TEXT: The Modern Dispatch
   
  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 Manager: 
  Charles Rice and Chris Davis
  Layout: 
  Chris Davis
  Proofreading: 
  Donald Kiesling, Chris Davis
  www.RPGObjects.com
  #11
  Abducted
  By Charles Rice 
  The Setup
  Generic adventures are tough to write. You don’t 
  know the tastes of the group or the game master. In 
  modern games this is made even tougher because 
  there is no accepted baseline (as there is in fantasy). 
  One group might be seeking things “man was not 
  meant to know” while the other searches for terrorists 
  in the mountains of Afghanistan. 
  Abducted, an adventure scenario for Modern d20, 
  attempts to wrestle with this problem by presenting a 
  problem: the abduction of a little girl. This problem 
  is presented with many possible causes and many 
  possible solutions in the hope that the greatest number 
  of games will ﬁnd that the scenario ﬁtting their style 
  of play.
  Reasons For The Abduction
  The following provide information on the abductor’s 
  motivation. Depending on the nature of the campaign 
  some motivations will ﬁt better than others yet none 
  of these motivations will alter the central action of the 
  adventure: the rescue of Molly Cales. 
  Jealousy
   Clinton sees in his “old friend,” Sam, everything 
  he could have been. Should have been. He should 
  have been the one recruited by the college football 
  programs. He should have been the one with the 
  million-dollar professional contracts, the show 
  endorsements, and the underwear commercials. And 
  he should have been the one elected to the Senate. He 
  outsmarted Sam by gaining his trust and abducting 
  his daughter. After he gets every dime of his friend’s 
  money, he’ll prove once and for all which of them is 
  smarter and tougher: by killing her and escaping the 
  country. 
  Strictly Business
   Sam Cales is about to cast the deciding vote on one 
  of the most sweeping reforms of the military and 
  intelligence communities in the nation’s history. This 
  bill will replace the CIA, the FBI, the NSA and the 
  DEA with a single agency with an enormous budget 
  and unprecedented inﬂuence. Someone wants to make 
  sure Sam votes a certain way and they have convinced 
  
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  Clinton, an old war buddy, to help them make sure it 
  happens. 
  Depending on the nature of the campaign the game 
  master could have the abductors desire Sam vote for 
  or against the bill. If the abductors want to ensure the 
  bill passes they might feel that only a super-agency 
  can defend the country from terrorism or they might 
  have a darker motive: a desire to use the agency to 
  stage a coup of the United States government. If the 
  abductors want to ensure the bill’s defeat it might 
  be out of a desire to protect the military from being 
  overshadowed in importance (and budget) by this 
  new agency. The abductors believe that since the new 
  “Intelligence Czar” created by the bill will have the 
  ability to order troop deployments under the guise 
  of counter-terrorism operations that the military will 
  become the pawns of the intelligence community. 
  National Spotlight 
  Jessie Dymond is intent on paving the way for his 
  friend, Sam Cales into the Oval Ofﬁce and he will 
  do anything to ensure that it happens. Even stage the 
  abduction of his own daughter. Jessie and Clinton 
  have concocted a scheme to abduct the girl and draw 
  the national spotlight onto Sam. 
  Everything will be staged to be as grim as 
  possible. The killer will demand an enormous, 
  almost unaffordable sum of money (in the billions of 
  dollars). Send a bloody knife wrapped in the girl’s 
  handkerchief to Sam. All the while Sam will respond 
  with his usual care, concern and resolve, winning the 
  hearts of the nation.
  And just when things seem hopeless, the girl will 
  return home, having escaped from her captors with 
  the aid of her loyal bodyguard Clinton Ovellette (who 
  was wounded in their escape) and be reunited with her 
  loving parents, the perfect “Hollywood” ending to the 
  drama. 
  In this case the adventure will involve a lot of subtle 
  investigation by the players. Jessie and Clinton are 
  both smart, wily operators skilled at games of deceit. 
