TEXT: Eric Cagle  Owen K.C. Stephens  Christopher West
  TM
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  d20 Critical Locations
  d20 Critical Locations
  ERIC CAGLE, OWEN K.C. STEPHENS, 
  ERIC CAGLE, OWEN K.C. STEPHENS, 
  CHRISTOPHER WEST
  CHRISTOPHER WEST
  
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  ISBN-10 0-7869-3914-1 
  First Printing: May 2006 
  ISBN-13 978-0-7869-3914-5
  This product requires the use of the d20 MODERN Roleplaying Game by Bill Slavicsek, Jeff Grubb, Rich Redman, and Charles Ryan. Rules mechanics are based on the d20 
  Modern Roleplaying Game, the original Dungeons & Dragons® rules created by E. Gary Gygax and Dave Arneson, and the new Dungeons & Dragons game designed by 
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  d20, d20 Modern, d20 System, Urban Arcana, d20 Menace Manual, d20 Future, Dungeon, d20 Critical Locations, the d20 System logo, DUNGEONS & DRAGONS, D&D, WIZARDS OF THE COAST, and their respective logos are trademarks owned by Wizards of the Coast, Inc. d20 Critical 
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  Visit our website at www.wizards.com/d20modern
  Christopher West
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  Christopher Perkins
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  d20 Critical Locations
  d20 Critical Locations
  3
  How To Use This Book . . . . . . . . . . . . . . . . .4
  City Overview . . . . . . . . . . . . . . . . . . . . . . . .5
  Structural Features . . . . . . . . . . . . . . . . . .5
  Architectural Terms  . . . . . . . . . . . . . . . . .5
  About the Designers . . . . . . . . . . . . . . . . . .5
  About the Cartographer . . . . . . . . . . . . . . .5
  Arctic Research Station  . . . . . . . . . . . . . . .6
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . . .6
  Structural Features . . . . . . . . . . . . . . . . . .6
  Whiteout and Snow Blindness . . . . . . . .6
  Bomb Shelter  . . . . . . . . . . . . . . . . . . . . . . . .8
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . . .8
  Structural Features . . . . . . . . . . . . . . . . . .8
  Survival Supplies . . . . . . . . . . . . . . . . . . . .8
  Protection from the Bomb . . . . . . . . . . .8
  Adventure Seed . . . . . . . . . . . . . . . . . . . . .8
  Bowling Alley  . . . . . . . . . . . . . . . . . . . . . . .10
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . .10
  Structural Features . . . . . . . . . . . . . . . . .10
  Makeshift Weapons . . . . . . . . . . . . . . . .10
  Bowling Match Results . . . . . . . . . . . . . .10
  Adventure Seeds . . . . . . . . . . . . . . . . . . .10
  Cemetery . . . . . . . . . . . . . . . . . . . . . . . . . . .12
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Exhumation and Cofﬁ ns . . . . . . . . . . . . . 12
  Structural Features . . . . . . . . . . . . . . . . . 12
  Unhallowed Ground . . . . . . . . . . . . . . . . 12
  Adventure Seeds . . . . . . . . . . . . . . . . . . . 12
  Cineplex . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Structural Features . . . . . . . . . . . . . . . . . 14
  Yelling “Fire!” In a Crowded Theater . . 14
  Adventure Seeds . . . . . . . . . . . . . . . . . . . 14
  City Hall . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . .16
  Structural Features . . . . . . . . . . . . . . . . .16
  Bureaucracy . . . . . . . . . . . . . . . . . . . . . . .16
  Adventure Seeds . . . . . . . . . . . . . . . . . . .16
  City Morgue . . . . . . . . . . . . . . . . . . . . . . . . .18
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . .18
  Structural Features . . . . . . . . . . . . . . . . .18
  Performing Autopsies . . . . . . . . . . . . . . .18
  Autopsies and the Law . . . . . . . . . . . . . .18
  Adventure Seeds . . . . . . . . . . . . . . . . . . .18
  Convention Center . . . . . . . . . . . . . . . . . . 20
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . 20
  Structural Features . . . . . . . . . . . . . . . . 20
  Crowds . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Mobs . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Adventure Seeds . . . . . . . . . . . . . . . . . . . 21
  Corporate High-Rise Ofﬁ ce Building . . .24
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . .24
  Structural Features . . . . . . . . . . . . . . . . .24
  Getting In and Out . . . . . . . . . . . . . . . . .24
  Corporate Computer Networks . . . . . .24
  Adventure Seeds . . . . . . . . . . . . . . . . . . .24
  Fast Food Restaurant . . . . . . . . . . . . . . . . 26
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . .26
  Structural Features . . . . . . . . . . . . . . . . .26
  Adventure Seeds . . . . . . . . . . . . . . . . . . .26
  Firehouse . . . . . . . . . . . . . . . . . . . . . . . . . . 28
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . .28
  Structural Features . . . . . . . . . . . . . . . . .28
  Fireﬁ ghter Gear . . . . . . . . . . . . . . . . . . . .28
  Occult Shop . . . . . . . . . . . . . . . . . . . . . . . . 28
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . .28
  Structural Features . . . . . . . . . . . . . . . . .28
  Gothic Church . . . . . . . . . . . . . . . . . . . . . . 30
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . .30
  Structural Features . . . . . . . . . . . . . . . . .30
  Hallowed Ground . . . . . . . . . . . . . . . . . .30
  Holy Water . . . . . . . . . . . . . . . . . . . . . . . .30
  Adventure Seeds . . . . . . . . . . . . . . . . . . .30
  Grocery Store . . . . . . . . . . . . . . . . . . . . . . .32
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . .32
  Structural Features . . . . . . . . . . . . . . . . .32
  Shelves and Debris . . . . . . . . . . . . . . . . .32
  Improvised Weapons . . . . . . . . . . . . . . .32
  Adventure Seeds . . . . . . . . . . . . . . . . . . .32
  Hotel Lobby with Fancy Restaurant . . . .34
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . .34
  Structural Features . . . . . . . . . . . . . . . . .34
  Using Fame and Infamy . . . . . . . . . . . . .34
  Adventure Seed . . . . . . . . . . . . . . . . . . . .34
  Lakeside Cottage . . . . . . . . . . . . . . . . . . . .36
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . .36
  Structural Features . . . . . . . . . . . . . . . . .36
  Cutting Power and Phone . . . . . . . . . . .36
  Adventure Seeds . . . . . . . . . . . . . . . . . . .36
  Large Family Residence . . . . . . . . . . . . . . .38
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . .38
  Structural Features . . . . . . . . . . . . . . . . .38
  Alarms and Motion Sensors . . . . . . . . .38
  Gated Communities . . . . . . . . . . . . . . . .38
  Waking the Neighbors . . . . . . . . . . . . . .38
  Adventure Seed . . . . . . . . . . . . . . . . . . . .38
  Large Metropolitan Bank . . . . . . . . . . . . 40
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . 40
  Structural Features . . . . . . . . . . . . . . . . 40
  The Bank Vault . . . . . . . . . . . . . . . . . . . . 40
  Safety Deposit Boxes . . . . . . . . . . . . . . 40
  Paint Bombs . . . . . . . . . . . . . . . . . . . . . . 40
  Adventure Seed  . . . . . . . . . . . . . . . . . . 40
  Luxury Yacht . . . . . . . . . . . . . . . . . . . . . . . .42
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . .42
  Structural Features . . . . . . . . . . . . . . . . .42
  International Waters . . . . . . . . . . . . . . . .42
  Adventure Seeds . . . . . . . . . . . . . . . . . . .42
  Mansion . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . 44
  Structural Features . . . . . . . . . . . . . . . . 44
  Panic Room . . . . . . . . . . . . . . . . . . . . . . . 44
  Security . . . . . . . . . . . . . . . . . . . . . . . . . . 44
  Hidden Safes . . . . . . . . . . . . . . . . . . . . . . 44
  Adventure Seeds . . . . . . . . . . . . . . . . . . 44
  Municipal Library . . . . . . . . . . . . . . . . . . . 46
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . 46
  Structural Features . . . . . . . . . . . . . . . . 46
  Research Modiﬁ ers . . . . . . . . . . . . . . . . 46
  Adventure Seed . . . . . . . . . . . . . . . . . . . 46
  Nightclub . . . . . . . . . . . . . . . . . . . . . . . . . . 48
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . 48
  Structural Features . . . . . . . . . . . . . . . . 48
  Adventure Seeds . . . . . . . . . . . . . . . . . . 48
  Pawnshop . . . . . . . . . . . . . . . . . . . . . . . . . . 50
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . 50
  Sleazy Bar . . . . . . . . . . . . . . . . . . . . . . . . . . 50
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . 50
  Structural Features . . . . . . . . . . . . . . . . 50
  Police Station . . . . . . . . . . . . . . . . . . . . . . .52
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . .52
  Structural Features . . . . . . . . . . . . . . . . .52
  Detention . . . . . . . . . . . . . . . . . . . . . . . . .52
  Adventure Seeds . . . . . . . . . . . . . . . . . . .52
  Public High School . . . . . . . . . . . . . . . . . . .54
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . .54
  Structural Features . . . . . . . . . . . . . . . . .54
  Resources . . . . . . . . . . . . . . . . . . . . . . . . .54
  High School Campaigns  . . . . . . . . . . . . .54
  Adventure Seeds . . . . . . . . . . . . . . . . . . .55
  Roadside Motel  . . . . . . . . . . . . . . . . . . . . .58
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . .58
  Structural Features . . . . . . . . . . . . . . . . .58
  Checking In Anonymously . . . . . . . . . . .58
  Adventure Seeds . . . . . . . . . . . . . . . . . . .58
  Small Apartment Building . . . . . . . . . . . 60
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . 60
  Structural Features . . . . . . . . . . . . . . . . 60
  Disgruntled Urban Terrorist . . . . . . . . . 60
  Adventure Seeds . . . . . . . . . . . . . . . . . . 60
  TV and Radio News 
  Broadcasting Studio . . . . . . . . . . . . . . .62
  Occupants . . . . . . . . . . . . . . . . . . . . . . . . .62
  Structural Features . . . . . . . . . . . . . . . . .62
  Broadcasting . . . . . . . . . . . . . . . . . . . . . . .62
  News Van  . . . . . . . . . . . . . . . . . . . . . . . . .62
  Adventure Seeds . . . . . . . . . . . . . . . . . . .62
  Table of Contents
  Table of Contents
  Table of Contents
  
  d20 Critical Locations
  d20 Critical Locations
  Great maps are hard to find, yet Gamemasters use them all 
  the time in adventures. This book is aimed at Gamemasters 
  who need maps of generic locations where scenes of action 
  and intrigue can play out. d20 Critical Locations provides 
  29 such maps in glorious detail, with locations that you’re 
  likely to use regardless of the type of d20 MODERN campaign 
  you’re running.
   
  d20 Critical Locations was inspired, in part, by Christopher 
  West’s “Global Positioning” maps, which first appeared in 
   Dungeon magazine. In fact, some of the maps that appear in 
  these pages were originally published in issues of the magazine. 
  However, many of the maps in this book are new, rendered in 
  Chris’s trademark style. Gamemasters praised the quality and 
  utility of the “Global Positioning” maps, and we felt that a 
  book loaded with more of the same would be as well received. 
  Moreover, we recognize that many GMs consider mapmaking 
  a painstaking, time-consuming exercise in futility; put another 
  way, they can’t draw a good map to save their skins.
   
  In addition to dozens of maps, d20 Critical Locations provides 
  adventure hooks and special rules tied to each mapped location. 
  Use or ignore them as you see fit. Not every adventure hook will 
  dovetail nicely with your existing campaign, but even the ones 
  you can’t use immediately might inspire future adventures or 
  interesting diversions from your campaign’s main story arc.
   
  So, enjoy the book. Use it. Until now, you probably never 
  thought or cared to run an encounter in a grocery store or bomb 
  shelter—now, you have a reason to.
  HOW TO USE THIS BOOK
  HOW TO USE THIS BOOK
  d20 Critical Locations is intended for Gamemasters (GMs) 
  and provides ready-to-use maps, rules, and adventure hooks 
  appropriate for any d20 MODERN campaign. GMs are encour-
  aged to build encounters and adventures set in the various 
  locations presented herein, and permission to photocopy the 
  maps for home game use only is hereby granted. Additional 
  mapped locations are also available for free download at 
  www.wizards.com/d20modern.
   
  The maps presented in this book are generic enough to be 
  used multiple times. (Frankly, if you’ve seen one corporate high-
  rise, you’ve seen them all.) They are laid out on 5-foot square 
  grids to make them easy for GMs to redraw on graph paper or 
  a dry-erase battle mats. Most of the maps in this book work 
  best for city-based adventures, although a few of them clearly 
  take the adventure outside city limits.
   
  Not every location the heroes visit needs to serve as the 
  backdrop for a firefight or brawl. Just because this book pres-
  ents a map of a sleazy bar doesn’t mean that you should feel 
  compelled to stage a fight in a sleazy bar at some point to keep 
  things interesting. The maps allow you to more easily describe 
  locations to your players, but if the heroes manage to leave the 
  sleazy bar without breaking a single chair over someone’s head, 
  then this product has still served its  purpose.
   
  This book assumes that you own a copy of the d20 MODERN 
  Roleplaying Game. Other books in the d20 Modern line that 
  can be used in conjunction with this book include the d20 
  Menace Manual, the URBAN ARCANA Campaign Setting, and 
  d20 Apocalypse. None of these books is required to use d20 
  Critical Locations, however.
  Let’s dance
  RP
  
  d20 Critical Locations
  d20 Critical Locations
  CITY OVERVIEW
  CITY OVERVIEW
  A city’s character is defined by the attitude of its residents 
  and the mélange of cultures present. Different neighborhoods 
  add their own flavor to the mix. Most neighborhoods have an 
  official name (such as Bricktown, White Springs Development, 
  or Fox Run) but are likely to carry some unofficial nicknames 
  as well (the Battery, Downtown, the Circuit, the Old Borough, 
  Business Park, and so on).
  Structural Features
  The following are the typical hardness values, hit points, and 
  break DCs for features found throughout the city. Particular 
  locations have their own structural features as well; see the 
  individual location descriptions for details.
   
  ATM: Hardness 10; hp 250; break DC 28; Disable Device 
  DC 40.
   
  Kiosk: Hardness 5; hp 60; break DC 21.
   
  Mailbox: Hardness 6; hp 30; break DC 18.
   
  Street Sign: Hardness 10; hp 10; break DC 30.
   
  Streetlight: Hardness 10; hp 50; break DC 20.
  Architectural Terms
  Here are some architectural terms used to describe common 
  features among city buildings, particularly older structures. 
  You may find these terms useful when describing a cathedral, 
  museum, City Hall, or similar building to your players.
   
  Acroterion: A stone ornament built into an arch, architrave, 
  gable, or similar feature, often depicting a monster (such as a 
  sphinx, gargoyle, gorgon, or griffon).
   
  Amorino: Ornament depicting a chubby, naked cupid.
   
  Arcade: A series of arches supported by columns or piers. 
   
  Architrave: A molded frame around a door or window 
  opening. 
   
  Balustrade: A masonry railing with stone posts or balusters 
  topped by a coping, usually hedging a stone flight of steps or 
  balcony.
   
  Bargeboard: An ornate wooden trim that projects from the 
  gable line of a roof.
   
  Buttress: A projecting mass of brickwork or masonry that 
  supports a large wall or structure, such as a cathedral.
   
  Caryatid: A support column sculpted in the form of a 
  woman.
   
  Cresting: A decorative fencelike ornament on the ridge of 
  a roof.
   
  Cupola: A small turretlike structure situated atop a roof, 
  often domed with solid walls or arches.
   
  Dentils: Small toothlike projections adorning an area under 
  an overhang. 
   
  Dormer: A vertical window and window box that projects 
  from a sloping roof, has its own roof (most commonly a gable 
  roof). 
   
  Fanlight: A segmented, semicircular window above a door-
  way.
   
  Finial: A spikelike ornamentation fixed to the top of a peak, 
  arch, or gable.
   
  Gable: The triangular end of a peaked roof.
   
  Gambrel Roof: A double-sloped roof where the upper slope 
  is of a lesser pitch than the lower, as seen on barns and many 
  Dutch colonial houses.
   
  Gothic Window: A triple-arched window where the central 
  arched pane is taller than the side arched panes. Most commonly 
  seen in churches.
   
  Hipped Roof: A roof on a rectangular building that slopes 
  upward on all four sides.
   
  Linhay: An addition to the rear of a structure; either one 
  story with a shed roof (single-slope) or two stories with a flat 
  roof. Also referred to as a lean-to.
   
  Palladian Window: A three-part window where the center 
  window is arched and wider than the two straight-topped side 
  windows.
   
  Pilaster: A rectangular column projecting only slightly from 
  a wall.
   
  Portico: An open porch with columns supporting an over-
  hanging roof, creating the entrance and/or centerpiece of a 
  façade.
   
  Raincap: A projection mounted over a window or door 
  designed to shed water away from the opening. Raincaps can 
  be heavy and ornate or light and plain.
   
  Sidelights: Narrow windows placed on either side of a larger 
  window or door.
   
  Tracery: Decorative patternwork in the upper portion of a 
  window.
   
  Transom: A rectangular window mounted above a door.
  ABOUT THE DESIGNERS
  ABOUT THE DESIGNERS
  Eric Cagle is a freelance writer who lives in Washington State. 
  A prolific contributor to the Wizards of the Coast website, Eric 
  has also contributed to several published products, including 
  Monster Manual III and Races of Destiny for the DUNGEONS 
  & DRAGONS® game and Urban Arcana for the d20 MODERN 
  Roleplaying Game.
  Owen K.C. Stephens, a freelance writer living in Oklahoma, has 
  written numerous articles for the Wizards of the Coast web-
  site, including d20 MODERN adventures and advice columns. His 
  roleplaying game design credits include d20 Cyberscape and 
  several supplements for the Star Wars Roleplaying Game.
  ABOUT THE 
  ABOUT THE 
  CARTOGRAPHER
  CARTOGRAPHER
  Christopher West is one of the game industry’s premiere 
   cartographers. His work has been featured in Dungeon maga-
  zine and numerous game products. He also created the battle 
  maps for the Star Wars Miniatures Game. Chris created all of 
  the maps in d20 Critical Locations from scratch and drew upon 
  real-world buildings and architecture for inspiration.
  Critical Locations
  Critical Locations
  5
  
  Arctic Research Station
  Arctic Research Station
  d20 Critical Locations
  d20 Critical Locations
  6
  ARCTIC 
  ARCTIC 
  RESEARCH STATION
  RESEARCH STATION
  Located in the Arctic Circle, this research station is designed to 
  house and protect a small number of researches in the harsh 
  cold of the far north for months at a time. It serves as home, 
  hospital, office, and lab for a crew that may be cut off from 
  civilization for months or even years at a time. Though simple 
  in its design, the station is tough enough to withstand sub-zero 
  temperatures, driving winds, thousands of pounds of ice buildup, 
  and the destructive force of weeklong blizzards. Because of its 
  extreme location, the station is often beyond the reach of any 
  transportation or communication for months at a time.
   
  Most such stations are government projects, funded to 
  perform pure research. Though private citizens and businesses 
  may help provide equipment and personnel, the station itself 
  is generally under the authority of either a military branch or 
  an international scientific council.
  Occupants
  The station can support as many as 12 permanent personnel, 
  though often houses only 8–10. All the personnel must take on 
  double duties, performing both their own scientific research 
  and the daily cooking, cleaning, and maintenance needed 
  for the station to function. The isolation can affect station 
  personnel, causing them to lose their grip on reality (and, as a 
  consequence, gaining chaos as an allegiance). See below for a 
  sample mad scientist’s statistics (which can also be used for any 
  crazed scientist archetype).
  High-Level Mad Scientist (Smart Ordinary 7/Dedicated 
   Ordinary 2): CR 8; Medium-size human; HD 2d6+2 plus 
  7d6+14; hp 39; Mas 12; Init +1; Spd 30 ft.; Defense 15, touch 15, 
  flat-footed 14; BAB +4; Grp +4; Atk +4 melee (1d6, hatchet) or 
  +5 ranged (1d8, flare gun); Full Atk +4 melee (1d6, hatchet) or 
  +5 ranged (1d8, flare gun); FS 5 ft./5 ft.; Reach 5 ft.; AL chaos; 
  SV Fort +7, Ref +2, Will +7; AP 0; Rep +3; Str 10, Dex 13, Con 12, 
  Int 17, Wis 14, Cha 8.
  Occupation: Adventurer (bonus class skills: Bluff, Spot)
   
  Skills: Bluff +11, Climb +5, Computer Use +10, Craft (writ-
  ing) +5, Handle Animal +5, Knowledge (behavioral sciences) +8, 
  Knowledge (earth and life sciences) +13, Knowledge (physical 
  sciences) +8, Knowledge (technology) +8, Navigate +10, Profes-
  sion +8, Read/Write English, Repair +8, Research +13, Search +8, 
  Sense Motive +8, Speak English, Spot +14, Survival +12.
   
  Feats: Archaic Weapon Proficiency, Blind-Fight, Dodge, 
  Endurance, Great Fortitude, Iron Will, Point Blank Shot, Simple 
  Weapon Proficiency.
  Possessions: Hatchet (ice axe), flare gun, 4 flares, parka, 
  laptop computer, ID badge.
  Structural Features
  Here are the typical hardness values, hit points, break DCs, and 
  Disable Device check DCs (where applicable) for typical features 
  within this building. 
   
  External Door: Hardness 10; hp 120; break DC 30.
  External Door Lock (high quality): Hardness 10, 120 hp, Break 
  DC 30.
  External Wall: Hardness 12; hp 180 per 5-foot section; break 
  DC 40.
  Internal Door: Hardness 5; hp 20; break DC 23.
  Whiteout and Snow Blindness
  When snowstorms or blizzards are accompanied by high winds, 
  the driving snow can reduce visibility to as little as 5 feet. Known 
  as a whiteout, this condition reduces all forms of vision, includ-
  ing low-light vision and blindsight. Since the lack of visibility 
  is caused by physical intervention of snowflakes, lights and 
  other illumination are useless, making whiteouts even more 
  dangerous than pitch blackness. Depending on the severity of 
  the whiteout, the GM can assign varying ranges of conceal-
  ment, from one-quarter to total.
   
