TEXT: By Stan!
  A Short d20 Modern Adventure for Four 18th-Level Characters
  A FRIENDLY
  WARNING
  No one in the modern world is well trained or well
  guarded enough to be completely impervious to
  harm. Despite the best and most modern safety
  measures, heads of state are still assassinated, rich
  and powerful individuals are still kidnapped and ran-
  somed, the most valiant heroes still fall in battle, and
  terrorist attacks still take the lives of innocent vic-
  tims. Life is fragile, and no matter how carefully it is
  guarded, some way always exists for a sufficiently
  fanatical opponent to end it.
  Nevertheless, a certain haughtiness comes with
  experience. Typically, heroes who have defeated
  numerous threats to themselves, their loved ones,
  and their ways of life develop a certain pride in their
  ability to overcome the dangers of the world. All too
  often, however, this pride spills into overconfidence.
  A Friendly Warningexplores what happens when such
  experienced heroes become the targets of a man bent
  on proving that they are still vulnerable. This adventure
  can be set in any locale, but the best choice is a place in
  which the heroes feel safe and secure. The antagonist,
  Remi Leone, is stalking the heroes on their home ground,
  trying to get the better of them despite the fact that
  they have every possible advantage at their disposal.
  The best way to use this scenario is in combination
  with another adventure, so that Remi Leone’s inter-
  ference comes at a time when the heroes are pursu-
  ing an assignment of their own. This option requires
  you as GM to determine what Remi knows about the
  other assignment, but it provides a rich, complex
  experience for the players.
  LEVELS
  A Friendly Warning is a short scenario for four 18th-
  level heroes. With slight modifications, you can make
  it suitable for heroes at other levels, or for groups as
  large or small as you’re comfortable adjudicating. See
  the Scaling the Adventure sidebar for guidelines on
  adapting this scenario for other groups.
  
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  You, the Game Master (GM), need a copy of the d20
  MODERN Roleplaying Game to run this adventure. To get
  started, print out the adventure (including the map) and read
  it through. Make sure you are familiar with the rules for com-
  bat, movement, and cover from Chapter 5 of the d20 MODERN
  Roleplaying Game. You might also want to reread the various
  uses of the Climb skill in Chapter 2.
  The text that appears in shaded boxes should be read
  aloud or paraphrased for the players. Opponents’ statistics
  are provided in abbreviated form.
  BACKGROUND
  The plot of A Friendly Warning has its beginnings in the his-
  tory of your campaign. Unlike the typical adventure, the
  events of this scenario happen in direct response to situa-
  tions created by the heroes’ past actions.
  Making Waves
  The history behind this scenario involves an adversary who
  knows the heroes well—a GM character with whom they
  have crossed paths on a number of occasions, or one who
  plans to come into conflict with them in the near future. The
  identity of this character is left wholly to your discretion. It
  could be a villain whose plans the heroes have thwarted, a
  rival group of adventurers who feel that the heroes’ success
  has unjustly restricted their careers, or even a lackey or occa-
  sional ally who is tired of being bossed around (and having
  his life threatened) whenever the heroes find themselves in a
  jam. Alternatively, the character could be a criminal master-
  mind who realizes that the heroes are coming too close to
  unearthing her schemes, or someone new to the area who
  sees the heroes as potential competition or opposition.
  The GM character must be someone who knows a great
  deal about the heroes and has a reason to warn them away
  from a particular course of action. But for one reason or
  another, the character is unable or unwilling to deliver the
  message personally and chooses to hire a professional.
  The Professional
  Remi Leone is widely regarded as the top man in his profes-
  sion, though it is maddeningly difficult to define what that
  profession actually is. Some say he is a hit man, and it’s true
  that Remi has killed many men and women on the orders of
  third-party employers. But more often than not, his contracts
  do not center around killing. In fact, most clients hire him in
  order to avoid the mess, scandal, and official investigations
  that always result from an assassination.
  The fact Remi can serve as a hit man—and an unerringly
  effective one—means that his appearance on someone’s
  doorstep is a clear indication of how much trouble that per-
  son is in. And when Remi delivers a message instead of a
  killing blow, his target usually takes the information very seri-
  ously. A message delivered by Remi Leone is, after all, tanta-
  mount to a death threat, since it means the target is as good
  as dead.
  Some recipients of Remi’s messages have tried to turn the
  tables and threaten his life, but that tactic merely converts
  the threat of violence into the real thing. In every such case,
  Remi has killed the impetuous target immediately and, no
  matter how competent the surrounding security forces,
  escaped with his own life. Indeed, he usually manages to
  decimate the security staff as well.
