TEXT: The Modern Dispatch
  GHOUL HAVEN
  Page 1
  Requires the use of the d20 Modern Roleplaying 
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  Chris Davis
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  #4
  Ghoul Haven
  By David Jarvis
  The following location template can be inserted into 
  any D20 modern or modern-based campaign. While 
  it works best if used in a major city, game masters 
  should feel free to modify this template as needed to 
  ﬁt into your campaign.
  Background Information
  A long forgotten sewer system beneath the Crown 
  Heights apartment complex is home to a pack of 
  ghouls. These creatures make a habit of preying upon 
  the inhabitants of the run-down apartment complex. 
  The ghouls use a secret entrance to the basement of 
  one of the apartments to gain access into the crime-
  ridden neighborhood, where they feed on whoever 
  they ﬁnd walking the halls of the apartments or streets 
  and back alleys of the surrounding area. The majority 
  of the pack consists of former residents of the Crown 
  Heights projects and surrounding areas that have been 
  turned by the original ghouls who took refuge in the 
  sewers after contracting advanced necrotizing faciitis.
  After acclimating to their new surroundings, the 
  ghouls quickly set about making a haven out of an 
  old hideout used by one of the Disciples, a massive 
  drainage chamber with catwalks and wide ledges. 
  When the ghouls moved in the gang provided the 
  beasts with their ﬁrst meals. Those who didn’t die 
  contracted advanced necrotizing faciitis and became 
  ghouls themselves. The newly created ghouls 
  provided the rest of the pack with knowledge of the 
  secret entrance to the surface and more fertile hunting 
  grounds on the streets above.
  Recent Developments
   In the past few months, the supernatural gang 
  has begun to expand their territory to neighboring 
  projects, even to the point of encroaching on the 
  territory of rival gangs. Anti-gang task forces 
  operating in this part of the city have begun to track 
  the movements of the supernatural gang even going 
  so far as to try to inﬁltrate its ranks, but to no avail. 
  The gang is very selective about whom it accepts. 
  Those who don’t measure up usually become a nice 
  snack.  So far, no task force members have been killed 
  or turned into ghouls, but it is only a matter of time, 
  as the law enforcement ofﬁcials have committed to 
  stepping up their efforts to inﬁltrate this gang. One 
  gang task force member, Emilio Vasquez, has actually 
  ﬁgured out the true nature of the gang, but hasn’t 
  found anyone with whom he trusts enough to share 
  the information.
  The Ghoul Haven in the Twisted Earth
  The Twisted Earth is an excellent backdrop for ghouls. The creatures are common enough to inhabit 
  the ruins of any Pre-Fall city in North America. Speciﬁc areas such as Necropolis, the Lewis and Clark 
  Biodome, Ember, the City of the Dead, the Sea-Tac Spawning pits, Kansas City, Arid City and many others 
  are perfect settings to inject a subterranean complex ﬁlled with these ﬂesh-craving mutants. There may 
  be an entire tribe of the creatures who act as ﬂesh raiders, preying upon caravans and lone travelers who 
  happen upon their domain. Alternately, the sewers of the ancients may serve as a sanctuary of sorts for 
  ghouls who have been persecuted by others who view their kind as monsters.
  
  The Modern Dispatch
  GHOUL HAVEN
  Page 2
  The Secret Entrance to 
  the Sewers
  The entrance to the sewers beneath the apartments 
  can be accessed behind a refrigerator in the janitorial 
  recreation room, which is located in the basement. 
  During the day, at least two of the four man staff will 
  be in the room at any given time. At night, everyone 
  has gone home. A member of the Disciples ﬁrst 
  discovered this entrance when one of their members 
  needed a place to hide from the police. Only two non-
  gang members know about the entrance: Franklin 
  Brown, the head janitor, and Crack head J, a local 
  vagrant who makes his home in a makeshift cardboard 
  house behind one of the apartment buildings.
  Before the ghouls came, Franklin used the secret 
  compartment behind the fridge to store things he 
  didn’t want anyone else ﬁnding out about, like bottles 
  of gin that would help warm him up on cold winter 
  days. Now the man has a secret camera trained on 
  the secret entrance so he can try to keep track of how 
  many of the creatures are actually using it. Franklin 
  isn’t a hero, but he ﬁgures that eventually he’s going 
  to have to do something about the ghouls before they 
  kill or turn everyone in the Crown Heights projects.
  The Ghoul Lair
  The sewer system where the ghouls make their lair is 
  a remnant of an older network of tunnels and drainage 
  systems that were put in place in the early 1920’s. 