  In addition to whiteouts, explorers in the arctic face the 
  risk of snow blindness. This occurs when the sun reflects 
  off a field of snow or ice sheet, producing an area so bright 
  prolonged exposure can actual burn the eye, making it 
  swollen and sensitive to light. A character exposed to such 
  an area for an hour or more must succeed on a Fortitude 
  save (DC 10 +1 per hour of exposure) every hour. On a failed 
  save, the character suffers snow blindness. Characters with 
  protective eyewear gain a +4 equipment bonus on these 
  saves. A character may make a Survival check to rig make-
  shift eye protection, granting a +2 equipment bonus.
   
  Characters afflicted with snow blindness take a –2 
  penalty to Defense, lose any Dexterity bonus to Defense, 
  move at half speed, and take a –4 penalty to most Dex-
  terity-based skill checks. All targets are considered to have 
  one-half concealment from the snow-blinded character. Snow 
  blindness lasts 1d4 hours, or for 1 hour after the character 
  reaches a dark or shady location.
  Reaching the arctic research station 
  requires special equipment
  CT
  
  Arctic Research Station
  Arctic Research Station
  d20 Critical Locations
  d20 Critical Locations
  7
  
  Bomb Shelter
  Bomb Shelter
  d20 Critical Locations
  d20 Critical Locations
  8
  BOMB SHELTER
  BOMB SHELTER
  Built during the Cold War, this well-stocked bomb shelter was 
  meant to protect a family from catastrophe. Buried beneath 
  dozens of feet of earth, the bomb shelter is a block of thick 
  concrete and steel that can withstand almost anything but a 
  direct hit from a bunker-busting missile or nuclear warhead.
   
  The bomb shelter is designed to keep its inhabitants alive for 
  a year, in degrading comfort. It comes stocked with a full year’s 
  supply of nonperishable food items in the form of canned, dried, 
  and pickled goods, plus a bewildering array of other items. In 
  addition to drawing power from an external source (the main 
  building above), a bomb shelter has a large generator (and fuel 
  supply) in case the electricity gets shut off. The bomb shelter 
  is protected from the outside world by a formidable steel door 
  that locks from the inside.
  Occupants
  As most bomb shelters are only occupied during an emergency 
  or other unusual circumstances, it’s up to the GM to determine 
  who is present inside the bomb shelter at a given time.
  Structural Features
  Here are the typical hardness values, hit points, break DCs, and 
  Disable Device check DCs (where applicable) for various barriers 
  and devices found within this building. 
   
  External Blast Door: Hardness 10; hp 300; break DC 40.
   
  External Door Lock (high quality): Hardness 10; hp 10; break 
  DC 20; Disable Device DC 30.
   
  Internal Doors: Hardness 10; hp 120; break DC 35.
  Survival Supplies
  A properly equipped bomb shelter has most or all of the fol-
  lowing items neatly packed within. The quantities assume 
  enough disposable items (such as food) to provide for four 
  people for a year. Larger bomb shelters have proportionately 
  more supplies.
   
  • Clothing (including fatigues)
   
  • Water supply (and filtration system)
   
  • Dried, canned, and pickled foodstuffs
   
  • 2 professional walkie-talkies 
   
  • Bolt cutter
   
  • Chemical kit
   
  • Duct tape
   
  • Basic electrical tool kit
   
  • Basic mechanical tool kit
   
  • 4 first aid kits
   
  • 2 medical kits
   
  • Search and rescue kit
   
  • 2 multipurpose tools
   
  • Surgery kit
   
  • Binoculars (standard)
   
  • 2 backpacks
   
  • 100 chemical light sticks
   
  • Climbing gear
   
  • 2 compasses
   
  • 2 fire extinguishers
   
  • 10 standard flashlights
   
  • 4 battery flood flashlights
   
  • 4 gas masks
   
  • GPS receiver
   
  • Maps
   
  • Portable stove
   
  • 4 sleeping bags
   
  • 4-person dome tent
   
  • 1 year’s supply of trail rations
  Not all owners of bomb shelters possess guns. In the case 
  where the owner does have firearms, assume the following 
  guns are present:
   
  • 2 Remington 700s (7.62mm hunting rifle)
   
  • 2 Mossbergs (12-gauge shotgun)
   
  • 2 Beretta 92Fs (9mm autoloader)
   
  • 500 rounds of ammunition for each weapon
  Note that more paranoid or well-stocked owners may have 
  access to military grade weapons, including assault rifles, gre-
  nades, and explosives.
  Protection from the Bomb
  The purpose of the modern-day bomb shelter is to protect its 
  inhabitants from a nuclear attack. The bomb shelter cannot 
  withstand a direct hit, but it does provide protection against a 
  distant blast and the subsequent radiation.
   
  The depth and reinforced concrete walls of the bomb shel-
  ter provide an effective hardness of 500 against attacks from 
  outside weapons (including nuclear arms). With the door shut 
  and sealed, the shelter reduces the amount of radiation that its 
  inhabitants are exposed to by two levels (see page 80 of d20 
  Future for more information on radiation sickness). Opening 
  the door, however, reduces this protection to one level.
  Adventure Seed
  Heroes might use a bomb shelter as a hideout, or an antagonist 
  might keep one as a secret lair.
   
  • While searching through an abandoned house, the heroes 
  discover the entrance to a bomb shelter located in the 
  backyard. Upon opening the door (unlocked), they discover 
  four bodies—they died apparently long ago. The bodies are 
  huddled in strange positions, as if they were protecting 
  themselves from some catastrophe. Anyone that checks 
  the Geiger counter lying on the ground discovers elevated 
  radiation levels outside the shelter itself, although the 
  source of the radiation cannot be found.
   
  • The heroes are hunting a terrorist believed to be hiding in 
  the city. They eventually learn that he’s fallen in with a gang 
  of anarchists and is using them to collect the components 
  he needs to build several bombs. All of the homemade 
  bombs are being loaded into stolen vans at an abandoned 
  bomb shelter, and the heroes must shut down the opera-
  tion before the trucks can be placed at strategic points 
  around the city.
  
  Bomb Shelter
  Bomb Shelter
  d20 Critical Locations
  d20 Critical Locations
  9
  
  Bowling Alley
  Bowling Alley
  d20 Critical Locations
  d20 Critical Locations
  10
  BOWLING ALLEY
  BOWLING ALLEY
  At its best, a bowling alley is a cheap, family-friendly place of 
  entertainment. While it includes a snack bar and a few pinball 
  machines, it’s a place where people primarily go to roll balls and 
  knock down pins. Families can play one or two games cheaply 
  (purchase DC 4), or a league can set up and run weekly tourna-
  ments. Unlike a movie theater, the bowling alley is normally 
  open late enough to appeal to night owls.
   
  At its worst, a bowling alley isn’t much better than a biker 
  bar, a hangout for surly men and women who want to kill time 
  drinking beer and complaining about work. It could become 
  a haven for the criminal element, which uses the facility as a 
  public meeting place to cut deals, plan robberies, and sell drugs. 
  Organized crime or gangs may even take partial ownership of a 
  bowling alley to better control access to it.
  Occupants
  A bowling alley doesn’t need a lot of personnel other than a 
  cashier, a food counter clerk, and someone able to fix a jammed 
  lane. These may all be one person, or up to four 1st-level ordi-
  naries with a few basic skills. At its busiest, the bowling alley 
  might have 40 or more customers set four customers to a lane, 
  along with a few spectators; however, except on nights when a 
  league plays, it’s rarely more than half full.
  Structural Features
  Here are the typical hardness values, hit points, break DCs, and 
  Disable Device check DCs (where applicable) for various barriers 
  and equipment within the bowling alley. 
   
  External Door: Hardness 5; hp 20; break DC 23; Disable 
  Device DC 25 (when locked).
   
  Internal Door: Hardness 5; hp 10; break DC 13.
   
  Vending Machine/Bowling Machinery: Hardness 5; hp 15; 
  break DC 15.
   
  Bowling Ball: Hardness 5; hp 15; break DC 25.
  Makeshift Weapons
  Bowling balls and bowling pins can be used as improvised 
  weapons.
   
  Bowling Ball: Professional bowling balls vary in weight 
  from 6 to 16 pounds, but most are roughly 13 pounds. Due to 
  the awkward grip, attacks made with a bowling ball take a –2 
  penalty (beyond the normal –4 penalty for being an improvised 
  weapon). Hurling a bowling ball provokes attacks of opportunity, 
  as normal for a ranged attack.
   
  Bowling Pin: A bowling pin is treated as a club.
  Bowling Match Results
  There is no Bowling skill in the d20 MODERN Roleplaying Game. 
  To determine the outcome of a bowling match between two 
  players or teams, have each side make a ranged attack roll.
   
  Each team chooses a leader. The leader makes the ranged 
  attack roll. Other members of the team can attempt aid 
  another checks, adding +2 to the leader’s result with each 
  successful aid another attempt. Surefooted characters can 
  improve a team’s overall performance; if one or more players 
  on a team have at least 5 ranks in Balance or Tumble, add a 
  flat +2 bonus to the team leader’s roll (apply this bonus only 
  once, regardless of how many team members meet the above 
  qualifications). The team that rolls the highest wins the set. A 
  game may have multiple sets, as agreed upon by the opposing 
  teams beforehand.
   
  Although the outcome of a set is decided by a single roll, 
  a typical game can last up to 1 hour, particularly if players 
  spend time drinking, eating, arguing, and badmouthing.
  Adventure Seeds
  An unlikely spot for adventure, a bowling alley may be selected 
  as a public place for a risky meeting or might serve as a neutral 
  meeting place for gangs or mobsters.
   
  • A street gang has set up a drug distribution operation in a 
  run-down, sleazy bowling alley. Customers place money in 
  the finger holes of their bowling balls, and a gang member 
  working behind the lanes takes the money and places a 
  small bag of drugs in the holes before returning the balls. 
  The heroes must figure out how the drugs are being dis-
  tributed.
   
  • The heroes discover that a notorious mob boss is an avid 
  bowler and decide to confront him on bowling night. They 
  might be undercover agents posing as a bowling team to 
  get close to the mob boss. When the regular competition 
  fails to show, the heroes are invited to bowl against the 
  mob boss’s team. What happens next depends on whether 
  or not they win or lose. The mob boss might be a gracious 
  winner, but a sore loser. As the secret owner of the bowling 
  alley, he can make it very difficult for the heroes to leave 
  if they tip their hand.
   
  • The heroes become a thorn in someone’s side. During a 
  clandestine meeting with one of their contacts at the local 
  bowling alley, hired thugs show up and pick a fight.
   
   
   
  Damage 
  Range 
   
   
  Purchase
  Weapon 
  Damage 
  Critical 
  Type 
  Increment 
  Size 
  Weight 
  DC
  Bowling ball 
  1d8 
  20 
  Bludgeoning 
   5 ft. 
  Medium 
  13 lb. 
  10
  Bowling pin 
  1d6 
  20 
  Bludgeoning 
  10 ft. 
  Small 
   3 lb. 
   4
  
  Bowling Alley
  Bowling Alley
  d20 Critical Locations
  d20 Critical Locations
  11
  
  Cementery
  Cementery
  d20 Critical Locations
  d20 Critical Locations
  12
  CEMETERY
  CEMETERY
  A cemetery is a necessary part of any city or large town. Smaller 
  towns may share a centralized cemetery located in a more rural 
  area between them. Cemeteries may be attached to a church or 
  cathedral, or they may be purely secular businesses. Those run by 
  religious groups (whether attached to a church or freestanding) 
  often cater only to practicing members of their religion.
   
  A burial and funeral can be surprisingly expensive. A burial 
  plot in a nice, well-cared-for cemetery has a purchase DC of 
  20, and a decent funeral (with casket) has a purchase DC of 
  19 to 27. A lavish funeral, including burial in a mausoleum, can 
  easily have a purchase DC as high as 30. If no one can pay for a 
  body’s burial, it generally ends up in the unattractive part of a 
  cemetery or a government-owned “potter’s field” maintained 
  for the burial of indigent or unclaimed bodies.
  Occupants
  A cemetery generally has one or more caretakers who main-
  tain the grass, do minor repairs, and set up pavilions for burials 
  and memorial services. In smaller cemeteries, a caretaker may 
  actually live in an adjacent house and dig burial plots. In larger 
  cemeteries, caretakers generally work daylight shifts, and funeral 
  homes arrange to have their own personnel dig needed graves. 
  Use the low-level thug for both caretakers and gravediggers (see 
  page 273 of the d20 MODERN Roleplaying Game).
  Exhumation and Coffins
  In rare cases, it may be necessary to exhume a buried body, 
  generally to allow for testing as part of a criminal investigation. 
  Exhuming a body requires either permission of a close relative 
  or a court order. Judges require probable cause before issuing 
  such an order against the wishes of family members. Convincing 
  a judge to issue the order requires a successful Diplomacy check 
  (DC 20), with modifiers to the check as appropriate.
   
  Most municipalities require a coffin be buried at least 6 feet 
  below the surface. Digging that deep with a shovel or pick takes 
  one person 2d4 man-hours (up to two people can dig at a time). 
  In many cemeteries, coffins are further protected by a concrete 
  vault, which should be treated as a buried mausoleum (see 
  below). A modern coffin weighs between 50 and 200 pounds 
  empty, and with a body, dirt, and detritus can easily weigh 300 
  pounds more than that. A living person entombed within a 
  coffin runs out of air in 2d6 minutes, unless some source of air 
  has been placed within the coffin.
  Structural Features
  The following are the typical hardness values, hit points, break 
  DCs, and Disable Device check DCs (where applicable) for typical 
  mausoleums and coffins found within the cemetery. 
   
  Mausoleum External Door: Hardness 10; hp 120; break 
  DC 35; Disable Device DC 20 (lock).
   
  Mausoleum Internal Door: Hardness 5; hp 20; break DC 23.
  Coffin: Hardness 5; hp 50; break DC 21.
  Unhallowed Ground
  If your game includes magic FX and creatures such as evil 
  outsiders, the heroes might find themselves dealing with a 
  cemetery that has been turned into unhallowed ground by 
  necromancers, cultists, or fiends. In most cases, only a small 
  part of the cemetery would be considered unholy ground, 
  which grants the following effects:
   •  Outsiders with an allegiance to good must succeed on a 
  Will save (DC 20) to enter within the unhallowed area.
   •  All Charisma checks to turn undead take a –4 penalty, 
  while Charisma checks to rebuke undead gain a +4 profane 
  bonus.
   •  A dead body interred in unhallowed ground has a 50% 
  chance of returning as a random minor undead (CR 2 or 
  lower) each new moon.
  Adventure Seeds
   • A cabal of evil Acolytes has begun exhuming and animating 
  corpses. Local authorities assume it’s the work of common 
  grave robbers but lack the resources to watch the cemetery 
  long enough to catch them. A quick investigation allows 
  the heroes to learn that the Acolytes plan another major 
  ritual during the next new moon.
   
  • A kidnap victim has been placed in a coffin and buried alive. 
  The heroes are involved in capturing the kidnappers, but 
  the criminals refuse to disclose exactly where the victim 
  has been buried. The coffin has 2 hours of air in pressur-
  ized tanks within it, but if the heroes can’t use Intimidate 
  to force the crooks to talk or the Track feat to locate the 
  proper grave, the air will run out before the coffin can be 
  found and dug up.
  Back from the dead
  CT
  
  Cementery
  Cementery
  d20 Critical Locations
  d20 Critical Locations
  13
  
  Cineplex
  Cineplex
  d20 Critical Locations
  d20 Critical Locations
  14
  CINEPLEX
  CINEPLEX
  A far cry from the movie theaters of old, the modern Cineplex 
  is an enormous affair boasting numerous smaller screens packed 
  into a single building. Hosting several movies at the same time, 
  the Cineplex offers vast entertainment to the masses for a 
  moderate (if inflated) fee. Food and beverages are readily 
  available, albeit at a higher price than normally found. Each 
  theater holds up to 200 people at a given time, although this 
  maximum capacity happens infrequently unless the Cineplex 
  hosts a blockbuster.
   
  Some theaters built on the foundations of older movie 
  houses possess a warren of back stages and hidden warrens. 
  Many of these older buildings have myths and legends associ-
  ated with them, including the ghosts of performers from long 
  ago that refuse to give up their time in the limelight.
   
  Purchasing a ticket to a movie is relatively inexpensive 
  (purchase DC 1). During a movie, a dimly lit theater provides 
  one-quarter concealment (25% miss chance). Excessive or loud 
  talking typically draws the attention of 1d3 staff members, 
  who ask that the person involved go to the lobby or leave the 
  premises. Gunfire or fisticuffs bring 1d2 security guards in 1d6 
  rounds, and 2d4 police officers in 1d6+4 minutes.
  Occupants
  During business hours, 4d6 employees work at the Cineplex, 
  including cashers, ticket counters, and technicians keeping the 
  films running. In addition, there are 10d100 moviegoers watch-
  ing films, purchasing food and beverages, or waiting outside to 
  purchase tickets. In addition, 1d2 security guards (see page 16) 
  patrol the premises, keeping an eye out for gang members or 
  anyone else that might cause trouble.
  Structural Features
  Here are the typical hardness values, hit points, break DCs, and 
  Disable Device check DCs (where applicable) for various barriers 
  and devices found within this building. 
   
  External Door (glass): Hardness 2; hp 5; break DC 10; Disable 
  Device DC 25 (when locked).
  Internal Door: Hardness 5; hp 10; break 23.
  Plate Glass Window: Hardness 0; hp 2; break DC 4.
  Theater Seats (bolted): Hardness 2; hp 10; break DC 15. 
  Cash Register: Hardness 5; hp 10; break DC 15; Disable Device 
  DC 25 (when locked).
   
  ATM: Hardness 10; hp 250; break DC 28; Disable Device 
  DC 40.
  Yelling “Fire!” In a 
  Crowded Theater
  One of the dangers of the Cineplex is its mass of panicky mov-
  iegoers. When someone fires a gun or yells something that 
  incites panic, such as “fire,” crowds of people immediately begin 
  streaming toward the exits. For more information on crowds, 
  see the Convention Center entry (page 20).
   
  Willingly inciting a panic within a crowded movie theater is 
  a felony and draws the ire of law enforcement, compounding 
  any additional charges the person acquires amid the chaos.
  Adventure Seeds
  Although an unlikely spot for an adventure, the Cineplex often 
  serves as a meeting place for clandestine liaisons, where the 
  dim lighting and hushed tones (covered by the movie dialogue 
  and soundtrack) keep conversations private.
  • The heroes are lured to a local Cineplex after the manager 
  complains of strange figures roaming the theater after it
  closes. At first, the sightings were dismissed as kids hiding 
  out in the theater as a prank or employees mistaking each 
  other in the dim lighting. Employees speak of the movie
  theater chairs folding an unfolding, even when no one else 
  was in the theaters at the time. During their investigation, 
  the heroes witness a moviegoer apparently becoming “pos-
  sessed” by a spirit, who then attacks people at random.
  If the heroes research the building’s history, they find the
  Cineplex was built on the foundation of another theater
  that had burned to the ground.
  • The heroes are called in to help break up a criminal cartel
  in their city. During their surveillance, the heroes discover 
  that the criminals meet with their contacts at the local
  Cineplex, passing messages back and forth under the dim
  lights of the movie. However, as the heroes move in to
  break up a meeting, things go horribly wrong. A gunfight
  erupts in the confines of the theater, with panicked people 
  running everywhere. The heroes must prevent the criminals 
  from escaping or taking hostages, all the while avoiding
  injury to themselves and innocent  bystanders.
  • The heroes are called in to investigate a bizarre case in-
  volving the disappearance of an entire audience during
  the first showing of a new horror movie based loosely on 
  an H.P. Lovecraft short story. An employee recalls hearing 
  loud screams inside the theater about half way through
  the film, then silence. When he entered the theater, the
  audience was gone. Left behind were behind scattered
  popcorn buckets, spilled drinks, cell phones, purses, jack-
  ets, and other personal belongings. If the heroes view the 
  same copy of the film, they discover that at one point in
  the movie, an actor utters a string of nonsensical words.
  Moments later, a portal opens in the middle of the screen. 
  Out of this gate spills a pack of fiends or other monsters
  that try to drag audience members back into their unspeak-
  able dimension. Destroying the one copy of the film might 
  be enough to end the threat from beyond, or there might 
  be other copies that unlock portals.
  • The heroes investigate unexplained cases for Department-7. 
  A man claiming to have proof of extra-terrestrial life agrees 
  to sell them a videotape obtained from a military base in
  Idaho. He alleges that the tape shows government officials 
  inspecting a UFO inside a military hangar. However, he’s
  too nervous to meet privately and insists that the heroes
  meet him at a Cineplex. Unfortunately, government agents 
  know about the clandestine meeting and have sent some
  “men in black” to intercept the videotape before it falls
  into Department-7’s hands. They also have orders to ex-
  terminate anyone who comes into contact with the tape. 
  If the assassins are taken down, the heroes discover the
  presence of puppeteers (see page 253 of the d20 MODERN
  Roleplaying Game) on these human hosts.
  
  Cineplex
  Cineplex
  d20 Critical Locations
  d20 Critical Locations
  15
  
  City Hall
  City Hall
  d20 Critical Locations
  d20 Critical Locations
  16
  CITY HALL
  CITY HALL
  City Hall is the center of the city’s government, holding offices, 
  meeting rooms, city record archives, and even the more expensive 
  holiday decorations that are put out on the streets during win-
  tertime. It includes the office of the mayor and the city council 
  members, the city press office, a gallery (for publicly accessible 
  meetings and hearings), the city clerk, the city manager, the dis-
  trict attorney, the city auditor/treasurer, the parks and recreation 
  department, and a number of councils and taskforces that have 
  been established to take care of matters of importance to the 
  city. It also includes public assistance counters, where citizens 
  can get permits and licenses issued by City Hall.
   
