TEXT: the modern dispatch
  gun runners
  page 1
  Requires the use of the d20 Modern Roleplaying 
  Game, published by Wizards of the Coast, Inc.
  d20 Modern and Wizards of the Coast are 
  trademarks of Wizards of the Coast, Inc. in the 
  United States and other countries and are used 
  with permission
  ‘d20 System’ and the ‘d20 System’ logo are 
  trademarks of Wizards of the Coast, Inc. and are 
  used according to the terms of the d20 System 
  License version 6.0.  A copy of this License can 
  be found at www.wizards.com/d20.
  content managers: 
  charles rice and chris davis
  layout: 
  chris davis
  proofreading: 
  chris davis
  www.rpgobjects.com
  #43
  Welcome to Gun Runners, an adventure for the 
  Modern d20 roleplaying game. This adventure 
  requires the core Modern rules as well as RPGObjects’ 
  own Blood and Guts II line of modern military 
  sourcebooks. 
  What has come before: Gun Runners is part three of 
  an adventure begun in the Dispatch, called Operation: 
  Dry County and continued in the 
  adventure Leads and Complexities. 
  Like the previous two adventures, 
  Gun Runners takes place in Iraq 
  and casts the heroes in the role of 
  military personnel attempting to foil 
  the efforts of a new player on the 
  international terrorism scene, Insha 
  Allah or “The Will of God.”
  getting the 
  pcs’ involved
  Recently a raid was conducted on a 
  warehouse in the port city of Umm 
  Qasr that revealed an impressive 
  cache of weaponry bound for the 
  insurgents opposing Coalition forces 
  in Iraq (the PCs could very well have 
  taken part in that raid during the 
  adventure Leads and Complexities).  
  In the aftermath of the raid, 
  several insurgents working at the 
  warehouse have been captured and 
  questioned.  The authorities have 
  learned that several major shipments 
  of arms and explosives left the 
  warehouse in the hours before the raid bound for 
  Saudi Arabia. Insha Allah has decided to take their 
  ﬁght beyond Iraq and have decided to target foreign 
  oil workers living in Baqbar Towers in Saudi Arabia.
  The PCs have been asked to intercept these convoys 
  before they can reach the border, stopping the threat to 
  the foreign workers.
  gun runners
  by charles rice
  
  the modern dispatch
  gun runners
  page 2
  episode 1: 
  desert chase 
  (heat of the night)
  The following short scenes depict the PCs as they 
  struggle to intercept all the convoys. The ﬁrst 
  shipment is on three standard trucks, the equipment in 
  the rear covered with tarps. 
  This episode takes place on a long highway 
  between Al Nasiriyah and An Najaf. Although the 
  main action takes place at night, when the road is 
  relatively deserted, the forces involved in the chase 
  will encounter innocent bystanders in the form of light 
  trafﬁc every 1-6 rounds. 
  Each truck carries a driver and a passenger. The 
  driver carries a pistol for emergencies, while the 
  passenger carries a Skorpion submachine gun and a 
  Stinger missile.
  Each truck is protected by two dirt bikes, each of 
  which carries two insurgents (a driver and a passenger 
  armed with a Skorpion submachine gun and a 
  Stinger). 
  The PCs will have to requisition or purchase 
  vehicles for the chase with a speed of better than 
  150 (the speed of the trucks carrying the weapons). 
  Depending on the resources of the PCs (or their ability 
  to requisition top-notch equipment), this chase could 
  have the PCs on dirt bikes of their own, driving beat-
  up economy cars or in a Blackhawk helicopter. 
  If the PCs attack in something fast, the dirt bikes 
  will veer off to engage before they can get close to 
  the trucks, concentrating their efforts of the PCs’ 
  vehicles. If the PCs are in a lightly armed land vehicle 
  the insurgents will use their SMGs.  If the PCs are 
  in something more heavily armored (or airborne) the 
  insurgents will use their Stingers.
  The plan is for this convoy to drop off some 
  weapons and explosives to their fellow insurgents in 
  Najaf and then continue their trek to Saudi Arabia 
  
  the modern dispatch
  gun runners
  page 3
  through the desert, which the insurgents know quite 
  well and are able to navigate with ease. It is their 
  belief that anyone attempting to follow them on land 
  (especially an American military force not native to 
  the area) will not know what portions of the desert are 
  passable by vehicles and become stuck, and that the 
  sheer size of the desert will foil any search attempt by 
  air.
  Should the insurgents have reason to believe staying 
  on the road could jeopardize their mission (such as a 
  brush with an American helicopter) they might forgo 
  their mission to Najaf and leave the road as soon as 
  they have lost or disabled their pursuers.  
  episode 2: 
  old man river
  The second convoy of weapons is loaded onto one 
  medium size riverboat and guarded by two jet skis; 
  each carrying two riders armed the same as in Episode 
  1. 