  For his part, Remi thinks of himself as a freelance emis-
  sary—a person whose job is neither good nor bad and who is
  capable of remaining totally unsullied by the morality and
  politics of the parties involved. He has a very strict personal
  code of honor that he holds more sacred than his own life.
  Remi’s Code
  Remi Leone’s code of honor is relatively simple but quite
  strict. He considers the following precepts sacrosanct and
  would rather die than go against them.
  • Always be polite.
  • Always deal directly with the target—do not trust other
  messengers. 
  • Use only the minimum force necessary to remove
  obstructions. 
  • Be as precise as possible, both with language and with
  violence. 
  A FRIENDLY WARNING
  Scaling the Adventure
  The encounters described in this adventure are suitable
  for heroes of any level. Only one way exists to tailor this
  scenario for other character levels or group sizes that
  those for which it is designed, however, and that is to
  adjust the EL of the main encounter—most notably by
  raising or lowering the DCs of the skill checks required
  to find the bomb and negate the threat it poses. 
  Since the heroes probably won’t fight Remi Leone
  directly, it may not be necessary to adjust his statistics.
  Even if they do manage to notice and confront him,
  Remi is more interested in escaping than in overpower-
  ing the heroes, no matter how easily he might be able to
  do so. He’s being paid to deliver a message—nothing
  more. 
  Remi’s statistics are given in the section entitled Remi
  Leone, at the end of the adventure. If you find that you
  need to adjust them, you can do so as follows.
  To Lower Remi’s Level: If you want to pit lower-level
  heroes against Remi and give them any hope of beating
  him, reduce his character level until it equals the average
  character level of the party + 5. Begin by removing up to
  three levels of Infiltrator. Then alternate removal 
  of Infiltrator and Gunslinger levels until both are
  exhausted. It should not be necessary to lower Remi’s
  character level beyond that point.
  To Raise Remi’s Level: Remi should provide an ade-
  quate challenge for any group of heroes, but if you think
  he needs to be toughened up slightly, add one level of
  the Gunslinger advanced class. The rules in the d20
  MODERN Roleplaying Game do not specifically cover
  character levels higher than 20th, but the method used
  to create Remi’s statistics is briefly explained in the
  Reverse-Engineering Remi sidebar at the end of this
  adventure..
  
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  • Warn opponents who are not actual targets before using
  deadly force, repeating the message three times. If the
  warning is still not understood or heeded at that point, the
  results are no longer your fault.
  • Never harm a child.
  • It is always all right to kill someone who is trying to 
  kill you.
  The Job
  While the events leading up to Remi Leone’s hiring can vary
  widely from campaign to campaign, his job in this adventure
  is always the same. Remi has been hired to deliver a message
  to the heroes and to impress upon them the seriousness
  with which they should treat it. The message itself doesn’t
  matter; its contents depend entirely on the direction that
  you as GM wish to take the campaign. Perhaps a particular
  crime czar wishes the heroes to stop meddling in his affairs,
  or a rival group wants the heroes to stop stealing its cus-
  tomers. In any case, Remi’s job is to deliver the intended
  message in a way that impresses the gravity of the situation
  on the heroes. In other words, the message is a warning that,
  if not heeded, could escalate the lethality of future encoun-
  ters with the sender. 
  SYNOPSIS
  The adventure begins when Remi initiates contact with the
  heroes. At first, they may not even know that Remi’s presence
  constitutes a separate adventure. Indeed, if the events of this
  scenario can be successfully intertwined with those of an
  ongoing mission, the heroes are likely to mistake them for
  part of that scenario.
  Disguised as a corporate messenger, Remi hand-delivers a
  letter to the heroes. Superficial perusal of the contents indi-
  cates that someone is about to kill the messenger who deliv-
  ered it. In an unmarked delivery truck, the heroes find what
  appears to be a powerful explosive device. In reality, how-
  ever, this “bomb” merely contains blue dye intended to
  embarrass the heroes and get their attention. After either
  deactivating or detonating the device, the heroes find
  another note—this time, a message to which Remi’s employ-
  ers want the heroes to pay close attention. After receiving
  this message, the heroes are free to investigate the situation
  and find out who the mysterious messenger really was, and
  who could have hired him.
  Character Hooks
  As GM, you know best how to involve your players and their
  characters in an adventure. In this case, however, you need
  not plan for the heroes’ actions—Remi Leone will bring the
  adventure to them. 
  As GM, you must decide who hired Remi to put a scare
  into the heroes and what message that person wants them
  to take away from the experience. Below are a handful of
  possible situations that could set the events of this scenario
  into motion. As always, feel free to modify the details to fit
  your heroes.