  The warren of tunnels still manages to collect water 
  through seepage from both rain and the newer, yet 
  oftentimes hastily constructed sewage and waste 
  systems, but doesn’t handle nearly the same amount of 
  volume as it used to. Consequently, the subterranean 
  warren of stone and iron makes for a perfect lair. The 
  Disciples once used this place to hold meetings, store 
  drugs and other illicit items such as guns, and also as a 
  hideout in times of trouble. Now, Ghouls can be found 
  in every part of the sewers, although the primary lair 
  is in the afore-mentioned drainage chamber.
  Specific Locations
  The following areas are keyed to the Sewer map. Feel 
  free to use them or modify them at your discretion. 
  A: Ghoul Guards
  Two guards watch the secret entrance to the sewers 
  from a junction point 30 ft away. If anyone is not 
  wearing a gang insignia or otherwise not recognized 
  as someone who belongs in the sewers, the ghouls will 
  sound an alarm by beating on the cover of a trashcan 
  before lunging at their potential meal. 
  B: Gang Meeting area
  The non-ghoul members of the Disciples use this 
  large circular chamber when they need to hide out 
  or have meetings. Old couches, a mattress or two 
  and numerous chairs and card tables are scattered 
  
  The Modern Dispatch
  GHOUL HAVEN
  Page 3
  throughout the chamber. 1d6 gang members will 
  be in this room at any given time. The chamber is 
  oftentimes lit with burning trash cans. 1-2 on a 1d6 
  roll indicates that the trashcans are burning and there 
  is enough ambient light to see.
  C: Leaders Den
  This large, rectangular-shaped room is where 
  the original ghoul, Corrigan, keeps his personal 
  belongings and sleeps during the day. Corrigan has 
  a gas-powered generator, which he uses to provide 
  lighting for his room and the main lair where all of 
  the ghouls congregate. The incredibly loud generator 
  is almost always running, so any listen checks to 
  hear any conversations in the den have a DC (25), 
  and characters gain a +5 circumstance bonus to move 
  silent checks when trying to sneak into this room.
  D: Cache of weapons and drugs
  This drainage chamber holds all of the excess drugs 
  and weapons currently possessed by the Disciples. 
  Drugs should be in varying types and quantities with 
  an estimated street value of 10,000 dollars. Weapons 
  include various handguns, shotguns, machine pistols, 
  semi-automatic riﬂes and a number of military-
  grade explosives, such as C-4 and claymore mines 
  purchased on the black market. The estimated street 
  value for the weapons is 40,000 dollars. 3 Ghouls are 
  in this area at any given time. The north, south, and 
  east passageways are all booby-trapped with claymore 
  mines. If anyone approaching from either direction 
  fails to properly identify themselves, the ghouls will 
  activate the trap. The chamber is usually lit with 
  burning trashcans. The light will extend 10 ft down 
  each tunnel.
   Claymore Trap: CR 4; no attack roll necessary 
  (8d6); Reﬂex save (DC 18) to take half damage; 
  Search (DC 16); Disable Device (DC 16).
  E: The Pit
  When the Ghouls bring people back to their lair for 
  future food sources, they keep the victims in this 10 
  ft deep drain tunnel. The top grating has been ripped 
  open, but the bottom grating remains, and is stable 
  enough to hold 1000 lbs of weight. Four people will 
  be in this makeshift prison at any given time, waiting 
  to either be rescued or eaten by the ghouls.
  Adventure Hooks
  The following adventure hooks are designed for use 
  with this adventure location. 
  People under the Basement  
  Children in the Crown Heights projects are beginning 
  to turn up missing. Rumors persist that the Disciples 
  have been snatching children and selling them on 
  the black market, but Crack head J knows the truth 
  about the disappearances. Can the group ﬁnd out what 
  happened and stop those responsible before any more 
  innocent lives are lost?
  
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  GHOUL HAVEN
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  Lords of the Night 
  The people of Crown Heights are being terrorized 
  nightly by the Disciples, a ghoul street gang that has 
  taken the entire apartment complex over, using it as 
  a massive breeding ground where they create even 
  more ghouls. It’s all guns blazing in this wild free for 
  all, with the PC’s ﬁghting ghouls on every ﬂoor of the 
  three building, ﬁfteen-story apartment complex in an 
  effort to rid Crown Heights of its ﬁendish overlords 
  once and for all.