  The security at City Hall includes cameras aimed at entrances 
  and key internal facilities, metal detectors at doorways, and 
  guards on duty 24 hours a day. None of these systems is state-
  of-the-art, as the documents kept in City Hall, while important, 
  are not classified. The information kept in most of the files 
  and computers is generally available to the public, and even 
  confidential documents consist mainly of closed bids on city 
  projects rather than top secret projects of any kind.
  Occupants
  During a regular day, 2d4 minor city officials, 2d6 security guards 
  (including one guard at each entrance, manning the metal detec-
  tors), 6d6 clerks, and 2d100 citizens make their way through the 
  labyrinth of bureaucracy at City Hall. At the GM’s discretion, one 
  or more of the city’s top officials may be present (the mayor or 
  a councilman, for example).
   
  Statistics for a typical minor city official and security guard 
  are given below. 
  Minor City Official (Smart Ordinary 3): CR 2; Medium-size 
  human; HD 3d6; hp 10; Mas 10; Init +1; Spd 30 ft.; Defense 12, touch 
  12, flat-footed 11; BAB +1; Grp +0; Atk +0 melee (1d3–1, unarmed) 
  or +2 ranged; Full Atk +0 melee (1d3–1, unarmed) or +2 ranged; 
  FS 5 ft./5 ft.; Reach 5 ft.; AL any; SV Fort +1, Ref +2, Will +5; AP 0; 
  Rep +1; Str 8, Dex 12, Con 10, Int 15, Wis 13, Cha 14.
   
  Occupation: White Collar (bonus class skills: Diplomacy, 
  Research).
   
  Skills: Computer Use +8, Diplomacy +7, Forgery +7, Intimidate 
  +4, Knowledge (business) +8, Knowledge (civics) +8, Knowledge 
  (current events) +8, Knowledge (streetwise) +5, Navigate +6, 
  Profession +7, Read/Write English, Research +9, Search +9, Speak 
  English.
   
  Feats: Iron Will, Meticulous, Simple Weapon Proficiency.
   
  Possessions: Office clothing, cell phone, watch, car keys or 
  bus pass, personal possessions.
  Low-Level Security Guard (Tough Ordinary 1/Strong Ordi-
  nary 1): CR 1; Medium-size human; HD 1d10+2 plus 1d8+2; hp 14; 
  Mas 15; Init +1; Spd 30 ft.; Defense 16, touch 13, flat-footed 15; 
  BAB +1; Grp +3; Atk +3 melee (1d3+2, nonlethal, unarmed strike) 
  or +3 melee (1d4+2, tonfa) or +2 ranged (2d6, Beretta 92F); Full Atk 
  +3 melee (1d3+2, nonlethal, unarmed strike) or +3 melee (1d4+2, 
  tonfa) or +2 ranged (2d6, Beretta 92F); FS 5 ft./5 ft.; Reach 5 ft.; 
  AL; AP 0; Rep +0; SV Fort +4, Ref +1, Will +0; Str 14, Dex 12, Con 15, 
  Int 13, Wis 10, Cha 8.
   
  Occupation: Blue collar (bonus class skills: Climb, Drive, 
  Intimidate)
   
  Skills: Climb +2*, Concentration +5, Drive +5, Intimidate +5, 
  Knowledge (current events) +2, Listen +1, Profession +1, Read/
  Write English, Speak English, Spot +3, Swim +1*
   
  Feats: Armor Proficiency (light), Personal Firearms Profi-
  ciency, Simple Weapons Proficiency.
   
  Possessions: Berretta 92F (9mm autoloader), 50 rounds of 
  ammunition, uniform, undercover vest, cell phone, professional 
  walkie-talkie, various gear and personal possessions.
   
  * Includes armor penalty for undercover vest.
  Structural Features
  The following are the typical hardness values, hit points, break 
  DCs, and Disable Device check DCs (where applicable) for vari-
  ous barriers and devices in the building. 
   
  External Door: Hardness 5; hp 20; break DC 23; Disable 
  Device DC 30 (when locked).
   
  Internal Door: Hardness 5; hp 15; break DC 18; Disable Device 
  DC 20 (when locked).
   
  Security Camera: Hardness 1; hp 5; break DC 15; Disable 
  Device DC 18.
   
  Security System (whole building): Disable Device DC 25.
  Bureaucracy
  Most citizens go to City Hall to obtain a license of some kind. 
  One can get residential and commercial building licenses, park-
  ing permits, pet licenses, fishing and hunting licenses, temporary 
  licenses for the sale of alcohol, street closings, permits for parades 
  and public demonstrations, voter registration, and most business 
  permits either at the public assistance counters or in the appropri-
  ate council office. It’s also possible to acquire copies of building 
  permits; blueprints of buildings; birth, death, and marriage records; 
  weapons licenses; car registration; and criminal records.
   
  A character can access these records with a successful Gather 
  Information or Research check. (The ability to cut through red 
  tape and fill out the appropriate forms is part of those skill 
  checks.) However, negotiating the complexities of City Hall 
  bureaucracy is much easier with the friendly assistance of a 
  clerk. A typical clerk is indifferent, though some can even be 
  unfriendly. A character that manages a Diplomacy check high 
  enough to change the clerk’s attitude to friendly gains a +2 
  bonus on all Gather Information and Research checks made at 
  City Hall for that day.
  Adventure Seeds
  Heroes might visit City Hall to speak to an official of importance 
  (such as the mayor or the head of a department) or conduct 
  research on some aspect of the city—its history, old buildings, 
  or the location of old cemeteries and burial grounds. They might 
  need to break into an office to find valuable information or 
  records that aren’t otherwise available to the public.
   
  • The hero’s uncover evidence that the city’s new mayor is a 
  demon-worshiper. He or she has filled City Hall with other 
  demon-worshiping cultists positioned as clerks and office 
  assistants, and they use the building nightly to conduct their 
  demon-worshiping rituals. The heroes have to expose the 
  evil covenant and see that the mayor is brought to justice. In 
  a campaign with FX, the mayor may have one or more fiend-
  ish minions or might be possessed by a powerful demon 
  dead-set on turning the city into its personal fiefdom.
  
  City Hall
  City Hall
  d20 Critical Locations
  d20 Critical Locations
  17
  
  City Morgue
  City Morgue
  d20 Critical Locations
  d20 Critical Locations
  18
  CITY MORGUE
  CITY MORGUE
  Every city or large town possesses a morgue of some kind, even 
  if it’s attached to the local hospital or clinic. The city morgue 
  determines causes and times of death before handing a body 
  over to a funeral home for the embalming (or cremation) pro-
  cess, typically 24 hours after the examination is complete.
   
  Most morgues have surveillance cameras that keep an eye on 
  the main entrance and the body storage area. The feed leads to 
  the main office or another office located in the security room 
  of the hospital, if applicable.
  Occupants
  Every city morgue has at least one forensic pathologist on call 
  at any given time (larger cities have 1d4 forensic pathologists 
  on call). In addition, the morgue contains 1d2 assistants. In rare 
  cases, a police officer may be assigned to guard the outside 
  entrance to the morgue. If the morgue is attached to a larger 
  hospital, additional personnel are close at hand. 
   
  Use the statistics for a mid- or high-level crime lab techni-
  cian for forensic pathologists, statistics for a low-level crime lab 
  technician for assistants, and low-level police officer statistics 
  for security personnel (see Chapter Eight: Friends and Foes in 
  the d20 MODERN Roleplaying Game).
  Structural Features
  Here are the typical hardness values, hit points, break DCs, and 
  Disable Device DCs (where applicable) for various barriers and 
  devices found within this building.
   
  External Door: Hardness 10; hp 120; break DC 35.
   
  Internal Door: Hardness 5; hp 20; break DC 23.
   
  Body Freezer Door: Hardness 10; hp 75; break DC 30; Disable 
  Device DC 25 (when locked).
   
  Gurney: Hardness 5; hp 20; break DC 15.
   
  Security Camera: Hardness 1; hp 5; break DC 15; Disable 
  Device DC 18.
  Performing Autopsies
  The primary function of the city morgue is to perform autop-
  sies to determine the cause and time of death of a corpse. An 
  autopsy is a systematic examination of the body of a deceased 
  person by a qualified pathologist. The body is inspected for the 
  presence of disease or injury, and specimens of the vital organs 
  and body fluids may be taken for microscopic, chemical, or other 
  tests. These tests are conducted after the examination and do 
  not delay release of the body to the next of kin.
   
  Conducting an autopsy takes 1d6 hours, depending on the 
  severity of decay or damage to the corpse, the circumstances sur-
  rounding the death, and the thoroughness of the  investigation. 
   
  In order to perform an autopsy, a person must have at least 5 
  ranks in the Treat Injury and Knowledge (earth and life sciences) 
  skills and possess the Surgery feat. Determine the thoroughness 
  of the exam using the table below:
  Treat Injury
  Check DC 
  Result
  10 
   Cursory: Determines cause and time of death 
  only
  15 
   Typical: As above, plus identify toxins and 
  diseases present in the body.
  30 
   Thorough: As above, plus detailed forensic 
  data, such as finding exotic diseases, hard-to-
  find poisons, and the like.
  Autopsies and the Law
  Autopsies are required by law. However, unusual circumstances 
  may prevent one from taking place. Stopping an autopsy from 
  occurring requires a Diplomacy check (DC 30) and often re-
  quires substantial reasoning for why it should be prevented. In 
  most states within the United States, autopsies are considered 
  public records and can be obtained through a written request. 
  Homicide cases, however, are released only with the written 
  approval of the District Attorney General. Most autopsy reports 
  are completed and ready for release within 1d3 weeks. In cer-
  tain cases, additional tests may need to be performed, which 
  delays completion of the report for several additional weeks. A 
  character can speed up this process, cutting through red tape, 
  by making a Diplomacy check (DC 25). The hero gets to add her 
  Reputation bonus to this roll, if applicable.
  Adventure Seeds
  The city morgue may be a common stop for heroes during 
  investigations into violent crime.
   
  • After one of the heroes’ informants dies under mysterious 
  circumstances, they discover that the investigation is being 
  silenced by local law enforcement. Stonewalled at every 
  turn, the heroes must bluff or sneak their way into the city 
  morgue to find out what happened.
   
  • The city is under the grip of a wave of deadly murders in 
  which specific body parts of the victim are removed with 
  expert skill. The heroes surmise that only someone with 
  an intimate knowledge of anatomy could do such a thing. 
  A few leads point the heroes to a forensic pathologist who 
  works at the city morgue. 
   
  • A new hospital has forced the closure of the old city 
  morgue. However, the facility doesn’t stay empty for 
  long. Heroes working for Department-7 or some other 
  agency track a band of grave robbers to the city morgue 
  and discover that the facility has been transformed into 
  a flesh golem factory. The plot thickens when the heroes 
  encounter the facility’s government-sponsored overseers 
  and uncover a sinister plot to turn human body parts into 
  obedient golem super soldiers.
  
  City Morgue
  City Morgue
  d20 Critical Locations
  d20 Critical Locations
  19
  
  Convention Center
  Convention Center
  d20 Critical Locations
  d20 Critical Locations
  20
  CONVENTION CENTER
  CONVENTION CENTER
  The convention center draws tourists and businesses to the 
  city, and as such receives support from the city council and 
  the police. It can host a single enormous event, or it can host 
  numerous smaller gatherings simultaneously. It’s used for trade 
  shows, fan conventions, sporting events, concerts, film festivals, 
  business meetings, fundraisers, dinners, expos, specialty markets, 
  and almost any other occasion when thousands of people need 
  to gather in one place.
  Occupants
  During business hours, 6d6 employees work at the convention 
  center, including cashiers, maintenance crews, ushers, food 
  vendors, and managers. In addition, there are hundreds if not 
  thousands of eager convention-goers attending panels, shopping 
  in merchant rooms, waiting in lines, and perusing the exhibit 
  halls. The convention center also employs 2d6 security guards 
  (see page 16 for statistics) to patrol the premises, keeping an 
  eye out for anyone that causes trouble. Particularly large con-
  ventions may also solicit help from the nearest police precinct, 
  in the form of 1d6 uniformed police officers (use the low- to 
  mid-level police officer statistics, page 275 of the d20 MODERN 
  Roleplaying Game).
  Structural Features
  The following are the typical hardness values, hit points, break 
  DCs, and Disable Device check DCs (where applicable) for typical 
  barriers and devices within the convention center. 
   
  External Door (glass): Hardness 1; hp 10; break DC 10; Disable 
  Device DC 25 (when locked).
   
  Internal Door: Hardness 5, 10 hp, break 23.
   
  Plate Glass Window: Hardness 1; hp 5; break DC 4.
   
  Chair: Hardness 5; hp 10; break DC 13. 
   
  Folding Table: Hardness 5; hp 10; break 18.
   
  ATM: Hardness 10; hp 250; break DC 28; Disable Device 
  DC 40.
  Crowds
  Crowds can severely limit movement and complicate combat 
  encounters. It isn’t necessary to put every member of a crowd 
  on the map when a fight breaks out or when the heroes are 
  forced to chase an enemy through a crowded area. Instead, just 
  indicate which squares on the map contain crowds. If a crowd 
  sees something obviously dangerous, it will move away at 30 feet 
  per round on initiative count 0. For detailed rules on handling 
  crowds as an entity, see Mobs below.
   
  Directing a Crowd: It takes a DC 15 Diplomacy check or 
  DC 20 Intimidate check to convince a crowd to move in a par-
  ticular direction, and the crowd must be able to hear or see 
  the character making the attempt. It takes a full-round action 
  to make the Diplomacy check, but a free action to make the 
  Intimidate check.
   
  If two or more characters are trying to direct a crowd in dif-
  ferent directions, they make opposed Diplomacy or Intimidate 
  checks to determine whom the crowd listens to. The crowd 
  ignores everyone if none of the characters’ check results beat 
  the DCs given above.
   
  Movement in a Crowd: As a general rule, a single 5-foot 
  square occupied by a crowd of Medium-size creatures contains 
  three Medium-size creatures. These cramped conditions make 
  moving in a crowd difficult. It takes 2 squares of movement to 
  move through a square occupied by a crowd. The crowd provides 
  one-half cover for anyone who does so, enabling a Hide check 
  and providing a +4 cover bonus to Defense and a +2 cover bonus 
  on Reflex saves.
   
  A character who ends his movement in a stationary crowd 
  square finds it difficult to do anything but move with the crowd. 
  He takes a –2 penalty on attack rolls, Reflex saves, and all skill 
  checks that are affected by armor penalties, and he loses his 
  Dexterity bonus to Defense. Casting a spell or manifesting a 
  psionic power in a stationary crowd requires a DC 10 Concen-
  tration check.
   
  A character who ends his movement in a crowd square that 
  moved in the last round faces an additional danger. He can 
  take a full-round action to stand his ground, he can take a full-
  round action to move with the crowd, or he can try to resist 
  the crowd’s motion. A character who tries to resist the crowd 
  in this manner must make a DC 15 Reflex save. Success indicates 
  that he takes the same penalties as for being in a stationary 
  crowd, except that the Concentration check to cast a spell or 
  manifest a psionic power is against DC 15. Failure indicates that 
  the character loses all actions for the round and is subjected to 
  a trip attack. The crowd has a +8 bonus on the opposed attack 
  roll to resolve the trip attack. If the character is knocked prone, 
  he is trampled for 2d6 points of damage.
  Mobs
  An angry mob represents the most dangerous form of a crowd. 
  As a general rule, the mob mentality overrides the desires and 
  goals of an individual in the mob, and heroes who happen to get 
  in the way could find themselves the focus of the mob’s rage.
  Mob Traits
  A mob uses all of the base creature’s statistics and special abili-
  ties except as noted here. All mobs have a CR of 8.
   
  Size and Type: A mob is a Gargantuan creature composed 
  of 48 Small or Medium-size creatures or 12 Large creatures. The 
  mob’s type remains unchanged from the base creature.
   
  Hit Dice: A mob has 30 Hit Dice; this number represents 
  the mob’s mentality and physical mass rather than its race or 
  class, since the individual members of the mob don’t use their 
  own abilities or experience to aid the whole. To calculate hit 
  points, roll dice appropriate for the base creature’s type (30d8 
  for a mob of humanoids).
   
  Reducing the mob to 0 hit points or lower causes it to break 
  up, though damage taken until that point does not degrade its 
  ability to attack or resist attack. Mobs are never disabled or 
  reduced to a dying state by damage.
   
  Massive Damage: A mob is not subject to massive 
  damage.
   
  Speed: A mob’s speed is 10 feet slower than that of the base 
  creature.
   
  Defense: As the base creature, but with a size modifier of –4.
   
  Base Attack: A mob has a base attack bonus appropriate 
  for a 30 Hit Dice monster of the base creature’s type (+22 for a  
  mob of humanoids).
  
  Convention Center
  Convention Center
  d20 Critical Locations
  d20 Critical Locations
  21
   
  Grapple: Add the mob’s size modifier (+12) and Strength 
  modifier (as base creature) to the base attack bonus to deter-
  mine its grapple bonus.
   
  Attack/Full Attack: Mobs don’t make standard attacks. 
  Instead, a mob deals 5d6 points of bludgeoning damage to any 
  creature whose fighting space it occupies at the end of its move 
  (no attack roll needed). Mob attacks ignore concealment and 
  cover. Damage reduction applies to mob attacks.
   
  Fighting Space/Reach: A mob occupies a square fighting 
  space 20 feet on a side, but its reach is 0 feet. In order to attack, 
  it moves into an opponent’s fighting space, which provokes an 
  attack of opportunity. It can occupy the same fighting space 
  as a creature. A mob can move through squares occupied by 
  enemies, and vice versa, without impediment, although a mob 
  provokes an attack of opportunity if it does so. A mob can move 
  through openings large enough for its component creatures.
   
  Larger mobs are represented by multiples of single mobs. The 
  area occupied by larger mobs is completely shapeable, though 
  the mob usually remains in contiguous squares.
   
  Special Qualities: A mob cannot use talents but retains all 
  other special qualities of the base creature. In addition, it gains 
  the following special qualities:
   
  Expert Grappler (Ex): A mob can maintain a grapple without 
  penalty and still make attacks against other targets (normally, 
  attacking other targets while grappling imposes a –20 penalty 
  on grapple checks). A mob is never considered flat-footed while 
  grappling.
   
  Improved Overrun (Ex): When a mob attempts to overrun 
  an opponent, the target may not choose to avoid it. The mob 
  also gains a +4 bonus on its Strength check to knock down the 
  opponent.
   
  Mob Anatomy (Ex): A mob is not subject to critical hits or 
  sneak attacks. A mob cannot be flanked, tripped, grappled, or 
  bull rushed.
   
  Trample (Ex): A mob that simply moves over a creature and 
  doesn’t end its movement with that creature in its fighting space 
  can trample the creature. A trampled creature takes damage 
  equal to 2d6 + 1-1/2 times the mob’s Strength modifier. The 
  victim can either make an attack of opportunity against the 
  mob or make a Reflex save (DC 25 + the mob’s Str modifier) to 
  take half damage.
   
  Spells or psionic powers that target specific numbers of 
  creatures can affect a mob. Each specific creature that is slain, 
  disabled, or otherwise incapacitated by effects that target 
  specific creatures bestows two negative levels on the mob. 
  A mob that gains negative levels equal to its Hit Dice breaks 
  up as if reduced to 0 hit points. Negative levels gained in this 
  manner are not the result of negative energy and never result in 
  permanent level loss. A mob takes half again as much damage 
  (+50%) from effects that target an area, such as fireball spells 
  and splash weapons.
   
  Although a mob is treated as one creature, it sometimes be-
  comes necessary to determine the fate of a specific individual 
  caught up in the mob. If a mob is dispersed by nonlethal at-
  tacks, there are no casualties. If the mob is dispersed by lethal 
  attacks, assume that 30% of its number are slain and 30% are 
  reduced to 0 hit points. To determine a specific individual’s 
  fate, simply roll d%: 01–30 indicates death, 31–60 indicates the 
  victim is  reduced to 0 hit points, and a 61–100 indicates the 
  victim escapes relatively unscathed.
   
  Allegiance: A mob loses all of the base creature’s allegiances 
  and gains an allegiance to chaos.
   
  Saves: A mob has base saves appropriate for a 30 Hit Dice 
  creature of its type. A mob of humans has a base Fortitude and 
  Reflex save modifier of +9 and a Will save modifier of +17. Ability 
  modifiers apply as normal.
   
  Action Points: A mob can never spend action points.
   
  Reputation: A mob has an effective Reputation bonus of +0. 
   
  Ability Scores: A mob retains the Strength, Dexterity, and 
  Constitution scores of the base creature. The mob’s Intelli-
  gence, Wisdom, and Charisma drop to 10. If the base creature’s 
  Intelligence, Wisdom, or Charisma scores are already lower 
  than 10, they do not change.
   
  Skills: Same as the base creature; do not recalculate based 
  on the mob’s 30 Hit Dice. The mob’s adjusted Intelligence, 
  Wisdom, and Charisma scores might grant some skills different 
  modifiers.
   
  Feats: Same as the base creature; all mobs gain Improved 
  Bull Rush as a bonus feat.
  Typical Mob of Humans (Smart Ordinary 1/Dedicated 
  Ordinary 1): CR 8; Gargantuan human (mob of Medium-size 
  humans); HD 30d8; hp 135; Mas —; Init +0; Spd 20 ft.; Defense 8, 
  touch 8, flat-footed 7 (–4 size, +1 Dex, +1 class); BAB +22; Grap +33; 
  Atk +33 melee (5d6, special); Full Atk +33 melee (5d6, special); SQ 
  expert grappler, improved overrun, mob anatomy, trample; FS 20 
  ft. by 20 ft.; Reach 0 ft.; AL chaos; SV Fort +9, Ref +10, Will +17; 
  AP —; Rep +0; Str 8, Dex 13, Con 10, Int 10, Wis 10, Cha 10.
   
  Occupation: Student (bonus class skills: Computer Use, 
  Knowledge [current events], and Knowledge [technology]).
   
  Skills: Craft (writing) +5, Computer Use +7, Knowledge (busi-
  ness) +5, Knowledge (civics) +4, Knowledge (current events) +7, 
  Knowledge (popular culture) +4, Knowledge (technology) +6, 
  Read/Write Language (any one), Repair +6, Research +5, Speak 
  Language (any one).
   