  • The heroes have uncovered several apparently unrelated
  criminal activities. In fact, however, these events share one
  common feature that the heroes are only a few revelations
  away from discovering—namely, that a local politician is
  involved in funding all of them. The politician hires Remi
  Leone to scare the heroes off the trail before they can put
  all the facts together.
  • A powerful member of an organized crime syndicate wants
  the heroes to perform a service for him. But either they
  have turned him down in the past, or he has good reason
  to believe that they will not accept the job without strong
  motivation. So he hires Remi Leone to give the heroes a
  very personal incentive—do the job or have a contract put
  on their lives.
  • An opponent the heroes haven’t yet encountered (the next
  big villain in the campaign) anticipates having to deal with
  them in the near future. She hires Remi Leone to frighten
  the heroes so that she can observe them in action, hoping
  to gain some insight into how to handle them in the future.
  As an added bonus, these events may instill in the heroes
  a measure of awe and fear pertaining to the new oppo-
  nent, giving her at least a small psychological advantage
  over them.
  BEGINNING THE ADVENTURE
  A Friendly Warning is an event-based adventure that you can
  use in whatever setting best suits the heroes and the cam-
  paign. Unlike most scenarios, this adventure is not propelled by
  the actions or involvement of the heroes. Instead, they are the
  targets of a highly trained professional who plans his actions
  so that the encounters occur at times and places of his choos-
  ing, thus gaining a distinct advantage over the heroes.
  The adventure begins when Remi Leone believes that he
  has a good handle on who the heroes are, what resources
  they can immediately muster, and how they are likely to
  react to his “gift.” He plans the encounter to happen at a time
  that the heroes are accessible (as opposed to when they are
  on a stakeout or sequestered in hiding). It could occur at
  their offices (if they have any), at one of their homes, or at a
  public place they are known to frequent (a restaurant, coffee
  shop, lounge, or the like). Remi takes special care to choose
  a place where the heroes feel safe and relaxed. If they have
  not yet established any “home turf,” you can use The Roasted
  Nut Coffee Lounge (see sidebar).
  To start the adventure, you as GM must devise some plau-
  sible reason for the heroes to be in the chosen location and
  for the players to be roleplaying the scene. If they are on
  guard because they expect something unusual to occur, the
  surprise and tension of the first encounter will be ruined. In
  other words, if scenes at the heroes’ office are usually han-
  dled “off screen” (that is, with you describing what happened
  rather than letting the players roleplay the action), then the
  group is likely to be wary if this particular visit to the office
  is suddenly played out in detail. The setup must be devised
  in such a way as to keep them from realizing that something
  important is about to happen.
  The best way to ensure that the players (and thereby the
  heroes) don’t become too suspicious or wary is to make
  A FRIENDLY WARNING
  
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  them believe that the scene is integral to some other adven-
  ture—perhaps a wrap-up to their previous case, a strategy
  meeting about an upcoming venture, or a meeting with a
  potential new client. If you can successfully misdirect the
  heroes’ attention, Remi should be able to take them
  unawares with relative ease. In fact, if they are obviously on
  their guard, Remi aborts the mission and makes plans to try
  again another day.
  A. SPECIAL DELIVERY
  Remi chooses a moment when he is certain that the heroes
  are focused on another matter to approach the group. He is
  dressed in a loose-fitting, plain brown uniform complete
  with a cap, and he carries a shipping envelope and clipboard.
  He also has a Glock 17 hidden beneath his uniform and a knife
  strapped to his ankle. (Though he does not want to come
  into direct conflict with the heroes, he always makes sure he
  is prepared in case something goes terribly wrong.)
  Remi politely asks for one of the heroes (the recognized
  leader, if they have one) by name, saying that he needs a sig-
  nature confirmation for delivery. Once the hero signs for the
  package, Remi takes the clipboard, hands over the envelope,
  and leaves. During his departure, Remi quickly and quietly
  gets as many people and objects between himself and the
  group as possible. He doesn’t want to draw attention to his
  exit, but he does want cover and distractions available in
  case the heroes decide to follow him. 
  Once Remi has managed to get out of the heroes’ direct
  sight, he ducks into a restroom or other private space at the
  first available opportunity. He removes his brown uniform to
  reveal the loose golf shirt and jeans (or other outfit appro-
  priate for the current weather), that he was wearing beneath
  it. He puts the uniform and clipboard in the trash but saves
  the paper that the hero signed, knowing that he may be able
  to use it should his path cross this group’s again. Remi then
  dons a pair of round sunglasses, tucks his Glock 17 under his
  shirt, and steps back into the crowd to watch the heroes’
  reactions—preferably from a safe distance. His change of
  attire provides Remi with a +2 bonus on Hide checks made
  against the heroes.