  Also Sam, his wife and even Molly are unaware 
  that their suffering is just a stunt engineered by their 
  “loyal” friends to catapult their father into the White 
  House that will make the deception that much harder 
  to ferret out.  
  Ritual Sacrifice
   Jessie Dymond is the head of a secret cult in service 
  to a foul demon or elder god. After inducting Clinton 
  Ovellette into his cult, he has arranged the capture 
  of Sam’s innocent daughter, who will be ritually 
  sacriﬁced to his dark god. This will serve two 
  purposes: ﬁrst as in National Spotlight the abduction 
  and subsequent murder of the innocent girl will 
  catapult Sam into the Presidency, but the ritual will 
  also serve to give Jessie control over Sam, giving 
  his cult the ultimate power. The cult’s dark god 
  craves blood, and when President Sam Cales plunges 
  America into World War III the ground will be soaked 
  in blood, enough to allow their dark god to walk the 
  Earth in the ﬂesh once again.  
  Getting The PCs Involved
  Like the motivation of the abductors, getting the PCs 
  involved will depend on the nature of the campaign 
  and the motivations of the players. The following are 
  some suggestions for getting the PCs engaged in the 
  plot. 
  The Benefactor
  First seen in Issue #2 of the Dispatch, the Benefactor 
  is the perfect way to get almost any group of heroes 
  involved. This shadowy ﬁgure combats government 
  corruption wherever he can and the abduction of the 
  daughter of an honest Senator, whether to inﬂuence a 
  vote, rig a Presidential election, or indulge the blood 
  lust of a dark god will attract his attention. If the PCs 
  are already contacts for the Benefactor he will send 
  them a mysterious message to meet him (it could 
  arrive in their mail, with their morning paper or even 
  be taped to the inside lid of their pizza delivery). 
  When they do he will tell them about the abduction 
  and ask for their help. If the Jealousy or Strictly 
  Business motivations are in play the Benefactor will 
  be aware of the kidnapper’s motivation and tell the 
  PCs a little of what’s going on. However in the case 
  of National Spotlight or Ritual Sacriﬁce he will only 
  know that a darker motivation than simple kidnapping 
  is behind Molly’s abduction.
  Friend Of The Family 
  The PCs could be friends of Sam’s from college 
  (especially PCs of the Athlete occupation- but a 
  brainy PC could have been Sam’s math tutor or study 
  partner). If the Jealousy motivation is being used he 
  calls them in because he doesn’t completely trust the 
  FBI to handle the situation without killing Clinton. 
  Although Sam abhors what Clinton has done he feels 
  his old friend needs help, not death by a sniper’s riﬂe. 
  If Strictly Business is the motivation Sam doesn’t call 
  the FBI, telling the PCs that if they can’t locate and 
  rescue his daughter he will sign the bill (or vote no on 
  the bill depending on the kidnappers’ demands). If the 
  National Spotlight or Ritual Sacriﬁce motivations are 
  being used Sam’s sixth-sense will tell him something 
  about this situation is not what it seems but he will be 
  unwilling to tell the FBI of his suspicions, allowing 
  them to handle it as a normal kidnapping while the 
  PCs dig deeper and attempt to ﬁnd the conductor 
  orchestrating this kidnapping.  
  Solutions
  Like motivations and getting the heroes involved, 
  abduction is a scenario that can be concluded in 
  a multitude of ways. Different methods will be 
  better suited to different groups and some possible 
  suggestions are detailed below. 
  
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  Violence
  The simplest solution would be to track down 
  the kidnapper’s whereabouts, follow him back to 
  his hideout and attack, securing the release of the 
  Senator’s daughter and bringing her kidnapper 
  to justice. Even though this solution involves the 
  straightest path toward victory it will still require the 
  PCs to be on their toes. 