  This boat is moving up the Tigris River and plans 
  to ofﬂoad its cargo in Baghdad. About half the 
  weapons will stay in the capitol to fuel a new wave of 
  insurgency while the rest will be loaded onto trucks 
  similar to those seen in Episode 1 and sent to Saudi 
  Arabia.
  In this episode the boat itself is a much more potent 
  obstacle to overcome. The boat’s cabin is full of 
  insurgents six, while another six are riding on top of 
  the boat’s cargo. This could cause an explosive end 
  to the encounter as every time a round is ﬁred at the 
  insurgents in the ship’s cargo area there is a chance for 
  the explosives to go up in ﬂames. 
  Each round the PCs ﬁre at the six insurgents in the 
  ship’s cargo area there is a 1 in 20 chance that the 
  explosives will be set off. If burst ﬁre is used, this 
  chance increases to 2 in 20 and if a weapon is ﬁred at 
  full auto the chance is 3 in 20. If the explosives are 
  set off, allow a Spot check (DC 15) to warn the PCs 
  that they need to get away from the boat (the simplest 
  way would be to simply dive under the water). If the 
  PCs fail this Spot check (or decline to take cover) 
  they will be hit by a blast inﬂicting 10d6 damage 
  (Reﬂex save DC 20 for half damage). Should the PCs 
  attack the boat with some sort of explosive device 
  (fragmentation grenade, dynamite, Stinger missile) 
  the explosives will detonate automatically with no 
  warning.
  episode 3: 
  bat out of hell
  Unsure if they have stopped all the weapons 
  shipments, the PCs are ﬂown by Blackhawk helicopter 
  to rendezvous with Iraqi Border Police to guard the 
  main road leading into Saudi Arabia. Their superiors 
  feel if any shipment has been missed this road is the 
  most likely route for any remaining shipments. 
  After spending several boring days guarding the 
  border, the PCs see a taxi approaching at dawn. Seeing 
  a taxi this close to the border is somewhat unusual, but 
  if the PCs question the border guards they will ﬁnd 
  that it is not totally unheard of. 
  Then there’s the helicopter.
  Likely to attract the attention of the PCs right 
  away, the helicopter appears on the horizon moments 
  after the taxi does, then outpaces the vehicle heading 
  straight for the PCs’ position. Determined to get this 
  last shipment of weapons and explosives through, 
  Insha Allah has sent a helicopter to destroy any 
  resistance at the border and allow the vehicle to pass 
  through unmolested. 
  The taxi is driven by one of the drivers detailed in 
  appendix 2 below (the vehicle specialists). The taxi 
  he drives is literally crammed with explosives and 
  weapons in the front passenger seat, the rear seats, and 
  the trunk. His orders are to wait for the helicopter to 
  eliminate resistance then proceed across the border. 
  If the helicopter attack fails (an unlikely event in 
  his superiors’ mind) then he is to attempt to run the 
  barricade.
  The helicopter is piloted by a typical pilot (use 
  the vehicle specialist stats in appendix 2 but replace 
  Pilot for the Drive skill and Aircraft Operation for 
  Surface Vehicle Operation). Riding shotgun is a 
  weapon specialist (see appendix 2) armed with 4 
  Stinger missiles. The helicopter will hover and allow 
  the weapons insurgent a clear shot. He will ﬁre one 
  Stinger per round until any resistance has scattered. If 
  all Stingers are ﬁred and there is still resistance, the 
  helicopter will close and allow the weapons ofﬁcer to 
  provide cover with his SMG for the taxi as it attempts 
  to run the blockade. 
  appendix 1: vehicles 
  Most of these vehicles are modiﬁed versions of those 
  found in the core rules. They are included here to 
  save page-ﬂipped (and because their stats are slightly 
  modiﬁed from those in the core rules).
  appendix 2: npcs
  Vehicle Specialist Insurgents (Tough Hero 3) CR 
  3; Medium-size humanoid; HD 3d10+3 plus 3; HP 
  23; Mas 13; Init +2; Spd 30 ft; Defense 16, touch 
  14, ﬂatfooted 14 (+0 size, +2 Dex, +2 class, +2 
  equipment); BAB +2; Grap +3; Atk +3 melee (1d3+1, 
  unarmed), or +4 ranged (2d4+0, Walther PPK); FS 5 ft 
  by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +3, Ref +3, 
  Will +1; AP 1; Rep +1; Str 12, Dex 14, Con 13, Int 10, 
  Wis 10, Cha 8. 