  Once the heroes have accepted the delivery and opened
  the envelope, read aloud or paraphrase the following.
  Allow the heroes to handle this situation at their own pace.
  Don’t give the players the impression that either you or the
  scenario is pushing them into opening the file or performing
  any other specific acts. 
  Any hero who closely examines the envelope or file
  before opening it automatically gains the following informa-
  tion (no check required).
  • The envelope is a standard priority-style envelope, sized
  to hold up to 100 sheets of letter-size paper. It does not
  bear any corporate logos or other markings.
  • The envelope has been addressed with a plain white mail-
  ing label laser-printed with the signing hero’s name, the
  delivery address, and any specific delivery instructions
  necessary to get it into that hero’s hands.
  • No return address is printed anywhere on the envelope.
  • The file folder feels empty. It cannot possibly contain
  more than three or four sheets of paper, and they must be
  smaller than full letter-size because they do not show
  along the edges of the folder.
  When the heroes open the file, read aloud or paraphrase the
  following.
  Unless they have a basis for thinking otherwise, the heroes
  are likely to interpret this message as a threat against the
  person who just delivered the envelope. If the players fail
  to think of this potential meaning, each hero can attempt a
  DC 10 Intelligence check to gain that insight. The message
  could also be interpreted as a hint that the messenger is
  their opponent, and they would do well to eliminate him.
  Doing so, however, would accomplish little in this case,
  since Remi’s employer would still have a point to make with
  the heroes.
  The file is empty except for a small, yellow sticky note
  that reads, “Sometimes you have to shoot the messenger.”
  The envelope opens easily. It contains a manila file
  folder with a typed, color-coded label on the tab that
  reads, “Initial Contact.”
  A FRIENDLY WARNING
  The Roasted Nut
  In most U.S. cities, the coffee shop has become one of
  the most common gathering spots for groups of friends,
  small organizations, and low-key business partners. In
  any given city, the number of coffee shops—including
  famous franchise stores, local haunts, and cafés in
  hotels, bookstores, and other businesses—may well be
  higher than the number of restaurants.
  At the Roasted Nut Coffee Shop, patrons can buy
  coffee, espresso, tea, and other drinks by the cup,
  plus ground coffee, loose tea, and various accou-
  trements such as mugs, travel cups, French presses,
  and so forth. The Roasted Nut does not sell music
  CDs, but it does carry newspapers, mints, gum, and T-
  shirts bearing the store’s logo. The shop is clean and
  well decorated enough to attract successful business
  types during the day and the after-theater crowd at
  night, but it is still relaxed and inexpensive enough to
  be the most popular meeting place for those who live
  in the neighborhood.
  Displayed on the wall behind the barista are the menu
  and some framed 8�10 signed photos of the store’s
  most famous patrons. (Depending on the campaign, the
  heroes might well be included in that rogues’ gallery.)
  The lower lounge features small, café-style tables, each
  of which has a reading lamp to provide light for those
  who wish to peruse the newspaper. The chairs around
  the tables are stylish but not overtly modern. The upper
  lounge is furnished with a mix of sofas, loveseats, and
  armchairs—all plush but in an eclectic range of styles
  and upholstery. Coffee tables and end tables provide
  places to set drinks and even play games or do cross-
  word puzzles.
  
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  By the time the heroes read the note, Remi has disap-
  peared into the crowd unless the players specifically said
  that their heroes were keeping an eye on him when he left.
  Even in this case, a hero must make a successful Search check
  (opposed by Remi’s Hide check) to actually find him. If the
  heroes did not pay particular attention while Remi was in
  their presence (specifically asking about his appearance or
  mannerisms, for example), they remember only the following
  details about the delivery man.
  • The messenger was a Caucasian male, apparently in his
  mid-thirties. He stood about 6 feet tall and looked broad-
  shouldered and bulky, though whether his bulk came from
  muscle or flab wasn’t clear. He had dark hair that he wore
  slicked back, a mustache, and thick stubble (but not a
  beard) on his chin.
  • He was wearing a brown uniform that marked him as an
  employee of a popular shipping company.
  • He spoke with an accent that was difficult to place. It cer-
  tainly sounded European, but whether it was Italian,
  French, Swiss, or Greek is highly debatable.
