisi Protocol is intended for four to six prots as revenue to nance their plans. Temple
4th-level heroes. The encounters in the game are Networking Solutions is using Dr. Isaacsons
scaled to reect the danger inherent in modern-era radical new computer design to decode references
combats. The average level of the combatant non- in the Voynich Manuscript to a plague, in order to
player characters should be just slightly higher than synthesize a targeted viral agent that can be used
the average level of the heroes. Dont simply add against specic ethnic groups that Ogdoad nds
opponents. The additional foes will have just as unworthy.
much trouble successfully ghting your heroes as Shadow Chasers: Very few changes are
those already provided. necessary to t this adventure into a Shadow
Chasers campaign. Fiends exist in that campaign
Other Campaign Models model as well, and ordinary people are unable to
The Brindisi Protocol uses The Bronze Head perceive the horrors around them except in their
campaign model. Adapting it to any of the nal, terried moments. Change the forces behind
campaign models presented in Chapter Nine: the events to Shadow denizens, preferably some
Campaign Models of the core rulebook is possible. sort of ends.
Here are some recommendations: Urban Arcana: This is an even easier t than
Agents of PSI: Because magic and ends do Shadow Chasers. Simply add some organizations
not exist in the Agents of PSI campaign model, found in the Urban Arcana Campaign Setting and
your best bet is to cut any references to ends or add a few bits of avor (like visits to a Prancing
FX items, and add a few layers of conspiracy, rst Pony restaurant), and youre all set.

beginning the adventure


The Brindisi Protocol begins soon after the agencies under scrutiny, including Department-7.
events of Flight 23. If the heroes participated in So the heroes superiors have all but suspended
that adventure, theyve had a couple of weeks operations, and the heroes have received only
in Munich to rest, recover, do some research, one communication. Read the following aloud to
reacquire equipment, and generally lay low. They the players:
have, of course, been thoroughly interrogated by
the German police over their part in the Flight
23 incident. Ultimately, the police decided not Late one night, you receive a phone call
to press any charges against the heroesbut in your hotel room, from your contact at
theyve requested that the heroes not leave the Department-7, instructing you to check
city without ofcial authorization. This is their polite in from a secure phone. One hour later,
way of saying that the heroes are merely not being youre speaking with your superior.
charged yet. It also means that the heroes are Things are rough here right now.
under surveillance; if they do anything illegal, the This congressional commiee is making
German police will know immediately, and lock it impossible for us to conduct opera-
them in prison cells shortly afterward. tions, anywhere in the world. And it
couldnt have come at a worse time.
Out in the Cold Theres a lot of strange things going on
Meanwhile, the heroes are unable to contact right nowjust turn on CNN to see
Department-7. A congressional oversight what I mean.
committee has several secret government

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and took time to question him about the
For the time being, youre on your computer head, the heroes may make a
own. You cant contact me, and I wont DC 25 Knowledge (arcane lore) check to
be contacting you until this mess is realize that the system Hill is describing
cleaned up. If this commiee nds could conceivably predict times when the veil
out that weve been in touch with the between worlds is most easily breached. This
heroes of Flight 23, your covers will be in itself lends some credence to Isaacsons
uerly blown. So lay low. Play dumb. assertion that hes trying to prevent an
Cooperate with the Munich police. And Apocalypse, but the heroes might realize
leave Ogdoad alone for now. Well re- that, in the wrong hands, the computer head
open their case when this blows over. could actually help cause an Apocalypse.
(They cannot interview Hill further, however,
as hes in the custody of the German police.)
The heroes superior wants to keep the call short, If the heroes somehow managed to keep
for the heroes sake, but he can answer a few the bronze computer head from the police,
pertinent questions, if the heroes think to ask: it is all but useless to them for purposes of
What happened to the bronze head we information. It continues to spout gibberish
recovered on Flight 23? about the alphabet, detournment, and
It was taken into evidence by the German warnings of Apocalypse. The heroes can
police, but soon after was turned over to learn, though, that this bronze head cannot
Interpol. They believe its connected to be the same one that was reported missing
the disappearance several years ago of a several years ago; this one has new internal
medieval relica mechanical bronze head components.
from a private collection. If the heroes somehow managed to keep
What became of the surviving staff of one or more of the programmers laptop
Temple Networking Solutions? computers, these are somewhat more
Theyve all been taken into custody, and useful to the heroes investigations. A DC
have contracted the services of lawyers. The 20 Computer Use check suggests that
case will probably be tied up in the courts for the operating system being developed by
the next few years. (If the heroes captured Temple Networking Solutions may have
Dr. Isaacasonthe lead programmer from been as much as 75% completed. However,
TNSthe FBI have begun negotiations to it requires a DC 30 Knowledge (arcane
extradite him to the United States.) lore) check to recognize that the operating
What has Ogdoad Research done? system is, in fact, a complex arcane
At this point, very little. Theyve admitted spell involving ends. If the program were
that Temple Networking Solutions was an completed, and the head were switched on,
Ogdoad subsidiary, but, of course, they claim it would, presumably, cast the spell. Any
they have no idea what TNS was working passwords into Ogdoads computer network
on. Their lawyers are already taking steps to that the heroes nd on the computer
keep Ogdoad out of the trial. have already been disabled by Ogdoads
Can we get information, equipment, or computer techs.
cash?
No. To maintain the deception that they have In the News
no connection to Department-7, the heroes Even though the heroes are dealing with the fallout
have to provide for themselves for the time of the Flight 23 incident, the world media is far
being. more concerned with a recent series of events that
many religious groups are calling the rst denite
Previous Developments signs of the Apocalypse. The top stories of the last
Some of the questions raised in Flight 23 may two weeks are:
not have been answered yet, and, depending SARS Outbreak in Moscow:
on the situation after the nal confrontation, the An outbreak of SARSSevere Acute
heroes may have had time, before the German Respiratory Syndromehas been conrmed
police became involved, to seek answers, perhaps by Russian health ofcials to have reached
through use of Gather Information, Research, or epidemic levels in Moscow. The World Health
the simple expedient of asking the authorities. Organization has taken steps to quarantine
If the heroes captured Harry Hill (one of the city, but so many early cases went
the other programmers working on the unreported that the Russian government is
computer code from the Voynich Manuscript), concerned that so-called superspreaders

5
infected patients who are extraordinarily recently been involved in attempted corporate
efcient at transmitting the deadly disease takeovers by a rival company, FourWorlds
may have passed the virus on to new victims Petroleum. A further DC 25 Research check
in outlying areas where medical care is not reveals that the chairman of the board of
as readily available. directors of FourWorlds Petroleum is Nigel
Further Research: A DC 25 Research Whitworth-Hydea member of Ogdoads
check uncovers an obscure conspiracy board of directors.
theory that Maxim Pharmacom, a Tensions Between U.S. and North Korea
multinational pharmaceutical headquartered Escalate:
in Zurich, Switzerland, developed a cure Following the capture last week by
for SARS in 2003, but has withheld it from North Korean authorities of two American
the international community, waiting for the agents, the United States government has
disease to reach epidemic proportions in withdrawn its ambassadors from North
order to drive up the price. An additional Korea and indicated that American citizens
DC 25 Research check reveals that Maxim in North Korea should likewise leave.
Pharmacom is a division of Ogdoad Meanwhile, U.S. military forces in the Pacic
Research. have mobilized, and the marine base in
Red Tides in Mediterranean Cripple Okinawa has reportedly been placed on
Fishing Industry: alert status.
Record volumes of red tide algae in the Further Research: A DC 30 Research
Mediterranean have spelled economic check reveals that the two spies captures
disaster for the regions shing industry by by the North Koreans were, in fact, agents
killing thousands of tons of sh and other of Department-7, and were captured while
sea life. Scientists are at a loss to explain the trying to access the computer mainframe of
unusual proliferation of algae, which is four a microchip manufacturing center owned by
times as large as in recent years. Jung Shin, the younger brother of Moon Shin,
Further Research: A DC 15 Research an Ogdoad Research shareholder.
check reveals that those scientists are Amazon Forest Fire Destroys Three
actually not at a loss to explain the sudden Churches:
growthits just that their ndings have The forest res which burn out of control
been ignored or buried in the news, for in the Amazon basin have destroyed two
reasons not immediately clear. According separate villages in less than a week,
to numerous marine biologists, the usual including three churches. Over eight hundred
growth of the algae has been accelerated by villagers have been forced to ee their
the dumping of toxic wastes from a variety of homes, and two dozen are unaccounted
industrial sources, including factories along for, including the controversial Father Martin
the Adriatic coast and tankers traversing Santiago, who earlier this year delivered
the Aegean. An additional DC 25 Research to the United Nations videotape of North
check reveals that more than half of these American workers setting re to the rain
sites are owned, in whole or in part, by forest to clear land for pasture for North
Ogdoad Research. American cattle ranchers.
Iraqi Insurgents Target Oil Rigs: Further Research: A DC 20 Research
American forces guarding four different oil check uncovers the fact that the other
rigs in Iraq experienced heavy casualties two churches burned down were also the
over the last week as Iraqi insurgents have parishes of politically inconvenient clergy. A
targeted the facilities with a combination of further DC 20 Research check reveals that
rocket attacks and car bombs. Three of the the North American cattle ranchers receive
four rigs are now burning out of control, and a major subsidy every year from GenTex, a
reghting teams have been unable to reach genetic engineering research rm that has
the sites due to small-arms re. Additional several lucrative contracts with Ogdoad
troops have been deployed to other oil Research.
facilities in Iraq, and inside sources at the Virgin Mary Appears to Thousands Near
Pentagon conrm that further attacks are Carcasonne:
extremely likely. Tens of thousands of Christians have ocked
Further Research: A DC 15 Research to the tiny village of Saint-Couat-de-Razs,
check uncovers information that all of the where a vision of the Virgin Mary has twice
oil rigs targeted belonged to one of two appeared in the last week. The rst vision
American oil companies, both of which have was seen only by a family of farmers as they

6
tended their sheep, but after the initial ood time home of the direct descendants of
of worshippers came to the village hoping to Jesus, who are sometimes connected with
catch another glimpse, they were rewarded the Merovingians. A further DC 10 Research
with an apparent visitation during Sunday check reveals that the farming family who
Mass in the local church. This time, however, originally saw the vision of the Virgin Mary
the Virgin Mary spoke, saying that the time were named Arkadiesignicant, perhaps,
of the Merovingian kings was close at hand. because of the painting by Nicolas Poussin
Vatican ofcials have yet to comment on this in the 17th century, titled The Shepherds of
phenomenon, but many of the faithful believe Arcadia, which depicts a group of shepherds
it is a sign of the end times. examining a tomb that bears the legend ET
Further Research: A DC 10 Research IN ARCADIA EGO. This inscription literally
check shows that Saint-Couat-de-Razs translates as And in paradise I ... (rather
is only about 20 miles from Rennes-le- unusually lacking a verb)but an anagram
Chteau, the village some believe is the of the inscription translates as I conceal the
hiding place of the Holy Grailor the one- secrets of God.

the insider
After the heroes have had a chance to heal, speak in the situation). If the heroes can get these prints
with their superiors, perform research, acquire new to Department-7 somehow (or hack into Interpols
equipment, and take care of any other pressing ngerprint database), they learn that one of the
matters during their downtime, the heroes receive a prints belongs to Helmut Schroeder, a 43-year-
letter at the front desk of their hotel, at around 9:00 old former policeman from Hamburg. Schroeder
PM. Give the players Handout #1. left the police three years ago after serving
The note refers to the central train station in the more than eight years with distinction on GSG-9
center of Munich. The writers native language is (Grenzschutzgruppe 9, the special operations group
not English, but the message essentially means of the German police).
that the writer has information the heroes have
been looking for, and he wants to meet them at the The Hauptbahnhof
lost luggage area of the train station at 4 AM. (Hes The Hauptbahnhof (Munichs central international
using the German convention of stating the time rail station) is 20 minutes from the heroes hotel.
as hours rather than oclock. The heroes may The vast station includes the Munich Tourist Ofce,
make a DC 10 Intelligence check to recognize the a multitude of shops, traveler services, and even
distinction.) Hes trying to convey the urgency of a hotel. The station is open 24 hours, and trains
holding the meeting as soon as possible, and that come and go about every 20 minutes.
hes trustworthy. The Hauptbahnhof is also a security area,
If the heroes ask, the hotel staff says that the meaning that anyone who enters must pass
message was delivered about two hours ago by an through a security screening, including a metal
unremarkable middle-aged man wearing a black detector. The rules are similar for those of boarding
jacket; the staff got the idea that he might have an airplane: no rearms, ammunition, knives,
been a policeman, though he never showed them a bows and arrows, pepper spray, or sporting goods
badge. (The staff are actually mildly concerned that (except in checked luggage).
the heroes are in some trouble with the law.) The Security guards at the checkpoints take their
man left immediately afterward, without leaving a job very seriously, and use a handheld metal
name or a contact number. detector to search anyone who sets off the walk-
Should the heroes elect to examine the note, it through detector. If the second search turns
tells them little. It was written on hotel stationery, up nothing, the guards frisk the individual. The
and a DC 20 Investigate check indicates that the guards conduct these searches in teams of two
person who wrote the note was used to being in (one of whom stands at a safe distance, ready
control, but was in a heightened state of stress to draw his weapon) and if at any time, if they
when he wrote the note. (Five or more ranks of feel the subject is being unduly uncooperative
Sense Motive grants a +2 synergy bonus to the or outright threatening, they take appropriate
Investigate check.) actionfrom detaining the individual in a holding
An additional DC 15 Investigate check turns up room to using tear gas, and they do not hesitate
at least two sets of ngerprints on the paper: one to use lethal force if the subject proves to be
belonging to the writer, and one belonging to the dangerous (i.e., injures one or more of the guards,
last person to use the notepad (no one involved or threatens a bystander).

7
Security guards also patrol the platforms and The Rendezvous
shops in two-man teams, making a pass through Helmut Schroeder arrives at 4:01 AM (his watch says
the entire facility every 10 minutes. Any suspicious 4:00 AMbut asking the heroes what theyre doing
activity alerts the guards, who rst call for backup every six seconds or so should make the players
(1d3+1 additional security guards, who arrive within sweat just a little) and proceeds immediately to lost
1d4+1 rounds). Treat the Hauptbahnhof security luggage. After taking a moment to scan the area
guards as low-level police ofcers (see d20 (and to reassure himself that he wasnt followed),
Modern, Chapter Eight: Friends and Foes). Schroeder casually moves near the heroes
(assuming one of them is actually in the lost luggage
Planning for Trouble depot at the appointed time), and says in a low voice:
Schroeder cannot afford to be away from his You are American, ja? Sprechen sie Deutsch?
cleaning crew unit for long without arousing If the heroes have anticipated that they will
suspicion, and he has already been away for over need to send someone who can speak German to
an hour earlier in the evening. So his basic plan is meet with Schroeder, read the text below aloud.
to arrive just in time for the rendezvous. (He told Otherwise, you should feel free to paraphrase it
his team he was meeting a woman for dinner, but, into broken English.
unknown to Schroeder, they didnt believe him, and
sent one of their people to follow him.)
Schroeders plan is to meet the heroes in the I am Helmut Schroeder. I served
left luggage depot of the Hauptbahnhof: a public in Grenzschutzgruppe 9German
place unlikely to be frequented at 4:00 AM, but special policeuntil I was oered a
nonetheless supervised by a guard and a handful security position in the private sector.
of security cameras. Thus, Schroeder can be A corporation called Ogdoad Research.
relatively sure that their conversation wont be You know them, I believe. I am the
overheard, that he could see anyone approaching, squad leader of a unit known as a
and, further, that if he had to make a quick escape, cleaning crew.
he could quickly board a nearby train and be out Ogdoad Research pays me to
of the city before an enemy could organize an dispose of problems. Sometimes these
effective pursuit. problems are people. I have killed
But most importantly, Schroeder has planned people, sometimes innocent people,
ahead, placing an HK MP5K and Glock-20, with a to keep Ogdoad Research safe from
spare clip of ammunition for each, in an overnight investigation.
bag, which he then arranged to have put aboard But I cannot continue to do this.
the train from Hamburg, and which has now Ogdoad Research is doing something
been sitting in lost luggage for the last hour. If very bad. Something very big. They say
the situation turns ugly, Schroeder can unlock they are working for the greater good
and open the bag as a full-round action, and arm of mankind, but I have evidence that
himself in the next round. their true goal is worse than any human
The heroes are free to make their own plans for atrocity of the last two thousand years.
the rendezvous, as well. Ask them which items of This is why I have come to you. I
their equipment they intend to carry with them, and can give you the evidence. I can help
where theyll leave the rest. (The idea is to make you stop them. But you must guarantee
them a little paranoid nowbut get them used to my safety. Their cleaning crews can
the question for later encounters.) reach anyone, anywhereeven your
Naturally, they can arrive early, scout out the president. I will need false papers,
area, and generally take note of the security money5 million Eurosa new
measures in the Hauptbahnhof. A DC 15 identity, and assurances from your
Knowledge (tactics) check discloses that the rail Department-7 that I will be protected
station is heavily monitored and guarded, but that from prosecution.
there are multiple avenues of escape that are Are you authorized to guarantee
relatively safe, including boarding a train (if one this?
buys tickets in advance). The heroes can also
arrange quite easily to put some of their number in
position in one of the many cafes, restaurants, or Schroeder wants to exchange his evidence for
shops well in advance of the rendezvous, if they protection from Ogdoad Research. If all goes well, of
like. Getting into the Hauptbahnhof is not really a course, there should be no one left in Ogdoad who
problem. Nor is getting out againprovided the can come after him, but if things go badly, Schroeder
heroes dont start any trouble. will be on the run from Ogdoad for the rest of his life.

8
Obviously, the heroes have no reason to evil. I was a policeman once. It was my job
implicitly trust Schroeder (especially if they have to put people like them behind bars. Now it
seen a cleaning crew in action), and will no is my job to help them cover up their crimes.
doubt have questions about his story. Some of But no more. This is my resignation.
the questions they might ask, and Schroeders What is Ogdoad doing next?
answers, are provided below: Your interference with the computer company
How do we know we can trust you? on Flight 23 stopped something called the
I have brought part of the le from the Brindisi Project. A computer network. Now
Ogdoad Research computers. It proves Ogdoad has moved the project to Italy, turned
that a subsidiary of Ogdoad Research has it over to a doctor, Igna- . No, I will not give
a cure for the SARS epidemic in Russia, you his name, not yet. Not until I am safe.
that Ogdoad Research employees started If your information is so good, why do you
the res that destroyed the churches in need protection?
South America, and that the two CIA agents It will take months for this situation to be
in North Korea were set up by Ogdoad sorted out in courts. You can arrest the
Research to implicate the United States, and entire Ogdoad Research board of directors
destabilize U.S.-North Korea relations. The at dawn today, and their lawyers will have
data is on this CD. Review it quickly, though. them at home in time for breakfast. Until they
There is not much time before Ogdoad are stopped, until there is no more Ogdoad
Research makes its move. Research, I will not be safe. As long as I am
Schroeder hands over a CD which alive, I can testify against them. They know
corroborates his story. Alone, it is sufcient this, and they will spare no effort to nd me.
to bring criminal or even espionage charges So you must spare no effort to hide me.
against Ogdoad, but Ogdoads legal staff What else can you give us, to prove your
can easily ensure that the charges wont sincerity?
stick. There are plenty of fall guys between What else can you give me, to prove yours?
Ogdoads board of directors and those I have put my life in danger just by meeting
individuals who actually carry out their orders. you. Until I know that I will be safe from a
What exactly is Ogdoad trying to do? reprisal by Ogdoad Research, I will give you
I do not know exactly, but somehow the nothing more.
board of directors has inside knowledge of Come with us now. We can guarantee you
upcoming world events. They have been will get what you want.
using this knowledge not to avert world How can you claim to have such authority
disastersbut to cause them. I dont know when your own government leaves you to
where they get this knowledge, but it is answer to the Munich police? I will need
absolutely reliable. They use it to direct their assurances from your superiors before I can
research. This is how they have made so go with you.
much money in the last few years. And their Once the heroes are satised that Schroeder has
research is often very cruel, very ... evil. answered all the questions he is going to answer,
Schroeder does not know about Baphomet he tells them that he must go, before he is missed.
and the bronze head, but he does know about Make arrangements with your superiors and your
what service it provides the Ogdoad board of state department to get me what I ask. When you
directors: foretelling the future. He also knows have made these arrangements, open the window of
that much of Ogdoads research lately has been your hotel room and push the curtain outside. I will
not only extremely unethical, but also illegal contact you with a location where we can meet. I will
including the slaughter of innocent people. have the rest of the evidence with me. Once you take
Let some of us come with you, for safety. this step, you can only go forward, and you cannot
Thats not a good idea. My team is in this city, delay, or none of us will leave Europe alive. But more
and they know your faces. If they see me with important than my safety is the safety of the world.
you, they will not hesitate to execute us all. He then hands them the ticket stub for his suitcase
Why are you coming forward with this (the one with the weapons in it) and leaves.
information? If the heroes do not accept Schroeders terms,
Please understand. I have killed for my he says goodbye and walks away. Hes not
country, and I have killed for Ogdoad interested in playing games with them, and he
Research. I always believed it was feels he can nd someone who will take him more
necessary, for the greater good. Now, I do not seriously. Should they attempt to detain him in any
believe that it was. My employers could use way, he calls for help from station security and tries
their knowledge to do good, but they only do his best to slip away.