  How do they track the abductor? Perhaps they 
  use electronic wizardry to trace his call (this will be 
  difﬁcult since Clinton is aware of such methods). 
  Although this will only provide the PCs with a 
  payphone number, they can then stake out that 
  location and then follow Clinton back to his hideout 
  after his next call. Perhaps the PCs conduct the 
  ransom drop and then follow Clinton back to his 
  hideout or perhaps they place an electronic tracking 
  device in the money. 
  And once the PCs ﬁnd out where Molly is being 
  held, an assault will have to conducted carefully to 
  ensure the kidnapper does not kill her out of spite or 
  use her as a shield (even a ﬁreﬁght in another room 
  would endanger her from the crossﬁre). 
  Negotiation 
  The ultimate solution for a PC with the Negotiator 
  advanced class would be to convince Clinton to return 
  the girl unharmed and turn himself in. Many times 
  kidnappers buckle under the stress if the money is not 
  turned over right away. Clinton is a troubled man with 
  an alcohol addiction and is genuinely wracked with 
  guilt over his actions. Even if the motivation does not 
  allow for a peaceful solution (this will be especially 
  true if Jealousy is the motivation for Clinton) a skilled 
  negotiator could still greatly enhance the chance for 
  success by keeping Clinton on the line, perhaps long 
  enough for a trace of his call to be conducted. 
  Aftermath
  One the adventure is concluded a number of possible 
  scenarios could spring from this adventure, allowing 
  the effects of abduction to be felt in the campaign for 
  weeks, perhaps months. 
  The Ally
  If the PCs successfully save Molly they will ﬁnd 
  Sam Cales a most valuable contact. A man of intense 
  loyalty he will aid the characters in the future 
  whenever he can.
  The Fallen
   If Molly was killed the PCs will have to track down 
  Clinton before he can ﬂee the country. This could 
  involve investigation to determine where he intends to 
  leave and his destination or it could be an action-ﬁlled 
  chase through highway trafﬁc. 
  Shadowplay
  Even if the PCs free Molly they might have some 
  unanswered questions about the adventure they just 
  took part in (this could especially be the case if the 
  National Spotlight or Ritual Sacriﬁce motivations 
  were used). They might ﬁnd themselves suspecting 
  Jessie or Clinton’s involvement, which could even 
  pit Sam against them since his loyalty will blind 
  him to the involvement of anyone so close to him 
  without ironclad evidence. As the PCs investigate 
  the motivations of the NPCs close to Senator Cales 
  the game master will ﬁnd the tips in Issue #2 of the 
  dispatch on investigating NPCs to be invaluable. 
  It is possible that the PCs will be completely in 
  the dark about Jessie’s or Clinton’s deeper motives if 
  the game master is especially subtle (or the players 
  especially err… unperceptive). The Benefactor could 
  make his presence known at this time and inform the 
  PCs that something darker is afoot (this would be 
  especially effective if the Benefactor did not get the 
  PCs involved in the ﬁrst place, otherwise the players 
  may feel like the game master is leading them by the 
  nose).
  NPCs
  Clinton Ovellette
  Clinton Ovellette always saw himself as the hero 
  of his own personal movie. He knew someday 
  men would write books about him. Captain of the 
  football team. Class President three times. Marine 
  reconnaissance expert with a tour in Desert Storm. 
  An agent of the Secret Service.  Upon entering the 
  Secret Service Clinton’s story seemed to stall. After 
  repeated attempts to qualify for the Presidential 
  Protection detail he realized he never would make 
  it. He had failed. Not in the eyes of the world, his 
  family or even his superiors. To Clinton this failure to 
  continue his rise toward a heroic destiny gnawed at 
  him. He should be the one to leap in front the bullets 
  from a Presidential assassin’s riﬂe not guard some 
  worthless Senator desperate to worm his way into the 
  appropriations committee. 
  Clinton craved excitement. He was addicted to it. 