  Failed Delivery  
  Vincent Corlone, head of the Corlone crime family, 
  hires the group to ﬁnd a courier who was last seen 
  drinking at a hole-in-the-wall bar across the street 
  from the Crown Heights projects. The courier, Justin 
  Parks, was supposed to deliver a large sum of money 
  to Vincent, but was confronted inside the bar by 
  members of the Disciples. When he tried to get in his 
  car and leave, the Ghouls grabbed him and took him 
  down into the sewers. Can the group ﬁnd the money 
  and escape without losing their lives?
  Turf War
  A three-way war has broken out in the area around 
  Crown heights between the East-side Home Boys, 
  The Brotherhood, and the Disciples. One of the gang 
  Task Force agents, Emilio Vasquez, recruits the 
  characters to help him diffuse the situation by taking 
  out key members of the Disciples before they begin 
  turning members of the other two gangs into ghouls 
  consequently spreading the infestation to other parts 
  of the city.
  A Night on the Town
   As the heroes are out for a night of fun, they become 
  lost and end up stranded in The Crown Heights area 
  with engine trouble. Can the group survive a night 
  out on the town without being turned into ghouls, or 
  worse?
  Ghoul Hunt
  Tired of the ghouls and non-tainted gang members 
  using the basement to access the sewers, Franklin 
  Brewer decides to seek out the characters for help in 
  eliminating the ghoul infestation. As proof, Franklin 
  shows the PC’s a videotape of the ﬁend’s comings and 
  goings.  What comes next is a classic ghoul hunt in 
  abandoned sewers deep below the city.
  A Mother’s Love 
  Shenequa Watson is having trouble with her eldest 
  son, Tray. The boy is falling victim to peer pressure, 
  and his mother fears Tray is going to try and be 
  jumped into the Disciples. Following the advice of 
  a friend, she contacts the group and asks them to do 
  something about the gang before her son becomes one 
  of them. Unfortunately, it is too late. Tray is jumped 
  into the gang even as Shenequa is talking with the 
  characters. Can the PC’s deal with the ghouls without 
  killing Tray as well? Is there a cure for advanced 
  necrotizing faciitis, and can the characters ﬁnd it 
  before Tray is wholly consumed by the disease?
  Catch and Release
   As members of Department 7(or some other secret 
  federal agency dedicated to the investigation of the 
  paranormal), the characters are given the task of 
  ﬁnding and capturing no less than three ghouls.  The 
  creatures are to be brought back to a safe house where 
  a variety of tests will be performed, including the 
  taking of skin and blood samples. When the tests are 
  ﬁnished, the ghouls will be tagged and taken back to 
  Crown Heights, where they will be released back into 
  the neighborhood so that the agency can track their 
  movements.
  NPCs
  The following non-player characters are available for 
  use with the ghoul lair.
  Emilio Vasquez
  Emilio grew up in a rough neighborhood and had to 
  deal with the pressures of joining gangs all his life. At 
  the age of 17, he saw his younger brother be fatally 
  shot in a drive-by shooting while playing basketball. 
  The police never found the responsible parties. Emilio 
  swore that he would dedicate his life to cleaning up 
  the streets.
  He joined the police academy as soon as he 
  graduated high school and maintained a 3.0 average 
  despite having a learning disability. Like all 
  newcomers to the police force, Emilio became a patrol 
  ofﬁcer. The man seemed to have a knack for knowing 
  when people were up to no good, however, and a year 
  and a plethora of drug and illegal weapons arrests 
  later, his supervisors decided to transfer him to a gang 
  task force where his ethnic background and street 
  knowledge would be put to good use.
  Not long after he was transferred to the anti-gang 
  task force, Emilio discovered the truth about the 
  Disciples. When he naively mentioned it to a few of 
  his partners one night while having drinks after their 
  shift, Emilio was nearly laughed right out of the bar. 
  Ever since then, he’s kept the knowledge about the 
  ghouls to himself and dealt with the constant jabbing 
  and jokes from his co-workers. Emilio is dedicated 
  to gaining as much knowledge about the ghouls as 
  possible, and isn’t opposed to doing vigilante-type 
  work if it means that this threat is taken care of, but he 
  won’t do it alone.
  
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  GHOUL HAVEN
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  Emilio Vasquez, Strong Hero 2/Tough Hero 2/
  Charismatic Hero 1 CR 5; Medium Size Humanoid; 
  HD 2d8+2 plus 2d10+2 plus 1d6+1; HP 29; Mas 13; 
  Init +2; Spd 30 ft; Defense 16, touch 16, ﬂatfooted 14 
  (+2 Dex, +4 class); BAB +3; Grap +5; Atk +5 melee 
  (1d4+3, unarmed strike), or +5 ranged (2d6, Glock 
  17); FS 5 ft by 5 ft; Reach 5 ft; AL justice, police; SV 
  Fort +6, Ref +3, Will +0; AP 2; Rep +2; Str 15, Dex 
  14, Con 13, Int 12, Wis 10, Cha 9.