9
It will almost certainly occur to the heroes try to arrange for the heroes to speak to him.
to try to follow Schroeder when he leaves. No This process takes another four hours, while
matter how he leaves (on his own, or pursued by the Deputy Attorney General looks into the
the heroes during a fracas), he boards a train to case, talks privately with the heroes superior
Stuttgart, but gets off at Augsberg and boards a in Department-7, and generally satises
train for Nrnberg. He then travels from Nrnberg himself that his involvement with Department-
to Ingolstadt, where he boards a different train 7 remains a secret.
back to Munich. His goal is not so much to lose Once the heroes reach the DAG, hes
any pursuers, but to see if any of the same people been briefed on the situation with Ogdoad
appear on all four trainswhich tells him he is Research, and has their superior with him.
being followed and that he needs to disappear He agrees that a stack of evidence on
as soon as possible. Use the tailing rules (as Ogdoad is worth protecting the informer, but
described in the Hide skill) to determine whether the heroes only have Schroeders word that
Schroeder notices a hero following him; give his information is worth roughly 6 million
Schroeder one check each time he boards or American tax dollars. They want the heroes
disembarks from a train. to offer Schroeder 2 million Euros (about 2.4
Of course, he knows all of the heroes million U.S. dollars, waiting in a Swiss bank
faces (even if they werent all present at the account), and play up the fact that the more
rendezvous), and if he spots one of them, he time he wastes haggling, the more he runs
manufactures an opportunity to tell his follower the risk of being found out by his erstwhile
that, by pursuing him, they are running the risk of employer. If necessary, the heroes should
him being seen with themwhich puts both he impress upon Schroeder that he can always
and the heroes in mortal danger. When he nally take the 2 million now, and negotiate later for
disembarks in Munich, he takes a rented sedan to more. Should the heroes decide to try and
a hotel a few blocks from the heroes hotelone secure more funds from the DAG, a DC 30
with a view of the heroes windows. Diplomacy check can increase the offered
amount to 3 million Euros, but no more. And,
Making the Deal as always, the heroes need to utilize their
The heroes are really not in a position to arrange the own discretion in dealing with Schroeder
deal that Schroeder wants, but he doesnt know that. and Ogdoad Research. Because of the
They need his evidence to stop Ogdoad Research congressional investigation, if the heroes
from proceeding with Project Brindisi, though, so actions become public, the Department of
they arent in a position to turn him down. Even if the Justice will have to deny any responsibility for
heroes attempt to contact their superiors, no one so the heroes (or even any knowledge of them).
much as picks up the telephone. Blufng Schroeder:
The heroes can try to go directly to the State On the other hand, the heroes can simply tell
Department, but this is a tricky proposition right Helmut Schroeder that they have brokered the
now. First, Department-7 doesnt ofcially exist. deal with the U.S. State Department. When
Second, the congressional investigation going on in Schroeder contacts them, allow them a Bluff
the U.S. has many major political gures reluctant check opposed by his Sense Motive (a total
to become involved (or admit involvement) with of +0; he has no ranks in this skill). If they
Department-7. Third, the investigation into Ogdoad succeed, he tells them to come to his hotel
Research is almost entirely a Department-7 project; room, and be prepared to leave Germany
very few people outside of Department-7 know that immediately. If they fail, he tells them he will
Ogdoad has been implicated in criminal activities call back in an hour, and this time they had
in the U.S. and around the worldand even better have made some real progress, or hes
fewer know that there are agents (the heroes) on going to simply disappear and theyll never get
Ogdoads trail. the evidence. He then checks into a different
So, realistically, the heroes have two options. hotel, and continues to do so with each
They can either try to negotiate their way through successive phone call (though, to make sure
Washingtons miles of red tape, or they can bluff he doesnt draw attention, he doesnt check
Schroeder into thinking they have. out of any of them).
Negotiating with the Department of Justice:
If they choose the former option, the heroes In the Meantime
need to make ve DC 15 Diplomacy checks Schroeders teammates in the cleaning crew have
(each requiring an hour) to make their way up not been idle while Schroeder has been dealing
the chain of command to someone who can with the heroes. Having already noticed some
talk to the U.S. Deputy Attorney General, and suspicious behavior on his part (when he left

10
them to leave the message at the heroes hotel), can force their way in (the door has hardness 5;
the cleaning crew have had one of their number 20 hp; break DC 13), or smash or pick the lock
discreetly following him ever since. They know (hardness 5; 10 hp; break DC 20). When they do
that Schroeder had a meeting with the heroes get inside and move far enough into the room to
at the Hauptbahnhof and they saw the heroes see Schroeders body, read the following aloud:
at the station (though they were unable to get
close enough to observe the actual meeting). And
Schroeder has been scarce ever since, so the Schroeder is dead, sprawled in an
cleaning crew knows that hes up to something armchair near the window, an ugly,
something its their job to stop, whatever it takes. purplish wound in the center of his
The advantage the heroes have at this point forehead, and another in his chest
is that the cleaning crew has not notied their bullet wounds. A pool of blood has
superiors at Ogdoad Research what is going on. collected on the oor under him. Lying
They know how ruthless the Ogdoad board of on the bed is an open briefcase, with
directors can be (their job is Ogdoads dirty work, some folders and loose papers inside.
after all), and if they report that one of their number
is in the process of turning traitor, the board of
directors will eliminate all of them, just to be on the At this point, the heroes are on a timer. The
safe side. On the other hand, if they report that one Munich police have already been called, and the
of their number was killed in a ght with agents of heroes have one minute (10 rounds) before they
the U.S. government, the board of directors would can begin making Listen checks to note the sound
hardly bat an eye. of sirens, another minute before the police enter
Having tracked Schroeder down at his hotel, the hotel, and an additional minute (10 rounds)
the cleaning crew has arranged to tap his phone before the special tactics unit reaches the 12th
line. And when he calls the hero to arrange the oor and 30 more seconds (5 rounds) before they
meeting, they set up a little surprise: the murder arrive at room 1264 and open the door. That gives
of Helmut Schroeder, and the implication of the the heroes three and a half minutes before they
heroes for the crime. have to deal with the policeand maybe half that
to get out of the hotel without encountering the
Last Night in Munich police at all.
The cleaning crews plan is to murder Schroeder, The heroes will most likely want to at least take
put the heroes at the scene of the crime, and then a look around before they go, however. Keep track
notify the Munich police. Theyve planted evidence of how long they spend taking actions inside room
that at least implicates the heroes (see below), but 1264, because it might become very important.
with any luck the heroes will still be at the scene The list of actions they might take, and the results
when the police arrive. And Ogdoad has enough of those actions (along with how long each action
inuence in the German courts to see to it that the takes) appears below:
heroes are convicted. Checking Schroeders Cause of Death:
After the heroes signal Schroeder that theyre A DC 15 Treat Injury check indicates that
ready to make their deal, he calls them from a pay the most likely cause of death was a single
phone and tells them to meet him in room 1264 bullet to the chest, delivered from no more
of the Western Grand Munich hotel in one hour. than about 10 feet. A second DC 15 Treat
As soon as he places the call, though, his former Injury check indicates that the bullet to his
cleaning crew teammates move in, executing him head was to make sure he was dead, and
in his hotel room with two shots from a silenced was red from less than 5 feet. Each of these
Glock 20. They then leave the pistol lying on the checks requires 1 round.
bureau near the doorout of sight of Schroeders Estimating Schroeders Time of Death:
corpse, but pretty much the rst thing the heroes Another DC 15 Treat Injury check reveals
notice when they enter. (The hope is that one of that Schroeder has been dead since about
the heroes picks up the weapon and leaves his the time he called them. Examining the body
ngerprints on it.) requires 1 round.
Before the heroes go to the meeting in the Checking Schroeders Body:
Western Grand, point out to the players that they Going through Schroeders pockets and
are entering a public building, and ask them to otherwise checking out the area around
indicate which items of gear they are carrying on his corpse turns up some typical personal
them, and where they are leaving the rest. possession (wallet, comb, identication, and
When the heroes reach room 1264, however, so forth), as well as a key ring holding two
no one responds to their knocking. The heroes car keys and a keyless remote. No Search

11
12
check is required; none of these things are last number dialed from this room was the
particularly hidden. The remote unlocks the heroes number.
cleaning crews van, but the keys arent Searching the Room:
Schroeders. The cleaning crew intends to Theres not much else to nd in the hotel
use them as a lure to an ambush for the room; the cleaning crew took anything that
heroes, if the heroes escape the police (see didnt t their staging of Schroeders murder.
One Last Hurdle, below). They reason that Each hero searching the room can take 1
if the heroes came to Schroeder looking for round on each 5-foot-by-5-foot area of the
some information about Ogdoad Research, room (a total of 20 checks, including the
and the heroes dont nd it with Schroeders bathroom and closet) to look for more clues,
body, theyll conclude that Schroeder might but there simply arent any to nd.
have left it in his car.
Checking the Pistol: The Police Move In
A quick check of the pistols clip shows that Assuming all goes well, the heroes shouldnt have
two rounds have been red from it. A ballistics to deal with the police at all; they have plenty of
test (not possible at the scene) also reveals time to notice that the police are approaching, and
that the bullet that killed Schroeder came from some time to make good their escapeif they
this weapon. This takes 1 round. dont waste time arguing and dithering over what
Checking the Briefcase: to do. There isnt any particular perfect route, but
The briefcase is full of dossiers on the the heroes can minimize their interaction with
heroesone for each of them. A quick scan the policeand thus, the chances that theyll be
of the dossiers requires 1 round each and caught, or forced to kill anyone.
reveals that whoever created them knows The police have been told (by the cleaning crew,
the heroes real names (if theyve been using claiming to be the hotel concierge) that the man in
false identities), some of their backgrounds room 1264 called down to the desk about hearing
(as described on their character sheets), someone trying to get into his room, and other
that the heroes work for Department-7, and guests called down shortly thereafter to report that
that they were involved in break-ins and theyd heard the sound of several voices speaking
shootouts in Los Angeles (the events of Slave loudly, then a pair of gunshots. Since no one has
Drivers, and possibly Come for the Reaping, seen or heard anyone leave, though, the police
if the players used these heroes for that suspect that whoever red the shot is still on the
adventure). The dossiers arent complete, 12th oor, if not in fact still in room 1264.
however; whoever assembled them doesnt Given this information, the police are proceeding
know everything about the heroes. on the possibility that at least one armed person
Some of the loose papers relate to is on the 12th oor, and that the person might
more recent events: the heroes part in be dangerous. Accordingly, they have called in a
the Flight 23 incident, the hotel(s) theyve special tactics team to actually enter the room, while
stayed at since they arrived, and their regular ofcers close off the stairwells, elevators,
movements in Munich (including a meeting and ground-oor entrances. Six tactical ofcers
with an unidentied American agent at the come up the southeast stairs (the ones closest to
Hauptbahnhof). It takes 1 round to examine the room), taking 10 rounds to reach the 12th oor.
these papers. Meanwhile, two low-level police ofcers come
If the heroes ever study all of these up each of the other stairs (20 rounds), and several
documents in detail (requiring one hour), a more low-level police ofcers watch the ground oor
successful DC 20 Knowledge (behavioral (two on the front door, two in the elevator lobby, two
sciences) check reveals that the documents on the loading dock, two on the kitchen, and two on
in the briefcase are worded to suggest that each of the side doors, for a total of 12). Four more
Schroeder was some sort of agent in the ofcers remain on the street, in cars or in the special
employ of the German government, assigned tactical unit van. (Tactical ofcers are mid-level
to conduct surveillance on the heroes. police ofcers, and regular ofcers are low-level
A second DC 20 Knowledge (behavioral police ofcers; see Chapter Eight: Friends and Foes
sciences) check uncovers that the implication in the d20 Modern Roleplaying Game.)
intended by these documents is that the The police stop anyone attempting to leave
heroes discovered Schroeders surveillance the hotel and check their identication. They also
on them, and killed him for it. prevent anyone from entering the hotel. Anyone
Checking the Phone: attempting to leave the 12th oor is detained in the
If the heroes take 1 round to check the redial elevator lobby until the police have checked out
function on the telephone, they see that the room 1264and if they found no one there, the

13
police hold any such person until their identities that someone on the street might notice.
and purpose for being on the 12th oor can be Again, a DC 15 Hide check is necessary to
veried. However, because theyve been told that go unnoticed, but this check only needs to
someone armed and dangerous may be on the be made once for each hero. Should anyone
scene, the police shoot any armed person on sight. spot any of the heroes, they notify the hotel
immediately, and the hotel noties the police.
Escaping the Police Net Should the heroes ever be apprehended by the
The police net is certainly not impenetrable. If police, they are searched, disarmed (if applicable),
the heroes leave soon enough, they may be secured with zip-tie cuffs, and their passports
outside the hotel before the police even arrive conscated while the police call for more ofcers to
on the scene. Between waiting for the elevator help move them to the police cars waiting outside.
(12 rounds) and stops at various oors for other The adventure is over for any hero who is arrested.
passengers (8 rounds), it takes 2 minutes to ride
down in the elevator. It takes 12 rounds (1 round One Last Hurdle
per oor) to walk down the stairs. The Munich police are just the warm-up act for
Hiding Out: the real challenge facing the heroes: Schroeders
Alternately, the heroes could come down the cleaning crew. Knowing that the heroes might slip
stairs and get off at a lower oor, and either free of the police net at the Western Grand Munich
talk or break their way into someone elses hotel, the cleaning crew have left a set of keys
room to wait until the police have departed to their van in Schroeders pocket, in hopes that
(about an hour after the discovery of the nding the keys lures the heroes to the van, where
body, though forensics teams go over the the cleaning crew has set up an ambush.
room for about ve hours afterward). The plan is simple. The cleaning crew doesnt
A Good Story: know what plans the heroes might have for leaving
Another possibility is that the heroes bluff Munich if theyre in trouble with the police, so they
their way past the police, though the police intend, rather, to dangle an escape route in front
receive a +5 circumstance bonus if the of the heroes: their own van. If the heroes have
heroes are trying to leave the hotel. This encountered cleaning crews before, they know
bonus doubles to +10 if the heroes are that the crew vehicles are generally loaded with
attempting to leave the 12th oor, and it weaponry (which the heroes might desperately
increases to +20 if the heroes are attempting need). And even if they havent, the heroes might
to leave room 1264 when theyre stopped. reach the logical conclusion that they can use the
The Fire Alarm: van as a getaway vehicle.
The heroes could also do something more The cleaning crew has left their van in a parking
radical. Starting a re (or at least triggering lot very close to the Western Grand Munich, just
the smoke alarms) would create enough out of sight of the hotel entrance. The crew expects
confusion that the heroes could simply lose the heroes to exit the hotel, nd the parking lot,
themselves in the crowd (though a crowd and locate the van by pressing the Unlock button;
doesnt really form in such situations for at when the van lights ash and the alarm chirps to let
least ve minutes; most hotel guests are the heroes know which vehicle goes with the keys,
reluctant to leave their rooms unless they see it also lets the cleaning crew know that the heroes
smoke, or are told by hotel staff to evacuate). are approaching.
Extreme Escapes: The members of the cleaning crew are positioned
They might also try to climb down the outside around the parking lot, in the places indicated on the
of the building. Its risky, but because theres Parking Lot map. Each is hidden inside a vehicle,
a small balcony outside each room, its only lying low in the seat to avoid casual detection. When
a DC 10 Climb check to move down from the heroes activate the vans remote, the crew
one oor to the next. (Moving up is a DC 15 member in the vehicle southeast of the van sits
check.) Aside from taking a fall, though, is the up and watches the heroes approach. When the
danger of being spotted, either by someone heroes get within 40 feet of the van, he tells the rest
on the ground, or someone in a room the of the cleaning crew to attack.
heroes pass. There is a 10% chance that For this battle, each of the cleaning crew is
any given room they pass is occupied by armed with a tear gas grenade and a fragmentation
someone with the curtains open; if so, each grenade, though they only use the fragmentation
hero needs to make a DC 15 Hide check grenades in case of extreme emergency. Their only
to get past without being noticed. Similarly, real rule of engagement is to keep the noise down
there is a cumulative 10% chance for each to a minimum; theyre all too aware of how close
hero climbing on the outside of the building the police are at the Western Grand Munich hotel.

14
Beyond that, they simply want to make sure that with them, the crew members do anything they
none of the heroes leave the parking lot alive. can, take any risk, to hinder, harm, or even kill the
heroes. They readily mislead the heroes with false
Capturing the Crew information (routinely giving different answers to
If the heroes take any of the cleaning crew alive, the same questions, every time theyre asked),
the crew have nothing to saynot even dire make as much noise as possible whenever they
threats about what could happen to the heroes if notice that anyone else is around, trying to damage
they keep going after Ogdoad Research. As far as the heroes equipment, and so on.
the cleaning crew are concerned, their deaths have
only been delayed slightly, and they are quite wary Capturing the Van
if the heroes dont immediately execute them. The cleaning crews van holds ten pounds of
Should the heroes insist on bringing any Semtex plastic explosives (minus any theyve
surviving members of the cleaning crew along used so far) and ten radio-control detonators;

15
one tear gas grenade, four smoke grenades, Germany as well. Fortunately, Austria is only about
and one fragmentation grenade, two spare HK 40 miles away from Munich, or about an hours
MP5K 9mm submachine guns (with laser sights drive on southern Germanys twisting roads.
and suppressors), three spare Glock 20 10mm Although the heroes know they shouldnt stay in
autoloaders (with illuminators and suppressors), 10 Germany for long, they may not yet know where to
pistol box magazines (loaded), 500 spare 10mm go. Fortunately, they can gather enough information
cartridges, ten submachine gun box magazines from the news, and possibly from contacts in
(loaded), 500 spare 9mm cartridges, along with the Department-7, to set them on the right path.
crews single HK PSG1 sniper rie with an electro-
optical scope and twenty 7.62mm cartridges. Contacting Department-7
Additional equipment in the van includes a The heroes will almost certainly want to check in
light undercover shirt, concealed carry holster, with their superior at Department-7, if only to say
multipurpose tool, cell phone, walkie-talkie that the deal with Schroeder didnt go as planned.
(professional), gas mask, mesh vest, electro- (Department-7 already knows: Schroeders
optical binoculars, a deluxe electrical tool kit, a death made the news, and it may also be public
deluxe mechanical tool kit, a chemical kit, bolt knowledge that the police are looking for the
cutters, two demolitions kits, a rst aid kit, two re heroes of Flight 23, if the heroes left behind any
extinguishers, 20 chemical light sticks, a ashlight evidence, or tangled with the Munich police.)
(battery ood), a GPS receiver, a map (road atlas),
and 150 feet of rope. The road atlas has two dog- News of the World
eared paged that should draw the attention of the The heroes can learn a lot from television and
players; one page features a map of the city of Internet news sources while they plan their next
Munich, while the other is a map of the Aleandro move. Some top stories relating to the heroes
region of Italy, with routes from the village of activities, the Brindisi Project, and Ogdoad
Brindisi to Villa de Aleandro marked in black pen. Research include:
Former GSG-9 Soldier Found Dead:
Leaving Munich
Staying in Munich may be a bit more difcult for
the heroes now, even if they eluded the police and A former soldier in the German GSG-
picked up every bit of evidence linking them to 9 anti-terrorism squad was found
either Schroeders killing or the battle in the parking murdered last night in Munich. Reports
lot. They have time to stop by their hotel and pick say that Munich Police found the body
up any equipment they left behind (and possibly of Helmut Schroeder, a former member
their passports, since hotels take them at check- of the Grenzschutzgruppe, in his hotel
in timein case the local police wish to perform room aer receiving an anonymous
background checksthough they almost always tip. Schroeder had been shot twice,
return them the next day). execution-style, and police believe the
But if any of the cleaning crew got away, the murder was carried out by terrorists
police soon after receive an anonymous tip that motivated by revenge.
Schroeder had met with the heroes recently at the
Hauptbahnhof, and the police want to interview
the heroes as a result. The heroes may not wish to If the heroes were spotted, the news
stick around to answer questions (especially if any mentions the possible involvement of the
of them were injured escaping the police cordon or heroes of Flight 23, and says that the
ghting the cleaning crew). They can always check heroes are being sought for questioning.
into a different hotel, but if they check out of their
hotel on the same night that Schroeders body was Argentina Earthquake Kills Thousands:
discovered, it arouses suspicion. Very soon after,
the police circulate photos of the heroes to the
citys other hotels, and to police at the airports and An earthquake measuring 7.6
rail stations. If the heroes try to leave Munich or devastated Argentina this morning,
check into a new hotel more than about eight hours with a death toll already estimated
after they leave the Western Grand Munich, they in the thousands. The epicenter of
have to deal with the police. the quake was in Buenos Aires, and
much of the city center was destroyed,
The Next Step including the historic Metropolitan
The logical move for the heroes is to leave Munich Cathedral.
as soon as possibleand, if possible, to leave