  He placed some discreet ads in military and police 
  magazines advertising some very specialized services. 
  After several of these “missions,” a man with a very 
  special assignment approached Clinton. One in fact 
  that no one else in the world but him could carry out: 
  abduct the daughter of the man he was supposed to 
  protect. Clinton never bothered to ask how the man 
  had learned who he was or whom he guarded, because 
  this offer was the perfect next chapter to the story of 
  his life. It was the sort of thing people would write 
  books about. 
  
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  Clinton Ovellette (Tough Hero 4/Soldier 3/
  Bodyguard 3) CR 10; Medium-size humanoid; HD 
  4d10+8 plus 3d10+6 plus 3d12+6 plus 4; HP 83; Mas 
  14; Init +3; Spd 30 ft; Defense 26, touch 20, ﬂatfooted 
  23 (+6 equipment, +3 Dex, +7 class); BAB +7; Grap 
  +7; Atk +7 melee (1d4+0, Combat Martial Arts or 
  1d6+0 Metal Baton), or +11 ranged (2d6+2, Berretta 
  (93R) +10 ranged (2d6 SITES M9 or 2d8 Sawed-Off 
  Shotgun); FS 5 ft by 5 ft; Reach 5 ft; SQ see below; 
  AL glory hound; SV Fort +8, Ref +9, Will +2; AP 5; 
  Rep +2; Str 10, Dex 16, Con 14, Int 12, Wis 8, Cha 
  14.
  Occupation: Law Enforcement (Gather 
  Information, Knowledge [Tactics])
  Skills: Concentration +7, Demolitions +7, Disguise 
  +8, Drive +16, Gather Information +8, Intimidate +11, 
  Knowledge (Tactics) +6, Listen +4, Pilot +4, Spot +6
  Feats: Advanced Firearms Proﬁciency, Alertness, 
  Armor Proﬁciency (heavy), Armor Proﬁciency (light), 
  Armor Proﬁciency (medium), Combat Martial Arts, 
  Double Tap, Personal Firearms Proﬁciency, Point 
  Blank Shot, Vehicle Expert
  Talents (Tough Hero): Robust, Second Wind
  Talents (Soldier): Weapon Focus (Berretta 93R), 
  Weapon Specialization (Berretta 93R)
  Talents (Bodyguard): Harm’s Way, Combat Sense 
  +1
  Possessions: Wealth +6, 35mm camera (used 
  for casing his potential victims- if the PCs search 
  Clinton’s apartment they will ﬁnd pictures of several 
  men and women who were killed over the past year- 
  there is no suspect for any of the murders- in fact 
  since each of the murders was done in a different way 
  and with a different weapon the authorities are not 
  even aware that the killings are related), Night Vision 
  Goggles, 2 Fake IDs (one under the name Clinton 
  O’malley the other Clark Stalzer), a dozen Zip-tie 
  handcuffs, Bolt Cutter, Disguise Kit, Suppressor 
  (9mm pistol), Berretta 93R (worn in shoulder 
  holster), SITES M9 (worn in ankle holster), Sawed 
  Off Shotgun (under seat of car if driving, otherwise 
  nearby), 4 clips (Berretta), 4 clips (SITES), one box 
  50 rounds 9mm ammunition (may be used in either 
  pistol), 2 boxes of 10 12-gauge shotgun shells, Metal 
  Baton, Sap, Tactical Vest 
  Quote: “Ah, the game is afoot.”
  Senator Sam Cales
  In high school no one really noticed Sam Cales. Sure 
  he was the best fullback in the conference, he even 
  set the single season rushing record at a school with 
  a prestigious football history. The team’s quarterback 
  and captain, Clinton Ovellette, was the star of the 
  team and his passes, thrown with deadly accuracy, 
  were what led the team to the state championship 
  two years in a row. However the college scouts had 
  noticed Sam. They even considered him better than 
  the team’s quarterback for playing at the next level. 