  Occupation: Law Enforcement (Gather 
  Information, Knowledge [Streetwise]).
  Skills: Climb +6, Concentration +2, Craft 
  (structural) +2, Disguise +0, Gather Information +1, 
  Intimidate +0, Investigate +5, Knowledge (Business) 
  +2, Knowledge (Current Events) +2, Knowledge 
  (Popular Culture) +2, Knowledge (Streetwise) +6, 
  Knowledge (Tactics) +3, Profession +3, Repair +2, 
  Sense Motive +3.
  Feats: Armor Proﬁciency (light), Attentive, Brawl, 
  Combat Martial Arts, Combat Reﬂexes, Point Blank 
  Shot
  Talents (Strong Hero): Melee Smash
  Talents (Tough Hero): Remain Conscious
  Talents (Charismatic Hero): Fast-Talk
  Possessions: (Wealth +6) Glock 17 9mm (2), 
  Kevlar vest, other personal possessions
  Crack Head J
  Crack Head J knows about the ghouls that prey on 
  people at night. He knows about the secret entrance 
  to the sewers because he’s used it during the winter 
  when the cold air and snow made living outside on 
  the streets a struggle between life and death. People 
  don’t pay too much attention to the homeless, unless 
  of course, they are asking for money, but then it just 
  seems like a nuisance. Consequently, Crack Head J 
  is the eyes and ears of the Crown Heights apartment 
  complex.
  Crack Head J (Fast Hero 1/Tough Hero 1): CR 2; 
  Medium Size Humanoid; HD 1d8+1 plus 1d10+1; HP 
  13; Mas 12; Init +1; Spd 35 ft; Defense 15, touch 15, 
  ﬂatfooted 14 (+1 Dex, +4 class); BAB +0; Grap +2; 
  Atk +2 melee (1d6+2 nonlethal, unarmed strike); FS 
  5 ft by 5 ft; Reach 5 ft; AL crack; SV Fort +2, Ref +2, 
  Will +0; AP 1; Rep +0; Str 14, Dex 13, Con 12, Int 11, 
  Wis 11, Cha 10.
  Occupation: Criminal (Hide, Knowledge 
  [Streetwise])
  Skills: Balance +2, Climb +3, Escape Artist +5, 
  Hide +6, Knowledge (Streetwise) +5, Listen +2, Move 
  Silently +5, Sleight of Hand +7, Spot +3, Survival +1, 
  Tumble +2
  Feats: Alertness, Brawl, Nimble
  Talents (Fast Hero): Increased Speed
  Talents (Tough Hero): Cold Resistance
  Possessions: Wealth +
  Franklin Brown 
  Franklin is a simple man. Having lived in the inner 
  city all his life, Franklin understands what it takes to 
  get from day to day in the ghetto. With that said, he 
  has a hard time understanding the youth in this day 
  and age. Being 55, Franklin has been through many 
  things in his life. He’s been discriminated against, 
  stood toe to toe with clan members, participated 
  in sit-ins,  and has even marched with Dr. King in 
  Washington D.C. 
  Franklin is no stranger to adversity, but even in the 
  man’s darkest days, he never dreamed of picking up a 
  gun and shooting a man unless it was in the jungles of 
  Vietnam where he proudly served his country. But this 
  younger generation seems eager to do just that. Drugs 
  and crime seem more prevalent now than they ever 
  were in the sixties. Gangs wage war in the streets of a 
  neighborhood, which at one time was a decent place 
  to live.
  Franklin manages a crew of four maintenance 
  workers who keep the Crown Heights projects in 
  comparatively decent shape. Of the ﬁve workers, 
  Franklin is the only one who knows about the Ghouls 
  and the secret entrance into the building. He keeps a 
  video log of all night trafﬁc through the basement, and 
  is planning to present the evidence to the FBI or some 
  other agency that deals with this type of problem. His 
  wife Martha thinks Franklin has been watching too 
  many episodes of the X-ﬁles. Franklin knows it looks 
  and sounds crazy, and if he can’t ﬁnd anyone to help 
  him, he won’t hesitate to pick up his military issue M-
  16 and take matters into his own hands.