16
Italy. If the heroes have left their passports at their
Hundreds of thousands of hotel in Munich, thats bad enoughbut crossing
Argentinean citizens are homeless, the border with a van full of weapons is virtually
and countless more are without power. impossible. The heroes have a few options for
Argentinean hospitals are overwhelmed pulling it off:
by the number of injured, and the Clandestine Crossing:
International Red Cross is already An obvious approach for murder suspects
seing up eld hospitals and search- crossing international borders with a stolen
and-rescue eorts. van loaded with weapons is to nd some
pass through the Alps where there are either
very few border guards, or none at all. A
A DC 15 Research check discloses that hero knows of such a pass with a successful
South American geologists had been DC 25 Knowledge (streetwise) check.
predicting a major earthquake in the area Alternatively, the heroes can ask around
for quite some time, but that the story has and pick up the same information with a
been downplayed in the media. A further DC successful DC 20 Gather Information check.
25 Research check uncovers that Ogdoad Crossing then becomes merely an exercise
Research (and various subsidiaries) has in driving fast and buying gas. The heroes
been selling off properties in the area since need to make one of these checks for each
the geologists predictions began, and that border they cross in this fashion.
many of Argentinas news services have Blufng the Border Guards:
received substantial grants from Ogdoad Convincing border guards that they dont
Research starting around the same time. The need to search a van, dont need to check
upshot is that many of Ogdoads competitors passports, and dont need to check their
have lost major holdings in the area alerts for descriptions of people being
because they were not fully prepared for an sought by the police are all difcult tasks.
earthquake of this magnitude. The border guards (low-level police; see
Chapter 8: Friends and Foes, in the d20
Ogdoad CEO Vacationing at Family Villa: Modern Roleplaying Game) gain a +10
bonus to their Sense Motive checks in
all of these cases. If the heroes Bluff
Ogdoad Research CEO Augusto Fercilli check fails, the border guards attempt to
said in a statement to the press today arrest the heroes, search their vehicle
that his visit to his familys villa in and possessions, and generally make
southern Italy is merely a vacation, and it impossible for the heroes to nish the
not a medical visit, as was previously adventure. If the heroes realize their bluff
reported. Ogdoad Research stock had has failed, though, they can always run the
dropped slightly aer it was reported gauntlet (see below).
that Fercilli had suered a stroke, but Bribing the Border Guards:
Fercillis statement restabilized Ogdoad The heroes can also try to bribe the border
stock in trading today. guards to let them pass without checking
their papers or inspecting their vehicle
and possessions. The border guards are
Fercillis visit to the Villa di Aleandro is a considered to be unfriendly; the heroes
minor news story to most, but its important must change their attitude to friendly (a DC
information to the heroes. Although the news 25 Diplomacy check) to get by unmolested.
story does not name the villa, the heroes can Because crossing the border without an
make a DC 25 Research check to connect inspection is illegal, convincing the guards
the Fercilli family to the Aleandro region, and to go along with it requires a bribe; without
thus to the Villa di Aleandro, near Brindisi. a bribe, the Diplomacy check automatically
(The mere mention of Brindisi should be fails. See the Bribery and Diplomacy sidebar
more than enough to convince the heroes in Chapter 2: Skills in the d20 Modern
theyre on the right track.) Roleplaying Game for more information.
Proper Documentation:
Crossing the Border If the heroes have the time, they can forge
Once the heroes decide they should go to the Villa documentation that identies them as
de Aleandro, they face the dilemma of crossing two administrative or technical personnel of
international borders: rst into Austria and then into some diplomatic agent or another, granting

17
them diplomatic immunityand the right accommodate the entire van (as opposed
to refuse the customary inspection of their to just its contents). Add +4 to the Purchase
vehicle. Forging such documents requires DC if the heroes want to avoid dealing with
24 hours per document, and confers a 20 customs ofcials when they land.
penalty to the heros Forgery check (16 for The ight lands pretty much anywhere
the document type, and 4 for the specic the heroes ask to go in Italy, although
signature required; other modiers might no closer than 50 miles to the Villa di
also apply). Aleandro. If the heroes havent chosen to
The heroes can also purchase forged avoid customs, however, they still have to
documents; each such document has a deal with Italian ofcials within half an hour
Purchase DC of anywhere from 11 to 21 of landing. (See above.)
(from 1-10 ranks in the Forgery skill). How
much money the heroes spend on forged Brindisi
diplomatic papers determines the Forgery Brindisi, a city with a population of roughly 100,000,
check; see the Fake ID in Chapter 4: is located in the Apulia region of southern Italy, on
Equipment, in the d20 Modern Roleplaying the Adriatic Sea. It is an important trading center,
Game. A successful Gather Information with food and chemical factories, and is a major
check (DC 25) leads them to a particularly port of call for ships traveling to and from Asia. The
renowned forgery expert, granting a +2 city also has its own airport.
bonus to the characters Wealth check when The people of Brindisinotably the policeare
buying the forged documents. very loyal to Augusto Fercilli; he and his family have
Running the Gauntlet: done a lot of good for the city over the past thirty
If all else fails, the heroes can simply years. At the GMs option, any Bluff, Diplomacy,
plow through the border gate, but unless Gather Information, or Intimidate checks involving
they leave no witnesses, the police in the hurting Augusto Fercilli suffer a 4 penalty; the
bordering countries have descriptions of the locals just arent willing to betray their sometime
heroes vehicle and the driver (and possibly benefactor. If any such check fails by 10 or more,
the passengers). If the heroes choose this the locals also notify the police, who in turn notify
option, assume that the average border Fercillis security at the Villa di Aleandreo.
station has 2d4+2 border guards on duty Provided the heroes dont draw too much
(or 1d3+1 in the case of poorly-guarded attention to themselves, though, they can operate
border stations, as described in Clandestine in Brindisi relatively easily. The authorities arent
Crossing, above). looking for them, and Ogdoad Research has no
Chartering a Flight: The heroes can idea the heroes are so near their CEO. So simply
arrange to charter a ight into Italy (possibly by buying a map of the area (Purchase DC 4),
bypassing Austria altogether), with a DC 21 the heroes can locate the Villa di Aleandro and
Wealth checkor a DC 23 Wealth check if prepare for the nal stage of their investigation of
they wish to charter a plane large enough to Ogdoad Research.

the villa di aleandro


The Villa di Aleandro is a former olive farm that was one that houses the end Baphomet. When the
converted 12 years ago into a private sanatorium surgery was nished, it was not Augusto Fercilli
for the Fercilli family. It lies 18 miles northwest of who awoke from the anesthesia, but Baphomet.
Brindisi, surrounded by pastureland and a substantial Baphomets rst act was to reach out to the
olive grove. The two-story main house is surrounded previous patients (the test subjects), linking his
by a hedge maze and monitored by surveillance mind to theirs by means of the machinery installed
cameras and guard patrols with attack dogs ... in their heads. He then instructed them to subdue
ordinarily. Now no one watches the monitors, and and round up the villa staff, intending to use his
the guards are either dead, dying ... or undead. The dominate power to take control of all of them.
Brindisi Project has reached its nal stagesbut it is But his ability was weaker than he thought, and,
hardly a success for Ogdoad Research. even with the aid of the test subjects, he could not
After weeks of experimenting on live human control more than about 20 of them at any one
subjects, Augusto Fercillis research staff were so timehardly the level of ability necessary to shake
condent of their results that the CEO of Ogdoad the world to its foundations.
Research ordered them to perform the procedure So Baphomet went back to the surgical staff
on himself, using the original bronze headthe and told them to install the necessary bronze

18
computer components in the rest of the staff. But The Main Entrance
Dr. Provvidenti, the chief surgeon, explained that it A trio of guards (see GM Characters) stand
wouldnt work. The test subjects had been chosen beside an AM General Hummer at the main
for their physical fortitude and their magnetic entrance, nervously watching the road to the
personalities; no one else among the staff t that main house, a quarter of a mile away through the
description, so the best result Baphomet would olive groves. If the heroes approach the villa in
get would be more test subjects that could control their stolen cleaning crew van, read the following
one other person, at mostif they even survived text aloud:
the surgery.
Baphomet was furious, but he also realized
that the doctor was correct. So he decided to A trio of uniformed security guards
wait, and allow Fercillis body to recover, until stand beside a Humvee, watching your
he could lure the rest of the Ogdoad board of approach. Rather than signaling you
directors to the villa. (Most of them were in good to slow down, though, they wave you
health, and were certainly charismatic enough on, through the gate. They seem very
to control multiple people directlyin addition to enthusiastic about leing you onto the
their thousands of employees). grounds.
It would be weeks before he was sufciently
recovered, however, and in the meantime he
needed something to do to pass the time. And, The guards have seen some of the horrors going
since he needed to test the limits of his control over on inside the villa, but theyre afraid to completely
others, it seemed only logical to combine these abandon their posts, because they know that if
tests with his favorite activity: torture. any harms comes to the Ogdoad CEO inside, their
Now, Augusto Fercillis personality is all but gone, lives are worth nothing. Even so, theyve notied
subsumed by the end dwelling within his skull. their superiors about the strange creatures roaming
The test subjectsno longer human, but not quite the grounds of the villa, and have been told that
ends, eitherwander the grounds, seeking their a cleaning crew is on its way. So, naturally, if the
own gruesome entertainments. And the remaining heroes show up in a cleaning crew van, the guards
humans are either dead, or worse, reduced to automatically assume that the heroes are the
meat puppets: helpless, hopeless playthings of agents theyve been waiting for.
Baphomet and his brain-damaged followers. If the heroes stop, the guards answer questions
But if the heroes can get into the villa, confront the heroes might have, though they only speak
Fercilli, and destroy the bronze head, they can Italian. (Certain questions might arouse the
stop Baphomets plans for opening the world to the suspicions of the guards, however; see below.)
forces of hell. Some of the questions they might ask, and the
guards answers, are provided below:
Geing Into the Villa Whats going on inside?
With things going so badly at the Villa di Aleandro, We do not know. Some of the staff left early
security is all but nonexistent. The heroes can this morningjust drove past, in a hurry.
approach via the main entrance (the only way to get After that, we tried to call the Security Ofce,
inside with a vehicle), or through the olive groves. but no one answered. So we drove up to the

A Glimpse Into Hell


Hell is not a general audiences environment.
The imagery in the descriptions of the rooms of the villa includes reference to torture and mutilationmaybe not the
traditional picture of Hell, but certainly a hellish situation for those involved. Yes, its gruesome, but the intent in this part of the
adventure is to illustrate the fate that Baphomet has in mind for all of humanity should his plan succeedand to motivate the
players to do whatever it takes to stop him.
The descriptions of these cruelties comes not from traditional images of Hell (the works of Bosch or Dante, for example) but
from the study of criminal psychologyspecically, the atrocities committed by serial killers and death-camp torturers. Brutality
always has more of an impact when its carried out by human beings, rather than by abstracted concepts like ends.
Similarly, this particular ends ability to take control of its victims actions make for a more compelling type of psychological
torture: forced participation in gruesome torture and cold-blooded murder. Its one thing for a hero to be commanded to take
her own life; its quite another to be commanded to torture another hero by stripping away his hit points one or two at a time.
If you feel your players are not prepared to handle such graphic descriptions of humiliation and torture, simply omit any
reference to the specics of what has been done to the staff of the Villa di Aleandro. For example, the descriptions of certain
rooms (the Nurses Ofce, the Doctors Ofce, the Library, and the Laboratory, to name a few) should be adjusted to omit
references to the more vile details.
Likewise, play the mind-control ability of Augusto Fercilli and the test subjects in a more straightforward manner. Their
commands to the heroes should boil down to attack your companions and defend me, rather than explicit instructions on
how to hurt the other heroes.

19
20
door, but the guard dogs attacked us before This question also arouses suspicion,
we could go in. So we came back here to try requiring another Bluff check. The cleaning
to contact the Security Ofce again. Thats crew would have been briefed about the on-
when we saw the sick people ... people with site security.
empty eyes ... wandering through the groves. Who is in charge, inside?
These were people we had seen in the villa, When Mr. Fercilli is not here? Dr.
so we knew something was wrong. Thats Provvidenti.
when we called the main ofce and asked This question also arouses suspicion,
them to send you. requiring another Bluff check. The cleaning
A DC 15 Sense Motive check reveals that crew would have been briefed about the staff
the guards are coloring the truth a little bit. at the villa, including the name of the head
In reality, they never actually saw the guard physician.
dogs; they only saw the sick peoplethe Are any other Ogdoad Research board
meat puppets (who the guards took for members present?
zombiesthe closest analogy for the kind Not that we know of.
of behavior they saw the meat puppets This question also arouses suspicion,
exhibit). They were so badly frightened that requiring another Bluff check. If other
they decided to just stay in their vehicle, members of the Ogdoad Research board of
though two of their number, Martini and directors were present, the cleaning crew
Cimino, went inside to see if anyone was in would have been told.
the Security Ofce. The others drove back
to the main entrance when they lost contact The Olive Groves
with Martini and Cimino. The heroes can avoid contact with the security
Have you had any contact with the people guards by climbing over the low stone wall
inside? surrounding the olive groves (a DC 5 Climb check)
We tried to go into the main house, before and moving through the olive groves to the house.
when there were ve of us. We dont know The groves are mostly clear, but about 300 yards
what happened to Martini or Cimino. We from the main house, one of the test subjects is
lost contact after they entered the building. entertaining herself by hunting one of the last
No one inside has talked to us since the surviving human villa staff with a small pack of
regular report this morning. We hear them meat puppets. Read the following aloud:
sometimes on the radio, though. But they
dont sound ... right. Something is wrong with
them. So we havent responded. In the distance, you hear the sound of
One of the test subjects inside occasionally someone running through the grove,
visits the Security Ofce, and periodically gasping for breath, and uering short
tries contacting anyone who might be cries of near-hysterical terror. The
listening. (Hes looking for more playthings.) sound grows louder until, about 60 feet
However, the damage done to his brain by the away, you see a wild-eyed man in torn
implantation process is evident in his voice, white clothing stumble through the
and the security guards are so disturbed by trees, heading in your direction, though
the sound of his voice that they dont want to he doesnt seem to have seen you yet.
let him know that theyre listening.
Is Augusto Fercilli still inside?
We think so, yes. We havent seen him leave, This man is Consalvo, one of the villas cooking
though he couldve gotten out another way. staff. He had been locked in the Locker Room,
What sort of activity usually goes on along with a few other survivors, until di Paolo,
here? one of the test subjects, told him he was being
Its a private hospital. Mr. Fercillis private set freethen sent some meat puppets after him.
hospital. Unfortunately, the meat puppets blocked the main
If the heroes ask this question, they must road, and Consalvo doesnt know how to get away
make a Bluff check to avoid tipping off the from the villa any other way. (And, because hes so
security guards that they arent actually the panicked, he hasnt been able to stop long enough
cleaning crew; the cleaning crew would have to realize that at long as he keeps going in the
been briefed on the purpose of the villa, and same direction, hell eventually hit a road.)
the nature of the research taking place there. Should the heroes decide to face di Paolo (or
How many guards are in the building? waste enough time in one place that di Paolo and
A dozen, not including us. the meat puppets catch up to Consalvo), di Paolo

21
New Weapon
Damage Range Purchase
Weapon Type Damage Critical Type Increment Size Weight DC Restriction
Fire Axe Simple 1d8 1920 Slashing Large 8 lb. 5

commands his human meat puppets to subdue descriptions. The cameras operate in infrared,
the heroes while he sends the attack dog meat passive night vision, and visible light, so they
puppets after Consalvo. Unlike most of the other see equally well in day or night. They possess a
test subjects, di Paolo lacks an imagination, so zoom feature (1 per 50 feet on Spot checks). The
hes not interested in playing with the heroes. cameras are not concealed (Spot check, DC 5, to
Once theyre pinned and disarmed, he simply has notice a camera). Only a few are currently working,
them carried to the Locker Room in the house, however (see Security Ofce).
thinking that hell hunt them down later (as he did Walls: Inner walls in the villa are hardness 8; hp
with Consalvo). 60; break DC 35.
Di Paolos Tactics: Di Paolo is accompanied Doors: All internal doors have hardness 5; 10
by a dozen meat puppets: two security guards, hp; break DC 13. Locks are high quality locks:
six villa staff members, and four attack dogs. hardness 5; 10 hp; break DC 20. Hinges are
He gives orders only to them, because hes hardness 6; hp 1; break DC 10. The nurses,
condent of his control over them, but not of physicians, and security guards all carry keys to
his ability to seize control of a group of heavily- any locked doors.
armed strangers. Because di Paolo can only issue Fire Safety: There is a re axe in the
commands to three of his meat puppets at a time, Security Ofce and in the Kitchen. There are
he starts by sending the two security guards and re extinguishers in Reception (in the corridor
one of the staff members to attack the nearest to the west), the Nurses Ofce, the Surgery,
hero, and sends the remaining staff members in the Security Ofce, the Lounge, the Cafeteria,
over the next two rounds. the Hall, the Laboratory, the Kitchen, and the
Once hes sure the heroes are suitably Supply Room. The Security Ofce also includes
subdued, he sends three of the attack dogs after a manually activated Halon system. (Halon
Consalvo, keeping the fourth one at his side in combines with oxygen, so heroes cant breathe
case of emergencies. On the other hand, if the in a room after its Halon extinguisher has been
heroes are doing too well against the human meat activated. See Suffocation and Drowning in
puppets, di Paolo orders the dogs in to attack the Chapter 7: Gamemastering in the d20 Modern
heroes as well (starting with any heroes that are Roleplaying Game.)
threatening him). First Aid: First aid kits are available in the
Security Ofce, the Surgery, the Doctors Ofce,
Clearing the House the Nurses Ofce, Toilets, and the Locker Room,
Most of the activity in the villas main house has the Supply Room, and the Kitchen. The Surgery
occurred on the ground oor. The second oor also includes a medical kit and surgery kit.
consists of patient rooms, doctors and nurses
quarters, and the rooms of the villas household Entrance
staff. These rooms are mostly untouched, though Read the following text aloud:
the GM should feel free to describe whatever
manner of grisly and unsavory scenes he can
imagine, if the heroes decide to explore the second One of the two doors leading into the
oor. (Note that several rooms on the second oor house stands open. From inside, you
have windows that look down onto the courtyard can hear a telephone ringing. No one
including the landing at the top of the stairs answers it.
between the rst and second oor.)
The heroes can enter the villa from any side;
none of the windows are barred, and none of the The door is normally kept unlocked, even when
doors are locked its closed. Should the door become closed and
locked for some reason, the door is Hardness 5,
General Features with 20 Hit Points, and a Break DC of 23.
Unless otherwise noted, the following general
features are found throughout the Villa di Aleandro. 1) Reception
Cameras: Cameras monitor nearly every room Read the following text aloud:
in the villa, except as noted in the individual room

22
What happened here?
A telephone rings incessantly at the Augusto... Augusto Fercilli. He has become
reception desk, but there is no one there insane. The surgery, to implant the machine,
to answer. Dirty footprints on the oor the bronze, it made him insane. He is not
lead from the entrance to a door to the himself now. He makes us do thingshurt
le of the desk. There is another door ourselves. Hurt each other. It is horrible.
to the right of the desk, and two more Terribilis est locus iste!
facing doors in the east and west walls. What is the bronze machine?
I dont know. Fercilli found it somewhere.
He brought it with him. The others, they
The reception desk includes a telephone and a had different parts... newer parts. Those
computer (with Internet access). If the heroes pick came from a computer company in America.
up the telephone, a voice on the other end says (in Prototypes. But I think thats all there were.
Italian) Code in, please, then giggles maniacally I think the men who made the parts were
and hangs up. arrested, a few weeks ago.
To the left of the desk, a stairway leads up to Why did he spare you?
the second oor. Across from the stairway is a re I dont know.
extinguisher. Dr. Provvidenti is lying about this; hes not
proud that hes essentially bartered away his
2) Surgery humanity by agreeing to continue performing
The shades are always drawn in the Surgery (to the surgery on new subjects.
prevent glare while the doctors are working). If Where is Fercilli now?
the heroes enter this room, read the following text He could be anywhere. His room is next
aloud: door, but I dont think he sleeps now. I heard
one of themone of the test subjectsin the
courtyard before I fell asleep. He might be
Something unpleasant has happened there. He... likes to watch... what they do.
in here. The walls are splaered with Who are the test subjects?
blood, and a bin with a biohazard label Fercilli, he was shrewd. He wanted the
overows with some bloody, pulpy, bronze machine in him, but he wanted to see
grayish-pink stu. There are also three that it was safe. So he had me perform the
blood-drenched bodies: two women surgery on others rst. Test subjects. Only one
and a man, in surgical gowns. or two died. The rest... they seemed healthy at
rst. But they arent. They are like him.
How many are there?
This is where Fercillis medical staff performed Five test subjects, plus Mr. Fercilli.
the procedures that turned ordinary people into Do you want to come with us?
test subjectsand where Fercilli had the bronze No. If Fercilli found out I so much as spoke
head implanted in his own skull. The two women, to you, hed be furious. I shudder to think
the nurses, are both dead; it amused Fercilli to what hed do to me to punish me.
have Dr. Provvidenti try to implant what was left of If the heroes look around in here, they can nd a
his own brain into their skullsa procedure that rst aid kit, a medical kit, and a surgery kit. There is
neither woman survived. also a re extinguisher on the north wall, by the door.
The man is Dr. Provvidenti, and he, at least,
is still alive; Baphomet needs him to perform the 3) Nurses Oce
implantation procedure later, on others, when Read the following text aloud:
suitable subjects present themselves. Provvidenti
has passed out from exhaustion, and hes thankful
for the rest. Since the end of Fercillis surgery, This room has been trashed, and there
hes been living in a virtual hell now for the last are papers and bits of clothing strewn
few days, sleeping only when Fercilli allowed it. all about. Blood spaers on the west
The doctor is happy to explain what has happened wall suggest that someone died of a
(though hes more interested in leaving the villa in gunshot wound.
the most expeditious way possible):
Who are you?
Provvidenti... Ignacio Provvidenti. Im Testarossa, one of the test subjects, cornered
Fercillis personal surgeon. In charge of the a few of the nurses in here and molested them for
staff here. Whats left of them. a time before he became bored and forced them