  It turned out for all his accuracy and leadership that 
  Clinton was considered too small to play big time 
  college football. 
  So while Clinton went to the marines, Sam went 
  to a Midwestern college where football was religion 
  and blossomed into a star. Driven to improve himself 
  he took ballet and judo, adding agility and speed to 
  his strength and power. After a freshman campaign 
  where he almost never saw the ﬁeld, Sam was 
  changed from fullback to halfback where he became 
  the focal point for the team. A senior season that saw 
  the team win the national championship, with Sam 
  winning the most coveted award in college football 
  propelled him to fame and fortune as a professional. 
  In the professional level Sam’s charm, good looks 
  and clean-cut image earned him endorsements, fame 
  and powerful friends. And it turned out that Sam was 
  good with people. He wasn’t a genius but that was 
  his charm. He talked in a language ordinary working 
  folks understood and when making deals he knew 
  how to reward his friends and crush his enemies. He 
  was perfect. Soon the rich booster who had backed 
  his college program was his campaign manager and 
  Sam was running for the vacant Senate seat in the 
  Midwestern state where he was worshipped almost 
  as a god for bringing the championship trophy back 
  home. 
  When Sam became a Senator he heard that his old 
  friend, Clinton was not doing so well in his job at the 
  Secret Service. It seemed he had developed a drinking 
  problem and his erratic behavior was about to get 
  him drummed out of the agency altogether. Unknown 
  to Clinton, Sam campaigned to have him kept on, 
  demanding the troubled agent be assigned to his own 
  security detail. He believes that he can help his friend 
  overcome his demons.
  Senator Sam Cales (Strong Hero 2/Fast Hero 2/
  Charismatic Hero 4) CR 8; Medium-size humanoid; 
  HD 2d8+2 plus 2d8+2 plus 4d6+4; HP 40; Mas 13; 
  Init +2; Spd 35 ft; Defense 22, touch 19, ﬂatfooted 
  20 (+2 Dex, +7 class, +3 equipment); BAB +5; Grap 
  +9; Atk +7 melee (1d6+2 nonlethal brawl), or +7 
  ranged (by weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  see below; AL loyal (this applies to anyone who has 
  helped him but especially friends and family); SV Fort 
  +5, Ref +5, Will +0; AP 4; Rep +9; Str 15, Dex 14, 
  Con 13, Int 10, Wis 8, Cha 14.
  Occupation: Athlete (Balance, Jump, Tumble)
  Skills: Balance +8, Climb +7, Escape Artist 
  +5, Jump +10, Knowledge (Current Events) +4, 
  Profession +1, Swim +4, Tumble +7
  Feats: Acrobatic, Athletic, Brawl, Combat Throw, 
  Defensive Martial Arts, Renown x2, Windfall, Armor 
  Proﬁciency (light) 
  Talents (Strong Hero): Extreme Effort
  Talents (Fast Hero): Increased Speed
  Talents (Charismatic Hero): Charm, Favor
  Possessions: Wealth +18, Undercover Vest
  Quote: “I’m not the smartest man to ever serve 
  in the U.S. Senate, however there are things I know. 
  Things I learned playing football. Things like loyalty, 
  
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  sacriﬁce and the ability of a group to be more than 
  each person individually. That’s what makes a football 
  team great, and that’s what makes America great. God 
  bless America.” 
  Jessie Dymond
  Jessie Dymond earned a fortune as the owner of a 
  chain of used-car lots throughout the Midwest. Like 
  most in his state, however, his true passion was 
  football and he did everything he could to make sure 
  his team got the best athletes. He’d supply them with 
  cars (on “loan”), money, and women, whatever it took 
  to get them to commit to the local university. 