  Franklin Brown (Dedicated Hero 2/Tough Hero 
  2/Smart Hero 2): CR 6; Medium Size Humanoid; 
  HD 2d6+2 plus 2d10+2 plus 2d6+2; HP 31; Mas 13; 
  Init +2; Spd 30 ft; Defense 17, touch 17, ﬂatfooted 15 
  (+2 Dex, +5 class); BAB +3; Grap +3; Atk +3 melee 
  (1d3 nonlethal, unarmed strike), or +6 ranged (2d8, 
  M16A2); FS 5 ft by 5 ft; Reach 5 ft; AL civil rights; 
  SV Fort +5, Ref +2, Will +6; AP 3; Rep +2; Str 10, 
  Dex 14, Con 13, Int 12, Wis 15, Cha 8.
  Occupation: Technician (Craft [electronic], Craft 
  [mechanical], Repair)
  Skills: Craft (electronic) +9, Craft (mechanical) 
  +9, Demolitions +3, Disable Device +3, Drive +4, 
  Knowledge (Streetwise) +9, Knowledge (Technology) 
  +5, Listen +4, Profession +6, Repair +12, Search +3, 
  Sense Motive +6, Spot +9, Survival +8
  Feats: Advanced Firearms Proﬁciency, Alertness, 
  Burst Fire, Improved Autoﬁre, Personal Firearms 
  Proﬁciency, Point Blank Shot, Weapon Focus 
  (M16A2)
  Talents (Dedicated Hero): Skill Emphasis (Spot)
  Talents (Tough Hero): Second Wind
  Talents (Smart Hero): Savant (Repair)
  Possessions: M16A2, box 5.56mm ammunition, 
  mechanical tool kit, electrical tool kit; Wealth +8
  
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  GHOUL HAVEN
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  Corrigan - Ghoul Leader
  Corrigan contracted advanced necrotizing faciitis 
  than a year ago while reporting on an outbreak of the 
  disease in Somalia. In the time it took for Corrigan to 
  return to the United States, the disease had set in and 
  he became a ghoul. His wife left him after he tried 
  to eat their child, an episode in which he narrowly 
  escaped the police. The memory of that night still 
  haunts Corrigan, even as he rises each night to go 
  looking for fresh meat.
  He and three others of his kind found the secret 
  entrance to the sewers one night roughly six months 
  ago and have been using it ever since. The original 
  three ghouls have created a small army from the gang 
  members who use the tunnels to hide from the police. 
  Corrigan has used this army to expand his hunting 
  grounds as well as create revenue from selling drugs.
  Corrigan (Strong Hero 4/Tough Hero 2): CR 8; 
  Medium Size undead; HD 6d12; HP 39; Mas -; Init 
  +7; Spd 30 ft; Defense 20, touch 18, ﬂatfooted 17 (+3 
  Dex, +5 class, +2 natural); BAB +5; Grap +8; Atk +8 
  melee (1d6+5, claw); Full Atk +8 melee (1d3+5, 2 
  claws), +6 melee (1d6+5 plus disease, bite); FS 5 ft by 
  5 ft; Reach 5 ft; SQ chaos, evil; AL create spawn, dark 
  vision 60ft, disease, scent, undead; SV Fort -, Ref +4, 
  Will +1; AP 3; Rep +0; Str 17, Dex 16, Con -, Int 12, 
  Wis 10, Cha 8.
  Occupation: Investigative (Knowledge 
  [Streetwise], Search)
  Skills: Climb +8, Intimidate +1, Jump +9, 
  Knowledge (Current Events) +3, Knowledge 
  (Streetwise) +6, Knowledge (Tactics) +5, Search +9, 
  Spot +2, Survival +2
  Feats: Brawl, Cleave, Combat Reﬂexes, Great 
  Cleave, Improved Brawl, Improved Initiative, 
  Personal Firearms Proﬁciency, Power Attack, 
  Multiattack
  Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash
  Talents (Tough Hero): Remain Conscious
  Possessions: Wealth +7
  
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  GHOUL HAVEN
  Page 7
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  enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Modern System Reference Document Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based 
  on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, 
  Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Modern Dispatch #4 2004, RPGObjects; Author David Jarvis 
  open gaming content
  Designation of Product Identity: The following terms are designated as 
  product identity as outline in section 1(a) of the Open Gaming License: 
  Modern Dispatch, Darwin’s World, Blood and Guts, Blood and Fists, Blood 
  and Vigilance, Blood and Circuits, Blood and Relics.
  Designation of Open Gaming Content: The following sections of Modern 
  Dispatch #4 is designated as open gaming content except for terms deﬁned as 
  product identity above.  All illustrations, pictures, and diagrams are Product 
  identity and property of RPGObjects™.
  All the text in this document is open content. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/RPG Objects/Modern Dispatch/Modern Dispatch 004 - Ghoul Haven.pdf