  Feats: Educated (Knowledge [current events], Knowledge 
  [technology]), Gearhead, Improved Bull Rush (bonus feat), Simple 
  Weapons Proficiency.
  Adventure Seeds
  When staging encounters in the convention center, the GM 
  should take full advantage of the chaotic atmosphere. 
   
  • A whistleblower wants to meet the heroes to reveal his 
  employer’s sinister agenda, but he doesn’t fully trust them. 
  He insists on meeting at the convention center during a 
  trade show, to ensure there are too many witnesses for 
  foul play to be a viable option.
   
  • A disturbed agitator wants to bring attention to the many 
  world injustices that bother him by killing a large number 
  of innocent people. He plans to be among the bodies when 
  help arrives, a manifesto of his beliefs scrawled in ink on 
  his body (along with a letter claiming responsibility). He 
  targets the convention center and plans to unleash a gas 
  bomb during a science fiction convention.
  
  Convention Center
  Convention Center
  d20 Critical Locations
  d20 Critical Locations
  22
  
  Convention Center
  Convention Center
  d20 Critical Locations
  d20 Critical Locations
  23
  
  d20 Critical Locations
  d20 Critical Locations
  24
  CORPORATE HIGH-RISE 
  CORPORATE HIGH-RISE 
  OFFICE BUILDING
  OFFICE BUILDING
  More than a place of business, the corporate high-rise is a status 
  symbol for the corporation that owns it and the officers who 
  work it in. For the corporation, it’s a sign of financial stability 
  and influence. The offices within these steel-and-glass towers 
  are expensive, and the larger and better appointed they are, the 
  more wealth and power the corporation is perceived to have. 
  For the presidents, CEOs, and senior executives who occupy 
  the offices, the building and its trappings symbolize their own 
  resolve and determination to succeed. Only the most important 
  and productive employees are rewarded with offices. Competi-
  tion among junior executives to reach office-worthy status is 
  fierce, and worry about losing one’s office runs rampant among 
  those already installed. In the high-risk, high-reward world of 
  big business, these offices are the pressure cookers that make 
  or break major executives.
  Occupants
  Unless their business requires them to travel, executives spend 
  1d8+8 hours per day in their respective offices, ensuring that 
  they aren’t supplanted by younger and hungrier workers. Each 
  office is also supported by a small staff—two or three secretar-
  ies, one personal assistant, a receptionist, and junior executives 
  in smaller offices. Any worker on the floor can pick up a phone 
  and summon 1d4 security guards (see page 16 for statistics), who 
  arrive in 2d6 rounds.
  Structural Features
  Here are the typical hardness values, hit points, break DCs, and 
  Disable Device check DCs (where applicable) for typical barriers 
  and devices found within this building. 
   
  External Window (glass): Hardness 4; hp 20; break DC 15.
   
  Internal Office Window (glass): Hardness 1; hp 5; break 
  DC 10.
   
  Internal Door: Hardness 5; hp 10; break DC 23; Disable 
  Device DC 25 (when locked).
   
  Computer: Hardness 5; hp 5; break DC 12.
   
  Photocopier: Hardness 5; hp 10; break DC 5.
   
  File Cabinet: Hardness 5; hp 15; break DC 18; Disable Device 
  DC 25 (when locked).
  Getting In and Out
  Characters have several ways to reach a specific floor of a high 
  rise. Stairs provide one option, but climbing them is tiring and 
  time consuming. You can’t run up stairs (at least, not as “run” is 
  defined in the game), and every 5-foot square of movement up 
  stairs counts as two squares of movement, so a character with a 
  30-foot move taking two move actions can climb 30 feet of stairs 
  (roughly 2 stories) in a given round. As with running, a character 
  can only climb stairs a number of rounds equal to her Constitu-
  tion score. After that, she must succeed on a Constitution check 
  (DC 10) to continue climbing stairs. A new check is required each 
  round, with the DC increasing by 1 each round. On a failed check, 
  the character must rest for 1 minute (10 rounds), during which 
  time she can move normally but can’t run or climb.
   
  Modern high-rise buildings also have elevators that climb 
  and descend at a rate of 6 floors per round. Most corporate 
  high-rise offices have at least one express elevator that goes 
  directly to the desired floor but requires a key to access (DC 30 
  Disable Device check to circumvent). These elevators have se-
  curity cameras and move slowly (2 floors per round). During 
  any kind of disaster that affects the building, such as a fire or 
  earthquake, there’s a 10% chance per round that an elevator 
  stops moving.
   
  Finally, it’s possible to access the building from the outside 
  by way of helicopters, cranes, and window washer platforms. 
  Personnel delivered by helicopter must land on the roof, since 
  a helicopter cannot get close enough to the side of the build-
  ing. Cranes and window washer platforms can reach an outer 
  window, but move very slowly (1 story per round), and generally 
  can’t move from side to side.
  Corporate 
  Computer Networks
  Computers in a high-rise office building are connected to a 
  massive corporate network. In addition, the computers have 
  exceptional security programs protecting them. See the 
  Computer Use skill description (page 51 of the d20 MODERN 
  Roleplaying Game) for rules on finding files and defeating 
  computer security.
  Adventure Seeds
   
  • The most valuable thing in a corporate office is information. 
  A group of high-tech thieves wants to extract proprietary 
  files from the office of the corporation’s CEO. When their 
  covert efforts and hacking attempts fail, their only recourse 
  is to enter the CEO’s office and persuade her to share the 
  access codes. However, she refuses to cooperate even when 
  threatened, leading to a tense standoff that deteriorates 
  as the thieves grow increasingly desperate.
   
  • The characters are agents working for Department-7. One 
  of the agency’s command centers is located on the thirti-
  eth floor of an office high-rise. Unfortunately, one of the 
  Department’s rivals learns about the command center and 
  launches a full-scale attack against it.
   
  • The heroes learn of a plot to assassinate a visiting dignitary 
  using sleeper agents. The sleeper agents “activate” when 
  they open and read a particular email message sent to their 
  home computers. Heroes who discover the messages can 
  track them to their source with a successful Computer Use 
  check (DC 40). Following the trail leads heroes to a suc-
  cessful dot-com company holed up on the fiftieth floor 
  of a crowded office building. Further investigation reveals 
  that the company is merely a front for a foreign black-ops 
  team stationed in the city.
   
  • The architect of a new office building downtown uses sor-
  cery to complete the project. Shortly thereafter, strange 
  effects begin to manifest, causing several office workers 
  to vanish without a trace. In addition, an evil presence 
  has begun to manifest on one particular floor of the 
  office building, disrupting computer systems, jamming 
  photocopiers, and occasionally eviscerating members of 
  the late night janitorial staff. The heroes are hired by the 
  corporation to investigate, but the architect doesn’t want 
  the truth exposed.
  Corporate High-Rise
  Corporate High-Rise
  
  Corporate High-Rise
  Corporate High-Rise
  d20 Critical Locations
  d20 Critical Locations
  25
  
  Fast Food Restaurant
  Fast Food Restaurant
  d20 Critical Locations
  d20 Critical Locations
  26
  FAST FOOD RESTAURANT
  FAST FOOD RESTAURANT
  A ubiquitous part of the urban landscape, the fast food res-
  taurant provides a place to get cheap, quick food that tastes 
  good. Desperate thieves frequently target them as a source of 
  quick cash.
   
  Unlike a regular restaurant, the tables and chairs are bolted 
  in place on columns, preventing them from being moved. The 
  front and side windows of the building are made of large plate 
  glass, which can easily be damaged or destroyed. 
   
  The main kitchen (area 15) and prep kitchen (area 16) are 
  filled with all manner of ovens, cutting tables, and deep fryers. 
  Several knives can be found in both areas. Splashing someone 
  with hot grease from the deep fryer deals 1d6 points of fire 
  damage, and immersing a body part (or person) into the fryer 
  deals 1d6 points of fire damage per round. Most of this equip-
  ment is either bolted in place or has casters allowing it to be 
  moved for easier cleaning of the floors.
   
  Most fast food restaurants possess openly visible security 
  cameras (Spot check DC 5) that monitor the entrances (area 1), 
  the dining room (area 2), the service counter (area 4), the play 
  area (area 6), the main kitchen area (area 15), and the parking 
  lot (area 20). The feed leads to a VCR located in the office 
  (area 13).
  Occupants
  During the morning and afternoon shifts, 3d4 fast food workers 
  (1st-level ordinaries of various classes) work the counter or hit 
  the floor, cleaning up tables. Meanwhile, 4d6 customers (25% of 
  which are children) line up to order food or sit at tables, eating. 
  In the event of violence, most of the people in the building hit 
  the floor or head toward the exits.
   
  In addition, there is a 30% chance that the restaurant con-
  tains 1d2 police officers catching a meal (see Chapter 8: Friends 
  and Foes in the d20 MODERN Roleplaying Game for statistics). 
  Otherwise, a 911 call brings the police in 1d4 minutes.
  Structural Features
  Here are the typical hardness values, hit points, break DCs, and 
  Disable Device check DCs (where applicable) for various barriers 
  and devices found within this building. 
   
  External Door (glass): Hardness 2; hp 5; break DC 10; Disable 
  Device DC 25 (when locked).
   
  Internal Door: Hardness 5; hp 10; break DC 13
   
  Plate Glass Window: Hardness 1; hp 5; break DC 4.
   
  Table/Chair (bolted): Hardness 3; hp 10; break DC 13.
   
  Cash Register: Hardness 5; hp 10; break DC 15; Disable Device 
  DC 25 (when locked).
   
  Time-Activated Safe: Hardness 10; hp 200; break DC 40.
   
  Safe Lock (high security): Hardness 10; hp 120; break DC 35; 
  Disable Device DC 40.
  Adventure Seeds
  Strange events might occur at such a seemingly mundane loca-
  tion. And everyone, even villains, need to eat sometime.
   
  • While grabbing a bite to eat, the heroes are caught in the 
  middle of a robbery that takes place by a well-organized 
  team. Although the robbers are dressed as gangsters, they 
  move and act like professionals—trained criminals, military, 
  or the like. What would a team of professionals be doing 
  knocking over a fast food restaurant?
   
  • A new fast food restaurant has opened up in a seedy side 
  of town. The restaurant is not part of a chain, but proves 
  wildly popular. The food is delicious but has an odd texture 
  to it. Over the course of a few months, the crime rate in the 
  neighborhood spikes, with numerous bizarre and atrocious 
  murders. Anyone investigating the ingredients of the fast 
  food restaurant finds unusual chemicals in jars that look 
  like they belong in an alchemist’s shop. Have the fast food 
  employees (or the owners) intentionally been poisoning 
  people?
   
  • After a botched bank robbery, criminals crash their get-away 
  car into the side of the fast food restaurant in which the 
  heroes are dining. With the police close behind, the crimi-
  nals barricade themselves inside the fast food restaurant, 
  bringing along a gym bag full of guns and their loot from 
  the heist. A siege begins with the heroes on the inside. As 
  an added twist, one of the criminals wears a vest full of 
  explosives wired to a “dead-man’s switch”—if he lets go of 
  the button, the explosives detonate.
   
  • The manager of Pandora Express, a fast food restaurant 
  that caters to creatures of Shadow as well as humans, 
  is having trouble with a gang of bugbears. The bugbears 
  extort money from local businesses that cater to a bizarre 
  clientele. The heroes decide to grab a bite to eat at the res-
  taurant when the bugbears arrive to collect their monthly 
  “tribute” and the manager decides enough is enough.
  
  Fast Food Restaurant
  Fast Food Restaurant
  d20 Critical Locations
  d20 Critical Locations
  27
  
  Firehouse/Occult Shop
  Firehouse/Occult Shop
  d20 Critical Locations
  d20 Critical Locations
  28
  FIREHOUSE
  FIREHOUSE
  The firehouse has been in this location for nearly a century. In 
  addition to all the equipment and vehicles needed for fighting 
  fires, the firehouse has plenty of amenities for firefighters to 
  keep themselves amused until the next call.
  Occupants
  When they are not out quenching a fire, 1d8+4 firefighters can be 
  found inside the firehouse. Otherwise, there are 1d3 firefighters 
  present. See below for the statistics of a typical firefighter.
  Low-Level Firefighter (Strong Ordinary 1/Dedicated Ordi-
  nary 1): CR 1; Medium-size human; HD 1d8+2 plus 1d6+2; hp 12; 
  Mas 14; Init +1; Spd 30 ft.; Defense 17, touch 13, flat-footed 16; 
  BAB +1; Grp +3; Atk +4 melee (1d6+2 nonlethal, unarmed strike) 
  or +4 melee (1d8+3/19–20, fire axe); Full Atk +4 melee (1d6+2 
  nonlethal, unarmed strike) or +4 melee (1d8+3/19–20, fire axe); 
  FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +4, Ref +1, Will +2; 
  AP 0; Rep +1; Str 16, Dex 12, Con 14, Int 8, Wis 13, Cha 10.
   
  Occupation: Emergency services (bonus class skills: Climb, 
  Drive).
   
  Skills: Climb +4, Drive +5, Profession +4, Read/Write English, 
  Speak English, Spot +5.
   
  Feats: Brawl, Armor Proficiency (light), Simple Weapons 
  Proficiency.
   
  Possessions: Fire axe, turnout coat, gas mask and air supply, 
  professional walkie-talkie.
  Structural Features
  Here are the typical hardness values, hit points, and break DCs 
  for various barriers and devices found within this building. 
   
  External Door: Hardness 5; hp 20; break DC 23.
   
  Roll-up Garage Door: Hardness 10; hp 80; break DC 30.
   
  Internal Door: Hardness 5; hp 10; break DC 13.
  Firefighter Gear
  Two pieces of firefighter equipment are not described in the 
  d20 MODERN Roleplaying Game: the fire axe and turnout coat. 
  Their statistics are presented in the accompanying table.
  OCCULT SHOP
  OCCULT SHOP
  Tucked away in a quiet part of town, this occult shop caters to 
  the serious magic practitioner. It boasts a wide collection of 
  mass-market books, knives, swords, statues, incense, and other 
  commonly sold items used for magical practice. A separate, 
  locked section holds the store’s truly valuable items—old and 
  rare grimoires, scrolls, and other hard-to-find publications. In 
  campaigns that feature FX, the occult shop contains true spell 
  components and scrolls with actual spells scribed on them, 
  and the shop owner has one or more levels of the Occultist or 
  Mage advanced class (see Chapter 9: Campaign Models in the 
  d20 MODERN Roleplaying Game).
  Occupants
  During business hours at the occult shop, the owner and 1d4–1 
  store patrons are present.
  Occult Shop Owner (Smart Ordinary 4/Dedicated Ordi-
  nary 4): CR 7; Medium-size human; HD 4d6+4 plus 4d8+4; hp 40; 
  Mas 12; Init +0; Spd 30 ft.; Defense 14, touch 14, flat-footed 14; 
  BAB +5; Grp +4; Atk +4 melee (1d3–1 nonlethal, unarmed strike) 
  or +5 ranged (2d6, Ruger Service-Six); Full Atk: +4 melee (1d3–1 
  nonlethal, unarmed strike) or +5 ranged (2d6, Ruger Service-Six); 
  FS 5 ft./5 ft.; Reach 5 ft.; AL any; SV Fort +4, Ref +2, Will +6; AP 0; 
  Rep +4; Str 8, Dex 10, Con 12, Int 16, Wis 15, Cha 13.
   
  Occupation: Academic (bonus class skills: Decipher 
  Script, Knowledge [arcane lore], Knowledge [theology and 
   philosophy])
   
  Skills: Computer Use +12, Concentration +5, Craft (writing) 
  +7, Decipher Script +17, Diplomacy +5, Forgery +16, Knowledge 
  (arcane lore) +17, Investigate +6, Knowledge (art) +8, Knowledge 
  (history) +14, Knowledge (theology and philosophy) +17, Profes-
  sion +7, Read/Write English, Read/Write German, Read/Write 
  Hebrew, Read/Write Latin, Research +16, Search +7, Speak Eng-
  lish, Speak German, Speak Hebrew, Speak Latin.
   
  Feats: Educated (Knowledge [arcane lore], Knowledge [theol-
  ogy and philosophy]), Meticulous, Personal Firearms Proficiency, 
  Simple Weapon Proficiency, Studious
   
  Possessions: Ruger Service-Six (.38S revolver), 50 rounds of 
  .38S ammunition, cell phone, occult books, various personal 
  items.
  Structural Features
  Here are the typical hardness values, hit points, and break DCs 
  for various barriers and devices found within this building. 
   
  External Door: Hardness 5; hp 20; break DC 23.
   
  Internal Door: Hardness 5; hp 10; break DC 13.
   
  Cash Register: Hardness 5; hp 10; break DC 15; Disable Device 
  DC 25 (when locked).
    
   
   
   
  Damage 
  Range 
   
   
  Purchase
  Weapon 
  Type 
  Damage 
  Critical 
  Type 
  Increment 
  Size 
  Weight 
  DC 
  Restriction
  Fire Axe 
  Simple 
  1d8 
  19–20 
  Slashing 
  — 
  Large 
  8 lb. 
  5 
  —
    
   
  Equipment Nonprof. Maximum 
  Armor 
  Speed 
   
  Purchase
  Armor 
  Type 
  Bonus 
  Bonus 
  Dex Bonus 
  Penalty 
  (30 ft.) 
  Weight 
  DC 
  Restriction
  Turnout coat Impromptu 
  +4 
  +1 
  +3 
  –3 
  25 
  15 lb. 
  13 
  Lic. (+1)
   (light)
  
  Firehouse/Occult Shop
  Firehouse/Occult Shop
  d20 Critical Locations
  d20 Critical Locations
  29
  
  Gothic Church
  Gothic Church
  d20 Critical Locations
  d20 Critical Locations
  30
  GOTHIC CHURCH
  GOTHIC CHURCH
  Built to survive the ages, this aging cathedral is a testament of faith, 
  done in marble, stone, and gorgeous antique stained glass. Despite 
  a declining number of regular worshipers, the church serves as a 
  central point for many people in the neighborhood. In addition to 
  regular services, the church sponsors food drives, free meals for 
  the homeless, and counseling services for those in need.
   
  In campaigns that involve FX, particularly magic and the in-
  clusion of sinister outsiders and undead, the church sometimes 
  becomes a sanctuary for heroes eluding the forces of evil or 
  a stopping point to meet with a priest. At the GMs discretion, 
  the hallowed ground of the cathedral hedges out evil outsiders 
  (see Hallowed Ground below).
  Occupants
  During the day, the church holds 1d4 priests, 2d6 administrative 
  personnel, and 2d100 worshipers. This number increases by one 
  die type (1d4 to 1d6, for example) during active services and one 
  additional die all day on holidays. At the GM’s discretion, one 
  or more of the priests is actually an Acolyte (see page 322 of 
  the d20 MODERN Roleplaying Game).
  Structural Features
  Here are the typical hardness values, hit points, and break DCs 
  for various barriers and devices found within the church. 
   
  External Door: Hardness 5; hp 50; break DC 26.
   
  Internal Door: Hardness 5; hp 20; break DC 23.
   
  Pews (bolted): Hardness 5; hp 100; break DC 26.
   
  Altar (bolted): Hardness 5; hp 20; break DC 23.
  Hallowed Ground
  If your game includes magic FX and creatures such as outsid-
  ers, the heroes may find themselves heading to the cathedral 
  in hopes of finding sanctuary or weapons of power for use 
  against evil. At the GM’s discretion, the cathedral and its sur-
  rounding property are considered holy ground, which grants 
  the following effects:
   
  • Outsiders with an allegiance to evil must succeed on a Will 
  save (DC 20) to enter the property.
   
  • If a character who is possessed or under the mental control 
  of an evil outsider enters into hallowed ground, he makes 
  an immediate Will save (equal to the original check with a 
  +4 sacred bonus) to regain control.
   
  • Checks to turn undead gain a +4 sacred bonus, and checks 
  to command undead take a –4 penalty.
   
  • A dead body interred on hallowed ground cannot be turned 
  into an undead as long as it remains there.
  Holy Water
  Holy water is a staple for fighting the forces of evil, and heroes 
  may invariably make their way to a cathedral in the hope of 
  obtaining some. In campaigns with FX and monsters, the GM 
  may decide that normal priests (in addition to Acolytes) are 
  capable of creating holy water.
   
  Depending on your campaign, there are two ways that holy 
  water is created. First, holy water is created by a spell that only 
  Acolytes are capable of casting (see New Spell below). Alterna-
  tively, creating holy water is something that any ordained priest 
  with at least 5 ranks in Knowledge (theology and philosophy) 
  and an allegiance to good can produce in limited quantity. In 
  this case, the priest in question must perform a ritual that takes 
  1 hour. Once complete, the priest creates 1 pint (flask) of holy 
  water. This quantity is commonly deposited in a larger vessel for 
  ordinations, blessings, and the like. The holy water in this larger 
  vessel of water is perfectly acceptable for these rituals (including 
  use as a spell component for an Acolyte), but is too far diluted to 
  harm undead creatures; only the “potent” original batch has the 
  strength to harm evil. See below for the effects of holy water.
  Bless Water
  Transmutation
  Level: Acolyte 1; Components: V, S, M; Casting Time: 1 minute; 
  Range: Touch; Target: Flask of water touched; Duration: 
  Instantaneous; Saving Throw: Will negates (object); Spell 
  Resistance: Yes (object)
  This transmutation imbues a flask (1 pint) of water with positive 
  energy, turning it into holy water. Holy water damages undead 
  creatures and evil outsiders almost as if it were acid. A flask 
  of holy water can be thrown as a splash weapon. Treat this 
  attack as a ranged touch attack with a range increment of 10 
  feet. A flask breaks if thrown against the body of a corporeal 
  creature, but to use it again an incorporeal creature, you must 
  open the flask and pour the holy water onto the creature. 
  Thus, you can douse an incorporeal creature only if you are 
  adjacent to it. Doing so is a ranged touch attack that does not 
  provoke attacks of opportunity. A direct hit by a flask of holy 
  water deals 2d4 points of damage to an undead creature or an 
  outsider with an allegiance to evil. Each such creature within 5 
  feet of the point where the flask hits takes 1 point of damage 
  from the splash.
   