  Even the best salesman lets one slip by on occasion 
  and Sam Cales was one of those. Jessie hadn’t 
  even considered him worth paying when he came 
  to the school on his recruiting trip; however, in his 
  sophomore year Jessie noticed the young man, just 
  like everyone else. Jessie could immediately see there 
  was something special about Sam. People didn’t 
  just like him; they loved him. For two years Sam 
  refused to take any money from Jessie, but then, his 
  Senior year, Sam’s father died of a heart attack. Jessie 
  stepped in and made sure Sam’s mother didn’t lose her 
  house and the two have been inseparable ever since. 
  Jessie negotiated Sam’s ﬁrst professional contract and 
  made sure Madison Avenue knew what a marketable 
  commodity he was. 
  When Sam’s professional career was over, Jessie 
  had everything in place for him to step into the Senate. 
  Some photos of the old Senator and his mistress were 
  made available to a newspaper reporter just in time to 
  vacate the seat Sam would ﬁll. And after yet another 
  scandal involving a politician the people were ready 
  for an honest man to represent them in Washington; a 
  man like Sam. 
  Jessie Dymond loves money, power and the lifestyle 
  of a Washington insider. He prefers that people 
  not know who he is and has a real loyalty to Sam 
  (probably the only person in the world he is loyal to). 
  Anyone who goes after Sam will have to get through 
  Jessie ﬁrst and they will ﬁnd that that fat, balding, 
  cigar-chomping politico as dangerous as a pit bull and 
  willing to lie, cheat and blackmail to make sure Sam’s 
  career keeps rising. Jessie has one last ambition, one 
  better than being a millionaire or even the closest 
  advisor to a Senator. Jessie plans to be the White 
  House Chief of Staff for President Sam Cales.
  Jessie Dymond (Charismatic Hero 7) CR 7; 
  Medium-size humanoid; HD 7d6+0; HP 25; Mas 10; 
  Init +1; Spd 30 ft; Defense 16, touch 13, ﬂatfooted 
  15 (+1 Dex, +2 class, +3 equipment); BAB +3; Grap 
  +2; Atk +2 melee (1d3-1 nonlethal unarmed strike or 
  by weapon), or +4 ranged (by weapon); FS 5 ft by 5 
  ft; Reach 5 ft; SQ see below; AL greed, power, Sam 
  Cales; SV Fort +4, Ref +5, Will +3; AP 3; Rep +2; Str 
  8, Dex 12, Con 10, Int 14, Wis 13, Cha 16.
  Occupation: Entrepreneur (Bluff, Knowledge 
  [Business])
  Skills: Bluff +15, Diplomacy +15, Disguise +5, 
  Gamble +3, Gather Information +15, Intimidate +15, 
  Knowledge (Behavioral Sciences) +12, Knowledge 
  (Business) +12, Knowledge (Civics) +7, Knowledge 
  (Current Events) +7, Knowledge (Popular Culture) 
  +12, Knowledge (Streetwise) +12, Profession +13
  Feats: Armor Proﬁciency (light), Conﬁdent, 
  Deceptive, Low Proﬁle, Trustworthy, Windfall, 
  Windfall
  Talents (Charismatic Hero): Charm, Favor, 
  Captivate, Fast-Talk
  Possessions: Wealth +25, Undercover Vest  
  Quote: “Boy, you better listen to ole Jessie. My 
  buddy Sam’s got this bill he sponsored and he needs it 
  passed. Now what you want? Sam’s vote on that new 
  highway bill you got going through? Yeah, I think we 
  can work this out. You’re a great negotiator, son, you 
  really had me sweatin’ there for a sec. Now listen, 
  you come over to my ofﬁce in the morning, drop off 
  the details of this bill o’ yours and I’ll have a box o’ 
  Cuban cigars waitin’ for ya to boot.” 
   
  
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  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 Contributor 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, 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 #11 2004, RPGObjects; Author Charles Rice
  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 #11 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 monster, npc, and trap statistics blocks are open content.   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/RPG Objects/Modern Dispatch/Modern Dispatch 011 - Abducted.pdf