     Occupation: Military (Drive, Navigate) 
     Skills: Concentration +7, Drive +10, Navigate +3, 
  Pilot +4, Survival +3 
     Feats: Armor Proﬁciency (light), Combat Driving, 
  
  the modern dispatch
  gun runners
  page 4
  Personal Firearms Proﬁciency, Surface Vehicle 
  Operation (Heavy wheeled or Powerboat), Vehicle 
  Expert 
     Talents (Tough Hero): Robust, Damage Reduction 
  1/— 
     Possessions: Pull-up pouch vest, unarmed, Walther 
  PPK
  Notes: These NPCs will be at the wheel of the 
  various vehicles found throughout the adventure. 
  Weapons Specialist Insurgents (Strong Hero 3/
  Assault Training 2) CR 5; Medium-size humanoid; 
  HD 3d8+3 plus 2d10+2 plus 2; HP 32; Mas 12; Init 
  +2; Spd 30 ft; Defense 17, touch 15, ﬂatfooted 15 (+0 
  size, +2 Dex, +3 class, +2 equipment); BAB +5; Grap 
  +6; Atk +6 melee (1d4+3/19-20, knife), or +7 ranged 
  (2d4+0, Skorpion); FS 5 ft by 5 ft; Reach 5 ft; SQ ; 
  AL none; SV Fort +6, Ref +3, Will +0; AP 2; Rep +0; 
  Str 13, Dex 14, Con 12, Int 10, Wis 8, Cha 10. 
     Occupation: Military (Demolitions, Hide) 
     Skills: Climb +3, Craft (structural) +3, Demolitions 
  +6, Hide +8, Intimidate +3, Knowledge (Tactics) +6 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Combat Martial Arts, Exotic 
  Firearms Proﬁciency (rocket launchers), Personal 
  Firearms Proﬁciency 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash 
     Talents (Assault Training): Tough as Nails, Shock 
  Assault 1 
     Possessions: Pull-up pouch vest, knife, Skorpion 
  SMG
  Notes: These insurgents will be riding shotgun in 
  the motorcycles and trucks in Episode #1 and in the 
  jet skis and boat in Episode #2. 
  appendix 3: iraq 
  primer part 2
  iraqi security forces
  minister of the interior
  The post of Minister of the Interior is one of the 25 
  cabinet positions in the Iraqi Governing Council, the 
  ﬁrst step toward Iraqi self-governance in the post-
  Saddam era. The Interior Minister’s ﬁrst priority is 
  a gradual takeover of security from the forces of the 
  United States/United Kingdom-led Coalition. 
  When the cabinet was sworn in on September 3, 
  2003 the post of Interior Minister was ﬁlled by Nuri 
  al-Badran a Shiite Muslim. This ﬁrst minister’s term 
  would be short, as he announced his resignation on 
  April 4, 2004 stating as cause American unhappiness 
  with his performance and a desire that the Defense 
  Minister and Interior Minister posts not both be ﬁlled 
  by Shiite Muslims. On the April 9, 2004 Samir Shakir 
  Mahmoud el-Sumaidy was named Interior Minister, to 
  be followed by Falah Hassan on June 1, 2004.
  iraqi police service (ips)
  The IPS falls under the jurisdiction of the Minister of 
  the Interior and provides basic police services. After 
  the widespread looting and chaos following the fall of 
  Baghdad, getting a working civil police force up and 
  running has been a high priority for Coalition forces 
  and has proven to be an uphill battle. 
  Currently numbering about 32,000 the force has 
  few fully trained ofﬁcers and is still understaffed for 
  the job it has been asked to do (the end goal for police 
  strength is more than double the current number or 
  65,000). Since basic security is the paramount issue 
  the IPS does not currently perform many of the 
  duties they will grow into once the nation has been 
  stabilized. For instance they possess no investigative 
  branch, no site security and no highway patrol forces 
  all of which are eventual goals for the organization.
  Despite their lack of training and manpower the 
  IPS has performed admirably, receiving 24 medals of 
  valor and 79 medals of sacriﬁce from the commanders 
  of the 1st Armored Division. Of the 79 medals of 
  sacriﬁce, 21 were awarded posthumously for ofﬁcers 
  who gave their lives to strengthen the security of their 
  country. 
  Countries from around the world are currently 
  assisting the IPS, some providing actual manpower 
  but many providing training as well. Germany is 
  currently training 150 future members of the IPS in 
  forensic investigation and both Jordan and the United 
  Arab Emirates are providing training facilities and 
  expertise to introduce fully trained ofﬁcers to the ﬁeld. 
  table 1: vehicles
  Name
  Crew
  Pass
  Cargo
  Init
  Maneuver
  Top Speed
  Defense
  Hardness
  Hit Points
  Size
  Purchase DC Restriction
  Standard truck (Episode 1)
  1
  2
  1,700 lb.