  Material Components: Powdered silver (purchase DC 15).
  Adventure Seeds
   
  • Years ago, an order of Acolytes defeated a powerful fiend 
  and imprisoned its life force beneath a church. The order 
  has long since faded into obscurity, and shortly after the 
  church closed its doors, the wards that bound the demon’s 
  essence started to break down, allowing the fiend’s life 
  force to suffuse the church itself. Consequently, the fiend 
  has gained the ability to animate the church’s rooftop gar-
  goyles and use them to gather sacrifices for a blood ritual 
  that will free it from its prison. The heroes happen to be 
  looking for someone snatched by the gargoyles. Drawn to 
  the church by a series of clues, they find an old book left 
  behind by the Acolytes describing a spell that the heroes 
  can cast to trap the fiend once more.
   
  • The heroes work for Department-7, investigating paranormal 
  phenomena. Their latest case involves a priest and retired 
  exorcist who frequently lends his expertise to the depart-
  ment. Recently he began receiving threatening emails, and 
  the heroes are asked to investigate. The heroes are unable 
  to trace the emails, despite knowing the sender’s address: 
  valefor666@acheron.com. “Valefor” claims to be one of 
  many demons the priest has exorcised over the years. It’s 
  only a matter of time before Valefor’s ardent worshipers 
  come knocking on the church doors.
  
  Gothic Church
  Gothic Church
  d20 Critical Locations
  d20 Critical Locations
  31
  
  Grocery Store
  Grocery Store
  d20 Critical Locations
  d20 Critical Locations
  32
  GROCERY STORE
  GROCERY STORE
  Although mega-marts and chain stores are taking bigger bites 
  out of the grocery business, the independent grocer is not yet 
  a thing of the past. This small store survives by being responsive 
  to the community, offering fresh food and friendly service, and 
  carrying specialty items larger stores don’t stock. This makes the 
  grocery a lynchpin of the community, a place where neighbors 
  can meet and greet one another in a safe, bright atmosphere.
   
  In addition to typical groceries, the store carries deli items 
  (which can be cut to order), does a light business in catering, 
  and has a small selection of general interest magazines. It has 
  a bakery and an old-fashioned butchery. A pharmacy in the 
  back can handle common prescriptions, though anything too 
  unusual requires a 24-hour wait (less common drugs must be 
  ordered).
   
  As part of its focus on service, the grocery does both special 
  orders and delivery. Special orders for well-known customers 
  don’t require any advance payment, but others must put down 
  at least some money in advance. (The Wealth check is made 
  immediately, but any actual loss to wealth is delayed until final 
  payment is made.) Deliveries are generally made on bicycles, 
  though larger orders require the bakery truck. Deliveries have 
  a slight charge added to the order (increase the purchase DC of 
  the most expensive item by 1). Many elderly and disabled cus-
  tomers receive weekly deliveries.
   
  Some grocery stores have surveillance cameras mounted 
  to the ceiling above the aisles and checkout counters to catch 
  shoplifters and burglars. The cameras feed into a VCR located 
  in the manager’s office. 
  Occupants
  A typical grocery store has 2d6+6 clerks, cashiers, sackers, 
  butchers, bakers, and managers (1st-level ordinaries of various 
  classes) during business hours. Customer traffic is heaviest in the 
  morning and early evening, when 4d6 people (25% of whom are 
  children) wander the aisles and pick through the merchandise. 
  At other times, only 2d6 customers are present, often rushing 
  in to pick up just one or two items. After the store closes, 1d4 
  managers, stockers, and bakers remain to cleaning the store, do 
  paperwork, and restock the shelves.
  Structural Features
  Here are the typical hardness values, hit points, break DCs, and 
  Disable Device check DCs (where applicable) for various barriers 
  and devices found within this building. 
   
  External Door and Windows (glass): Hardness 2; hp 5; break 
  DC 10.
   
  External Door Lock (average quality): Hardness 3; hp 10; 
  break DC 15; Disable Device DC 25.
   
  Internal Door: Hardness 5; hp 10; break DC 13.
   
  Grocery Cart: Hardness 5; hp 10; break DC 15.
   
  Machinery (ovens, meat cutters, freezers, and so forth): 
  Hardness 5; hp 40; break DC 15.
   
  Electronic Cash Register: Hardness 10; hp 10; break 
  DC 15.
   
  Time-Activated Safe: Hardness 10; hp 200; break DC 40; 
  Disable Device DC 40 (lock).
   
  ATM: Hardness 10; hp 250; break DC 28; Disable Device 
  DC 40.
  Shelves and Debris
  Grocery store shelves provide one-half cover against attacks 
  from adjacent aisles. Even if a shot misses due to cover, it has a 
  20% chance of spraying the target with products stocked on the 
  shelves (food, detergent, coffee grounds, or whatever the DM 
  decides is appropriate). If this occurs, roll on the table below 
  to determine the effect to the target, if any.
  d6 
  Effect
  1–3 
  No game effect.
  4  
   Target is blinded for 1 round; Reflex save (DC 11) 
  negates.
  5  
   Target slips and falls prone; Reflex save (DC 13) 
  negates.
  6 
   Target takes 1 point of slashing damage from debris; 
  Reflex save (DC 15) negates.
  Improvised Weapons
  The following grocery store items can be added to the list of 
  improvised weapons provided on page 109 of the d20 MODERN 
  Roleplaying Game. Normal rules for wielding improvised 
  weapons apply.
  Object Size 
  Examples 
  Damage
  Tiny 
  Can of beans, grapefruit, 
  1d2
   
  frozen fish, soda can 
  Small 
  Frozen pizza, milk jug, 
  1d3
   
  rolling pin, watermelon
  Medium-size 
  Box of wine, frozen turkey 
  1d4
  Large 
  Grocery cart 
  1d6
  Adventure Seeds
   
  • A famous and brilliant, but agoraphobic, scientist lives near 
  the grocery and has several bags of supplies delivered to 
  his secure home (use the large family residence) every 
  week. Corporate mercenaries have been hired to break 
  into his home and recover a prototype. They know his 
  home is watched by the authorities and thus can’t break 
  in without being observed. They’ve decided to take over 
  the grocery store and pose as the regular delivery drivers, 
  allowing them to move in and out of the home without 
  raising suspicion. However, that requires they control the 
  grocery store for at least an hour, holding everyone inside 
  hostage.
   
  • A gang is pressuring the grocery store to pay “protection” 
  money. The store owner has so far refused, so the gang 
  now comes to the store and makes a mess every few days. 
  The gang never shows up when police are present and flee 
  before they arrive. If something isn’t done, the store will 
  fall under the gang’s control and become a haven for drugs 
  and other criminal activities.
  
  Grocery Store
  Grocery Store
  d20 Critical Locations
  d20 Critical Locations
  33
  
  Hotel Lobby with Fancy Restaurant
  Hotel Lobby with Fancy Restaurant
  d20 Critical Locations
  d20 Critical Locations
  34
  HOTEL LOBBY WITH 
  HOTEL LOBBY WITH 
  FANCY RESTAURANT
  FANCY RESTAURANT
  The hotel business is fiercely competitive. Hospitality is the 
  name of the game, and a properly trained hotel staff knows 
  exactly how to pamper their guests and make them feel like 
  visiting dignitaries, if not kings and queens. The hotel rooms 
  are spacious, the décor impeccable, and the facilities top-
  notch. The attached restaurant employs some of the city’s 
  finest chefs, who conjure a dazzling array of artful dishes, while 
  the hotel’s ballrooms are large enough to host catered parties, 
  galas, and business gatherings. By offering the perfect blend 
  of comfort, entertainment, and dining enjoyment, a four-star 
  hotel can provide experiences its guests will remember for 
  years, thereby securing return customers and the hotel’s place 
  as a city landmark.
   
  A prestigious hotel with service, comfort, and food second 
  to none quickly establishes a sterling reputation among society’s 
  elite and becomes a haven for celebrities, business executives, 
  and tourists looking for the ideal getaway. To keep out the 
  riffraff, the hotel employs a state-of-the-art security system 
  on par with the best Las Vegas casinos. Plainclothes detectives 
  keep a watchful eye on the lobby, chasing out paparazzi and 
  anyone else who might harangue the guests.
  Occupants
  One typically finds the manager (use the low-level politician 
  statistics, page 282 of the d20 MODERN Roleplaying Game), a 
  concierge (use the low-level reporter statistics, page 282 of the 
  d20 MODERN Roleplaying Game), 1d4 desk clerks (1st-level ordi-
  naries), and 1d6 bellhops (1st-level ordinaries) in the lobby area, 
  along with 1d6 house detectives (use the low-level private eye 
  statistics, page 280 of the d20 MODERN Roleplaying Game).
   
  The adjoining restaurant has one head chef (use the low-level 
  crime lab technician statistics, page 281 of the d20 MODERN 
  Roleplaying Game), a sommelier (use the low-level dilettante, 
  page 279 of the d20 MODERN Roleplaying Game), 2d6 assistant 
  chefs, 1d6 hostesses, 2d6 waiters, and 2d6 bus boys (all 1st-level 
  ordinaries).
   
  The lobby and restaurant also play host to any number of 
  guests.
  Structural Features
  Here are the typical hardness values, hit points, break DCs, and 
  Disable Device check DCs (where applicable) for typical barriers 
  and devices within this building. 
   
  External Door (glass): Hardness 1; hp 20; break DC 15.
   
  Internal Door: Hardness 5; hp 10; break DC 13.
   
  Table: Hardness 5; hp 10; break DC 15.
   
  Sculpture: Hardness 8; hp 5; break DC 10.
   
  ATM: Hardness 10; hp 250; break DC 28; Disable Device 
  DC 40.
  Using Fame and Infamy
  A little fame or infamy goes a long way in a four-star hotel. 
  Heroes can play off their reputations to secure the hotel 
  staff’s assistance at no cost to them. Whenever a hero asks 
  the manager or concierge for assistance with something that 
  falls beyond the scope of a normal request and takes some 
  resourcefulness or flexibility on the staff’s part, have the GM 
  character dealing with the heroes make a Reputation check and 
  consult the Using the Reputation rules on page 38 of the d20 
  MODERN Roleplaying Game. Sample requests include catering 
  an impromptu party with little or no advanced warning, secur-
  ing two tickets to the evening’s opera, or getting a celebrity’s 
  autograph. If the Reputation check succeeds, the hero gets a 
  +4 bonus on Bluff, Diplomacy, Gather Information, Intimidate, 
  and Perform checks made against members of the hotel staff 
  for the duration of their stay.
   
  In theory, there is no limit to the number of special favors a 
  hero can request, but milking one’s own fame has its perils. For 
  each special request the manager or concierge receives after 
  the first in a 24-hour period, the hero’s aforementioned bonus 
  decreases by 1 (minimum +0).
   
  Being infamous may or may not be a problem, depending 
  on the source of the infamy. If a mobster shows up at a fancy 
  restaurant, the staff may well give him a free meal if he success-
  fully intimidates them. However, a washed up celebrity who’s 
  spent the past eleven months in drug rehab might not receive 
  such consideration.
  Adventure Seed
  Everyone eats and sleeps, but the wealthy do it in style. Whether 
  they’re hunting down affluent villains, enjoying a brief respite, 
  or just passing through, heroes can find plenty of opportunities 
  for adventure at these upper-crust businesses.
   
  • The heroes are enjoying a relaxing meal when they 
  notice a large table of well-dressed gentlemen relax-
  ing and smoking cigars in the restaurant. These are 
  the leaders of the largest mobster family in the city, 
  and they are celebrating the marriage of their boss’s 
  daughter. Even if the heroes recognize the mobsters, 
  the criminals are clearly not looking to start trouble. 
  They’re polite and well behaved, not interested in cast-
  ing a pall of violence over such a happy occasion. 
   
  Unfortunately, another criminal syndicate has decided 
  it’s time to take over the territory. A dozen syndicate as-
  sassins have infiltrated the restaurant, posing as six dining 
  couples. At the appointed time, the twelve assassins stand 
  and draw guns. The heroes must decide whether they’re 
  going to try to stop the assassins (thus helping the mob-
  sters), protect the innocent bystanders in the restaurant, 
  or just get themselves to safety.
  
  Hotel Lobby with Fancy Restaurant
  Hotel Lobby with Fancy Restaurant
  d20 Critical Locations
  d20 Critical Locations
  35
  
  LAKESIDE COTTAGE
  LAKESIDE COTTAGE
  This large yet cozy cottage is located far away from the hustle 
  and bustle of the big city. It serves as the summer home for a 
  wealthy family, a secluded retreat for an artist, writer, or other 
  creative type, or a safe house for a mob boss or government 
  organization. Its seclusion ensures privacy from prying eyes, and 
  its amenities allow guests to relax (or plot) in comfort.
   
  While the house itself is old, it’s been recently updated, now 
  with a state-of-the-art sound system, entertainment system, and 
  fully stocked kitchen. The property includes a basketball court, 
  gazebo, enclosed deck, and excellent privacy. The lakeside cot-
  tage may have a phone, depending on how private the owners 
  want to be. Far away from the city water system, the cottage 
  gets its water from an artesian well.
   
  The cottage sits on the edge of a lovely beach and includes 
  a dock and small boathouse, capable of holding a small vessel 
  (typically a Bayliner 1802 Capri, see page 126 of the d20 MODERN
  Roleplaying Game). At the GM’s discretion, the boathouse 
  may also contain non-powered water vehicles, such as canoes, 
  kayaks, and inflatable rafts. The boathouse also boasts a deluxe 
  mechanical toolkit, a basic electronics kit, bolt cutters, a fire 
  extinguisher, and numerous tools and boat hooks that could be 
  used as improvised weapons.
   
  The lakeside cottage may also come equipped with motion-
  sensor lights, to scare off wild animals. See the Large Family 
  Residence (page 38) for details on this sort of system. Hunt-
  ers or paranoid cottage owners may have guns stashed in the 
  house. Typical firearms include Remington 700 hunting rifles 
  and Mossberg shotguns.
   
  Although it’s up to the GM to determine exactly how far away 
  the lakeside cottage is from the nearest assistance, in general 
  it takes 1d4 hours for police, ambulance, or other emergency 
  services to arrive once the call is placed.
  Occupants
  The cottage has very few people present at any given time. 
  Also, depending on how secluded the lakeside cottage is, 
  the nearest neighbor could be dozens of miles away. 
  Structural Features
  The following are the typical hardness values, hit points, 
  break DCs, and Disable Device check DCs (where applicable) for 
  various barriers and devices found within this building. 
  External Door: Hardness 5; hp 20; break DC 23; Disable 
  Device DC 25 (when locked).
  Internal Door: Hardness 5; hp 10; break DC 13.
   
  Window: Hardness 1; hp 2; break DC 4.
  Cutting Power and Phone
  Part of the appeal of the lakeside cottage is its seclusion from 
  the outside world. This does have some downsides, however, as 
  help is far away and the power and telephone (if there is one) 
  may have a tendency to go out during storms or due to the 
  vagaries of the age and condition of the lines.
   
  The GM may rule that there is an emergency, gas-powered 
  generator located in the boathouse that powers the main house, 
  used in case the electricity fails. It takes a full-round action to 
  start the generator, which provides enough power to run full 
  electricity in the house for 2 hours. Refilling the tank requires 
  a gallon of gasoline and takes 1 minute. The generator is noisy 
  when operating, imposing a –5 penalty on Listen checks made 
  in or near the boathouse.
   
  Someone wanting to cut the phone lines must make a Spot 
  check (DC 10) to locate the lines, followed by a Disable Device 
  check (DC 5). Disabling the power requires a Spot check (DC 10) 
  to find the control panel or power lines, and a successful Dis-
  able Device check (DC 15). Failure by 5 or more on this last check 
  means that the character is electrocuted in the process, taking 
  2d6 points of electricity damage. If this occurs, there is a 50% 
  chance that it sends a power surge to the house that causes 
  the lights to flicker, potentially alerting the occupants.
  Adventure Seeds
  Secluded and far off the beaten path, the lakeside cottage is 
  perfect for a mystery- or horror-themed scenario.
   
  • A local drug kingpin has retreated to his lakeside cottage, 
  and rumors throughout the criminal underworld suggest 
  that the drug kingpin is meeting with one of his rivals in 
  the hopes of making amends and striking up an alliance. 
  The heroes are handed the perfect opportunity to disrupt 
  the meeting and possibly take down the drug lord.
   
  • Rumors that a strange creature lives in the lake have persisted 
  for years. However, a recent spate of missing boats and boat-
  ers prompts the heroes to investigate. In their search, they 
  discover a weird family living in the lakeside cottage that 
  seems to have a sympathetic view toward the creature.
  Yoriko the ninja avoids 
  the booby-trapped cottage
  RP
  
  Lakeside Cottage
  Lakeside Cottage
  d20 Critical Locations
  d20 Critical Locations
  37
  
  Large Family Residence
  Large Family Residence
  d20 Critical Locations
  d20 Critical Locations
  38
  LARGE 
  LARGE 
  FAMILY RESIDENCE
  FAMILY RESIDENCE
  Nestled within a gated community in a welcoming neighbor-
  hood, this spacious residence provides serious comfort to the 
  upper middle class suburban dweller. It boasts a two-car garage, 
  wine cellar, workshop, gaming rooms, and the like. The enter-
  tainment and sound systems are top-notch. The combination 
  of fine equipment, plus jewelry, artwork, and other valuable 
  items makes houses such as this a ripe target for burglars. Such 
  a home is ideal for doctors, lawyers, and other wealthy, white-
  collar individuals.
  Occupants
  It is up to the GM to determine who is present within the large 
  family residence at any given time. There is a 25% chance that 
  the family owns 1d2 dangerous attack dogs (see page 234 of the 
  d20 MODERN Roleplaying Game). Characters are given sufficient 
  warning of the dogs, in the form of a Beware of Dogs sign posted 
  somewhere on the premises.
  Structural Features
  The following are the typical hardness values, hit points, break 
  DCs, and Disable Device check DCs (where applicable) for vari-
  ous barriers and devices at this residence. 
   
  External Door: Hardness 5; hp 20; break DC 23; Disable 
  Device DC 25 (when locked).
   
  Internal Door: Hardness 5; hp 10; break DC 13.
   
  Window (barred): Hardness 5; hp 5; break DC 23.
   
  Door/Window Alarm: Disable Device DC 25; see Alarms 
  and Motion Sensors below.
  Alarms and Motion Sensors
  Most large residences possess high-tech security systems. 
  In addition to signs located on the outside of the house to 
  warn off potential burglars, each door and window is linked 
  to a central control panel, typically located inside near the 
  front door.
   
  When the alarm is activated, a character has 2 rounds to 
  turn it off by entering a code in alarm’s keypad. Failure to do so 
  releases an intruder alert, which could include a siren noise or 
  flashing lights. The alert is transmitted to the security company’s 
  office, which then notifies its own security personnel and/or 
  the police. Breaking a door or window automatically activates 
  the alarm unless it was previously deactivated with a Disable 
  Device check (see above).
   
  Many houses have motion sensors designed to alert the 
  homeowners that someone or something is wandering about 
  on their property. A typical motion sensor works in a 60-foot 
  cone and activates whenever a Tiny or larger creature (or object) 
  moves faster than half speed within range. Activating the motion 
  sensor typically activates floodlights. More paranoid (and se-
  cluded) homeowners may even hook up the motion sensor to 
  a siren. Some of these actually produce high-frequency noise to 
  scare off wild animals, but are silent to humans; animals with an 
  Intelligence score of 1 or 2 must succeed on a Will save (DC 15) 
  or be panicked for 1d10 rounds (see page 140 of the d20 MODERN 
  Roleplaying Game).
  Gated Communities
  A gated community provides 24-hour security for the homes 
  contained within its fenced walls. In exchange for a front gate 
  where visitors must be vetted, roaming patrols, and extremely 
  quick response time to emergencies, the homeowners must give 
  up some of their own personal freedom and privacy, in addition 
  to living by a strict neighborhood charter.
   
  A single guard protects the front gate of a typical gated 
  community at all hours. The guard opens the gate (hardness 10, 
  hp 170, break DC 30) for residents and questions anyone else who 
  seeks entry. Another guard driving a marked Chevrolet Suburban 
  (including yellow or blue bubble lights, spotlight, and professional 
  walkie-talkie) patrols the quiet streets at alley speed, keeping an 
  eye out for trespassers and looking for trouble. The two guards 
  are in constant contact via professional walkie-talkies and have 
  cell phones to contact 911 if more substantial back-up is required. 
  Emergency response (police, fire, or ambulance) is typically 1d6 
  minutes from the time the call is placed.
   
  Typical gated communities have 10-foot-high walls around 
  the property with security cameras situated 100 feet from each 
  other (with overlapping fields of view). These cameras feed back 
  to the security gate at the entrance to the community.
  Waking the Neighbors
  Because of the quiet nature and close proximity of houses 
  within the neighborhood, there’s a good chance that any loud 
  actions, particularly combat, may draw the attention of people 
  living next door.
   
  Houses in this type of neighborhood are typically 50 feet 
  apart. When combat without firearms, explosives, or other 
  extremely loud noises occurs, the GM can make a DC 20 Listen 
  check for the neighbors next door (assume they have Listen +2). 
  If firearms are involved, this Listen check is reduced to DC 15. If 
  explosives (such as grenades) are use, the Listen check is DC 5. 
  There is a 90% chance that an alerted neighbor calls the police 
  (or security guard, if in a gated community), and two patrol cars 
  containing two police officer each arrive in 1d6 minutes.
   
  At the GM’s discretion, a character walking on the plush, thick 
  carpet commonly found inside certain rooms of a family resi-
  dence gains a +2 circumstance bonus on Move Silently checks.
  Adventure Seed
   
  • The heroes investigate the murders of four middle-aged 
  women and have reason to believe that the killer is some-
  thing other than human. They learn that all four victims 
  were members of the same sorority, as well as  cheerleaders. 
  They also learn the identity and whereabouts of a fifth 
  woman who belonged to the same sorority and who was 
  on the same cheerleading team. Fearing that she may be the 
  next victim, they pay a visit to her large family residence, 
  where they confront the killer—an invisible stalker. But who 
  summoned the creature? Questioning the woman about 
  possible enemies from her past, she dimly recalls one girl 
  who was viciously ostracized and eventually driven out of 
  the sorority. Heroes who track down the suspect discover 
  that she’s become a powerful Mage and is using her power 
  to summon invisible stalkers to strike back at those who 
  ostracized her.
  