23
to play a game of Russian roulette. The blood
spatter shows where the loser was when she was Through the doorway to the courtyard
shot through the chest, though she survived long you can hear an anguished voice
enough to be vivisected in the Kitchen. fervently praying.
If the heroes look around in here, they can nd a
rst aid kit. There is a re extinguisher on the east
wall, by the door. The gun cabinet contains three Mossberg 12-
gauge shotguns, and four boxes of shotgun shells
4) Lounge (for a total of 40 shells). A DC 12 Search check
Read the following text aloud: also turns up three professional walkie-talkies (with
voice-activated headsets). A DC 18 Knowledge
(tactics) check suggests that the battle that
The lounge is a strange sight. The occurred in here focused on no particular spot, as
television silently plays a news though everyone who red their weapons did so in
broadcast, with close-captioned Italian pretty much all directions. There are no bodies in
text scrolling by at the boom of here, though; the dead security guards have been
the screen. There is a single bloody moved to the Cafeteria.
handprint on the north door, and most If the heroes examine the surveillance monitors,
of the furniture has been broken to they can see activity on the monitors labeled (in
pieces and piled against the windows on Italian) Doctors, Dining Room, and Courtyard.
the north wall. But the coee table in the (If the heroes have already visited any of these
center of the room is untouched, except locations, though, there may not be any activity
for a stack of money, jewelry, and credit going on them any longer.)
cards lying in the center of the table. Read the following text aloud if the heroes watch
the activity on the Doctors monitor:

All of these effects belong to the people who


have died so far in the villa. The furniture is all A man in a hospital robe sits on a desk,
broken because Silvestri, the only female test watching two other people on the oor.
subject, planned to use it to start a re in the One of these people is kneeling over the
courtyard, to burn some of the villa staff alive. other, who is squirmingbut in agony
Fercilli changed her mind, pointing out that the or ecstasy, its impossible to tell.
smoke would draw too much attention. The
television is always on, and always muted.
There is a re extinguisher on the south wall, by Read the following text aloud if the heroes watch
the door. the activity on the Dining Room monitor:

5) Security Oce
Read the following text aloud: The dining room table is piled high
with boles. There are also boles
scaered about on the oor. As near as
This room is full of surveillance you can tell, theres no one in the room.
monitors; those that arent shaered or
showing electronic snow display various
parts of the grounds, or the interior of Read the following text aloud if the heroes watch
the building. You can see a handful of the activity on the Courtyard monitor:
gures moving about on some of the
monitors, though you cant make out
any details on such a small screen. On A fountain burbles in the center of the
the west wall, a gun cabinet hangs open. courtyard. Siing on a stone bench is
And throughout the room, bloodstains a well-dressed man with a heavily-
and bullet holes aest to the erce bale bandaged head. Parts of his head and
that must have occurred here. The door face appear to be made of metal and
to the courtyard stands slightly ajar. glass. Some kind of tubes protrude from
the mans head and run down his spine.
He seems to be listening to the fountain
If the heroes have entered this room before and generally just enjoying the fresh air.
visiting the Courtyard, also read the following:

24
If the heroes look around in here, they can nd a control and tries to interfere, Antonelli telepathically
rst aid kit. There is a re extinguisher and re axe commands three of the others to Kill that one.
on the south wall, by the door. Antonelli only acts on his own behalf if he loses
control of more than half of the heroes. Even then,
6) Doctors Oce he only ghts if hes cornered; he prefers to ee
Read the following text aloud if the heroes listen to the Conference Room (through the Library) to
outside either of the rooms doors: enlist the aid of Genevieve Silvestri.
If the heroes look around in here, they can nd a
rst aid kit.
From inside this room comes a
demented giggling noise. You can also Toilets
faintly hear someone sobbing. Read the following text aloud if the heroes enter
the mens room:

Read the following text aloud if the heroes enter


the room: The room is covered in lth, and it reeks.
A baered and bloody body hangs
from the stall divider, and it takes you
A man in a hospital robe sits on a a moment to recognize it as a woman.
nicely-appointed desk. His head It looks as though someone has been
is wrapped in bandages, through torturing her with a knife; her esh is
which various wires protrude. On the pierced in several places, and sections of
oor before him, a heavy-set man in her skin have been ayed o.
bloodstained coveralls kneels over a
younger man, chewing strips of bloody
esh o the younger mans stomach, If the heroes touch this woman, she moans
and sobbing uncontrollably. The softly; shes not dead yet. This is Nurse Carmosino.
younger mans face is xed in a rictus Testarossa tortured her as punishment for her
of horror, and though he writhes, he sin of lust. (She has committed no such sin;
makes no eort to get away. Testarossa just hates women.) He left her here
to recover when it looked likely that any further
abuse would kill her. Her mind is pretty well broken,
The man in the robe is Giovanni Antonelli, one however; even if she is revived, she is catatonic.
of the Project Brindisi test subjects. The heavy- If the heroes look around in here, they can nd a
set man is Aleri, a member of the cleaning staff. rst aid kit.
The younger man is Sarpi, a dishwasher in the
kitchen. Antonelli is punishing Aleri for the sin 7) Library
of gluttony by forcing him to eat another human Read the following text aloud:
being alive, with only his teeth.
When the heroes make their presence known,
Antonelli mistakes them for security guards, and From the ceiling-high bookshelves
attempts to use his domination ability on them, lining the walls, this room is obviously
telling them, in Italian: This is what happens to a library. There are perhaps a half-
gluttons. Be quiet and Ill let you watch. If this dozen people in here, men and women,
fails, though, Antonelli realizes that the heroes mechanically ipping through stacks of
cant understand him, and resorts to a simpler books. Every so oen, one of them will
commandDont movewhich he telepathically rip a page or two out of a book, and eat
conveys to the rst three heroes who enter the it. Everyone looks pale and blank-eyed
room. On the following round, he does the same to and the room reeks of mold and vomit;
the next three heroes. (Remember that each use of clearly, these people are having trouble
this ability requires an attack action.) keeping these ancient books downbut
Antonellis Tactics: Antonelli is not actually they are unable to stop themselves.
interested in ghting; he doesnt see the point,
when he can more easily arrange for the heroes
to ght each other. But he wants to watch Aleris The people in this room are Fercillis personal
misery rst, so he doesnt immediately order staff: secretaries, lawyers, publicists, and so on.
the heroes to do anything other than stand still. Fercilli commanded them to destroy any and all
However, if one of the heroes breaks free of his references to ends, the bronze head, divine

25
magicanything that could one day be used Fercilli and the others can do, they dont believe
against Baphomet. But Fercilli decided that using that anyone can resist themeven these helpful
a shredder just wouldnt do the job thoroughly strangers. Once the people are calm, they can
enough, so he has them eating the offending provide the heroes with only basic information
pages. Theyve been at it for hours. To stop them, they are villa staff, subjected to horrible, torturous
the heroes have to either physically restrain them experiments by their erstwhile employerbut
or render them unconscious. they dont know enough about Project Brindisi to
The door to the Conference Room is closed, and give the heroes a clear picture of whats going on.
the door to the lockers is locked from the outside. At best, they suggest that the heroes try to nd
The door has hardness 5; 20 hp; break DC 13, the Dr. Provvidenti. He performed the surgery on Mr.
lock has hardness 5; 10 hp; break DC 20. Fercilli. He must know what happened.
If the heroes look around in here, they can nd a
8) Locker Room rst aid kit.
Read the following text aloud if the heroes listen
outside the rooms door: 9) Laboratory
Read the following text aloud:

From the other side of the door, you can


hear a low murmur of indistinct voices. A handful of people stagger about in
It sounds as though there are at least a here, moaning painfully. Their eyes
dozen people inside. have been gouged out, the sockets lled
with broken computer parts. Their ears
and noses have had similar treatment.
Read the following text aloud if the heroes enter One even has bundles of wire jammed
the room: into holes in their skulls. This last
one merely lies on the oor, wracked
with spasms. The others stumble and
This room is apparently a locker room, trip, their hands feeling across the
and it is packed with injured people. countertops as though trying to nd
Some are unconscious, having suc- something. When they bump into one
cumbed to their wounds, others are another, they recoil in stark terror, but
conscious but stare blankly into space. soon go back to their curious searching.
A few, apparently the least injured,
shrink back away from the door, crying
and pleading with you. Test subject Genevieve Silvestri has commanded
these members of the research staff to do to
themselves and each other what they did to Fercilli
These are the fteen people who survived and the test subjects. To that end, they tore apart
the rst several hours of torture at the hands of a computer and jammed the pieces into their eyes,
Fercilli and the test subjects. After Fercilli and the their ears, and their nostrils, rendering them blind,
others had their fun, they threw these people in deaf, and unable to smell anything. Silvestri got
here to give them time to rest and recover, while tired of watching them after a while, though, and
Fercilli and the others moved on to the next group. wandered away, but they are still acting on her last
Theyve all been subjected to Fercillis version command, trying to nd more components to jam
of hell on Earth, and at this point, theyd happily in their bodies. If the heroes watch for a few rounds
sacrice their own children to be spared any more (and dont move to stop him), they can witness one
torture. If anyone in the group speaks Italian, of the researchers locate a microscope, smash it
the pleading people can be understood to say: on the countertop, and proceed to try to push a
Please, dont take me! Take one of the others! particularly jagged piece into the back of his head, at
These people believe that the heroes are under the base of his skull.
the control of Fercilli and the test subjects, and Because these people are deaf and blind, they
that they have been sent to choose a fresh batch dont know when someone else enters the room.
of victims. And, in fact, when they bump into someone else,
The heroes can calm these people down with a or are touched, they can only assume its Silvestri,
successful DC 25 Diplomacy check, but the best or one of her meat puppets, come to inict more
attitude the heroes can hope for is indifference. tortures on them. They ght maniacally to escape,
Those who arent semi-catatonic are convinced that but if a hero can make a DC 25 Diplomacy check
they are as good as dead, and having seen what (with a 10 penalty for the condition of the target),

26
the researcher cries out, in Italian: Please! Round 1: Boys, throw your equipment out the
Youve got to help us! Its the womanSilvestri. window. Start with your weapons. (Basic: Men,
She made us do this. We cant stop! Find Dr. disarm yourselves.) It takes heroes a move
Provvidenti! He might know what to do! Because action to remove a standard piece of equipment
these people cannot hear, they cant really control and throw it away. Dofng armor takes one full
the volumes of their voices (give Silvestri, in the round for light armor, one minute for medium
Conference Room, a DC 25 Listen check to hear armor, and 1d3+1 minutes for heavy armor. While
the noise; if she hears, she comes in two rounds following this command, the hero cannot take
to investigate). They also cant tell that the heroes other actions.
may not speak Italian. The researcher continues Round 2: Ladies, throw your equipment out,
to shout until the heroes either nd a way to make too. You can keep your knives, if you have any.
it clear that they have heard, or the researcher (Basic: Women, get your knives out.) See
decides they have left. the note above. Silvestri gives this command
There is a re extinguisher on the west wall, by immediately after the previous command; she
the door. doesnt wait for the men to be disarmed rst.
Round 3: Boys, stand in the corners, with your
10) Conference Room hands behind your heads. (Basic: Men, dont
The shades are drawn in the Conference Room, move.) Silvestri gives this command as soon as the
preventing anyone from looking in from the outside. men are nished disarming themselves; she doesnt
If the heroes have not already encountered wait for the women to get their knives ready.
Genevieve Silvestri elsewhere (such as in the Round 4: Ladies, you need to assert
Laboratory), read the following text aloud when yourselves over these men. Start by marking them
they enter this room: as yours. (Basic: Women, cut your initials into
these men.) Carrying out this command requires
making an attack with a slashing weapon, and
What might be a woman sits at a deals 1 point of damage.
conference table, virtually motionless, Round 5: Now that they remember you, you
her head cocked to one side, and one need a remembrance of themsay, their trigger
hand resting lightly on a telephone. Her ngers. (Basic: Women, cut off their trigger
face is garishly painted with makeup ngers.) Carrying out this command requires
seemingly smeared on. She seems to be making an attack with a slashing weapon, and
listening to something, but you dont deals 1 point of damage. A character with a missing
hear anything. trigger nger suffers a 1 penalty on attacks made
with rearms held in that hand.
Round 6: And just to make sure they can
This woman is Genevieve Silvestri, one of never leave: Break their ankles. (Basic: Women,
Project Brindisis test subjects. If the heroes hobble them.) Hobbling a character requires
make a DC 15 Spot check, they notice that a a full attack, and the target must be pinned
telephone cord runs from the telephone into the beforehand. A hobbled character may not run or
side of Silvestris head. She has connected to the charge, and must make a DC 15 Fortitude save
telephone via the computer hardware implanted in to move faster than a crawl (5 feet per round;
her head, and is surng the Internet. She doesnt crawling incurs attacks of opportunity from any
react to the heroes until they speak to her, draw attackers who threaten the crawling character at
weapons, or in some way physically interact with any point in the crawl).
her (such as shaking her or attacking her). When Round 7: If the heroes have not broken
one of these things happen, Silvestri looks up at Silvestris control by this point, she grows bored
the heroes with a big, creepy smile, and says New with them and commands them to wait for her in
Evidence Links GSG Killers with Flight 23. the Library.
Silvestris Tactics: Genevieve Silvestri has some
major inferiority issues with men, so given a chance 11) Supply Room
to humiliate men, she seizes on itespecially Fercilli and the test subjects are not making use
if other women are available to carry out her of the Supply Room, and one of the villa staff, a
dominance fantasies. As soon as any men enter maid named Analisa Bruno, hid in here when the
her range, she begins giving a string of commands trouble started. Neither Fercilli nor the test subjects
in Italian. If the heroes dont understand Italian, have thought to check that all of the villa staff are
she tries again the next round (and subsequent accounted for, and having heard the sounds of
rounds) using just basic conceptsprovided below torture coming from other rooms, Analisa is too
in parentheses. frightened to venture out.

27
If the heroes come into this room, allow them Analisa is not disposed to go with the
Spot checks to notice Analisa hiding in a laundry heroes because she knows that, if the
cart in the southeast corner of the room. (Assume heroes are captured by Fercilli or the test
she has a Hide total of 11.) Should the heroes nd subjects, they can be made to torture her.
her, they must make a DC 25 Diplomacy check to Consequently, she feels safer staying where
convince her to come out quietly; otherwise, she she is.
refuses to come outor screams hysterically if she If the heroes look around in here, they can nd a
is forced to come out. rst aid kit. There is a re extinguisher on the west
Once Analisa feels safe enough to talk to the wall, by the door.
heroes, she can tell them a bit of what is going on
(if they speak Italian): 12) Kitchen
Who are you? Read the following text aloud:
My name is Analisa Bruno. Im a maid here
at the Villa di Aleandro.
What happened here? Portions of a womans body lie on the
I dont know. I was working in here when oor around a bloodsoaked butchers
I heard people screaming. I could hear block. There is no sign of the womans
them screaming all over the villa. I started head.
to look out, to see what was happening,
when I heard the people in the lab start
screamingand someone laughing. Like After one of the nurses, Nurse Altino, lost a
laughter from hell itself. Thats when I game of Russian roulette in the Nurses Ofce,
decided to hide. Since then, Ive been Testarossa, one of the test subjects, brought her
hearing the screaming, the crying, and the in here and had the other nurses and some of the
laughing going on and on. kitchen staff dismember herbinding her wounds
How did you escape? to ensure that she did not die right away. In the
I dont think theyre looking for people who back of his mind, Testarossa had the idea that he
might have gotten away from them. I heard would use Altinos body to feed the other prisoners,
one of them say that they actually want more but he lost interest in her when he realized she was
people to come here, so maybe theyre beyond feeling any more pain. A DC 15 Search
letting people go, hoping theyll come back check turns up scratches in the butchers block
with help. corresponding to the nurses torn and bloody
Who is doing this? ngernails, indicating that she was alive at least
Mister Fercilli. And those ... people ... the until they removed her arms. Testarossa has
doctors have been working on. I knew taken to carrying Altinos head around as a kind of
there was something bad about them. They macabre puppet.
look like criminals. Mean, mean-spirited. I If the heroes look around in here, they can nd
recognized their voices when I heard them a rst aid kit. There is a re extinguisher and a re
laughing. axe on the east wall, just around the corner from
Where are they now? the door to the Cafeteria.
All over the place. I heard one of them
leave, with some of the staff, a short while 13) Private Dining Room
ago. And I think theres someone in the Read the following text aloud:
conference room.
Analisa omits this last part if the heroes
have just come from the conference room. The dining room table is piled high with
The person she heard leave was di Paolo, wine bottles in varying states of emptiness.
who set Consalvo the cook free, then Other bottles litter the oor, and the room
proceeded to hunt him with some of the stinks of spilled wine.
meat puppets.
How many are there?
Six, I think, plus Mr. Fercilli. Allow the heroes to make a DC 15 Investigate
Shes actually counting Fercilli twice, check to deduce that no more than four people
because shes heard him talking to drank all of this wine. (Those people are all in the
Baphomet, who answers using Fercillis vocal Cafeteria now.)
chords (but not his voice).
Do you want to come with us? 14) Cafeteria
No. Im safer here. Read the following text aloud:

28
Wisdom, and Charisma, and a 2 penalty to attack
The sta cafeteria has become an rolls, saving throws and skill checks. With his
impromptu charnel house. Bodies are senses dulled, he feels very little pain, gaining a +2
stacked on the tables, piled in corners, bonus to all Constitution-based skill checks.
sprawled in puddles of blood on the Particularly loud noises in here (sustained
oor. Nearly all show the marks of gunre, explosions, tables being knocked over,
torture and abuse, grim evidence of and so on) may attract the attention of Fercilli,
how they died. in the Courtyard. Allow him a Listen check; see
One body, lying alone on a table near Listen in Chapter 2: Skills in the d20 Modern
a door in the northeast corner, seems Roleplaying Game for appropriate check DCs and
untouchedaside from the bandages penalties for distance. If Fercilli notices a ght in
wrapped around his head. Even here, he comes to investigate; see Courtyard for a
though he has blood on him, it appears description of his strategy.
to be spaers from someone elsenot There is a re extinguisher on the west wall, by
his own. the door.

15) Hall
Fercilli and the test subjects use the cafeteria as Read the following text aloud:
a repository of those they have accidentally killed
testing the limits of their powers. Not all of them
are actually dead, however; three are unconscious A paunchy security guard trudges
but stable, and one man with his legs missing is up and down this corridor at a snails
catatonic from shock and blood loss. The heroes pace, plainly exhausted. His face is
can identify these individuals with DC 25 Spot slack, and his eyes are hollow and
checks or DC 15 Search checks (to notice them haunted. A stream of dried drool runs
still breathing). A DC 15 Treat Injury check correctly from the corner of his mouth. From his
diagnoses each victims condition. arms dangle hypodermic syringes, as
The body with the bandaged head is Bernardo though hes been injecting himself with
Grieco, one of the test subjects. He was testing drugs and forgot to take the needles
the limits of his ability to control people by getting out aerward.
good and drunk while he forced three others to
do the same. (It wasnt a very scientic test, but
then, Grieco was a criminal, not a scientist.) He This man is Benedictino Benny Besigna,
barely managed to retain control of his drunken the head of security at the Villa di Aleandro.
victims, and his last command was that they all He was the rst to realize that something was
return to the Cafeteria. The victims passed out, wrong with Augusto Fercilli, and he ordered
and Grieco had them dragged in here before he, the security staff to restrain his employerbut
too, passed out. he made the mistake of not ordering them to
When the heroes enter the room, Grieco is gag him. Fercilli easily dominated the security
swimming in and out of unconsciousness, and guards, then, as punishment for the sin of sloth
though hes aware of them, he attaches no (Fercilli has always thought of Besgina as lazy),
particular signicance to their presence. (That is, Fercilli commanded Besigna to patrol the Hall.
he doesnt recognize them as potential threats.) If If he failed, that is, if he stopped moving, Fercilli
the heroes try to interact with him (trying to rouse promised to make Besigna the next test subject.
him, for example, or examine him), he commands So Besigna has been pacing the Hall ever since.
Leave me alone (in Italian). Dr. Provvidenti has been surreptitiously helping
If they persist, he grows angry, and commands him by giving him syringes full of adrenaline,
them to Go play with the dead, if you want but hasnt been able to administer them himself.
something to do (again, in Italian). If they Periodically, when Besignas vision starts to blur
still persist, he sits up and commands, via the and his concentration waver, he doses himself with
domination powers basic form of communication: adrenaline. But now hes down to only two more
Get out. doses, and hes moving virtually on autopilot.
If the heroes attack Grieco, hes too drunk to If the heroes rescue Besigna, hes not of much
be subtle or creative. He simply commands them use; hes too exhausted (6 to Strength and
to Kill each other. He ghts back, unarmed, if Dexterity; moves at only half speed; cannot run or
his command fails to take effect (hes feeling a bit charge) to ght or even try to get away. He does,
overcondent). But in his inebriated state, Grieco however, speak English, and can answer a few
suffers a 2 penalty to Dexterity, Intelligence, questions, and give the heroes some advice:

29
What can we do? the door, orders the dogs to attack, then closes and
Fercilli is the leader. Its that thing in his locks the door.
head. Its alive, somehow. Stop himkill Afterward, Testarossa shows the women Nurse
himand the rest are just like zombies. Altinos head and says, in Italian, This is my
Wheres Fercilli? girlfriend. Her name is Altino. She has a pretty
Fercillis in the courtyard. Its the center of facebut no body to speak of. He giggles at that,
the building, so he can control everyone from then continues: She never wants to do anything
there. fun, though. So Im looking for a new girlfriend
Are there any weapons? someone who will do anything to make me happy.
The security ofceshotguns. Would one of you like to be my girlfriend?
How do we ght Fercilli if he can control Assuming that not everyone in the room
us? understands Italian, Testarossa then issues the
Plug your ears. It wont stop him, but it mental command: Sleep. Those who fail their
helps. He cant be so ... creative. Will save fall fast asleep and do not awaken until
Is there anything we can do for you? they suffer damage or are otherwise deliberately
Kill Fercilli. Blow that metal thing out of his awakened. Testarossa then chooses one at
head and melt it down. random and ties her to a chair with telephone cord
(or duct tape, if the heroes brought any) and gags
16) Private Wardroom her with a sock, then fetches a scalpel he has
The shades on this room are drawn. If the heroes brought with him from the Surgery. Unless he hears
look into this room (but do not enter), read the the dogs in the hallway stop making noise, he
following text aloud: believes he has plenty of time, so he takes a few
minutes making these preparations.
Once his victim is secure, Testarossa slaps her
A man with a bandaged head lies awake. He shows her the scalpel, then begins
serenely on the bed in this well- slicing off pieces of her body, starting with her
appointed room, a beatic smile on his toes, then her ngers, nostrils, and ears, each
face. He has a womans head cradled time showing her the bit hes cut off. He cant
in his arms. Around the bed, on the cut through the bone with a scalpel, obviously,
oor, stand four big German shepherds, but each cut deals 1 point of damage. He stops
looking at you and growling quietly. when she passes out from reaching negative hit
points (hes not using dominate on her at this
point, because he wants her fully aware of what
After brutalizing the nursing staff, Aldo hes doing to her). Should the hero die on him,
Testarossa decided to take a nap, and brought Testarossa unties her and moves on to the next.
some of the security staffs guard dogs in here Hopefully, however, the heroes in the hall can
to keep watch. The dogs only attack if someone defeat the attack dog meat puppets, or at least
enters the room; otherwise, they merely growl to one of the heroes inside the Private Room can
warn off anyone who looks in. make the Will save required to break free of
Should the heroes enter the room and Testarossas control before the demented test
precipitate an attack, the dogs attack, making subject can seriously injure his victim. Without the
enough noise to wake up Testarossa. If he dogs, and without any real weapons other than
sees that there are women among the heroes, the scalpel, Testarossa can only use his dominate
Testarossas rst command is to the dogs: Heel. power to defend himself, essentially repeating his
(He gives this command in Italian, since the dogs basic command of Dont move. He doesnt enjoy
have been trained to obey their handlers, and hurting men as much as he enjoys hurting women,
understand a few spoken commands.) however, so he cant really think of anything else
His second command is to the heroes: Dont to do to them. Still, if they are especially persistent,
move. He gives this command in Italian as well, he waits until he has them completely helpless (via
and if it doesnt seem to take, he issues the same dominate), then takes one of their rearms and
basic command in the next round, until all of the administers a coup de graceone per round to
heroes are immobile. each male hero.
Testarossas goal is to separate the women There is a re extinguisher on the west side of
from the men, though he really doesnt care what the south wall, by the door.
happens to the men. He commands them to Wait
outside, gesturing at the door in the northwest 17) Courtyard
corner of the room. Once he has all the men in the When the heroes look in on the Courtyard, read the
short hallway outside, he brings the attack dogs to following text aloud:

30
Ages, he has developed a series of commands for
The courtyard of the villa is essentially dealing mentally with physical attackers. (It helps
just a garden, with a fountain in the that Fercilli speaks English, because it allows
center, surrounded by stone benches. Baphomet to issue somewhat more complex
Siing on one of these benches is a well- commands than the test subjects can.)
dressed man with a heavily bandaged Miss: The rst command Baphomet gives
head, with bloodstains all over his ne to any armed opponent is Miss me.
suit. Parts of his face, including his right Opponents who fail their Will saves cannot
eye, have been replaced with mechanical aim directly at Fercilli, or include Fercilli in
bits made of bronze (and glass, in the the area of any weapon with a radius of
case of the eye). A number of small effect (such as grenades). This confers a 20
cathode-ray tubes protrude from the penalty on attempts to attack Fercilli (until
mans head like a macabre mane. He such time as the hero makes his Will save
seems to be listening to the fountain, and against Baphomets dominate power). This
generally just enjoying the fresh air. tactic generally buys Baphomet some time to
give more orders.
Disarm: Baphomets next command is
This is Augusto Fercilli, the CEO of Ogdoad Throw your weapons in the fountain.
Research. Or rather it was Fercilli. Now it is a Baphomet understands modern rearms,
hybrid entity: Augusto Fercilli and the minor end but he doesnt realize that the weapon being
that calls itself Baphometand there is very little wet wont prevent it from being red. (Hes
left of Fercilli. The surgery that was to give Fercilli more familiar with black powder weapons.)
Baphomets power of divination has instead allowed Still, retrieving the weapons from the fountain
Baphomet to control Fercilli like a puppet. Fercilli is a should slow the heroes down a little.
prisoner in his own body, unable to do anything but Crawl: Get on your bellies and crawl
watch the horror he has inicted on himself. before me. Crawling reduces a characters
Baphomets plan is to allow Fercillis surgery movement to only 5 feet per round, and
scars to heal while he consolidates his control incurs attacks of opportunity from any
of Ogdoad Research via telephone and email, attackers who threaten the crawling character
and his control of an ever-growing herd of meat at any point in the crawl. Baphomets idea is
puppets through the dominate ability he and his that this keeps his opponents from charging
test subjects share. Because he has learned that into melee combat with him.
there is a maximum range on his ability, though, Fight: If one opponent is proving more able
Baphomet needs a network of test subjects: to resist his will than the others, Baphomet
humans with charisma (to maximize the number orders the others to pin that one down: Hold
of people each can control) and the stamina him down for me. Should the opponents
necessary to survive the implantation process. If succeed in restraining their companion,
any of the heroes t the bill, Baphomet is happy to Baphomet issues an additional command to
give them the option of dying at their own hands, the opponents: Dont let him breathe until he
or having Dr. Provvidenti implanting computer learns to be a bit more cooperative. So long
components in their brains to turn them into as the hero is pinned, the other heroes can
Baphomets psychic slaves. hold a hand over his mouth and nose. The
Baphomet is actually looking forward to meeting pinned hero cannot breathe until he breaks
the heroes, though not out of any particular respect the pin or escapes the grapple; he must hold
for their abilities or accomplishments. To be sure, his breath. (See the rules for Suffocation and
he would be happy to nd that one of them is a Drowning in Chapter 7: Gamemastering in
suitable candidate for the surgery, but he really just the d20 Modern Roleplaying Game.)
wants to see them suffer for all the setbacks they Suicide: If multiple opponents are
have inicted on him and his plans. With that in successfully resisting Baphomets orders,
mind, Baphomet isnt interested in chatting with the he goes for something more basic, though
heroes. He doesnt want to engage in small talk; a bit riskier. He orders the heroes who are
he wants to listen to their screams as he tortures controlled: Kill yourselves. The heroes who
them to death. As soon as he becomes aware that receive this order gain a +5 bonus to their
the heroes are within the range of his power, he saves, but if they fail, they use whatever
launches his assault. means they have (including retrieving their
Baphomets Tactics: Baphomet has had centuries weapons from the fountain) to commit
to hone his technique for using dominate, and even suicide. They count as helpless defenders,
though he hasnt used it directly since the Middle so they can use the rules for a coup de grace

31
Beating Fercilli (see Chapter 5: Combat in the Run: If Baphomet becomes aware that one
If the heroes have fought at least d20 Modern Roleplaying Game). of the heroes is hanging back from the ght,
one of the test subjects before Baphomet doesnt actually care the end surmises that the hero is acting in
getting to this point, they should whether they die in the process a support capacity, and gives the command:
have learned the lesson that
their chance of defeating Fercilli/
or not; his real plan is for the Run and hide. Baphomets hope is that this
Baphomet lies in the seconds uncontrolled opponents to try to tactic ties up at least two opponents: the one
between his commands. They stop their companions instead of he sends running, and any heroes who go
need to damage him as much as harassing him. after the runner.
possible when his control over
them slips. Wearing earplugs
Scream: Should Kill: Once Baphomet has all of the heroes
(even improvised ones) helps a bit, Baphomet become aware that present under his mental control, he issues
too, since Baphomet cannot give one or more heroes are using his nal series of commands: He orders the
detailed instructions if the heroes spells against him, he orders heroes to execute each other, one person at
cant hear him.
them to scream: As long as a time; he chooses which one, based on how
youre wasting your breath, go much of a threat they seem to pose to him.
all the way: Scream. Casting Baphomet saves the physically weakest and
a spell while screaming requires a DC 10 most easily controlled hero for last, though; he
Concentration check. If the spell has verbal intends to either execute that hero himself, or
components, the DC increases to 20. turn him or her into another meat puppet.

concluding the adventure


This adventure is worth 4,000 XP for each with his other victims. He eventually comes
hero involved (regardless of how many heroes back to torture them some more, but not for
participated). This should allow the heroes to some time. If you are running this adventure
advance halfway to their fth character level. as an RPGA event, the heroes have failed.
There are several possible conclusions. If you are running this adventure as part of
The heroes defeat Baphomet by killing Fercilli. a non-RPGA campaign, though, the heroes
Baphomet doesnt die when Fercilli does; he can try to escape and either leave the villa, or
is still trapped in the bronze head, which is confront Fercilli again.
grafted to Fercillis skull. However, the end is A test subject defeats the heroes. Bad Will
wise enough to remain quiet until the heroes saves against the test subjects can put the
depart. If the heroes leave the bronze head/ heroes in a world of hurt. The test subjects
Fercilli behind, the end takes control of the are thoroughly sadistic, and put the heroes
next person to come within his range, and to all sorts of unpleasant uses, eventually
orders that person to convey him to safety. killing them with torture or outright murder.
If Dr. Provvidenti is still around, Baphomet Baphomet doesnt intervene, though he does
collects him in the process, and has the doctor watch via his telepathic link with the test
repeat the procedure on a new subject. The subjects.
heroes have thus only delayed Baphomet The heroes ee the Villa di Aleandro. If
again, and the end will one day come back the heroes ee the villa without defeating
for his revengethis time, wearing a face they Fercilli, Baphomet relocates to a safehouse
probably dont recognize. in Greece. His plan of creating hell on Earth
The heroes kill Fercilli and destroy the bronze proceeds within a few weeks, with Ogdoad
head. A little scream erupts from Fercillis Research and its subsidiaries and agents
head, and a small, demonic gure appears, fostering disease, pestilence, war, famine, and
thrashing about in rage and frustration, the slaughter of innocents over the course
before it vanishes in a small spurt of ame. of the following year. The U.S. government
The destruction of the bronze head has sent shuts down Department-7 and the heroes are
Baphomet back to whatever hell spawned ofcially disavowed, left to their own resources
him, and he will trouble the world no more in to get by. Within six months, Fercillis surgery
the heroes lifetimes. scars heal and Baphomet takes charge of
Baphomet defeats the heroes. A series of Ogdoad Research, gradually converting all of
particularly bad Will saves can quickly reduce the other board members into test subjects.
the party to helpless puppets. In this event, Within eighteen months, Ogdoad Research
Baphomet scoffs at them for being beaten controls just over half of the worlds markets,
so easily and orders them to follow him to and within two years, Ogdoad openly pollutes
the Locker Room, where he locks them in the environment, executes world leaders,

32
declares wars, and puts dissidents into death the heroes can look to Department-7 for help
camps, where they are experimented upon. again? If not, how does this change what the
The heroes might still be able to stop Fercilli heroes do in the campaign?
in Greeceif they can nd himbut he is far If the heroes didnt face di Paolo in the olive
more heavily guarded at his safehouse than groves, where did he go? Does he return
he was at the villa. to the villa to battle the heroes, or does he
The heroes never reach the Villa di Aleandro. wander away? If Baphomet is destroyed,
If the heroes are arrested or killed before they di Paolo is really just brain-dead, but is it
can get into the villa, Baphomets plans pretty possible that Baphomet uploaded part of
much proceed as described above, except himself to di Paolo before he died?
that he waits a few weeks before relocating Are the police investigating the heroes
to his safehouse. now? After Schroeders assassination
in Munich, the heroes may be wanted
Developments criminals. If Department-7 is still intact after
There are a few loose ends that may develop in the the congressional investigation, the U.S.
course of playing this adventure. You may want to government can clear the heroes. But if the
pursue them in your own campaign. government has dissolved Department-7, the
Did Department-7 weather the congressional heroes are on their own.
investigation intact? If so, how long before

gm characters
GM Characters presented with several different Prociency, Armor Prociency (light), Deceptive,
character levels represent different ranks or levels Personal Firearms Prociency, Point Blank Shot,
of seniority within the group. Simple Weapons Prociency.
Possessions: Light undercover shirt, HK MP5K
Helmut Schroeder, (9mm submachine gun) with laser sight and
suppressor, Glock 20 (10mm autoloader) with
Ogdoad Turncoat illuminator and suppressor, pistol box magazine
Helmut Schroeder (Tough Ordinary3/Smart (loaded), 20 spare 10mm cartridges, two
Ordinary 3/Charismatic Ordinary 2): CR 7; submachine gun box magazines (loaded), 5 spare
Medium-size human; HD 3d10+9 plus 3d6+9 plus 9mm cartridges, concealed carry holster, casual
2d6+6; hp 62; Mas 16; Init +1; Spd 30 ft.; Defense clothes, overcoat, multipurpose tool, cell phone,
18, touch 14, at-footed 17 (+1 Dex, +5 class, +2 walkie-talkie (professional), gas mask, mesh vest,
light undercover shirt); BAB +4; Grap +5; Atk +6 electro-optical binoculars.
ranged (2d6, Glock 20), or +5 ranged (2d6, HK
MP5K), or +5 melee (1d4+1, pistol whip); Full Atk Police Ocers
+5 ranged (2d6, Glock 20), or +5 ranged (2d6, HK Low-Level Police Ofcer: male or female human,
MP5K), or +5 melee (1d4+1, pistol whip); FS 5 ft. Strong Ordinary 1/Dedicated Ordinary 1; CR 1;
by 5 ft.; Reach 5 ft.; AL Ogdoad Research; SV Fort Medium-size human; HD 1d8+1 plus 1d6+1; hp
+8, Ref +5, Will +3; AP 0; Rep +4; Str 12, Dex 13, 10; Mas 13; Init +1 (+1 Dex); Spd 25 ft.; Def 17,
Con 16, Int 15, Wis 10, Cha 8. touch 13, at-footed 16 (+1 Dex, +2 class, +4
Occupation: Military (Navigate and Pilot are concealable vest); BAB +1; Grp +3; Atk +3 melee
class skills). (1d3+2, nonlethal, unarmed strike) or +3 melee
Skills and Feats: Bluff +9, Computer Use (1d4+2, tonfa) or +2 ranged (2d6, Beretta 92F) or
+5, Craft (chemical) +7, Craft (electronic) +7, +2 ranged (2d8, Beretta M3P); Full Atk: +3 melee
Craft (mechanical) +7, Craft (structural) +7, (1d3+2, nonlethal, unarmed strike) or +3 melee
Demolitions +6, Diplomacy +5, Disguise +3, Drive (1d4+2, tonfa) or +2 ranged (2d6, Beretta 92F) or
+4, Forgery +6, Gather Information +1, Intimidate +2 ranged (2d8, Beretta M3P); Space/Reach 5 ft./5
+9, Knowledge (current events) +6, Knowledge ft.; AL Law; AP 0; Rep +1; SV Fort +3, Ref +1, Will
(tactics) +5, Knowledge (technology) +6, +3; Str 15, Dex 12, Con 13, Int 10, Wis 14, Cha 8.
Knowledge (theology and philosophy) +4, Navigate Starting Occupation: Law enforcement (class
+4, Pilot +4, Profession +4, Read/Write English, skills: Drive, Intimidate).
Read/Write German, Read/Write Portuguese, Skills and Feats: Climb +1*, Drive +3, Intimidate
Read/Write Spanish, Repair +4, Research +5, +1, Investigate +2, Knowledge (current events) +2,
Search +4, Speak English, Speak German, Speak Knowledge (streetwise) +2, Knowledge (tactics)
Portuguese, Speak Spanish; Advanced Firearms +2, Profession +4, Read/Write (local language),

33
Sense Motive +4, Speak (local language), Spot +4, Fort +5, Ref +3, Will +3; AP 0; Rep +2; Str 12, Dex
Swim +3, Treat Injury +4; Armor Prociency (light, 13, Con 15, Int 15, Wis 10, Cha 8.
medium), Personal Firearms Prociency, Simple Occupation: Military (Navigate and Pilot are
Weapons Prociency. class skills).
* Includes 3 armor penalty for concealable vest. Skills and Feats: Bluff +3, Computer Use +5,
Possessions: Concealable vest, Beretta 92F Craft (chemical) +7, Craft (electronic) +7, Craft
(9mm autoloader), 50 rounds of 9mm ammunition, (mechanical) +7, Craft (structural) +7, Demolitions
Beretta M3P (12-gauge shotgun), 10 12-gauge +6, Disguise +3, Drive +4, Forgery +6, Gather
shotgun rounds, tonfa, various gear and personal Information +1, Intimidate +3, Knowledge (current
possessions. events) +6, Knowledge (tactics) +5, Knowledge
(technology) +6, Knowledge (theology and
Mid-Level Police Ofcer: male or female human, philosophy) +4, Navigate +4, Pilot +4, Profession
Strong Ordinary 3/Dedicated Ordinary 3; CR +4, Read/Write English, Read/Write German,
5; Medium-size human; HD 3d8+6 plus 3d6+6; Read/Write Portuguese, Read/Write Spanish,
hp 34; Mas 14; Init +1 (+1 Dex); Spd 25 ft.; Def Repair +4, Research +5, Search +4, Speak
21, touch 15, at-footed 20 (+1 Dex, +4 class, English, Speak German, Speak Portuguese, Speak
+6 tactical vest); BAB +5; Grp +7; Atk +7 melee Spanish; Advanced Firearms Prociency, Armor
(1d4+2, nonlethal, unarmed strike) or +7 melee Prociency (light), Deceptive, Personal Firearms
(1d4+2, tonfa) or +2 ranged (2d6, Beretta 92F) or Prociency, Point Blank Shot, Simple Weapons
+2 ranged (2d8, Beretta M3P); Full Atk: +7 melee Prociency.
(1d4+2, nonlethal, unarmed strike) or +7 melee Possessions: Light undercover shirt, HK
(1d4+2, tonfa) or +2 ranged (2d6, Beretta 92F) or MP5K (9mm submachine gun) with laser sight
+2 ranged (2d8, Beretta M3P); Space/Reach 5 ft./5 and suppressor, Glock 20 (10mm autoloader)
ft.; AL Law; AP 0; Rep +3; SV Fort +6, Ref +3, Will with illuminator and suppressor, pistol box
+5; Str 15, Dex 12, Con 14, Int 10, Wis 14, Cha 8. magazine (loaded), 20 spare 10mm cartridges, two
Starting Occupation: Law enforcement (class submachine gun box magazines (loaded), 5 spare
skills: Drive, Intimidate). 9mm cartridges, concealed carry holster, casual
Skills and Feats: Climb 1*, Drive +7, Intimidate clothes, overcoat, multipurpose tool, cell phone,
+4, Investigate +5, Knowledge (current events) walkie-talkie (professional), gas mask, mesh vest,
+2, Knowledge (streetwise) +3, Knowledge electro-optical binoculars.
(tactics) +3, Profession +5, Read/Write (local
language), Sense Motive +5, Speak (local Dr. Provvidenti, Project Head
language), Spot +5, Swim +3, Treat Injury +5; Dr. Provvidenti: male human Smart Ordinary 5/
Armor Prociency (light, medium), Combat Martial Dedicated Ordinary 5; CR 9; Medium-size human;
Arts, Personal Firearms Prociency, Point Blank HD 5d6 plus 5d6; hp 38; Mas 10; Init +1 (+1 Dex);
Shot, Simple Weapons Prociency. Spd 30 ft.; Def 15, touch 15, at-footed 14; BAB +5;
* Includes 5 armor penalty for tactical vest. Grp +4; Atk +4 melee (1d31, nonlethal, unarmed)
Possessions: Tactical vest, Beretta 92F (9mm or +6 ranged; Full +4 melee (1d31, nonlethal,
autoloader), 50 rounds of 9mm ammunition, unarmed) or +6 ranged; Space/Reach 5 ft./5 ft.; AL
Beretta M3P (12-gauge shotgun), 10 12-gauge Fercilli; AP 0; Rep +3; SV Fort +4, Ref +3, Will +10;
shotgun rounds, tonfa, various gear and personal Str 8, Dex 12, Con 10, Int 16, Wis 14, Cha 14.
possessions. Starting Occupation: Emergency services
(class skills: Knowledge [earth and life sciences],
Cleaning Crew Treat Injury).
The crew is ordinarily composed of a leader, and Skills and Feats: Computer Use +11, Craft
ve agents. With Schroeder having turned against (electronic) +11, Craft (pharmaceutical) +13,
Ogdoad, the crew is down to only ve agents. Investigate +6, Knowledge (arcane lore) +13,
Knowledge (behavioral sciences) +13, Knowledge
Agent (Tough Ordinary3/Smart Ordinary 3): CR (business) +7, Knowledge (current events)
5; Medium-size human; HD 3d10+9 plus 3d6+9 +11, Knowledge (earth and life sciences) +19,
plus 2d6+6; hp 39; Mas 15; Init +1; Spd 30 ft.; Knowledge (physical sciences) +13, Knowledge
Defense 16, touch 14, at-footed 15 (+1 Dex, +3 (popular culture) +7, Knowledge (theology and
class, +2 light undercover shirt); BAB +3; Grap +4; philosophy) +11, Profession +15, Read/Write
Atk +5 ranged (2d6, Glock 20), or +4 ranged (2d6, English, Read/Write Italian, Read/Write Latin,
HK MP5K), or +4 melee (1d4+1, pistol whip); Full Research +11, Sense Motive +10, Speak
Atk +5 ranged (2d6, Glock 20), or +4 ranged (2d6, English, Speak Italian, Treat Injury +17; Educated
HK MP5K), or +4 melee (1d4+1, pistol whip); FS 5 (behavioral sciences, earth and life sciences),
ft. by 5 ft.; Reach 5 ft.; AL Ogdoad Research; SV Educated (arcane lore, physical sciences), earth