  –2
  –2
  150 (15)
  8
  5
  40
  Desert bikes (Episode 1)
  1
  1
  0 lb.
  +0
  +2
  165 (16)
  10
  5
  18
  M
  23
  Lic (+1)
  River boat (Episode 2)
  1
  5
  2,500 lb.
  –2
  –2
  40 (4)
  8
  5
  28
  H
  28
  Lic (+1)
  Jet skis (Episode 2)
  1
  1
  60 lb.
  –1
  +1
  105 (10)
  9
  5
  22
  L
  24
  Lic (+1)
  Helicopter (Episode 3)
  1
  4
  250 lb.
  –4
  –4
  220 (22)
  6
  5
  28
  G
  39
  Lic (+1)
  Taxi (Episode 3)
  1
  4
  275 lb.
  –1
  –1
  170 (17)
  9
  5
  30
  L
  26
  Lic (+1)
  
  the modern dispatch
  gun runners
  page 5
  Members of the IPS wear uniforms consisting of 
  light blue shirts and navy blue pants. On one arm they 
  wear a patch with the letters IP emblazoned to identify 
  them as members of the police forces. They are armed 
  with pistols of various kinds, shotguns and AK-47s 
  and use a number of vehicles in the performance of 
  their duties. 
  IPS Ofﬁcer (Tough Ordinary 1) CR 1; Medium-size 
  humanoid; HD 1d10+1; HP 7; Mas 12; Init +0; Spd 
  30 ft; Defense 11, touch 11, ﬂatfooted 11 (+0 size, 
  +0 Dex, +1 class); BAB +0; Grap +1; Atk +1 melee 
  (1d6+1, Club), or +0 ranged (2d4+0, Walther PPK); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +2, 
  Ref +0, Will +1; AP 0; Rep +0; Str 12, Dex 10, Con 
  12, Int 10, Wis 13, Cha 8. 
     Occupation: Law Enforcement (Diplomacy, 
  Intimidate) 
     Skills: Diplomacy +2, Intimidate +2, Knowledge 
  (Streetwise) +3, Spot +4 
     Feats: Brawl, Personal Firearms Proﬁciency, Point 
  Blank Shot 
     Talents (Tough Ordinary):  
     Possessions: Club, Walther PPK
  iraqi border police (ibp)
  The IBP is tasked with guarding Iraq’s six borders 
  with its neighboring countries. Given that many 
  insurgents are moving to and from countries with a 
  vested interest in Iraq’s instability, this force is critical 
  to establishing a stable, self-governing Iraqi state. 
  This force is receiving training from Jordan’s security 
  forces as well as Coalition military personnel and 
  Homeland Defense experts from the United States and 
  has been growing rapidly, swelling from 11,000 in 
  November of 2003 to 23,000 in February of 2004. As 
  impressive as this growth is, the goal for the force’s 
  end size is 37,000 and these forces need to be trained 
  to operate in a variety of terrains and with a high 
  degree of competence to stop insurgents and weapons 
  from coming into the country from its neighbors. 
  These forces will eventually be trained in inspection 
  techniques, tariff collection, anti-smuggling 
  techniques, law and ethics. The IBP will over time 
  man the over 250 border forts that will be constructed 
  with state of the art equipment including nightvision, 
  remote operated cameras, motion detectors and radio 
  monitoring equipment.  
  IBP Ofﬁcer (Dedicated Ordinary 1) CR 1; Medium-
  size humanoid; HD 1d6+1; HP 5; Mas 12; Init +0; 
  Spd 30 ft; Defense 11, touch 11, ﬂatfooted 11 (+0 size, 
  +0 Dex, +1 class); BAB +0; Grap -1; Atk -1 melee 
  (1d6+-1, Club), or +0 ranged (2d4+0, Walther PPK); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +2, 
  Ref +0, Will +2; AP 0; Rep +1; Str 8, Dex 11, Con 12, 
  Int 10, Wis 13, Cha 10. 
     Occupation: Military (Knowledge [Tactics], 
  Survival) 
     Skills: Investigate +4, Knowledge (Civics) +4, 
  Knowledge (Streetwise) +2, Knowledge (Tactics) +2, 
  Listen +3, Sense Motive +5, Spot +7 
     Feats: Alertness, Brawl, Personal Firearms 
  Proﬁciency 
     Talents (Dedicated Ordinary):  
     Possessions: Club, Walther PPK
  
  the modern dispatch
  gun runners
  page 6
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