  Large Family Residence
  Large Family Residence
  d20 Critical Locations
  d20 Critical Locations
  39
  
  Large Metropolitan Bank
  Large Metropolitan Bank
  d20 Critical Locations
  d20 Critical Locations
  40
  LARGE 
  LARGE 
  METROPOLITAN BANK
  METROPOLITAN BANK
  A cornerstone of finance and the muscle of money, this building 
  is the main branch for a bank in a given city. This building may be 
  an old, marble structure with imposing pillars and friezes of com-
  merce, or a gleaming smoked-glass modern building. In addition 
  to offering regular checking and savings accounts, the municipal 
  bank also provides information for home loans, refinancing, 
  retirement planning, and high-end portfolio management.
   
  The bank tellers (area 2) are protected by an enclosed area 
  that can only be accessed through security desks (area 3). Trans-
  actions are conducted behind tough, bulletproof glass (with 
  audio enhanced by microphones and speakers). Every teller desk 
  has a panic button located beneath the counter, that, when 
  activated, sends a silent alarm to the security desk (area 3) and 
  to the local police department. Emergency response time to 
  an alarm is rapid—1d3 minutes.
   
  Security cameras are everywhere except in the restrooms, 
  offices, and conference room. The feed for the video camera 
  leads to the security desks, and backup video recordings are 
  kept in the network mainframe (area 17).
  Occupants
  During business hours, the municipal bank has 10d6 employees 
  working throughout the building and 5d8 customers. In addi-
  tion, there are 2d4 mid-level security guards (use the statistics 
  for a mid-level police officer, page 275 of the d20 MODERN 
  Roleplaying Game). When the bank is closed, 1d3 security guards 
  patrol the premises while another mans the security desk next 
  to the teller windows. These security guards carry professional 
  walkie-talkies and cell phones, and they alert the police at the 
  first sign of intrusion or trouble.
  Structural Features
  Here are the typical hardness values, hit points, break DCs, and 
  Disable Device DCs (where applicable) for various barriers and 
  devices found within this building.
   
  Teller Window (bulletproof glass): Hardness 10; hp 50; break 
  DC 40.
   
  Bank Vault Door (and surrounding wall): Hardness 20; 
  hp 400; break DC 75.
   
  Bank Vault Lock: Hardness 20; hp 150; break DC 40; Disable 
  Device DC 50.
   
  External Door (glass): Hardness 1; hp 5; break DC 10; Disable 
  Device DC 25 (when locked).
   
  Internal Door: Hardness 5; hp 10; break DC 13.
   
  Internal Door Lock (high quality): Hardness 10; hp 120; break 
  DC 35; Disable Device DC 30.
   
  Plate Glass Window: Hardness 1; hp 5; break DC 4.
   
  Roll-down Gate (main entrance): Hardness 10; hp 100; break 
  (or lift) DC 35.
   
  Roll-down Gate Lock (high quality): Hardness 5; hp 10; break 
  DC 35; Disable Device DC 30.
   
  Safety Deposit Box (when removed): Hardness 10; hp 10; 
  break DC 13; Disable Device DC 30 (when locked).
  The Bank Vault
  The bank boasts five vaults used to hold money, bearer bonds, 
  and other valuables. Depending on the time of day, quarter, or 
  year, the vault may be completely flush with cash or empty. 
  Anyone attempting to rob a bank vault typically makes careful 
  observations of cash pick ups and drop offs to make sure their 
  efforts are not in vain. It is up to the GM to determine how much 
  of a one-time Wealth bonus robbing the vault provides.
  Safety Deposit Boxes
  The bank also has an area dedicated to safety deposit boxes 
  (area 4). Safety deposit boxes are a way for a person to store 
  valuable documents and items in a secure place. To get a safety 
  box, a character must fill out a form and provide two pieces of 
  identification. Once completed, the individual receives a box to 
  their specifications and a key—they can access the box anytime 
  during the bank’s business hours. Renting a safety box requires a 
  DC 4 Wealth check for a small space (holding the equivalent of 
  a Tiny object or several smaller objects) or a DC 9 Wealth check 
  for a larger box (holding the equivalent of a Small object).
   
  In order for the safety deposit box to be opened, the owner 
  must fill out a log, providing her name, bank number, and time 
  that she came in, and present her box key. A clerk takes the 
  owner to the row of boxes and uses his master key in one of 
  the box’s two locks; the owner then uses her key to open the 
  second. The owner may open the box in one of the private 
  rooms and has 15 minutes to conduct her business before the 
  clerk checks in to see whether she needs more time. There are 
  video surveillance cameras in the vault of safety deposit boxes, 
  but not in the private rooms.
  Paint Bombs
  Each bank comes equipped with a stash of small paint bombs 
  in case it is robbed. Typically, a teller slips one of them into the 
  bag containing the stolen money. Pressing a small button (a 
  standard action) on the end of the paint bomb activates a 10-
  minute timer—once pressed, it cannot be deactivated. When the 
  bomb goes off, it releases a spray of brightly colored, indelible 
  paint (typically a fluorescent purple, blue, or green) in a 10-foot 
  radius. This ruins any money covered in the paint and makes the 
  perpetrators easily identifiable by law enforcement. It takes 1d6 
  days for this paint to come off with repeated washings.
  Adventure Seed 
   
  • Heroes working for Department-7 try to crack a series of bank 
  robberies in which the robbers appear to use magic to bypass 
  security. The culprits are a tight group of Mages (see page 
  318 of the d20 MODERN Roleplaying Game) calling them-
  selves the Brotherhood of the Magi, and they have access to 
  handy spells such as arcane eye, change self, dimension door, 
  invisibility, invisibility sphere, knock, passwall, sleep, spider 
  climb, wall of force, telekinesis, and web. During robberies, 
  they use tongues spells to speak to one another in languages 
  no one else can understand. However, they are cocky and 
  overconfident. After the heroes consult an expert on arcane 
  magic, word gets around, and one member of the Brother-
  hood sends an untraceable email to the heroes, revealing 
  the group’s next target and daring them to interfere.
  
  Large Metropolitan Bank
  Large Metropolitan Bank
  d20 Critical Locations
  d20 Critical Locations
  41
  
  Luxury Yacht
  Luxury Yacht
  d20 Critical Locations
  d20 Critical Locations
  42
  LUXURY YACHT
  LUXURY YACHT
  A luxury yacht serves many functions beyond simple trans-
  portation; it’s a pleasure craft, mobile home, and office for 
  the truly affluent. The yacht comes equipped with every 
  modern amenity, including electronics, a full kitchen, cozy 
  dining and sleeping areas, recreational facilities, and sea-
  sporting equipment. Many large businesses have yachts to 
  entertain potential clients or investors. A smaller business 
  might actually operate a small fleet of yachts as cruise ships, 
  or rent them to wealthy customers who only want to be on 
  the seas for a few weeks.
  Occupants
  A yacht requires a well-trained crew to operate safely, but also 
  carries a staff whose primary task is to please guests. In addi-
  tion to the captain and 2d4 sailors, all of whom have ranks in 
  Drive and Navigate, the yacht comes with a cook, butler, and 
  engineer. Some of these positions may be filled by the owner 
  and his family, who are counted among the 2d4 passengers 
  typically found aboard.
  Sailor (Tough Ordinary 1/Smart Ordinary 1): CR 1; Medium-
  size human; HD 1d10+2 plus 1d6+2 plus 3; hp 16; Mas 14; Init +1; 
  Spd 30 ft.; Defense 12, touch 12, flat-footed 11 (+1 Dex, +1 class); 
  BAB +0; Grap +1; Atk +1 melee (1d3+1 nonlethal, unarmed strike), 
  or +1 melee (1d4+1/19–20, knife), or +1 melee or ranged (1d8+1, 
  spear); FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +3, Ref +1, Will 
  +1; AP 0; Rep +1; Str 12, Dex 13, Con 14, Int 15, Wis 10, Cha 8.
   
  Occupation: Adventurer (bonus class skills: Drive, Swim). 
   
  Skills: Climb +4, Craft (mechanical) +6, Drive +6, Knowledge 
  (technology) +5, Navigate +6, Profession +3, Read/Write Lan-
  guage (any one), Speak Language (any one), Spot +4, Survival 
  +4, Swim +7.
   
  Feats: Athletic, Simple Weapons Proficiency, Toughness. 
   
  Possessions: Sailor’s uniform, cell phone, basic walkie-talkie, 
  knife, spear. 
  Captain (Tough Ordinary 3/Smart Ordinary 3): CR 5; 
  Medium-size human; HD 3d10+6 plus 3d6+6 plus 3; hp 42; Mas 15; 
  Init +1; Spd 30 ft.; Defense 15, touch 15, flat-footed 14 (+1 Dex, +3 
  class); BAB +3; Grap +4; Atk +4 melee (1d3+1 nonlethal, unarmed 
  strike), or +4 melee (1d4+1/19–20, knife), or +4 ranged (2d6, SITES 
  M9); FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +3, Ref +1, Will 
  +1; AP 0; Rep +1; Str 12, Dex 13, Con 15, Int 15, Wis 10, Cha 8.
   
  Occupation: Adventurer (bonus class skills: Drive, Swim). 
   
  Skills: Climb +4, Craft (mechanical) +7, Drive +8, Knowledge 
  (technology) +7, Navigate +8, Profession +5, Read/Write Lan-
  guage (any one), Speak Language (any one), Spot +6, Survival 
  +7, Swim +9.
   
  Feats: Athletic, Personal Firearms Proficiency, Point Blank 
  Shot, Simple Weapons Proficiency, Toughness. 
   
  Possessions: Captain’s uniform, cell phone, basic walkie-
  talkie, SITES M9 (9mm autoloader), knife. 
  Structural Features
  Here are the typical hardness values, hit points, break DCs, and 
  Disable Device check DCs (where applicable) for various fixtures 
  aboard the luxury yacht.
   
  Hull: Hardness 8; hp 150 per 5-foot section; break DC 30.
   
  Door: Hardness 5; hp 20; break DC 23; Disable Device DC 25 
  (when locked).
   
  Porthole Window: Hardness 5; hp 10; break DC 14.
   
  Wheel/Electronic Systems: Hardness 5; hp 10; break DC 17; 
  Disable Device DC 15.
   
  Engine: Hardness 10; hp 30; break DC 15; Disable Device DC 15.
  International Waters
  Since nations may only claim territoriality over waters a 
  certain distance from their shores (ranging from 50 to 250 
  miles), ships can ply international waters where no govern-
  ment claims control. The question of what is and isn’t legal in 
  international waters is a complex one, but in general a ship’s 
  crew can do pretty much what it pleases. A ship in interna-
  tional waters is not subject to local laws such as those that 
  cover gambling, legal age for alcohol consumption, public 
  nudity, and so on.
   
  Although there are international regulations preventing 
  the unlawful search and seizure of foreign ships, a nation has 
  the right to exercise what is called “port state authority” in its 
  territorial waters, allowing it to search a foreign ship if there’s 
  sufficient evidence to suggest that it might be transporting 
  something dangerous or illegal. In addition, international agree-
  ments grant any government ship the authority to stop piracy 
  and human rights violations (such as slavery), even on the high 
  seas far from national waters.
   
  Every sailing ship is registered under the flag of some nation, 
  and this nation has the legal authority and responsibility to 
  enforce safety regulations and legal restrictions on that ship 
  regardless of its location in the world.
  Adventure Seeds
  A luxury yacht can serve as a mobile base of operations for the 
  heroes or their foes, a location for social events and business 
  meetings, or even a wandering treasure to be salvaged. In any 
  case, it’s an excellent place for an adventure to begin or end.
   
  • The Sparta is a luxury yacht used by a drug cartel for both 
  pleasure and business meetings. The head of the cartel has 
  taken an interest in the heroes, sending thugs out to rough 
  them up and meddling in their lives. He is too clever to 
  ever do anything directly illegal himself, and he keeps his 
  ship in international waters to avoid police interference. He 
  won’t stop making lives difficult for the heroes until they 
  challenge him aboard his yacht, where he has numerous 
  underlings and guards.
   
  • A few old hands remember the Nepheron, a luxury yacht 
  that belonged to an eccentric, modern-day adventurer. It 
  used to travel the world as its owner searched for new 
  “treasures” to add to his bizarre collection, but it failed to 
  come home a decade ago. Lost in a storm, its last radio 
  message claimed it was surrounded by lights in the water. 
  Most people assumed it went down in the storm. Over 
  the years, boaters have claimed to hear messages from 
  the Nepheron when navigating through particularly bad 
  storms. Now the heroes are on a ship weathering rough 
  seas, and the long-lost ship is visible just a few hundred 
  yards away. It appears unmanned, but a strange glow can 
  be seen flashing through its portholes, casting flickering, 
  green light onto the water.
  
  Luxury Yacht
  Luxury Yacht
  d20 Critical Locations
  d20 Critical Locations
  43
  
  Mansion
  Mansion
  d20 Critical Locations
  d20 Critical Locations
  44
  MANSION
  MANSION
  More than a home, the mansion is a status symbol. Its exterior 
  is kept perfectly groomed, its grounds manicured and lush. 
  Inside, one finds antique furnishings, state-of-the-art electron-
  ics, and art pieces worth thousands of dollars. The garage holds 
  numerous expensive cars, from classics to modern sports cars 
  and limousines. The cost of buying and maintaining a mansion 
  is simply beyond the reach of most people, regardless of how 
  hard they work. This is the home of the fabulously wealthy and 
  extremely fortunate.
  Occupants
  A mansion can have as many as a dozen residents or shelter a 
  single eccentric millionaire. The staff includes 1d4 butlers, 2d4 
  maids, and 2d6 other servants (gardeners, cooks, drivers, pool 
  keepers, maintenance personnel, security guards, and even 
  animal keepers), half of whom are present at any given time. 
  The head butler and head maid often live on the grounds, if not 
  in the mansion. There is a 35% chance that the owner keeps 1d4 
  attack dogs on the premises (use the Medium-size dog statistics, 
  page 234 of the d20 MODERN Roleplaying Game), and a 10% 
  chance that more expensive animals are stabled on the grounds 
  (hawks, horses, or even a lion or tiger).
  Millionaire (Smart Ordinary 3/Charismatic Ordinary 3): 
  CR 5; Medium-size human; HD 3d6 plus 3d6; hp 21; Mas 10; Init 
  +1; Spd 30 ft.; Defense 13, touch 13, flat-footed 12 (+1 Dex, +2 
  class); BAB +2; Grap +1; Atk +1 melee (1d3–1 nonlethal, unarmed 
  strike), or +1 melee (1d6–1/18–20, sword cane), or +3 ranged 
  (2d6, Ruger Service-Six); Full Atk +1 melee (1d3–1 nonlethal, 
  unarmed strike), or +1 melee (1d6–1/18–20, sword cane), or +3 
  ranged (2d6, Ruger Service-Six); FS 5 ft. by 5 ft.; Reach 5 ft.; AL 
  any; SV Fort +3, Ref +4, Will +4; AP 0; Rep +9; Str 8, Dex 12, Con 
  10, Int 14, Wis 13, Cha 16.
   
  Occupation: Dilettante (bonus class skill: Speak Japanese).
   
  Skills: Bluff +9, Craft (visual art) +8, Diplomacy +9, Handle 
  Animal +9, Intimidate +9, Knowledge (art) +13, Knowledge (behav-
  ioral sciences) +8, Knowledge (business) +10, Knowledge (civics) 
  +8, Knowledge (current events) +8, Knowledge (popular culture) 
  +8, Knowledge (theology and philosophy) +8, Profession +8, 
  Read/Write English, Search +8, Speak English, Speak Japanese.
   
  Feats: Archaic Weapons Proficiency, Educated (Knowledge 
  [art] and Knowledge [business]), Personal Firearms Proficiency, 
  Renown, Simple Weapons Proficiency, Windfall.
   
  Possessions: Business outfit, Ruger Service-Six (.385 re-
  volver), sword cane, cell phone, 2 Medium-size dogs, mansion, 
  Mercedes E55 AMG, various estates and holdings.
  Structural Features
  Here are the typical hardness values, hit points, break DCs, and 
  Disable Device check DCs (where applicable) for various barriers 
  and devices found in the mansion or on the grounds. 
   
  External Door: Hardness 5; hp 20; break DC 23; Disable 
  Device DC 30 (when locked).
   
  Internal Door: Hardness 5; hp 10; break DC 13.
   
  Hidden Safe: Hardness 20; hp 60; break DC 40; Search DC 25; 
  Disable Device DC 45 (lock).
   
  Window Alarm: Search DC 20; Disable Device DC 25.
   
  Panic Room Door (concealed): Hardness 10; hp 200; break 
  DC 40; Search DC 30; Disable Device DC 40 (when locked).
   
  Panic Room Wall: Hardness 10; hp 250 per 5-foot section; 
  break DC 40.
  Panic Room
  A mansion makes a tempting target, not just for theft but also 
  for kidnapping. The owners of such homes are well aware of this 
  risk and attempt to minimize it by installing a panic room. This is 
  a secure room with a hidden entrance, monitors for the security 
  cameras on the grounds, a separate phone line, food and water 
  supplies for as much as a week, and armored, fireproof walls. 
  (On the map, no specific room is shown to be a panic room. 
  The GM should feel free to select any of the interior rooms to 
  serve as the panic room, making a note on the map as to which 
  door is camouflaged.)
   
  Once the panic room is sealed from the inside, it can be 
  opened and shut only from the inside. Most panic rooms don’t 
  have separate ventilation, making them vulnerable to gases and 
  (eventually) fires. A panic room that does have its own ventilation, 
  or even an internal air supply, acts as a separate, sealed building 
  and is immune to most threats to the surrounding building.
  Security
  Any modern mansion has a high-tech security system similar 
  to the ones described for the large family residence (page 38), 
  except that the DCs to disable the systems are 5 higher than 
  normal. A mansion is likely part of a gated community or has its 
  own gate and security kiosk. A single guard staffs the security 
  kiosk, which comes equipped with a separate phone line and 
  surveillance camera monitors that feed images from cameras 
  placed on the grounds and inside the mansion’s panic room 
  (see above).
  Hidden Safes
  Many mansions include hidden safes. These range from the 
  classic wall safe behind a painting to safes disguised as statues, 
  safes set in the false bottom of a chest, safes built into appli-
  ances or the floor under a rug.
  Adventure Seeds
   
  • The mansion once belonged to eccentric countess, now 
  deceased, but has been vacant for months while family 
  lawyers argue over the countess’s will. Rumor claims the 
  building contains many hidden safes containing valuable 
  books and parts of her deceased husband’s rare coin col-
  lection. The heroes need to locate a specific book or coin 
  for their newest benefactor, who can prove that he pur-
  chased the item before the countess’s death. Unfortunately, 
  someone else has decided to plunder the mansion of its 
  valuables.
   
  • A patron of the heroes has a large mansion on a remote 
  island. Enemies of his have taken over the island and 
  trapped him inside the mansion’s panic room.
   
  • A criminal kingpin whom the heroes have opposed in the 
  past hires contract assassins to eliminate them. When the 
  hit fails, the heroes decide to take the fight to the kingpin 
  and confront him in his own mansion.
  
  Mansion
  Mansion
  d20 Critical Locations
  d20 Critical Locations
  45
  
  d20 Critical Locations
  d20 Critical Locations
  46
  MUNICIPAL LIBRARY
  MUNICIPAL LIBRARY
  The municipal library is a government-run facility funded by 
  the city and designed to meet the needs of the community. It 
  offers books on numerous fiction and nonfiction topics, summer 
  programs for children, Internet access, microfiche archives, video 
  and audio media, books on tape, research assistance, meeting 
  space, and various professional and personal development pro-
  grams—all at no direct cost to the library patrons. Members of 
  the community do pay through their taxes, and consequently 
  the libraries in richer neighborhoods are often considerably 
  nicer (as they’re paid for from a higher tax base).
   
  A modern library has separate adult and juvenile reading 
  sections, each with its own reference database. In addition to 
  large cabinets with physical cards for every book, the library’s 
  books are indexed on computer. Thousands of books are orga-
  nized on floor-to-ceiling shelves, with videos, audiotapes, and 
  DVDs stored nearby. Study rooms offer a quiet place to read, 
  while public areas have spacious tables around which numer-
  ous people can gather. Kiosks hold more delicate data devices, 
  including computers and microfiche readers.
  Occupants
  A municipal library has 1d6 librarians working during business 
  hours. Though libraries don’t normally have security guards, 
  they are often located near other municipal buildings, includ-
  ing the police station and fire department. If a librarian calls 
  for emergency services, assistance arrives in 1d4 minutes. The 
  number of people using the library’s resources varies wildly; roll 
  6d10 to determine the number of patrons.
  Low-Level Librarian (Smart Ordinary 1/Dedicated Ordi-
  nary 1): CR 1; Medium-size human; HD 1d6 plus 1d6; hp 7; Mas 
  10; Init +1; Spd 30 ft.; Defense 12, touch 12, flat-footed 11; BAB 
  +0; Grp –1; Atk –1 melee (1d3–1 nonlethal, unarmed strike) or +1 
  ranged; Full Atk –1 melee (1d3–1 nonlethal, unarmed strike) or +1 
  ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +1, Ref +1, Will 
  +4; AP 0; Rep +2; Str 8, Dex 13, Con 10, Int 15, Wis 14, Cha 12.
   
  Occupation: Academic (bonus class skills: Computer Use, 
  Knowledge [history], Research).
   
  Skills: Computer Use +7, Craft (writing) +7, Decipher Script 
  +8, Investigate +7, Knowledge (current events) +9, Knowledge 
  (earth and life sciences) +6, Knowledge (history) +11, Knowledge 
  (physical sciences) +7, Profession +7, Read/Write English, Read/
  Write Latin, Read/Write Spanish, Research +10, Search +6, Speak 
  English, Speak Latin, Speak Spanish.
   