34
and life sciences), Iron Will, Medical Expert, (If no common language is shared, the test subject
Personal Firearms Prociency, Simple Weapons can only communicate basic commands, such
Prociency. as come here, go there, ght (target), stand
Possessions: Stethoscope, villa keys, various still, and so on. See the adventure text for more
gear and personal possessions. examples.) The test subject knows what the targets
are experiencing, but does not receive direct
Project Brindisi Test Subjects sensory input from the target.
The ve test subjects of Project BrindisiAngelo A target may resist this control with a DC 18 Will
di Paolo, Giovanni Antonelli, Aldo Testarossa, save. If forced to take an action that goes against
Bernardo Grieco, and Genevieve Silvestriwere his nature, he receives a new saving throw with
former convicts offered blue-collar jobs by Ogdoad a bonus of +1 to +4, depending on the type of
Research subsidiaries. Ogdoads plans all along action required. An obviously self-destructive action
were to one day quietly transfer these people to grants a +5 bonus to the targets saving throw.
top-secret projects where they could be ofcially Once control is established, the range at which
erased from Ogdoad employment recordsthen it can be exercised is unlimited. The test subject
use them for experiments. does not need to see a target to control him.
These ve people have had bronze head Control automatically ends if the test subject is
computer components surgically grafted to killed or rendered unconscious.
their brains, turning them into transceivers for Immunities: Test subjects are immune to mind-
Baphomet, via the original bronze head. All they inuencing effects.
really do is retransmit Baphomets will; without the Possessions: None.
bronze head, they are actually somewhat brain-
dead, able to do little more than wander around in Augusto Fercilli
a stupor. Baphomet has been transmitting his will The Fercilli family has always been wealthy, and
to them since the rst implantation surgery, causing Augusto capitalized on his familys fortune by
them to behave more or less normally, so that the buying companies. By the time he formed Ogdoad
doctors would believe the procedures were all Research with a half-dozen of his wealthiest
successful, and thus recommend to Augusto Fercilli business partners, Augusto Fercilli was one of the
that he should proceed with the next phase. richest men in the worldand one of the most
ruthless. Augusto had always been taught that, to
Test Subject: male or female Tough 3/Charismatic become successful, one could never dwell on the
3; CR 6; Medium-size human; HD 3d10+6 plus morality of ones decisions. With the secret projects
3d6+6; hp 44; Mas 17; Init +0 (+0 Dex); Spd 30 of Ogdoad Research, Augusto has taken that
ft.; Def 12, touch 12, at-footed 12; BAB +3; Grp lesson to its logical, horrible extreme.
+4; Atk +4 melee (1d3+1, nonlethal, unarmed) or Augusto acquired the original bronze head from
+3 ranged; Full Atk: +4 melee (1d3+1, nonlethal, a fence in Switzerland, but he thought it was only a
unarmed) or +3 ranged; Space/Reach 5 ft./5 ft.; SQ curiosity until he began examining it, and realized
domination, immune to mind-inuencing effects; AL that it was making sounds that approximated
Baphomet; AP 3; Rep +3; SV Fort +8, Ref +3, Will human speech. After cleaning it up and providing
+5; Str 12, Dex 10, Con 14, Int 8, Wis 13, Cha 16. it a new power source, Augusto began having
Starting Occupation: Criminal (class skills: extensive dialogues with the head, and it told him
Gamble, Knowledge [streetwise]). what it was: an elemental spirit contained within the
Skills and Feats: Bluff +9, Diplomacy +9, crude mechanical computer.
Intimidate +12, Profession +4, Read/Write Italian, Seduced by the spirits willingness to predict
Speak Italian, Survival +8; Heroic Surge, Personal the future for him, Augusto chose to examine
Firearms Prociency, Frightful Presence, Great the heads story no further. When it predicted
Fortitude, Iron Will, Improved Damage Threshold, no business opportunities after the year 2012,
Simple Weapons Prociency. though, Augusto asked why, and Baphomet told
Talents: ToughRemain Conscious, Second him that 2012 was the year of the Apocalypse,
Wind; CharismaticCoordinate, Inspiration. after which the human race would quickly die out.
Domination (Sp): As an attack action, a test Horried, Augusto asked what could be done to
subject can control the actions of a number of avert this disaster, and Baphomet told him there
Medium-size or smaller creatures equal to his was nothing only one man could doprompting
Charisma bonus, simultaneously establishing a Augusto to enlist the aid of the Ogdoad Research
telepathic link with the targets minds. If the test board of directors.
subject and a target share a common language, In very quick order, the rest of the Ogdoad
the test subject can generally force the target to board fell under the spell of Baphomets lies. When
perform as desired, within the limits of his ability. their resolve faltered from time to time, Baphomet

35
provided them with vital information about bronze head to his familys villa near Brindisi,
upcoming market uctuations and technological where his top cybernetic surgeon, Dr. Provvidenti,
developments, enabling them to garner huge performed the procedure.
prots while simultaneously earning their Predictably, as soon as the surgery was nished,
trust. So by the time Baphomet Baphomet couldnt wait to begin testing the
began suggesting that limits of his new shell. With Fercilli virtually
Ogdoad should pursue the brain-dead, the end could do more or
development of arcane less as he pleasedand it has
technologies, the Ogdoad been his pleasure to see just
Research board of how many people he could
directors were all too control at the same time. To
eager to commit. his disappointment, though,
The heroes have he can only control
been a major thorn in a small number of
Baphomets side, people (those within
though. The loss a certain range). But,
of the arcane ever resourceful,
library at the Baphomet is using
Aguas Mansion the network of
in southern test subjects,
California, the with their
death of the computer
necromancer brain implants,
Annet Antczak, to spread his
and the capture inuence across
of the prototype a wider area. It is
bronze head from still not enough,
Temple Networking however, and
Solutions have all forced Baphomet has kept
Ogdoad to push back their Dr. Provvidenti around to
timetableand to doubt the install even more computer
necessity of their work. components in any suitable
Baphomet, sensing that his hold new subjects he can get.
on the Ogdoad board of directors was
slipping, decided to take matters into his own Augusto Fercilli: male human
hands, by suggesting to Augusto Fercilli that Dedicated 3/Charismatic 3/Personality
if the bronze head were surgically grafted to a 3/Negotiator 4; CR 13; Medium-size
living human being, that individual would gain the human; HD 3d6+6 plus 3d6+6 plus 3d6+6
ability to see the future through Baphomets eyes. plus 4d8+8; hp 78; Mas 14; Init (+1 Dex); Spd
Just as Baphomet suspected, Fercilli decided 30 ft.; Def 16, touch 16, at-footed 15; BAB
that if anyone were going to gain the marvelous +7; Grp +8; Atk +8 melee (1d4+1, unarmed) or +8
abilities of the bronze head, it would be himthus melee (1d3 + paralysis, stun gun) or +9 ranged
playing into Baphomets scheme of possessing a (2d6, Glock 20); Full Atk: +8/+3 melee (1d4+1,
living being, rather than a mechanical head. Once unarmed) or +8/+3 melee (1d3 + paralysis, stun
Fercilli had fully recovered, and the scars had gun) or +9/+4 ranged (2d6, Glock 20); Space/
healed over, he could return to running Ogdoad Reach 5 ft./5 ft.; SQ domination, immune to mind-
Researchbut with Baphomet in control. And with inuencing effects, telepathy with test subjects
Ogdoad and its subsidiary companies steadily (1-mile range), unlimited access, bonus class skill
creating the conditions required to ruin the Earth (Gather Information), conceal motive, react rst,
and bring about the very Apocalypse they had been talk down one opponent; AL Baphomet; AP 6; Rep
seeking to survive, Baphomet could establish hell 11; SV Fort +10, Ref +6, Will +14; Str 12, Dex 13,
on Earth that much faster. Con 14, Int 16, Wis 18, Cha 18.
Of course, Augusto Fercilli was not about to Starting Occupation: Entrepreneur (class skills:
submit to experimental brain surgery until he had Diplomacy, Knowledge [business]).
seen positive results, but it was childs play for Skills and Feats: Bluff +19, Computer Use +10,
Baphomet to manipulate the test patients into Diplomacy +20, Gather Information +12, Intimidate
behaving more or less normally, and thus erasing +14, Knowledge (arcane lore) +6, Knowledge
any of Fercillis major concerns. Fercilli took the (behavioral sciences) +9, Knowledge (business)

36
+16, Knowledge (civics) +12, Knowledge (current concealable vest); BAB +1; Grp +3; Atk +3 melee
events) +9, Knowledge (history) +9, Knowledge (1d3+2, nonlethal, unarmed strike) or +3 melee
(tactics) +9, Knowledge (technology) +9, Listen (1d4+2, tonfa) or +2 ranged (2d6, Beretta 92F) or
+6, Perform (act) +10, Profession +19, Read/Write +2 ranged (2d8, Beretta M3P); Full Atk: +3 melee
English, Read/Write Italian, Sense Motive +13, (1d3+2, nonlethal, unarmed strike) or +3 melee
Speak English, Speak German, Speak Italian, Spot (1d4+2, tonfa) or +2 ranged (2d6, Beretta 92F)
+6; Alertness, Combat Martial Arts, Deceptive, or +2 ranged (2d8, Beretta M3P); Space/Reach 5
Educated (Knowledge [business], Knowledge ft./5 ft.; AL Ogdoad Research; AP 0; Rep +1; SV
[civics]), Iron Will, Personal Firearms Prociency, Fort +3, Ref +1, Will +3; Str 15, Dex 12, Con 13,
Renown, Simple Weapons Prociency, Trustworthy, Int 10, Wis 14, Cha 8.
Windfall (2). Starting Occupation: Law enforcement (class
Talents: DedicatedEmpathy, Skill Emphasis skills: Drive, Intimidate).
(Knowledge [business]); CharismaticFast-Talk, Skills and Feats: Climb +1*, Drive +3, Intimidate
Coordinate. +1, Investigate +2, Knowledge (current events) +2,
Domination (Sp): As an attack action, Fercilli can Knowledge (streetwise) +2, Knowledge (tactics)
control the actions of a number of Medium-size or +2, Profession +4, Read/Write (local language),
smaller creatures equal to his Charisma bonus, Sense Motive +4, Speak (local language), Spot +4,
simultaneously establishing a telepathic link with Swim +3, Treat Injury +4; Armor Prociency (light,
the targets minds. If Fercilli and a target share a medium), Personal Firearms Prociency, Simple
common language, Fercilli can generally force the Weapons Prociency.
target to perform as desired, within the limits of his Possessions: Concealable vest, Beretta 92F
ability. (If no common language is shared, the test (9mm autoloader), 50 rounds of 9mm ammunition,
subject can only communicate basic commands, Beretta M3P (12-gauge shotgun), 10 12-gauge
such as come here, go there, ght (target), shotgun rounds, tonfa, various gear and personal
stand still, and so on. See the adventure text for possessions.
more examples.) Fercilli knows what the targets
are experiencing, but does not receive direct Project Brindisi Meat Puppets
sensory input from the target. Annet Antczaks experiments at the Metropolitan
A target may resist this control with a DC 19 Will Taxi Cab and Limousine Service were only a crude
save. If forced to take an action that goes against attempt at something that Baphomet has always
his nature, he receives a new saving throw with known how to do: total control of the bodies of
a bonus of +1 to +4, depending on the type of living beings. Antczaks necromantic method only
action required. An obviously self-destructive action worked on the deadwho are, of course, beyond
grants a +5 bonus to the targets saving throw. the ability to feel. Baphomets purer method
Once control is established, the range at which seizes control of the victims body, but they are
it can be exercised is unlimited. Fercilli does completely aware of everything thats happening to
not need to see a target to control him. Control themjust another way that Baphomet can create
automatically ends if Fercilli is killed or rendered infernal conditions on Earth. (See Augusto Fercilli,
unconscious. below, for more information.)
Telepathy: Fercilli can communicate telepathically
with any and all test subjects within one mile. This Security Guard Meat Puppet: male or female
allows Fercilli to use his domination ability on the test human, Strong Ordinary 1/Dedicated Ordinary 1;
subject, which he generally uses to cause the test CR 2; Medium-size human; HD 1d8+1 plus 1d6+1;
subject to use its own domination ability on others. hp 10; Mas 13; Init +0 (+1 Dex, 1 meat puppet);
Immunities: Augusto Fercilli immune to mind- Spd 25 ft.; Def 17, touch 13, at-footed 16 (+1
inuencing effects. Dex, +2 class, +4 concealable vest); BAB +1;
Possessions: Glock 20 (9mm autoloader), stun Grp +3; Atk +3 melee (1d3+2, nonlethal, unarmed
gun, cellular phone, PDA, cellular modem, strike) or +3 melee (1d4+2, tonfa) or +2 ranged
walkie-talkie. (2d6, Beretta 92F) or +2 ranged (2d8, Beretta
M3P); Full Atk: +3 melee (1d3+2, nonlethal,
Ogdoad Research unarmed strike) or +3 melee (1d4+2, tonfa) or
+2 ranged (2d6, Beretta 92F) or +2 ranged (2d8,
Security Guards Beretta M3P); Space/Reach 5 ft./5 ft.; SQ Immune
Ogdoad Security Guard: male or female human, to mind-affecting effects; AL none; AP 0; Rep +1;
Strong Ordinary 1/Dedicated Ordinary 1; CR 1; SV Fort +3, Ref +1, Will +3; Str 15, Dex 12, Con
Medium-size human; HD 1d8+1 plus 1d6+1; hp 13, Int 10, Wis 14, Cha 8.
10; Mas 13; Init +1 (+1 Dex); Spd 25 ft.; Def 17, Starting Occupation: Law enforcement (class
touch 13, at-footed 16 (+1 Dex, +2 class, +4 skills: Drive, Intimidate).

37
Skills and Feats: Climb +1*, Drive +3, Intimidate Speed: Same as the base creature. If the base
+1, Investigate +2, Knowledge (current events) +2, creature could y, its maneuverability rating as a
Knowledge (streetwise) +2, Knowledge (tactics) +2, meat puppet drops to clumsy.
Profession +4, Read/Write Italian, Sense Motive Attacks: The meat puppet retains all the natural
+4, Speak Italian, Spot +4, Swim +3, Treat Injury attacks, manufactured weapons, and weapon
+4; Armor Prociency (light, medium), Personal prociencies of the base creature.
Firearms Prociency, Simple Weapons Prociency. Special Qualities: A meat puppet is
Possessions: Concealable vest, Beretta 92F immune to mind-affecting effects (except the
(9mm autoloader), 50 rounds of 9mm ammunition, puppeteering ability of Augusto Fercilli and the
Beretta M3P (12-gauge shotgun), 10 12-gauge test subjects, against whom they suffer a 10
shotgun rounds, tonfa, various gear and personal penalty to Will saves). A meat puppet reduced to
possessions. 1 hit points or less may still perform actions as
though it were disabled, making either an attack
Villa Staff Member Meat Puppet: male or female or a move action every round until it reaches
human Dedicated Ordinary 1; CR 2; Medium-size 10 hit points. The meat puppet cannot choose
human; HD 1d6; hp 4; Mas 11; Init +0 (+1 Dex, 1 to succumb to unconsciousness to avoid further
meat puppet); Spd 30 ft.; Def 12, touch 12, at- damage (even if he has the remain conscious
footed 11 (+1 Dex, +1 class); BAB +0; Grp +0; Atk talent of the Tough hero).
+0 melee (1d3, nonlethal, unarmed) or +1 ranged; Allegiances: A meat puppet loses any previous
Full Atk: +0 melee (1d3, nonlethal, unarmed) or allegiances, but it does not gain any new ones.
+1 ranged; Space/Reach 5 ft./5 ft.; SQ Immune to
mind-affecting effects; AL none; AP 0; Rep +1; SV Villa di Aleandro Sta
Fort +1, Ref +0, Will +1; Str 10, Dex 12, Con 11, Int The staff of the Villa di Aleandro includes medical
13, Wis 8, Cha 9. personnel, security guards, household staff, and
Starting Occupation: Blue collar (class skills: also attack dogs.
Drive, Handle Animal, Repair). The physicians and nurses know whats been
Skills and Feats: Drive +3, Handle Animal +1, going on in the villa with the experiments, and
Knowledge (business) +3, Knowledge (civics) the physicians even know a little about Project
+3, Knowledge (current events) +3, Knowledge Brindisi, though they only know that it involves
(history) +3, Listen +3, Profession +3, Repair implanting computer components in living human
+1, Sense Motive +1, Spot +3; Alertness, Simple subjects. (They dont know where the original
Weapons Prociency. bronze head came from.) The nurses know about
Possessions: Villa keys, various gear and the implantation procedure (they assisted), but
personal possessions. they never understood why the drooling, gibbering
patients were considered successes.
Attack Dog Meat Puppet: CR 2; Medium-size The security guards and household staff are
animal; HD 2d8+4; hp 13; Mas 15; Init +1 (+2 Dex, more in the dark; they know that the medical staff
1 meat puppet); Spd 40 ft.; Def 13, touch 12, are conducting some kind of cybernetic surgery
at-footed 11 (+2 Dex, +1 natural); BAB +1; Grp experiments, but until Mr. Fercilli underwent the
+3; Atk +3 melee (1d6+3, bite); Full Atk: +3 melee procedure (and all hell broke loose), they were
(1d6+3, bite); Space/Reach 5 ft./5 ft.; SQ Scent, unaware just what that entailed.
command-trained (see Attack Dog, below), immune
to mind-affecting effects; AL none; AP 0; Rep +0; Physician: male or female human Smart Ordinary
SV Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 3/Dedicated Ordinary 3; CR 5; Medium-size
15, Int 2, Wis 12, Cha 6. human; HD 3d6 plus 3d6; hp 24; Mas 10; Init
Skills and Feats: Jump +4, Listen +5, Spot +5, +1 (+1 Dex); Spd 30 ft.; Def 14, touch 14, at-
Survival +1 (+5 when tracking by scent), Swim +5. footed 13; BAB +3; Grp +2; Atk +2 melee (1d31,
nonlethal, unarmed) or +4 ranged; Full Atk: +2
Meat Puppet Template Traits melee (1d31, nonlethal, unarmed) or +4 ranged;
Meat puppet is a template that can be added Space/Reach 5 ft./5 ft.; AL Fercilli; AP 0; Rep +3;
to any corporeal creature other than an undead SV Fort +1, Ref +1, Will +4; Str 8, Dex 12, Con 10,
(referred to hereafter as the base creature). It Int 16, Wis 14, Cha 13.
uses all the base creatures statistics and special Starting Occupation: Emergency services
abilities, except as noted here. (class skills: Knowledge [earth and life sciences],
Challenge Rating: A meat puppets challenge Treat Injury).
rating increases by +1. Skills and Feats: Computer Use +9, Craft
Initiative: The meat puppet suffers a 1 penalty (electronic) +9, Craft (pharmaceutical) +11,
to its initiative rolls. Knowledge (arcane lore) +11, Knowledge (behavioral

38
sciences) +13, Knowledge (business) +7, Knowledge Knowledge (streetwise) +2, Knowledge (tactics) +2,
(current events) +9, Knowledge (earth and life Profession +4, Read/Write Italian, Sense Motive
sciences) +15, Knowledge (physical sciences) +11, +4, Speak Italian, Spot +4, Swim +3, Treat Injury
Knowledge (popular culture) +7, Profession +11, +4; Armor Prociency (light, medium), Personal
Read/Write English, Read/Write Italian, Research Firearms Prociency, Simple Weapons Prociency.
+9, Sense Motive +8, Speak English, Speak Italian, Possessions: Concealable vest, Beretta
Speak Latin, Treat Injury +13; Educated (behavioral 92F (9mm autoloader), 50 rounds of 9mm
sciences, earth and life sciences), Educated (arcane ammunition, Beretta M3P (12-gauge shotgun),
lore, physical sciences), earth and life sciences), 10 12-gauge shotgun rounds, tonfa, various gear
Medical Expert, Personal Firearms Prociency, and personal possessions.
Simple Weapons Prociency.
Possessions: Stethoscope, villa keys, pager, Villa Staff Member: male or female human
various gear and personal possessions. Dedicated Ordinary 1; CR 1; Medium-size human;
HD 1d6; hp 4; Mas 11; Init +1 (+1 Dex); Spd
Nurse: male or female human Smart Ordinary 1/ 30 ft.; Def 12, touch 12, at-footed 11 (+1 Dex,
Dedicated Ordinary 1; CR 1; Medium-size human; +1 class); BAB +0; Grp +0; Atk +0 melee (1d3,
HD 1d6 plus 1d6; hp 10; Mas 10; Init +1 (+1 Dex); nonlethal, unarmed) or +1 ranged; Full Atk: +0
Spd 30 ft.; Def 12, touch 12, at-footed 11; BAB +0; melee (1d3, nonlethal, unarmed) or +1 ranged;
Grp 1; Atk 1 melee (1d31, nonlethal, unarmed) Space/Reach 5 ft./5 ft.; AL Fercilli; AP 0; Rep +1;
or +1 ranged; Full Atk: 1 melee (1d31, nonlethal, SV Fort +1, Ref +0, Will +1; Str 10, Dex 12, Con
unarmed) or +1 ranged; Space/Reach 5 ft./5 ft.; AL 11, Int 13, Wis 8, Cha 9.
Fercilli; AP 0; Rep +2; SV Fort +1, Ref +1, Will +4; Starting Occupation: Blue collar (class skills:
Str 8, Dex 12, Con 10, Int 15, Wis 14, Cha 13. Drive, Handle Animal, Repair).
Starting Occupation: Emergency services Skills and Feats: Drive +3, Handle Animal +1,
(class skills: Knowledge [earth and life sciences], Knowledge (business) +5, Knowledge (civics)
Treat Injury). +3, Knowledge (current events) +5, Knowledge
Skills and Feats: Computer Use +6, Craft (history) +3, Listen +3, Profession +3, Read/
(pharmaceutical) +10, Knowledge (behavioral Write Italian, Repair +1, Sense Motive +1, Speak
sciences) +8, Knowledge (business) +6, English, Speak Italian, Spot +3; Alertness,
Knowledge (current events) +6, Knowledge (earth Educated (business, current events), Simple
and life sciences) +10, Knowledge (physical Weapons Prociency.
sciences) +6, Knowledge (popular culture) +6, Possessions: Walkie-talkie, villa keys, various
Profession +7, Read/Write English, Read/Write gear and personal possessions.
Italian, Research +6, Sense Motive +6, Speak
English, Speak Italian, Treat Injury +9; Educated Attack Dog: CR 1; Medium-size animal; HD
(behavioral sciences, earth and life sciences), 2d8+4; hp 13; Mas 15; Init +2 (+2 Dex); Spd 40
Medical Expert, Simple Weapons Prociency. ft.; Def 13, touch 12, at-footed 11 (+2 Dex, +1
Possessions: Stethoscope, villa keys, pager, natural); BAB +1; Grp +3; Atk +3 melee (1d6+3,
various gear and personal possessions. bite); Full Atk: +3 melee (1d6+3, bite); Space/
Reach 5 ft./5 ft.; SQ Scent, command-trained; AL
Security Guard: male or female human, Strong Handler; AP 0; Rep +0; SV Fort +5, Ref +5, Will +1;
Ordinary 1/Dedicated Ordinary 1; CR 1; Medium- Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6.
size human; HD 1d8+1 plus 1d6+1; hp 10; Mas 13; Skills and Feats: Jump +4, Listen +5, Spot +5,
Init +1 (+1 Dex); Spd 25 ft.; Def 17, touch 13, at- Survival +1 (+5 when tracking by scent), Swim +5.
footed 16 (+1 Dex, +2 class, +4 concealable vest); Command-Trained: The attack dogs at the Villa
BAB +1; Grp +3; Atk +3 melee (1d3+2, nonlethal, di Aleandro have been trained to respond to voice
unarmed strike) or +3 melee (1d4+2, tonfa) or commands given in Italian. If two or more people
+2 ranged (2d6, Beretta 92F) or +2 ranged (2d8, give the same dog conicting commands, they
Beretta M3P); Full Atk: +3 melee (1d3+2, nonlethal, must make opposed Charisma checks; the higher
unarmed strike) or +3 melee (1d4+2, tonfa) or result determines what the dog does. (If the checks
+2 ranged (2d6, Beretta 92F) or +2 ranged (2d8, result in a tie, the dog merely stays where it is, and
Beretta M3P); Space/Reach 5 ft./5 ft.; AL Ogdoad takes no actions.)
Research; AP 0; Rep +1; SV Fort +3, Ref +1, Will The commands the dogs understand include:
+3; Str 15, Dex 12, Con 13, Int 10, Wis 14, Cha 8. Stay: The dog stays where it is. If in combat,
Starting Occupation: Law enforcement (class it uses its next action to ready an action to
skills: Drive, Intimidate). attack.
Skills and Feats: Climb +1*, Drive +3, Intimidate Sit: The dog sits where it is.
+1, Investigate +2, Knowledge (current events) +2, Down: The dog lies down where it is.

39
Heel: The dog stops attacking and moves to attack anyone who enters one of the dogs
the speaker. threatened squares.
Attack: The dog attacks the nearest Search: The dog moves away from the
target (aside from the person issuing the speaker, looking for intruders. If it locates
command). intruders, it begins barking.
Come: The dog moves to the person who Track: The dogs at the villa are sight-
issues the command. trained (rather than scent-trained) meaning
Stand: The dog stands up from a sitting or that they do not track by scent. This
lying position. command is useless with them, but a
Let go: The dog stops attacking, but doesnt regular guard dog would begin tracking the
otherwise move. owner of a scent presented to it (such as on
Guard: The dog moves to the speaker, an article of clothing).
and, if possible, readies an action to

handout
Handout #1: A Leer Le at the Front Desk

40
Hudson Bench Annabelle Cubero
Strong 3/Soldier 1 4 Military Fast 3/Inltrator 1 4 Criminal
M F

30 25
14 +2 12 +1
14 +2 18 +3 +3 +2 +0 +0 16 +3 21 +5 +3 +3 +0 +0
15 +2 13 +1
+2 +2 +0 +3 +3 +0
10 +0 10 +0
30 30
12 +1 +0 8 1 +2
Department-7
0 3 0 3
8 1 14 +2
+10 +2

+5 +3 +2 +0 +2 +1 +1 +0
+2 +2 +0 +0 +3 +3 +0 +0
+4 +2 +2 +0 -1 -1 +0 +0 +7 +4 +3 +0 +2 +2 +0 +0
+2 +2 +0 +0 +1 +1 +0 +0
+2 +1 +1 +0 -1 -1 +0 +0 +0 +1 1 +0 +0 +0 +0 +0
+2 +2 +0 +0 +1 +1 +0 +0
structural -1 -1 +0 +0 mechanical +0 +0 +0 +0
- - - - - - - -
- - - - - - - -
+4 +3 +1 +0 +0 - - - - +2 +2 +0 +0 +0 - - - -
- - - - - - - -
+5 +3 +2 +0 +0 -1 -1 +0 +0 +5 +2 +3 +0 +0 +2 +2 +0 +0
- - - - +7 +0 +7 +0
-1 -1 +0 +0 +2 +2 +0 +0
+2 +2 +0 +0 +7 +3 +4 +0
+6 1d4+4 20 L +2 +2 +0 +0 +3 +3 +0 +0
-1 -1 +0 +0 +0 +0 +0 +0
+1 +1 +0 +0 1 1 +0 +0
Knife +5 1d4+2 19-20 P Knife +3 1d4+1 19-20 P
-1 -1 +0 +0 +2 +2 +0 +0
S -1 -1 +0 +0 S - - - -
+7 +1 +6 +0 +12 +3 +7 +2
+3 -1 +4 +0 +2 +2 +0 +0
Glock 20 +7 2d6 20 B - - - - Glock 20 +7 2d6 20 B - - - -
+2 +2 +0 +0 +3 +1 +0 +2
40 S Rate: S. Magazine: 15 box. tactics +3 -1 +4 +0 40 S Rate: S. Magazine: 15 box. streetwise +6 +0 +6 +0
- - - - - - - -
- - - - - - - -
+1 +1 +0 +0 1 1 +0 +0
Knife +5 1d4+2 19-20 P +7 +2 +5 +0 +12 +3 +7 +2
Knife +4 1d4+1 19-20 P
-1 -1 +0 +0 +0 +0 +0 +0
10 -1 -1 +0 +0 10 +2 +2 +0 +0
-1 -1 +0 +0 +2 +2 +0 +0
-1 -1 +0 +0 +2 +2 +0 +0
- - - - +3 +3 +0 +0
+6 +1 +5 +0 +2 1 +3 +0
Combat Martial Arts Light Armor Prociency - - - - Acrobatic Defensive Martial Arts - - - -
Personal Firearms Prociency Point Blank Shot -1 -1 +0 +0 Light Armor Prociency Personal Firearms Prociency +0 +0 +0 +0
Precise Shot Simple Weapons Prociency +2 +2 +0 +0 Stealthy Simple Weapons Prociency +3 +3 +0 +0
Melee Smash Improved Melee Smash -1 -1 +0 +0 Evasion Uncanny Dodge 1 +0 +0 +0 +0
Weapon Focus (unarmed strike) +1 +1 +0 +0 Sweep 1 1 +0 +0
- - - - +6 +3 +3 +0
+2 +1 +1 +0 1 1 +0 (+4)
+1 +1 +0 +0 1 1 +0 +0
Mastercraft (+2 attack) Glock 20 (10mm autoloader), illuminator, coat, +2 +2 +0 +0 Mastercraft (+2 attack) Glock 20 (10mm autoloader), laser sight, +1 +1 +0 +0
concealed carry holster, spare box magazine (loaded), casual clothes, +1 +1 +0 +0 suppressor, concealed carry holster, rearms license, 20 10mm cartridges 1 1 +0 +0
20 10mm cartridges, suppressor, rearms license, mesh vest, knife, - - - - spare box magazine (loaded), search-and-rescue kit, backpack, cell phone, +9 +3 +4 +2
mastercraft (+1 Defense) light undercover shirt, armor license, mastercraft (+1 Defense) light undercover shirt, armor license, coat,
search-and-rescue kit, backpack, cell phone, fatigues, multipurpose tool, night-vision goggles, basic electrical toolkit, casual clothes, mesh vest,
fatigue jacket, standard binoculars, night-vision goggles. multipurpose tool, knife, car opening kit, lockpick set, standard binoculars
58 116 175 175 350 875 English 43 86 130 130 260 650 English

Pre-Generated Characters
The Brindisi Protocol includes six pre-generated characters, one representing each base class in the d20 Modern Roleplaying Game. In addition, a full-page
blank version of this single-page character record sheet is found in The Bronze Head Campaign Standards Document.

41
Nelson Hydrick Maricela Dubinsky
Tough 3/Daredevil 1 4 Adventurer Charismatic 3/Negotiator 1 4 Investigative
M M
38 21
15 +2 8 -1
14 +2 18 +3 +3 +2 +0 +0 13 +1 14 +1 +2 +1 +0 +0
14 +2 12 +1
+2 +2 +0 +1 +1 +0
12 +1 10 +0
30 30
10 +0 +1 14 +2 +3
Department-7 Department-7
0 3 0 3
8 -1 16 +3
+8 +6
+6 +4 +2 +0 +4 +3 +1 +0
+1 +2 +0 +0 +1 +1 +0 +0
+3 +1 +2 +0 -1 -1 +0 +0 +3 +2 +1 +0 +10 +3 +7 (+3)
+7 +2 4 +2 +1 +1 +0 +0
+1* +1 +0 (+4) +1 +1 +0 +0 +5 +3 +2 +0 +0 +0 +0 +0
+8 +2 +6 +0 +1 +1 +0 +0
+1 +1 +0 +0 visual art +0 +0 +0 +0
+1 +1 +0 +0 writing +0 +0 +0 +0
+1 +1 +0 +0 +0 +0 +0 +0
+4 +2 +2 +0 +0 - - - - +0 +1 -1 +0 +0 - - - -
- - - - - - - -
+3 +2 +1 +0 +0 -1 -1 +0 +0 +2 +1 +1 +0 +0 +12 +3 +7 +2(+3)
- - - - - - - -
-1 -1 +0 +0 +3 +3 +0 +0
+7 +2 +7 +0 +1 +1 +0 +0
+2 1d6+1 20 N +1 +2 +0 +0 +0 1d3 - N +1 +1 +0 +0
+1 +1 +0 +0 +0 +0 +0 +0
+0 +0 +0 +0 +2 +2 +0 (+3)
Knife +4 1d4+2 1920 P -1 -1 +0 +0 Knife +0 1d4-1 19-20 P +13 +3 +7 +3
S - - - - S - - - -
+1 +2 +0 +0 +1 +1 +0 +0
-1 -1 +0 +0 +10 +3 +7 +0
S&W M29 +5 2d8 20 B - - - - Glock 20 +4 2d6 20 B - - - -
+7 +2 +6 +0 -1 -1 +0 +0
30 M Rate: S. Magazine: 6 cyl. - - - - 40 S Rate: S. Magazine: 15 box. behav sci +6 +0 +6 +0
- - - - - - - -
- - - - - - - -
+0 +0 +0 +0 +4 +2 +0 +2
Knife +3 1d4+2 1920 P +1 +2 +0 +0 Knife +2 1d4-1 19-20 P +1 +1 +0 +0
+1 +1 +0 +0 +0 +0 +0 +0
10 S -1 -1 +0 +0 10 S +3 +3 +0 +0
-1 -1 +0 +0 +3 +3 +0 +0
-1 -1 +0 +0 +3 +3 +0 +0
+7 +2 +7 +0 - - - -
+0 +0 +2 +0 +8 +2 +6 +0
Athletic Endurance - - - - Alertness Light Armor Prociency - - - -
Light Armor Prociency Personal Firearms Prociency +1 +1 +0 +0 Personal Firearms Prociency Point Blank Shot +0 +0 +0 +0
Simple Weapons Prociency Windfall +1 +2 +0 +0 Simple Weapons Prociency Trustworthy +1 +1 +0 +0
Robust Stamina +1 +1 +0 +0 Dazzle Fast-talk +0 +0 +0 +0
*Fearless +0 +0 +0 +0 +9 +2 +7 (+1)_
- - - - - - - -
+0 +0 +0 +0 +4 +2 +0 +2
+0 +0 +0 +0 +2 +2 +0 +0
Mastercraft (+1 attack) S&W M29 (.44 magnum revolver), knife, coat, +5 +2 +0 +3 Mastercraft (+2 attack) Glock 20, concealed carry holster, laser sight, -1 -1 +0 +0
concealed carry holster, rearms license, speed loader (loaded), +0 +0 +0 +0 spare box magazine (loaded), 20 10mm cartridges; armor license, +2 +2 +0 +0
38 .44 magnum cartridges, standard range pack, zip-tie handcuffs (25), - - - - light undercover shirt; PDA, 4 tear gas grenades, gas mask, - - - -
mastercraft (+1 Defense) light undercover shirt, armor license; search-and-rescue kit, cell phone, multipurpose tool, casual clothing,
search-and-rescue kit, climbing gear, cell phone, multipurpose tool, coat, mesh vest, knife.
casual clothing, mesh vest, bolt cutters, stun gun, duct tape
66 133 200 200 400 1K English 26 53 80 80 160 400 English
German

42
Jessie Cavanagh
Dedicated 3/Acolyte 1 4 Religious
M

Jessie Cavanagh
21
8 -1

14 +2 18 +3 +3 +2 +0 +0

13 +1 3 13
+2 +2 +0
10 +0
30
16 +3 +3
Department-7
0 3
12 +1
+3

1
+5 +4 +1 +0
+2 +2 +0 +0
+3 +1 +2 +0 +1 +1 +0 +0

-1 -1 +0 +0
1
+7 +4 +3 +0 +0 +0 +0 +0
+4 +1 +3 +0
pharm. +2 +0 +0 +2 1
+0 +0 +0 +0
+0 +0 +0 +0
-1 +2 -1 +0 +0 - - - -
- - - -
+2 +2 +2 +0 +0 +1 +1 +0 +0

- - - -
+1 +1 +0 +0
+2 +2 +0 +0
-1 1d3 - N +2 +2 +0 +0 1
+0 +0 +0 +0
+3 +3 +0 +0
Knife +1 1d4-1 19-20 P +1 +1 +0 +0
- - - -
+2 +2 +0 +0
+1 +1 +0 +0
Colt Python +6 2d6 20 B - - - -
-1 -1 +0 +0
40 M Rate: S. Magazine: 6 cyl. theo/philo +7 +0 +6 +1
- - - - 2 14
- - - -
+10 +3 +6 +1
Winchester 94 +4 2d10 19 B +2 +2 +0 +0
+0 +0 +0 +0
+1 +1 +0 +0
+1 +1 +0 +0
+1 +1 +0 +0
- - - -
+6 +3 +3 +0
Light Armor Prociency Medical Expert - - - -
Personal Firearms Prociency Simple Weapons Prociency +0 +0 +0 +0
Surgery +2 +2 +0 +0 1
Skill Emphasis (Survival) Faith +0 +0 +0 +0
+10 +3 +6 +1
- - - -
+2 +0 +2 +0
+3 +3 +0 +0 Familiar: Algernon
Mastercraft (+2 attack) Colt Python (.357 revolver), Winchester 94 (.444 hunting rie), +9 +3 +3 +3 (rat)HD 2d8; hp 12;
concealed carry holster, speedloader (loaded), 38 .357 cartridges, Firearms license;
-1 -1 +0 +0 Atk +3 melee; Def 15; SQ
14 .444 cartridges, standard scope, mastercraft (+1 Defense) light undercover shirt, +9 +3 +4 +2 Scent, low-light vision,
armor license; medical kit, surgery kit, search-and-rescue kit, medical license, fatigues,
- - - - empathic link, improved
backpack, cell phone, casual clothing, multipurpose tool, parka, coat, mesh vest, evasion, share spells; Int
sleeping bag 6; see Chapter 8: Friends
26 53 80 80 160 400 and Foes in d20 Modern
English Roleplaying Game.

43
Karina McGuckin
Smart 3/Mage 1 4 Academic
F
Karina McGuckin
24
8 -1
13 +1 16 +2 +3 +1 +0 +0
14 +2 3 13
+1 +1 +0
16 +3
30
10 +0 +2
Department-7
0 3
12 +1
+7
+5 +1 +2 +2
+1 +1 +0 +0
+3 +2 +1 +0 +1 +1 +0 +0
-1 -1 +0 +0
+4 +4 0 +0 +9 +3 +6 +0
+7 +2 +5 +0
chemical +9 +3 +6 +0
structural +9 +3 +6 +0
+3 +3 +0 +0
+0 +1 -1 +0 +0 +11 +3 +6 +2
+9 +3 +6 +0
+2 +1 +1 +0 +0 +1 +1 +0 +0
- - - -
+1 +1 +0 +0
+1 +1 +0 +0 3 14
+1 +1 +0 +0
+3 +3 +0 +0
+0 +0 +0 +0
Knife +0 1d4-1 19-20 P +7 +1 +6 +0
S - - - -
+1 +1 +0 +0
+1 +1 +0 +0
+9 +3 +6 +0
Glock 20 +4 2d6 20 B
-1 -1 +0 +0
40 S Rate: S. Magazine: 15 box. arcana +13 +3 +6 +4
- - - -
- - - -
- - - -
Knife +2 1d4-1 19-20 P - - - -
+0 +0 +0 +0
10 S +1 +1 +0 +0
+3 +3 +0 +0
+1 +1 +0 +0
- - - -
+6 +0 +6 +0
Dodge Light Armor Prociency - - - -
Personal Firearms Prociency Simple Weapons Prociency +12 +3 +6 +3
Studious +1 +1 +0 +0
Savant (Knowledge [arcane lore]) Trick +9 +3 +6 +0
+0 +0 +0 +0
- - - -
+8 +3 +5 +0
+0 +0 +0 +0
Mastercraft (+2 attack) Glock 20 (10mm autoloader), rearms license, knife, duct tape, +0 +0 +0 +0
concealed carry holster, spare box magazine (loaded), 20 10mm cartridges, suppressor,
-1 -1 +0 +0
mastercraft (+1 Defense) light undercover shirt, armor license; demolitions license, coat,
+0 +0 +0 +0
demolitions kit, 12 blasting caps, 12 sticks dynamite, 100 ft. det cord, casual clothing,
- - - -
2 timed detonators, 2 wired detonators; chemical kit, deluxe evidence kit, mesh vest,
basic mechanical tool kit, search-and-rescue kit, backpack, cell phone, multipurpose tool
26 53 80 80 160 400
English Italian

44
NAME RACE INIT NAME RACE INIT
Helmut Schroeder +1 Low-Level Police Ofcer +1
DELAY or READY

DELAY or READY

a GM sometimes needs during a game session. For more complete information on Initiative Cards, visit The Game Mechanics website and download the full
Keeping track of initiative in games using the d20 System can get complicated. Every GM has a method that he or she favors, but which sometimes lacks in
versatility or utility. These Initiative Cards provide GMs both with an easy way to keep track of initiative and a handy reference for all the sorts of information
BASE TCH FLT TMP CLASS/LEVEL BASE TCH FLT TMP CLASS/LEVEL
DEF 18 14 17 TO 3/SmO 3/CO 2 DEF 17 13 16 StO 1/DO 1
STR 12 INT 15 FORT +8 SPD 30 STR 15 INT 10 FORT +3 SPD 25

DEX 13 WIS 10 REF +5 GRAP +5 VIS DEX 12 WIS 14 REF +1 GRAP +3 VIS
www.thegamemechanics.com www.thegamemechanics.com
CON 16 CHA 8 WILL +3 CON 13 CHA 8 WILL +3

Skills Skills
Bluff
........................ +9 Dipl
........................ +5 ........................
Forg +6 Drive
........................ +3 S Mot
........................ +4 ........................
Swim +3

Demo
........................ +6 Drive
........................ +4 ........................
Intim +9 Intim
........................ +1 Spot
........................ +4 ........................
Tr Inj +4
Attack (#) Bonus Type Damage Attack (#) Bonus Type Damage
Glock 20 +6 B 2d6 Unarmed strike +3 N 1d3+2
HK MP5K +5 B 2d6 Tonfa +3 B 1d4+2
Pistol whip +5 B 1d4+1 Beretta 92F +2 B 2d6
Beretta M3P +2 B 2d8

HP/AP HP/AP
62/0 10/0

Special/Notes Special/Notes
Feats: Adv Firearms Prof, Pt Blk Shot. Languages: German (srw).
UNCONSCIOUS

UNCONSCIOUS
Languages: English (srw), German (srw), Portuguese (srw),
Spanish (srw).

Glock 20 ooooooooooooooo
Beretta 92F ooooooooooooooo
HK MP5K ooooooooooooooo Beretta M3P ooooo

20032005
20032004 The Game Mechanics, Inc. THE GAME MECHANICS and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc. 20032005 The Game Mechanics, Inc. THE GAME MECHANICS and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc.

NAME RACE INIT NAME RACE INIT


Mid-Level Police Ofcer +1 Cleaning Crew Agent +1
DELAY or READY

DELAY or READY

BASE TCH FLT TMP CLASS/LEVEL BASE TCH FLT TMP CLASS/LEVEL
DEF 21 15 20 StO 3/DO 3 DEF 16 14 15 TO 3/SmO 3

initiative card package (http://www.thegamemechanics.com/freebies/).