  Feats: Educated (Knowledge [earth and life sciences] and 
  Knowledge [history]), Simple Weapons Proficiency, Studious.
   
  Possessions: Clothes, PDA.
  Structural Features
  Here are the typical hardness values, hit points, break DCs, and 
  Disable Device check DCs (where applicable) for various barriers 
  and devices within the municipal library. 
   
  External Door: Hardness 5; hp 30; break DC 23; Disable 
  Device DC 25 (when locked).
   
  Internal Door: Hardness 5; hp 10; break DC 13.
  Bookcase: Hardness 5; hp 50; break DC 14.
   
  Computer: Hardness 5; hp 5; break DC 12.
  Research Modifiers
  One advantage to doing research in a municipal library 
  is the availability of professional help, in the form of the 
  librarians. Trained to assist patrons with difficult inquiries 
  and extremely familiar with the resources of their own 
  library, a librarian grants a +2 bonus on a patron’s Re-
  search checks, as though he or she had successfully aided 
  another (see Aiding Another, page 47 of the d20 MODERN
  Roleplaying Game).
   
  Because municipal libraries are designed to interest the 
  community they’re in, Research checks made with regard 
  to people, places, things, and events in the community gain 
  a +1 circumstance bonus. 
   
  A municipal library never has restricted or protected 
  information available unless something very unusual has 
  occurred to place restricted sources in a public place.
  Adventure Seed
  • An eccentric spinster dies and leaves her collection of worn 
  grimoires to the municipal library. While sifting through the 
  contents of her collection, one of the librarians discovers 
  an arcane tome of incantations written in Latin. The librar-
  ian begins to experiment with the tome and inadvertently 
  triggers a spell that either opens a dimensional rift or 
  transforms her into some kind of hideous monster.
  Lily does her online research at the library
  RP
  
  Municipal Library
  Municipal Library
  d20 Critical Locations
  d20 Critical Locations
  47
  
  Nightclub
  Nightclub
  d20 Critical Locations
  d20 Critical Locations
  48
  NIGHTCLUB
  NIGHTCLUB
  This swanky, trendy nightclub is the hot spot for the city’s ultra 
  hip partiers to dance, drink, and mingle until dawn. Its large 
  stage hosts live bands almost every night. Because everyone 
  who’s anyone comes to the club, getting in is more of an art 
  than science, requiring a blend of good looks, style, and fame. 
  The bouncers at the door ensure that only the “right” sort of 
  people make it past the velvet rope into the nightclub beyond 
  and eject anyone that makes too much of scene.
   
  Most nightclubs don’t open for business until dark and stay 
  open until dawn (although the club stops serving alcohol at a 
  certain time, depending on the particular state’s liquor laws). For 
  select clientele, however, these rules are overlooked, allowing 
  them to party on until the nightclub shuts its doors. Persuad-
  ing the bouncers or nightclub owner to perform this requires a 
  Diplomacy check, with a final result of “helpful.” Remember to 
  include one’s Reputation bonus in this check.
   
  Most nightclubs are either dimly lit, illuminated by pulsing 
  strobe lights, or both, making it difficult to see. At the GM’s 
  discretion, everyone in the nightclub has one-quarter conceal-
  ment (10% miss chance). The intensely loud sound raises the 
  DC of all Listen checks by 5.
  Occupants
  The nightclub has 3d6 bartenders, bar backs, and wait staff 
  present during business hours. In addition, a DJ spins and mixes 
  records and 1d4 bouncers work the front door. There is a 50% 
  chance that an additional 1d4 bouncers keep an eye on the 
  crowd for overly drunk individuals, illegal substance use, or other 
  actions that could get the nightclub in trouble with the law. See 
  below for the statistics of a typical bouncer and the Sleazy Bar 
  (page 74) for the statistics of a typical bartender.
   
  At any given time during open hours, 2d% patrons gather 
  inside the club (use the statistics for the low-level dilettante, 
  page 279 of the d20 MODERN Roleplaying Game). In addition 
  to the average clubber, typical supporting characters found in 
  seedier clubs include criminals, drug dealers, gang members, and 
  thugs. Fancier establishments may have politicians, reporters, 
  and higher-level dilettantes. There is a 10% chance that 1d2 un-
  dercover police officers (use the mid- or high-level police officer 
  statistics, page 275 of the d20 MODERN Roleplaying Game) are 
  present in any given crowd.
  Bouncer (Strong Ordinary 5/Dedicated Ordinary 1/Charis-
  matic Ordinary 2): CR 6; Medium-size human; HD 5d8+10 plus 
  1d8+1 plus 1d6+2 plus 3; hp 44; Mas 15; Init +1; Spd 30 ft.; Defense 
  15, touch 15, flat-footed 15; BAB +5; Grp +9; Atk +10 melee (1d8+3 
  nonlethal, unarmed strike) or +8 melee (1d6+3/19–20, metal 
  baton); Full Atk +10 melee (1d8+3 nonlethal, unarmed strike) or 
  +8 melee (1d6+3/19–20, metal baton); FS 5 ft./5 ft.; Reach 5 ft.; 
  AL any; AP 0; Rep +2; SV Fort +6, Ref +2, Will +3; Str 16, Dex 10, 
  Con 14, Int 8, Wis 14, Cha 12.
   
  Occupation: Athlete (bonus class skills: Climb, Drive, 
  Jump)
   
  Skills: Climb +5, Diplomacy +7, Drive +3, Intimidate +10, Jump 
  +5, Knowledge (current events) +2, Knowledge (popular culture) 
  +2, Knowledge (streetwise) +3, Profession +4, Sense Motive +11, 
  Spot +5, Swim +4.
   
  Feats: Brawl, Improved Brawl, Knockout Punch, Toughness, 
  Improved Initiative, Simple Weapons Proficiency.
   
  Possessions: Stylish clothing, metal baton, professional 
  walkie-talkie (with earpiece), various personal items.
  Structural Features
  Here are the typical hardness values, hit points, break DCs, and 
  Disable Device DCs (where applicable) for various barriers and 
  devices found within this building.
   
  External Door: Hardness 5; hp 20; break DC 23; Disable 
  Device DC 25 (when locked).
   
  Internal Door: Hardness 5; hp 10; break DC 23.
   
  Speaker/Lights: Hardness 5; hp 5; break DC 15.
   
  Table: Hardness 5; hp 10; break DC 15.
   
  Chair/Stool: Hardness 3; hp 5; break DC 12.
  Adventure Seeds
   
  • Hitting the scene with a splash, a new nightclub draws 
  the city’s hip crowd like moths to a flame. The nightclub 
  boasts an incredibly cutting-edge sound system that makes 
  the music louder, crisper, and more intense than anything 
  else heard before. However, the music has an odd effect 
  on some of the club’s patrons, causing them to go berserk 
  an hour after they leave. Anyone investigating the sound 
  system finds a curious black box hooked into the system, 
  devoid of markings or any apparent function.
   
  • Although seemingly doing well, the nightclub faces serious 
  financial trouble. In order to keep the business afloat, the 
  owner makes a pact with a shady group of people—terror-
  ists or drug dealers—who use the nightclub as a place to 
  plan their operations in exchange for covering the club’s 
  debts.
   
  • A petty criminal the heroes have been tracking is known 
  to frequent a particular nightclub in the city. Heroes 
  stake out the club and await his arrival. However, they 
  are not alone. Thugs sent by a corrupt bookie with ties 
  to organized crime are waiting for the same mark, in the 
  hopes of collecting on a gambling debt. They’ve already 
  bribed the nightclub bouncers into not interfering with 
  their “business.”
  
  Nightclub
  Nightclub
  d20 Critical Locations
  d20 Critical Locations
  49
  
  Pawnshop/Sleazy Bar
  Pawnshop/Sleazy Bar
  d20 Critical Locations
  d20 Critical Locations
  50
  PAWNSHOP
  PAWNSHOP
  A pawnshop is a business where a wide variety of one-off goods 
  are bought and sold. Most legitimate pawnshops ask several 
  questions about certain high-ticket items, such as expensive 
  televisions, exotic jewelry, and the like, and refuse to take 
  items that they know are stolen. (They will typically alert the 
  authorities after coming into contact with such items.) Seedier 
  businesses, however, ask no (or very few) questions about ac-
  quired items. To stay in business, these shadier pawnshops pay 
  off local police officers to keep them from prying into the legal 
  status of the store’s stock.
  Occupants
  During business hours, a broker (see below for statistics) and 1d2 
  assistants/clerks work inside the pawnshop. In addition, there 
  are 1d3–1 people selling, buying, or simply browsing. Clerks and 
  clients are usually 1st-level ordinaries with a variety of classes.
  Pawnshop Broker (Tough Ordinary 1/Dedicated Ordinary 
  5/Charismatic 1): CR 6; Medium-size human; HD 1d6+1 plus 
  5d6+5 plus 1d6+1; hp 28; Mas 13; Init +0; Spd 30 ft.; Defense 16, 
  touch 14, flat-footed 14; BAB +4; Grp +3; Atk +3 melee (1d3–1 non-
  lethal, unarmed strike) or +5 ranged (2d6, Glock 17) or +4 ranged 
  (2d6, Derringer); Full Atk +3 melee (1d3–1 nonlethal, unarmed 
  strike) or +5 ranged (2d6, Glock 17) or +4 ranged (2d6, Derringer); 
  FS 5 ft./5 ft.; Reach 5 ft.; AL any; AP 0; Rep +1; SV Fort +5, Ref +2, 
  Will +5; Str 8, Dex 10, Con 13, Int 12, Wis 15, Cha 14.
  Occupation: Criminal (bonus class skills: Forgery, Knowledge 
  (streetwise)
  Skills: Bluff +6, Diplomacy +13, Forgery +6, Gather Informa-
  tion +7, Intimidate +5, Knowledge (art) +6, Knowledge (current 
  events) +6, Knowledge (streetwise) +8, Knowledge (technology) 
  +7, Listen +5, Profession +6, Read/Write English, Sense Motive 
  +10, Speak English, Spot +7.
   
  Feats: Armor Proficiency (light), Low Profile, Personal Fire-
  arms Proficiency, Point Blank Shot, Simple Weapon Proficiency, 
  Trustworthy.
  Possessions: Glock 17 (9mm autoloader), Derringer (.45), 
  pepper spray, hip holster, concealed carry holster (ankle), light 
  undercover shirt, cell phone, various personal items.
  SLEAZY BAR
  SLEAZY BAR
  This drinking establishment looks like it was last decorated in 
  the mid-70s, and that’s just the way the clientele like it. It’s in 
  the heart of a neighborhood in rapid decline—not a bad place 
  to get a cheap, watery drink, but the perfect location for clan-
  destine meetings and shady deals.
  Occupants
  During business hours, a bartender (oftentimes the bar’s owner) 
  can be found tending bar, serving liquor and ale in the cleanest 
  glasses his or her establishment can muster. In addition, the 
  bar contains 1d3–1 underpaid, overqualified waitresses and 1d6 
  patrons in various states of sobriety.
  Bartender (Strong Ordinary 2/Dedicated Ordinary 2): 
  CR 3; Medium-size human; HD 2d8+2 plus 2d6+2; hp 18; Mas 12; 
  Init –1; Spd 30 ft.; Defense 13, touch 13, flat-footed 13; BAB +3; 
  Grp +5; Atk +7 melee (1d8+2 nonlethal, unarmed strike) or +2 
  ranged (2d8, sawed-off shotgun); Full Atk +7 melee (1d8+2 non-
  lethal, unarmed strike) or +2 ranged (2d8, sawed-off shotgun); 
  FS 5 ft./5 ft.; Reach 5 ft.; AL any; AP 0; Rep +1; SV Fort +5, Ref –1, 
  Will +5; Str 14, Dex 8, Con 12, Int 10, Wis 16, Cha 13.
   Occupation: Blue Collar (bonus class skills: Intimidate, 
  Repair).
   Skills: Intimidate +7, Knowledge (current events) +4, Knowl-
  edge (popular culture) +4, Knowledge (streetwise) +5, Listen 
  +6, Profession +5, Read/Write English, Repair +4, Sense Motive 
  +8, Speak English.
   
  Feats: Brawl, Improved Brawl, Personal Firearms Proficiency, 
  Simple Weapons Proficiency.
   
  Possessions: Sawed-off shotgun (under bar), cell phone, 
  various personal items.
  Structural Features
  Here are the typical hardness values, hit points, break DCs, 
  and Disable Device check DCs (where applicable) for various 
  barriers and items in this the pqwnshop or sleazy bar. 
   
  External Door: Hardness 5; hp 20; break DC 23; Disable 
  Device DC 30 (when locked).
   
  Internal Door: Hardness 5; hp 10; break DC 13; Disable Device 
  DC 30 (when locked).
   
  Roll-down Gate: Hardness 10; hp 100; break DC 35.
   
  Window (barred): Hardness 5; hp 5; break DC 23.
   
  Bar Stool/Chair: Hardness 5; hp 5; break DC 15.
  Alexandra 
  undercover
  RP
  
  Pawnshop/Sleazy Bar
  Pawnshop/Sleazy Bar
  d20 Critical Locations
  d20 Critical Locations
  51
  
  Police Station
  Police Station
  d20 Critical Locations
  d20 Critical Locations
  52
  POLICE STATION
  POLICE STATION
  The police station serves as headquarters for one complete unit 
  of police. It may be the only police station in a small town, or 
  just one of many precincts within a larger city. The station has 
  offices for paperwork, meeting rooms for briefings, detain-
  ment cells, interview rooms for questioning witnesses and 
  criminals, a garage for police and emergency vehicles, showers 
  and lockers for the officers to change before and after their 
  shifts, and the waiting room where the public sit when waiting 
  for police help. When forced to pull long shifts back to back 
  (such as when a major manhunt or riot is in progress), police 
  often snatch a few hours of sleep in cots located randomly 
  throughout the building.
  Occupants
  A police station may have as few as a dozen officers assigned 
  to it, or as many as fifty. At any given moment, only one-third 
  of the officers assigned to the station are likely to be present, 
  unless some kind of emergency is in progress.  Most of the of-
  ficers are low- and mid-level police officers, but there’s a 25% 
  chance that at least one high-level police officer is on duty as 
  well (see Chapter Eight: Friends and Foes in the d20 MODERN 
  Roleplaying Game for statistics).
  Structural Features
  The following are the typical hardness values, hit points, and 
  break DCs for doors, windows, and other barriers.
   
  Exterior Door: Hardness 5; hp 20; break DC 23; Disable 
  Device DC 30 (when locked).
   
  Exterior Wall: Hardness 8; hp 150 per 5-foot section; break 
  DC 35.
   
  Window (barred): Hardness 8; hp 50; break DC 25.
   
  Cell Wall (barred): Hardness 10; hp 150 per 5-foot section; 
  break DC 35.
   
  Locked Cell Door (barred): Hardness 10; hp 150; break DC 35; 
  Disable Device DC 40.
  Detention
  The laws and rules under which police can arrest, interrogate, and 
  detain suspects are radically different depending on the country 
  and even city in question. The following are general guidelines, 
  based on United States law, but are far from comprehensive or 
  universal (and certainly shouldn’t be taken as real-world legal 
  advice). In other nations, police may have much broader powers, 
  significantly less court oversight, and fewer restrictions on their 
  behavior. And of course, in locales with corrupt police, the rules 
  and restrictions of law may simply be ignored.
   
  The detention cells in a police station are not designed for 
  long-term occupancy. They are mostly used as holding facilities, 
  to keep suspects secure until they can be transferred to court 
  for a hearing. If the court decides to incarcerate a suspect (such 
  as holding him without bond, or for contempt of court), the 
  detention is normally served in a separate facility. However, 
  some police stations are also used to hold prisoners convicted 
  of misdemeanors and sentenced to a year or less of jail time.
   
  When a suspect is arrested, he is brought first to the 
  police station of the officers who arrested him. Here he is 
  “booked”—the facts surrounding the arrest are recorded and 
  the suspect is fingerprinted and/or photographed. The sus-
  pect is hauled before a judge (sometimes called a magistrate 
  or commissioner) to have the official charges explained to 
  him and to determine whether he can be released on bail. In 
  the United States, the initial appearance in court must occur 
  “without unnecessary delay” after arrest. In practice, the 
  courts allow the police to hold a suspect without charging 
  him for up to 48 hours.
   
  There are other circumstances under which an individual 
  might be held in a police station. An individual who is likely to 
  be harmed if released may be placed in protective custody. (For 
  example, intoxicated individuals who are thrown in a “drunk 
  tank” until they sober up are often technically in protective 
  custody, to prevent them from harming themselves.) A judge 
  concerned that a witness might not appear at a hearing may 
  issue a material witness order, allowing the police to hold the 
  witness until he testifies. While the rules for these things vary 
  widely by county, state, and country, there is a limit to how 
  long arrested felons can be held without a court order and an 
  opportunity to argue their case.
  Adventure Seeds
   
  • An abandoned police station is scheduled for demolition 
  in a few weeks. Nevertheless, it’s currently being used to 
  detain a major witness against the mob. The heroes have 
  been asked to make sure he lives through the night, but 
  mobsters have learned where he’s being held and plan to 
  get rid of him. A siege ensues. To complicate things, an 
  untimely blizzard takes out the phone lines and makes it 
  unlikely that the heroes will receive back-up if things turn 
  sour.
   
  • The police make a major criminal bust and confiscate 
  thousands of dollars in stolen goods, drugs, for firearms. 
  The mobsters, drug czar, or arms dealer who lost the items 
  decide to get them back and send a message to the police 
  at the same time. A dozen criminals wearing forced entry 
  units launch a direct assault on the police station, and the 
  heroes happen to be on hand. They might be questioning 
  a captured criminal, conferring with some of their police 
  officer contacts, or stewing in the holding cells when the 
  criminal squad attacks.
   
  • The heroes work for a government organization that in-
  vestigates strange, unexplained phenomena. They receive 
  news that a police station is detaining an extra terrestrial 
  captured while attempting to rob a pharmacy. When they 
  investigate, they find a station full of baffled police of-
  ficers and some kind of alien creature locked in a holding 
  cell. As the heroes attempt to communicate with it, the 
  alien’s brethren descend on the station to rescue their 
  imprisoned comrade, stunning many of the officers and 
  forcing a showdown with the heroes.
  
  Police Station
  Police Station
  d20 Critical Locations
  d20 Critical Locations
  53
  
  Public High School
  Public High School
  d20 Critical Locations
  d20 Critical Locations
  54
  PUBLIC HIGH SCHOOL
  PUBLIC HIGH SCHOOL
  Funded by the local government and property taxes, the 
  public high school is supposed to provide an environment that 
  encourages learning, exploration, and self-discovery. The best 
  high schools manage this, but many are poorly funded and, in 
  recent years, actually dangerous. Many schools now include 
  metal detectors, security guards, and no-tolerance policies that 
  produce suspensions and expulsions for any student carrying 
  anything even remotely resembling a weapon.
   
  In such an environment, learning can be difficult. Indeed, for 
  many students, the so-called learning experience is secondary 
  to social survival. High school creates its own microcosmic 
  society, with teenagers dividing into cliques based on wealth, 
  popularity, hobbies, and school activities. The cliques actively 
  harass each other, and no level of adult supervision can prevent 
  the ostracism and cruelty high school is famous for. However, 
  this is also the place where many lifetime friendships are forged 
  and important life decisions first get made. For all its biases and 
  inequities, high school remains a place where students can learn 
  to cope with the unfairness of life.
  Occupants
  A high school needs an extensive staff to operate smoothly. In 
  addition to a principal, vice-principal and chief janitor, a school 
  needs 2d6 nonteaching staff members (secretaries, yard work-
  ers, clerks, accountants, and so on) and 6d10 faculty members 
  (teachers, coaches, instructors, and aids). In neighborhoods 
  with high crime rates and in schools where teen violence is a 
  problem, 1d6 security guards (see page 16 for statistics) may also 
  be present, even after hours.
  Structural Features
  Here are the typical hardness values, hit points, break DCs, and 
  Disable Device check DCs (where applicable) for various barriers 
  and devices found in a typical public high school. 
   
  External Door (glass): Hardness 2; hp 10; Break DC 10; Dis-
  able Device DC 25 (lock).
   
  Internal Door: Hardness 5; hp 10; break DC 13; Disable Device 
  DC 25 (lock).
   
  Desk: Hardness 3; hp 10; break DC 13.
  Cabinet: Hardness 5; hp 30; break DC 21, Disable Device 
  DC 25 (lock).
  Machinery (machine shop tools, sewing machines, projec-
  tors, and so forth): Hardness 5; hp 15; break DC 14.
  Plate Glass Window: Hardness 1; hp 5; break DC 4.
  Resources
  A high school can be an excellent place to find tools in an emer-
  gency, particularly at night or during summer months when the 
  school is mostly empty.
   
  Chemistry Lab: The high school chemistry lab has a surpris-
  ing amount of useful, and dangerous chemicals and compounds 
  stored in locked cabinets. Characters find enough tools in the 
  cabinets to assemble a basic evidence kit and a basic chemical 
  kit. In addition, there’s a 25% chance that the chemistry lab 
  contains 1d4 flasks of mild acid.
  Computer Lab: The computer lab has access to the Internet, 
  but not much else. Gaining access to the Internet without the 
  proper passwords requires a DC 20 Computer Use check (as 
  though defeating a minimum security system).
   
  Drama Room: Characters scrounging through the drama 
  department find enough materials to assemble a single disguise 
  kit with a successful Search check (DC 15).
   
  Nurse’s Office: Characters searching the nurse’s 
  office yields 1d3 first aid kits. If the school has ex-
  tensive sports programs, there’s a 25% chance the 
  nurse’s office has enough supplies to assemble a 
  medical kit.
   