STR 15 INT 10 FORT +6 SPD 25 STR 12 INT 15 FORT +5 SPD 30

DEX 12 WIS 14 REF +3 GRAP +7 VIS DEX 13 WIS 10 REF +3 GRAP +4 VIS
www.thegamemechanics.com www.thegamemechanics.com
CON 14 CHA 8 WILL +5 CON 15 CHA 8 WILL +3

Skills Skills
Drive
........................ +7 S Mot
........................ +5 Swim
........................ +3 Bluff
........................ +3 Drive
........................ +4 ........................
Intim +3

Intim
........................ +4 Spot
........................ +5 Tr Inj
........................ +5 Demo
........................ +6 Forg
........................ +6 ........................
Pilot +4
Attack (#) Bonus Type Damage Attack (#) Bonus Type Damage
Unarmed strike +7 N 1d4+2 Glock 20 +4 B 2d6
Tonfa +7 B 1d4+2 HK MP5K +4 B 2d6
Beretta 92F +2 B 2d6 Pistol whip +4 B 1d4+1
Beretta M3P +2 B 2d8

HP/AP HP/AP
34/0 39/0
Initiative Cards

Special/Notes Special/Notes
Feats: Cbt Martial Arts, Pt Blk Shot. Feats: Adv Firearms Prof, Pt Blk Shot.
UNCONSCIOUS

UNCONSCIOUS

Languages: German (srw). Languages: English (srw), German (srw), Portuguese (srw),
Spanish (srw).

Beretta 92F ooooooooooooooo


Glock 20 ooooooooooooooo
Beretta M3P ooooo HK MP5K ooooooooooooooo

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45
The cards on pages 4548 are monster cards, designed to hold the information a GM needs most for each NPC in combat.
Monster Cards NAME
Dr. Provvidenti
RACE INIT
+1
NAME
Test Subject
RACE INIT
+0

DELAY or READY

DELAY or READY
BASE TCH FLT TMP CLASS/LEVEL BASE TCH FLT TMP CLASS/LEVEL
DEF 15 15 14 SmO 5/DO 5 DEF 12 12 12 T 3/C 3
STR 8 INT 16 FORT +4 SPD 30 STR 12 INT 8 FORT +8 SPD 30

DEX 12 WIS 14 REF +3 GRAP +4 VIS DEX 10 WIS 13 REF +3 GRAP +4 VIS
www.thegamemechanics.com www.thegamemechanics.com
CON 10 CHA 14 WILL +10 CON 14 CHA 16 WILL +5

Skills Skills
Comp Use +11 Tr
........................ Inj
........................ +17 ........................ Bluff
........................ +9 Intim
........................ +12 ........................

S Mot
........................ +10 ........................ ........................ Dipl
........................ +9 Surv
........................ +8 ........................
Attack (#) Bonus Type Damage Attack (#) Bonus Type Damage
Unarmed strike +4 N 1d3-1 Unarmed strike +4 N 1d3+1
Ranged +6 Ranged +3

HP/AP HP/AP
38/0 44/3

Special/Notes Special/Notes
Languages: English (srw), Italian (srw), Latin (rw) Imm mind-inuencing effects.

UNCONSCIOUS

UNCONSCIOUS
Feats: Hero Surge, Fright Presence, Imp Dmg Thresh (17).
Talents: Coord, Insp, Rem Conscious, Sec Wind.
Domination (Sp): As atk actform tpathic link w/ <=Med opp &
control actions of <=3 linked opp; Will DC 18 neg. See text.
Languages: Italian (srw)

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NAME RACE INIT NAME RACE INIT


Augusto Fercilli +1 Physician +1
DELAY or READY

DELAY or READY

BASE TCH FLT TMP CLASS/LEVEL BASE TCH FLT TMP CLASS/LEVEL
Dedicated 3/Charismatic 3/
DEF 16 16 15 Personality 3/Negotiator 4
DEF 14 14 13 SmO 3/DO 3
STR 12 INT 16 FORT +10 SPD 30 STR 8 INT 16 FORT +1 SPD 30

DEX 13 WIS 18 REF +6 GRAP +8 VIS DEX 12 WIS 14 REF +1 GRAP +2 VIS
www.thegamemechanics.com www.thegamemechanics.com
CON 14 CHA 18 WILL +14 CON 10 CHA 13 WILL +4

Skills Skills
Bluff
........................ +19 Intim
........................ +14 ........................
S Mot +13 Comp Use +9 Tr
........................ Inj
........................ +13 ........................

Dipl
........................ +20 Lis
........................ +6 ........................
Spot +6 S Mot
........................ +8 ........................ ........................
Attack (#) Bonus Type Damage Attack (#) Bonus Type Damage
Unarmed +8/+3 L 1d4+1 Unarmed strike +2 N 1d3-1
Stun gun +8/+3 E 1d3 +paral Ranged +4
Glock 20 +9/+4 B 2d6

HP/AP HP/AP
78/6 24/0

Special/Notes Special/Notes
Imm mind-inuencing effects. Languages: English (srw), Italian (srw), Latin (s)
UNCONSCIOUS

UNCONSCIOUS

Feat: Cbt Martial Arts.


Talents: Coord, Empathy, Fast-Talk.
Domination (Sp): As atk actform tpathic link w/ <=Med opp &
control actions of <=4 linked opp; Will DC 19 neg. See text.
Telepathy: All test subjects w/in 1 mi.
Languages: English (srw), German (s), Italian (srw),

Glock 20 ooooooooooooooo

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46
NAME RACE INIT NAME RACE INIT
Nurse +1 Security Guard +1
DELAY or READY

DELAY or READY
BASE TCH FLT TMP CLASS/LEVEL BASE TCH FLT TMP CLASS/LEVEL
DEF 12 12 11 SmO 1/DO 1 DEF 17 13 16 SO 1/DO 1
STR 8 INT 15 FORT +1 SPD 30 STR 15 INT 10 FORT +3 SPD 25

DEX 12 WIS 14 REF +1 GRAP -1 VIS DEX 12 WIS 14 REF +1 GRAP +3 VIS
www.thegamemechanics.com www.thegamemechanics.com
CON 10 CHA 13 WILL +4 CON 13 CHA 8 WILL +3

Skills Skills
Comp Use +9 Tr
........................ Inj
........................ +9 ........................ Drive
........................ +3 S Mot
........................ +4 ........................
Tr Inj +4

S Mot
........................ +6 ........................ ........................ Intim
........................ +1 Spot
........................ +4 ........................
Attack (#) Bonus Type Damage Attack (#) Bonus Type Damage
Unarmed strike -1 N 1d3-1 Unarmed strike +3 N 1d3+2
Ranged +1 Tonfa +3 B 1d4+2
Beretta 92F +2 B 2d6
Beretta M3P +2 B 2d8

HP/AP HP/AP
10/0 10/0

Special/Notes Special/Notes
Languages: English (srw), Italian (srw), Languages: Italian (srw),
UNCONSCIOUS

UNCONSCIOUS

Beretta 92F ooooooooooooooo
Beretta M3P ooooo

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NAME RACE INIT NAME RACE INIT


Villa Staff Member +1 Attack Dog +2
DELAY or READY

DELAY or READY

BASE TCH FLT TMP CLASS/LEVEL BASE TCH FLT TMP CLASS/LEVEL
DEF 12 12 11 DO 1 DEF 13 12 11

STR 10 INT 13 FORT +1 SPD 30 STR 15 INT 2 FORT +5 SPD 40

DEX 12 WIS 8 REF +0 GRAP +0 VIS DEX 15 WIS 12 REF +5 GRAP +3 VIS
www.thegamemechanics.com www.thegamemechanics.com
CON 11 CHA 9 WILL +1 CON 15 CHA 6 WILL +1

Skills Skills
Drive
........................ +3 S Mot
........................ +1 ........................ Comp Use +9 Esc
........................ ........................ +4 ........................
Pilot +3

Lis
........................ +3 Spot
........................ +3 ........................ Drive
........................ +3 M Sil
........................ +4 ........................
Repair +8
Attack (#) Bonus Type Damage Attack (#) Bonus Type Damage
Unarmed strike +0 N 1d3 Bite +3 BPS 1d6+3
Ranged +1

HP/AP HP/AP
4/0 13/0

Special/Notes Special/Notes
Languages: English (s), Italian (srw), Scent.
UNCONSCIOUS

UNCONSCIOUS

Command Trained: Understands attack, come, down, guard, heel,


let go, sit, stand, stay; see text.

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47
NAME RACE INIT NAME RACE INIT
Security Guard Meat Puppet +0 Villa Staff Member Meat Puppet +0

DELAY or READY

DELAY or READY
BASE TCH FLT TMP CLASS/LEVEL BASE TCH FLT TMP CLASS/LEVEL
DEF 17 13 16 StO 1/DO 1 DEF 12 12 11 DO 1
STR 15 INT 10 FORT +3 SPD 25 STR 10 INT 13 FORT +1 SPD 30

DEX 12 WIS 14 REF +1 GRAP +3 VIS DEX 12 WIS 8 REF +0 GRAP +0 VIS
www.thegamemechanics.com www.thegamemechanics.com
CON 13 CHA 8 WILL +3 CON 11 CHA 9 WILL +1

Skills Skills
Drive
........................ +3 S Mot
........................ +4 ........................
Tr Inj +4 Drive
........................ +3 S Mot
........................ +1 ........................

Intim
........................ +1 Spot
........................ +4 ........................ Lis
........................ +3 Spot
........................ +3 ........................
Attack (#) Bonus Type Damage Attack (#) Bonus Type Damage
Unarmed strike +3 N 1d3+2 Unarmed strike +0 N 1d3
Tonfa +3 B 1d4+2 Ranged +1
Beretta 92F +2 B 2d6
Beretta M3P +2 B 2d8

HP/AP HP/AP
10/0 4/0

Special/Notes Special/Notes
Imm mind-inuencing effects. Languages: English (s), Italian (srw),

UNCONSCIOUS

UNCONSCIOUS
Languages: Italian (srw).

Beretta 92F ooooooooooooooo


Beretta M3P ooooo

20032005
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NAME RACE INIT NAME RACE INIT


Attack Dog Meat Puppet +1
DELAY or READY

DELAY or READY

BASE TCH FLT TMP CLASS/LEVEL BASE TCH FLT TMP CLASS/LEVEL
DEF 13 12 11 DEF

STR 15 INT 2 FORT +5 SPD 40 STR INT FORT SPD

DEX 15 WIS 12 REF +5 GRAP +3 VIS DEX WIS REF GRAP VIS
www.thegamemechanics.com www.thegamemechanics.com
CON 15 CHA 6 WILL +1

CON CHA WILL
Skills Skills
Comp Use +9 Esc
........................ ........................ +4 ........................
Pilot +3 ........................ ........................ ........................

Drive
........................ +3 M Sil
........................ +4 ........................
Repair +8 ........................ ........................ ........................
Attack (#) Bonus Type Damage Attack (#) Bonus Type Damage
Bite +3 BPS 1d6+3

HP/AP HP/AP
13/0

Special/Notes Special/Notes
Scent.
UNCONSCIOUS

UNCONSCIOUS

Command Trained: Understands attack, come, down, guard, heel,


let go, sit, stand, stay; see text.

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48
NAME RACE INIT NAME RACE INIT

Character cards are different from monster cards because much of the combat information on a monster card is tracked by individual players on their character
Hudson Bench +2 Annabelle Cubero +3
DELAY or READY

DELAY or READY

sheets. However, character cards include space for those skills for which the GM needs to make skill checks on the players behalf. Full character sheets for
BASE TCH FLT TMP CLASS/LEVEL BASE TCH FLT TMP CLASS/LEVEL
DEF 18 15 16 St 3/Soldier 1 DEF 21 18 20 F 3/Inltrator 1
STR 14 INT 10 FORT +5 SPD 30 STR 12 INT 10 FORT +2 SPD 30

DEX 14 WIS 12 REF +3 VIS DEX 16 WIS 8 REF +7 VIS


www.thegamemechanics.com www.thegamemechanics.com
CON 15 CHA 8 WILL +7 CON 13 CHA 14 WILL +0

Skills Skills

Bluff .............. -1 Move Silently .. +7 ...................... Bluff .............. +2 Move Silently .. +12 ......................

Diplomacy .. -1 Search ............... -1 ...................... Diplomacy .. +2 Search ............... +0 ......................

Hide ............. +7 Sense Motive... +1 ...................... Hide ............. +12 Sense Motive... -1 ......................

Listen ........... +1 Spot ................... +2 ...................... Listen ........... -1 Spot ................... -1* ......................
Languages Languages

English (r/w) English (r/w)

Special/Notes Special/Notes
* +3 w/ sweep.
UNCONSCIOUS

UNCONSCIOUS

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NAME RACE INIT NAME RACE INIT


Nelson Hydrick +1 Karina McGuckin +1
DELAY or READY

DELAY or READY

BASE TCH FLT TMP CLASS/LEVEL BASE TCH FLT TMP CLASS/LEVEL
DEF 18 15 16 T 3/Daredevil 1 DEF 16 13 15 Sm 3/ Mage 1

these pre-generated characters are provided in the previous secrion.


STR 15 INT 12 FORT +6 SPD 30 STR 8 INT 16 FORT +5 SPD 30

DEX 14 WIS 10 REF +3 VIS DEX 13 WIS 10 REF +2 VIS


www.thegamemechanics.com www.thegamemechanics.com
CON 14 CHA 8 WILL +1 CON 14 CHA 12 WILL +4

Skills Skills

Bluff .............. -1 Move Silently .. +2 ...................... Bluff .............. +2 Move Silently .. +1 ......................

Diplomacy .. -1 Search ............... +1 ...................... Diplomacy .. +1 Search ............... +9 ......................

Hide ............. +2 Sense Motive... +0 ...................... Hide ............. +1 Sense Motive... +0 ......................

Listen ........... +0 Spot ................... +0 ...................... Listen ........... +0 Spot ................... +0 ......................
Languages Languages

English (r/w), German English (r/w), Italian

Special/Notes Special/Notes
Familiar: Algernon (rat)HD 2d8; hp 12; Atk +3 melee; Def 15; SQ
Scent, low-light vision, empathic link, improved evasion, share spells; Int
6; see Chapter 8: Friends and Foes in d20 Modern Roleplaying Game.
Character Cards
UNCONSCIOUS

UNCONSCIOUS

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49
NAME RACE INIT NAME RACE INIT
Jessie Cavanagh +2 Maricela Dubinsky +1

DELAY or READY

DELAY or READY
BASE TCH FLT TMP CLASS/LEVEL BASE TCH FLT TMP CLASS/LEVEL
DEF 18 15 16 Dedicated 3 DEF 14 12 13 Charismatic 3
STR 8 INT 10 FORT +5 SPD 30 STR 8 INT 10 FORT +4 SPD 30

DEX 14 WIS 16 REF +3 VIS DEX 13 WIS 14 REF +3 VIS


www.thegamemechanics.com www.thegamemechanics.com
CON 13 CHA 12 WILL +7 CON 12 CHA 16 WILL +6

Skills Skills

Bluff .............. +1 Move Silently .. +2 ...................... Bluff .............. +10 Move Silently .. +1 ......................
t

Diplomacy .. +1 Search ............... +0 ...................... Diplomacy .. +12 Search ............... +0 ......................


t

Hide ............. +2 Sense Motive... +10 ...................... Hide ............. +1 Sense Motive... +8 ......................

Listen ........... +10 Spot ................... +3 ...................... Listen ........... +4 Spot ................... +4 ......................
Languages Languages

English (r/w) English (r/w)

Special/Notes Special/Notes
t +3 when lying, cheating, or being dishonest.

UNCONSCIOUS

UNCONSCIOUS

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NAME RACE INIT NAME RACE INIT


DELAY or READY

DELAY or READY

BASE TCH FLT TMP CLASS/LEVEL BASE TCH FLT TMP CLASS/LEVEL
DEF DEF

STR INT FORT SPD STR INT FORT SPD

DEX WIS REF VIS DEX WIS REF VIS


www.thegamemechanics.com www.thegamemechanics.com

CON CHA WILL CON CHA WILL
Skills Skills

Bluff .............. Move Silently .. ...................... Bluff .............. Move Silently .. ......................

Diplomacy .. Search ............... ...................... Diplomacy .. Search ............... ......................

Hide ............. Sense Motive... ...................... Hide ............. Sense Motive... ......................

Listen ........... Spot ................... ...................... Listen ........... Spot ................... ......................
Languages Languages

Special/Notes Special/Notes
UNCONSCIOUS

UNCONSCIOUS

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50
NAME RACE INIT NAME RACE INIT

These blank character cards can be used if your group decides not to use the pre-generated characters provided in The Brindisi Protocol. Alternatively, you can
DELAY or READY

DELAY or READY
BASE TCH FLT TMP CLASS/LEVEL BASE TCH FLT TMP CLASS/LEVEL
DEF DEF

STR INT FORT SPD STR INT FORT SPD

DEX WIS REF VIS DEX WIS REF VIS


www.thegamemechanics.com www.thegamemechanics.com

CON CHA WILL CON CHA WILL
Skills Skills

Bluff .............. Move Silently .. ...................... Bluff .............. Move Silently .. ......................

Diplomacy .. Search ............... ...................... Diplomacy .. Search ............... ......................

Hide ............. Sense Motive... ...................... Hide ............. Sense Motive... ......................

Listen ........... Spot ................... ...................... Listen ........... Spot ................... ......................
Languages Languages

Special/Notes Special/Notes
UNCONSCIOUS

UNCONSCIOUS

use them to record the new stats for the pre-generated characters should they go up in level.

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NAME RACE INIT NAME RACE INIT


DELAY or READY

DELAY or READY

BASE TCH FLT TMP CLASS/LEVEL BASE TCH FLT TMP CLASS/LEVEL
DEF DEF

STR INT FORT SPD STR INT FORT SPD

DEX WIS REF VIS DEX WIS REF VIS


www.thegamemechanics.com www.thegamemechanics.com

CON CHA WILL CON CHA WILL
Skills Skills

Bluff .............. Move Silently .. ...................... Bluff .............. Move Silently .. ......................

Diplomacy .. Search ............... ...................... Diplomacy .. Search ............... ......................

Hide ............. Sense Motive... ...................... Hide ............. Sense Motive... ......................

Listen ........... Spot ................... ...................... Listen ........... Spot ................... ......................
Languages Languages
Blank Character Cards

Special/Notes Special/Notes
UNCONSCIOUS

UNCONSCIOUS

20032005 The Game Mechanics, Inc. THE GAME MECHANICS and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc. 20032005 The Game Mechanics, Inc. THE GAME MECHANICS and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc.

51
appendix: open game license
Designation of Product Identity:
The Game Mechanics company name and logos, The Brindisi Protocol name and logo, The Bronze Head name and logo, all artwork, maps, trade dress, and graphic design
elements; Come for the Reaping, Slave Drivers, and Flight 23;
all characters, including Annabelle Cubero, Hudson Bench, Jessie Cavanagh, Karina McGuckin, Maricela Dubinsky, Nelson Hydrick, Aldo Testarossa, Analisa Bruno, Angelo
di Paolo, Annet Antczak, Augusto Fercilli, Benedictino Benny Besigna, Bernardo Grieco, Dr. Ignacio Provvidenti, Dr. Sebastian Isaacson, Father Martin Santiago, Genevieve
Silvestri, Giovanni Antonelli, Harry Hill, Helmut Schroeder, Jung Shin, Moon Shin, & Nigel Whitworth-Hyd, as well as their descriptions and likenesses; Aguas Mansion Facil-
ity, FourWorlds Petroleum, GenTex, Goldner Blatte Hotel, Maxim Pharmacom, Metropolitan Taxi Cab and Limousine Service, Ogdoad Research, Project Brindisi, Temple
Networking Solutions, Villa di Aleandro, & Western Grand Munich Hotel. This does not include elements that already appear in the Modern System Reference Document
and are already Open Game Content by virtue of inclusion there.

Designation of Open Game Content:


The text of the GM Resources chapter, except those portions designated as Product Identity. Note that Open Game Content is still copyrighted material, and any use of Open
Game Content from this publication must be accompanied by the following: The Brindisi Protocol, Copyright 2005, The Game Mechanics, Inc.; Author: JD Wiker

Open Game License Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved.

1. Denitions: (a)Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b)Derivative Material means copyrighted material
including derivative works and translations (including into other computer languages), potation, modication, correction, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly
display, transmit or otherwise distribute; (d)Open Game Content means the game mechanic and includes the methods, procedures, processes and routines to the extent such
content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identied as Open Game Content by the Contributor,
and means any work covered by this License, including translations and derivative works under copyright law, but specically excludes Product Identity. (e) Product Identity
means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue,
incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations;
names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equip-
ment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identied as Product identity by
the owner of the Product Identity, and which specically excludes the Open Game Content; (f) Trademark means the logos, names, mark, sign, motto, designs that are used by
a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) Use, Used or Using means to use, Dis-
tribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) You or Your means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this
License. You must afx such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License
itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the
exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation
and/or You have sufcient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holders name to the COPYRIGHT NOTICE of any original
Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agree-
ment with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunc-
tion with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark.
The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open
Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identication: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Con-
tributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial
order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach.
All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David
Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce
R. Cordell, John Tynes, Andy Collins, and JD Wiker.

Slave Drivers, Copyright 2004, The Game Mechanics, Inc.; Author: Rich Redman

Flight 23, Copyright 2005, The Game Mechanics, Inc.; Author: JD Wiker

The Brindisi Protocol, Copyright 2005, The Game Mechanics, Inc.; Author: JD Wiker