  Shop: The shop may be restricted to woodworking, 
  or it may include metalworking or even automotive 
  tools. Characters can scavenge enough tools to build 
  the equivalent of a basic mechanical tool kit without 
  too much trouble. Assembling the materials to build a 
  single basic electronic tool kit or car opening kit requires 
  a successful Search check (DC 20). Only one of 
  each type of kit may be assembled.
  High School Campaigns 
  At some point, you might try running a d20 MODERN cam-
  paign in which the heroes are high-school adolescents 
  struggling with real-world situations and/or supernatural 
  perils. The public high school is, after all, a place where 
  different types of social interactions and conflicts can 
  occur. For many students, high school is hell, and out of 
  hell comes exciting drama. Here are some possible hooks 
  for campaigns set against this backdrop:
  Not all high school football players are created equal
  RP
  
  Public High School
  Public High School
  d20 Critical Locations
  d20 Critical Locations
  55
   
  • A supernatural evil invades the school or community, and 
  the heroes are the first ones to become aware of it. For 
  this type of campaign, you might want to adopt material 
  from the SHADOW CHASERS™ campaign model (see page 285 
  of the d20 MODERN Roleplaying Game).
   
  • The high school is a secret government testing and training 
  facility for genetically enhanced students who manifest 
  psionic abilities. In this case, you might want to adopt 
  material from the AGENTS OF PSI™ campaign model (see 
  page 298 of the d20 MODERN Roleplaying Game).
   
  • The heroes are teenagers from another world or dimen-
  sion. Until now, these fostered youngsters have enjoyed 
  fairly mundane lives. However, as adolescents they begin 
  manifesting strange powers that further set them apart 
  from their human peers. If magic plays a role in this cam-
  paign, you might want to adopt material from the URBAN 
  ARCANA™ campaign model (see page 312 of the d20 MODERN 
  Roleplaying Game).
  Creating Heroes
  The high school campaign assumes that the heroes are teen-
  agers, although it’s possible for one or more heroes to be 
  members of the faculty (the school librarian, for example). 
  The rules for character creation change slightly for teenaged 
  heroes in this setting:
   
  • Teenaged heroes do not gain starting occupations; instead, 
  each hero gains a bonus action point at each level for as 
  long as he or she remains a student in the high school.
   
  • Teenaged heroes may not select the following feats at 1st 
  level: Archaic Weapons Proficiency, Armor Proficiency, 
  Exotic Melee Weapon Proficiency, Personal Firearms Pro-
  ficiency, and Surgery.
   
  • Teenaged heroes cannot take ranks in the Profession skill. 
  They may have night jobs or summer jobs, but these aren’t 
  the same as having a true profession. A teenaged hero’s 
  Wealth bonus automatically increases by +1 when he or 
  she gains a level, representing the fact that the teenager 
  works, receives an allowance, or both.
   
  • Teenaged heroes may not purchase any item with a restric-
  tion rating of Restricted (+2), Military (+3), or Illegal (+4). 
  This eliminates, among other things, assault rifles and heavy 
  weapons.
  Adventure Seeds
  An entire campaign can be set in and around a high school, 
  with characters taking the roles of senior students, staff, and 
  faculty.
   
  •  For whatever reason, one particular high school has become 
  the preferred learning institution for creatures of Shadow, 
  most notably half-dragons that appear human. They often 
  refer to their school as Shadow High, and some members 
  of the staff are creatures of Shadow as well, including a 
  dwarf shop teacher, a half-dragon football coach, and an 
  elf biology teacher. Adolescent creatures of Shadow learn 
  calculus, chemistry, and other subjects alongside their 
  oblivious human peers, but they also receive special les-
  sons on how to avoid witch hunters and mobs, what to do 
  with cursed magic items, and how to avoid drawing undue 
  attention in a world that doesn’t realize magic exists. Some 
  of the more troubled human students can pierce the veil 
  and see the Shadow students for what they are, but they 
  are either too afraid to say anything or have accepted their 
  monstrous peers for what they are and struggle to keep 
  that knowledge secret.
   
  • Scientists working at a secret government institute begin 
  experimenting on high school football players, injecting 
  them with nanites that improve their physical performance 
  and render them nearly impervious to harm. The parents 
  of these students, driven to see their sons dominate the 
  football season, are encouraged by the early results—at 
  least until the students begin to manifest some negative 
  side effects.
   
  • A teacher indoctrinates several members of the student 
  body into a secret cult. Under her direction, they begin 
  gathering sacrifices and components needed to summon 
  a powerful demon into the world. The teacher, who has 
  some demon blood coursing through her veins, plans to 
  feed the aspiring cultists to the demon when it appears, 
  thereby winning its favor. The heroes’ investigation into the 
  disappearances or deaths of some students leads to the 
  discovery of the cult, which convenes in the school after 
  regular classes have ended.
   
  •  The new head librarian has at the school begun filling library 
  shelves with collections of unusual books on the occult, 
  supernatural creatures, magic, taboos, and mythology. At 
  the same time, a number of odd occurrences have begun 
  to manifest throughout the community. Strange chalk 
  diagrams have appeared on houses. Pets have disappeared. 
  Residents complain that the new library content is given 
  teens bad ideas. The librarian claims she’s simply catering 
  to demand. Is the librarian involved in the rash of strange 
  occurrences, or is she just trying to protect the community 
  against the real threat? 
   
  • Members of a well-armed militia group or urban gang seize 
  control of a public high school, demanding that the govern-
  ment release their leader from a federal penitentiary and 
  grant them all amnesty. The heroes are part of a counter-
  terrorism squad or a select group of students who decide 
  to take matters into their own hands.
   
  • A terrestrial effluvium works its way up into the basement 
  of the school, and from there to the main floor, where 
  it begins devouring members of the faculty and student 
  body. The school is evacuated in short order, but someone 
  needs to take down the gigantic ooze before it seeps back 
  underground. 
   
  • A high school history teacher shows his students a cer-
  emonial hunting spear that he acquired on his recent visit 
  to Africa. The weapon is actually a +1 spear but carries a 
  powerful curse that drives normal animals into a blood-
  thirsty frenzy. Apes, bears, and tigers from the local zoo 
  join forces with horses, ravens, rats, and other creatures 
  to besiege the school, trapping students and teachers in 
  classrooms as they converge on the spear. Breaking the 
  spear ends the curse and restores the animals’ normal 
  behavior.
  
  Public High School
  Public High School
  d20 Critical Locations
  d20 Critical Locations
  56
  
  Public High School
  Public High School
  d20 Critical Locations
  d20 Critical Locations
  57
  
  Roadside Motel
  Roadside Motel
  d20 Critical Locations
  d20 Critical Locations
  58
  ROADSIDE MOTEL
  ROADSIDE MOTEL
  Located either close to the city or far off the beaten path, the 
  roadside motel provides a place for a quick rest before hitting 
  the road once more. It’s closely situated next to a major highway 
  or thoroughfare and is easily spotted by an enormous lit sign. 
  The motel can be modern, clean, and efficient or seedy, dingy, 
  and in serious need of repair. 
   
  The rooms of the roadside motel are modest, with twin 
  double beds, a television set (reception varies), small refrigerator, 
  and basic bathroom. The recreation room (area 1) boasts a pool 
  table, some video games, pinball tables, snack machines, and 
  another television set. The heated pool (area 12) may be clean 
  and tidy, neglected and green with algae, or possibly empty. No 
  lifeguard is present and swimmers use the pool at their own risk 
  (as indicated by the signs that keep the hotel safe from lawsuits, 
  should an accident occur).
   
  The roadside motel has a video surveillance system that 
  covers the check-in desk, the rec room, and the parking lots. 
  The feed for the cameras goes to a VCR located in the main 
  office (area 4) and the manager’s private room (area 6).
   
  Known only to the manager and select employees, a hidden 
  surveillance passage (area 8) with a secret door (Search check 
  DC 30) allows someone to view into the rooms attached to it. 
  The peek holes are hidden in tacky paintings. A successful Search 
  check (DC 30) reveals the presence of these spy-holes.
  Occupants
  During the day, 1d4 employees (clerks, maids, and pool cleaners) 
  work at the motel. At least one clerk remains behind the check-in 
  desk. Statistics for a typical clerk are provided below.
  Clerk (Dedicated Ordinary 1): CR 1; Medium-size human; 
  HD 1d6+2; hp 6; Mas 14; Init +1; Spd 30 ft.; Defense 16, touch 13, 
  flat-footed 15; BAB +0; Grp +1; Atk +2 melee (1d6+1 nonlethal, 
  unarmed strike) or +1 ranged; Full Atk +2 melee (1d6+1, nonlethal, 
  unarmed strike) or +1 ranged; FS 5 ft./5 ft.; Reach 5 ft.; AL any; 
  AP 0; Rep +0; SV Fort +1, Ref +0, Will +1; Str 13, Dex 12, Con 14, 
  Int 10, Wis 15, Cha 8.
   
  Occupation: Student (bonus class skills: Knowledge [current 
  events], Knowledge [popular culture], and Perform [stringed 
  instruments])
   
  Skills: Knowledge (current events) +4, Knowledge (popu-
  lar culture) +4, Listen +7, Perform (stringed instruments) +4, 
  Profession +3, Read/Write English, Read/Write Language 
  (any one), Speak Language (any one), Sense Motive +3, Speak 
  English, Spot +3.
   
  Feats: Brawl, Run, Simple Weapons Proficiency
   
  Possessions: Various personal items.
  Structural Features
  Here are the typical hardness values, hit points, break DCs, and 
  Disable Device DCs (where applicable) for various barriers and 
  devices found within this building.
   
  External Door: Hardness 5; hp 20; break DC 23; Disable 
  Device DC 25 (when locked).
   
  Internal Door: Hardness 5; hp 10; break DC 13.
   
  Vending Machine: Hardness 5; hp 10; break DC 13.
   
  Room Safe: Hardness 10; hp 60; break DC 35; Disable Device 
  DC 30.
   
  Security Camera: Hardness 1; hp 5; break DC 15; Disable 
  Device DC 18.
  Checking In Anonymously
  Checking into the hotel is a straightforward affair. A person 
  must pay up front (purchase DC 7 for a crappy motel, purchase 
  DC 9 for a high-end one) and provide their name and the license 
  plate number of their car, if they have one. If a hero wishes to 
  pay with cash instead of using a credit card (in order to avoid 
  creating a paper trail that can be traced back to them), they 
  must make a Wealth check (add 1 to the purchase DC above) to 
  determine whether they have the cash on hand.
   
  Heroes who wish to remain undercover may attempt to bribe 
  the clerk (see Bribery, page 58 of the d20 MODERN Roleplaying 
  Game). A normal failure means that the clerk refuses to put 
  down false information. Failure by 5 or more indicates that the 
  clerk notifies the police if and when the heroes leave, providing 
  them with the make, model, and license plate of their vehicle.
  Adventure Seeds
  Heroes often find themselves at one of these motels, either 
  hiding out or simply getting some rest between adventures.
   
  • After a particularly harrowing adventure, the heroes hide 
  out in a secluded roadside motel far off the beaten path. 
  At some point in the night, they hear a muffled yell from 
  the parking lot. A young boy is locked in the trunk of one 
  of the cars parked in the lot while his kidnappers plot their 
  next move in one of the nearby motel rooms.
   
  • The heroes hear a groan emanating from a secret passage 
  adjacent to their room, followed by retreating footfalls. 
  If they discover the secret passage, further investigation 
  reveals that it leads to a hidden cellar under the motel—a 
  morbid sanctuary with human skulls lining the walls and 
  carpets made of human skin.
   
  • A motorcycle gang descends upon the roadside motel 
  into which the heroes have checked. After a wild night of 
  partying and a disagreement with the motel’s owner, they 
  set out to burn the place to the ground.
  
  Roadside Motel
  Roadside Motel
  d20 Critical Locations
  d20 Critical Locations
  59
  
  Small Apartment Building
  Small Apartment Building
  d20 Critical Locations
  d20 Critical Locations
  60
  SMALL 
  SMALL 
  APARTMENT BUILDING
  APARTMENT BUILDING
  The need for cheap housing inevitably drives the creation of 
  small, inexpensive apartment buildings. Perfect for students, 
  low-income families, temporary workers, and individuals just 
  starting out on their own, the small apartment complex at its 
  best is a tight-knit community of neighbors. Sadly, many small 
  apartment buildings fall into disrepair. Unmotivated manag-
  ers tire of the upkeep, and a lack of screening populates the 
  complex with criminals and troublemakers. Some apartment 
  buildings can be downright dingy, and the tenant complaints 
  go unheard. Much like the roadside motel (see page 58), the 
  small apartment building can be an excellent place to stay for 
  characters that don’t want attention.
   
  Most small apartments are unfurnished when rented, but 
  tenants soon fill them with cheap furniture. It’s not uncommon 
  for a few makeshift weapons to be kept near the front door or 
  under a mattress, especially as the neighborhood deteriorates. 
  Once poverty settles into a complex and drives the more afflu-
  ent tenants elsewhere, criminals seize the opportunity to move 
  in. If the complex hasn’t fallen to a criminal element, it’s because 
  the remaining tenants have taken a strong stand against it.
  Occupants
  To keep down operating costs, a single manager runs the small 
  apartment building. He or she also handles repairs and, at times, 
  fills the role of security guard. In a few cases, the manager is also 
  the owner, but more likely he or she is a tenant who receives 
  cheap rent in return for collecting rent from the other tenants, 
  replacing broken lights, and unclogging toilets and sinks.
  Structural Features
  The following are the typical hardness values, hit points, break 
  DCs, and Disable Device check DCs (where applicable) for various 
  barriers and devices within the small apartment building.
   
  External Door: Hardness 5; hp 20; break DC 23; Disable 
  Device DC 25 (when locked).
   
  Internal Door: Hardness 5; hp 10; break DC 13.
   
  Vending Machine: Hardness 5; hp 10; break DC 15.
  Disgruntled Urban Terrorist
  The disgruntled urban terrorist is a paranoid loner who feels 
  he must strike out at the world. Despite a high IQ, he’s only 
  barely functional, convinced there are things so wrong with 
  the world he must resort to violence to fix them. He may be a 
  fanatical follower of a religious sect or cult, a dedicated believer 
  in a fringe political group, or a sociopath who simply wants to 
  hurt people. He can also be used for any petty criminal with 
  an interest in explosives and trivia.
  Disgruntled Urban Terrorist (Smart Ordinary 4/Dedicated 
  Ordinary 3): CR 6; Medium-size human; HD 4d6+4 plus 3d6+3; 
  hp 31; Mas 13; Init +1; Spd 30 ft.; Defense 14, touch 14, flat-footed 
  13; BAB +4; Grp +6; Atk +6 melee (1d6+2, 19–20, cleaver) or +5 
  ranged (special, pepper spray); Full Atk +6 melee (1d6+2, 19–20, 
  cleaver) or +5 ranged (special, pepper spray); FS 5 ft./5 ft.; Reach 
  5 ft.; AL any; SV Fort +4, Ref +3, Will +5; AP 0; Rep +0; Str 14, Dex 
  12, Con 13, Int 15, Wis 9, Cha 10.
   
  Occupation: Criminal (bonus class skills: Hide, Move Si-
  lently).
   
  Skills: Craft (chemical) +8, Craft (electronic) +8, Demolitions 
  +10, Disable Device +8, Hide +9, Knowledge (current events) +6, 
  Knowledge (streetwise) +8, Knowledge (technology) +8, Move 
  Silently +8, Read/Write English, Sense Motive +5, Speak English, 
  Spot +5.
   
  Feats: Cautious, Iron Will, Low Profile, Personal Firearms 
  Proficiency, Simple Weapon Proficiency. 
   
  Possessions: Pepper spray, hip holster, cleaver, Molotov 
  cocktail, tap detector, random newspaper clippings, worn per-
  sonal items.
  Adventure Seeds
  Heroes might come to a small apartment building looking for a 
  suspect or contact. They may also reside in one or more such 
  complexes in the city.
   
  • A deranged urban terrorist has convinced himself that 
  a vast conspiracy exists, dedicated to helping aliens 
  control people with orbital radio broadcasts. Every 
  major corporation, soda company, fast food restau-
  rant, sports franchise, and religion is somehow woven 
  into his conspiracy theory. In an effort to strike back 
  at the vast conspiracy, he’s begun planting and mailing 
  small bombs. These aren’t designed to kill (though like 
  any explosive, they can be lethal), but to spread shred-
  ded aluminum foil over a large area—to interfere with 
  the aliens’ mind control, broadcasts. Tracing the mail 
  allows the heroes to track him back to his apartment. 
   
  As the heroes investigate the terrorists’ apartment 
  complex, they notice some odd things. The soda machine 
  in the lobby is brand new, despite the generally run down 
  condition of the apartments, and closer examination re-
  veals that it has a security camera hidden in it. Radios in 
  the terrorist’s apartment pick up strange signals not found 
  elsewhere. Clearly the terrorist is crazy and dangerous, but 
  could there be a kernel of truth in his mad ravings?
   
  • Heroes track a serial killer or creature of Shadow to a mostly 
  abandoned apartment complex in the city. The villain has 
  transformed many of the apartments into grisly shrines or 
  galleries designed to show off his many trophies.
   
  • Someone is spreading a particularly ravenous email virus, 
  and the heroes track its origin to a small apartment com-
  plex in the city’s university district. They confront the 
  architect of the virus—a recent university dropout—and 
  discover that he’s but one member of a larger group on 
  the verge of creating the first real “smart virus.” Gifted 
  with artificial intelligence, the smart virus could wreak 
  havoc on the Internet and in government mainframes. 
  However, when the heroes try to download data on the 
  smart virus from the student’s computer, the virus realizes 
  that something is amiss and takes steps to protect itself.
  
  Small Apartment Building
  Small Apartment Building
  d20 Critical Locations
  d20 Critical Locations
  61
  
  TV AND RADIO NEWS 
  TV AND RADIO NEWS 
  BROADCASTING STUDIO
  BROADCASTING STUDIO
  This state-of-the-art broadcasting studio holds both a television 
  and radio station in its walls. Both stations are owned by the 
  same parent company and reflect similar views in their style of 
  reporting. The radio station holds several recording booths, audio 
  editing suites, newsrooms, and the main production room. The 
  television station boats a film archive room, video editing suites, 
  and a large studio where the morning and nightly news is shot.
   
  The radio station works around the clock, with talk radio 
  and music in the morning and recorded programming during 
  the evening hours. The television station is abuzz with activity 
  during the day and mostly quiet during the evening. The station 
  owns several vans and leases a news helicopter (a Bell Model 
  212) capable of broadcasting via satellite to the facilities for live 
  video and audio.
   
  The roof of the facility is covered in broadcast satellite dishes, 
  radio antennae, and power lines. The lobby, broadcast rooms, 
  garage, and roof have video surveillance cameras, with the feed 
  leading to the control room and to the security desk. Because 
  the studio is open at all hours, the front doors are unlocked 24 
  hours a day.
  Occupants
  From 6 A.M. to midnight, 10d6 people work inside the broadcast-
  ing studio; 3d6 people work from midnight to 6 A.M. Several of 
  the employees are reporters (use the low-, mid-, and high-level 
  reporter statistics, pages 282–283 of the d20 MODERN Role-
  playing Game), as well as technicians and general administrative 
  staff. In addition, there are 1d3 security guards (see page 16 for 
  statistics) in the building at any given time.
  Structural Features
  Here are the typical hardness values, hit points, and break DCs 
  for various barriers and devices found within this building. 
  External Glass Door: Hardness 1; hp 5; break DC 10.
   Internal Door: Hardness 5; hp 10; break DC 13.
  Soundproof Window: Hardness 1; hp 5; break DC 10.
   Sound Equipment: Hardness 5; hp 10; break DC 15; Disable 
  Device DC 20.
   TV Camera: Hardness 5; hp 20; break DC 15; Disable Device 
  DC 20.
   TV/Computer Monitor: Hardness 1; hp 5; break DC 10.
  Security Camera: Hardness 1; hp 5; break DC 15; Disable 
  Device DC 18.
  Broadcasting
  Operating the video or audio broadcasting equipment requires 
  a successful Knowledge (technology) check (DC 10). Another 
  Knowledge (technology) check is required to switch to a live 
  broadcast, preempting any prerecorded programming. Operating 
  a video camera (floor or mobile) is easier, requiring only a DC 5 
  Knowledge (technology) check.
  News Van
  The typical news van has a beefed-up chassis and suspension. 
  Most of the available cargo space is taken up by video equip-
  ment, a generator, satellite broadcast gear, and the like. If the 
  satellite dish is deployed (hardness 5, hp 30, break DC 20), the 
  vehicle’s initiative and maneuverability drop to –4. A news van 
  is 2 squares wide and 4 squares long.
  Adventure Seeds
   
  • A group of terrorists have taken over the broadcasting sta-
  tion, using it as a way to get out their political message. 
  During the initial chaos, one of the terrorists is injured, and 
  his companions demand a medical team arrive to treat him. 
  The heroes are sent in, disguised as medical personnel and 
  negotiators.
   
  • Monsters entering our world through a dark dimension attack 
  the station, intent on sowing fear and chaos by spreading 
  word of their true existence while forecasting humanity’s 
  impending doom. Although many viewers dismiss the on-air 
  “rampage” as a ratings stunt perpetrated by the studio, the 
  heroes know better and decide to retake the station.
   
  • A disenfranchised television reporter tells the heroes about 
  a videotape that her studio purchased at great cost. The 
  video contains evidence implicating a powerful industrialist 
  or crooked politician in a murder or similarly heinous crime. 
  The studio is using the tape as blackmail to gain political 
  favors or tax breaks, but the heroes decide it’s better off 
  in their hands or the hands of the local authorities.
  This just in . . . 
  beholder captures news station
  Civilian 
   
   
   
   
   
  Top 
   
   
  Hit 
   Purchase
  Truck 
  Crew 
  Pass Cargo 
  Init Maneuver 
  Speed 
  Defense 
  Hard 
  Points Size 
  DC 
  Restric.
  News van  
  1 
  3 
  5,500 
  –2 
  –2 
  195 (19) 
  8 
  5 
  34 
  H 
  29 
  Lic (+1)
  RP
  
  TV and Radio Broadcasting Studio
  TV and Radio Broadcasting Studio
  d20 Critical Locations
  d20 Critical Locations
  63
  
  ©2005 Wizards of the Coast, Inc. Permission granted to photocopy for reference and ordering purposes.
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