  If the heroes want to wrack their brains to see whether they
  can remember any more details or draw any conclusions,
  allow a single Spot check by whichever member of the group
  the players choose. Compare the result to the table below.
  The hero gains all the information for check results equal to
  or lower than his own.
  SPOT CHECK RESULT
  DETAIL REMEMBERED
  20
  The man’s uniform was a very
  effective fake. The messenger
  clearly wanted to look as though he
  worked for the popular shipping
  company.
  25
  The envelope has no postmark,
  tracking code, or other processing
  mark. Although it has been made to
  look like a package handled by a
  major shipping company, it clearly
  has not actually gone through the
  usual process.
  30
  The messenger’s accent was Italian.
  35
  Eccentricities in the man’s accent
  indicate that he spent his develop-
  mental years traveling extensively
  throughout the Mediterranean.
  40
  He moved as though he had had
  martial arts or military training.
  45
  His uniform was loose-fitting
  enough to conceal a handgun.
  Either because they think the messenger might be the target
  of an assassin’s bullet, or because they have identified him as
  a phony, the heroes should eventually decide to follow or
  find the man who delivered the envelope. Continue with
  encounter B when they do so.
  A FRIENDLY WARNING
  
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  B. BROWN GO BOOM
  What the heroes find when they go after the messenger
  depends on exactly what they are looking for. If they are
  looking for “the messenger who just left,” they see a handful
  of people in the general area wearing messenger uniforms
  from various companies. If desired, you can give some of
  these messengers physical characteristics similar to Remi’s.
  Allow each hero to make Search checks as appropriate dur-
  ing this process. However, the fact that they are specifically
  looking for a messenger gives Remi the +2 bonus on his Hide
  checks mentioned in the previous encounter, assuming that
  he has already ditched his uniform. If the players specifically
  mention that they are looking for anyone who fits the mes-
  senger’s physical description, Remi loses this bonus, but he
  should still be difficult to find.
  Any hero whose Search check result beats DC 12 also
  notices several brown delivery vans parked in the area. A
  hero whose check result beats DC 15 realizes that most of the
  vans have corporate logos painted on their sides, but one
  does not. If this fact does not make the heroes suspicious,
  then over the course of 15 minutes or so, they observe all the
  vans leaving (driven by someone other than the messenger
  they seek), until only the one with no logo remains.
  Continue with the following section when the heroes
  decide to investigate the van.
  B1. In the Van
  The doors to the van are locked, but breaking a window or
  picking a lock is not an especially difficult task.
  Window: Hardness 1, 5 hp.
  Door Lock: Hardness 3, 5 hp, break DC 15.
  When the heroes gain entry to the van, read aloud or par-
  aphrase the following.
  Anyone who touches the floor of the van feels a slight but
  steady vibration. A successful Demolitions or Intelligence
  check reveals that the vibration is coming from the box.
  Anyone with even a single rank in Demolitions can automat-
  ically tell (no check required) that this object looks and acts
  exactly the way a bomb would. In fact, however, it is only a
  clever facsimile of a bomb that Remi made and left here to
  make the heroes believe they are dealing with a live explo-
  sive device.
  Each hero may attempt a Craft (chemical) check to gain
  the following information. A successful Knowledge (physi-
  cal sciences) or Knowledge (technology) check gives the
  same information, but each DC increases by +5. Compare
  the Craft (chemical) check result to the table below. The
  hero gains all the information for check results equal to or
  lower than her own.
  CRAFT (CHEMICAL) DC
  INFORMATION GAINED
  10
  This particular type of bomb is
  commonly used by terrorists.
  15
  Without opening the case, it is
  impossible to tell exactly how
  much damage this bomb can deal.
  20
  A bomb this size could contain up
  to 4 pounds of C4/Semtex.
  Disarming the “bomb” requires a series of three Demolitions
  checks at the DCs given below. A hero may substitute a Craft
  (chemical), Disable Device, or Knowledge (technology) check
  for any or all of these Demolitions checks, but the corre-
  sponding DC increases by +10 in that case. Since the “bomb”
  has no external timer, the heroes cannot tell how much time
  remains before it goes off.
  The first Demolitions check (DC 15) is to safely remove the
  cover, which is connected via a bundle of red, blue, white,
  and yellow wires to a circuit board, a detonator, and a small
  brown lump of some claylike substance that looks very much
  like about 3 pounds of C4/Semtex. (If this check result or any
  of those following beats DC 30, the hero determines that the
  material is simple potter’s clay, not real plastic explosive.)
  The second Demolitions check (DC 25) is to safely discon-
  nect the detonator from the circuit board. The board acts as
  the timer for the bomb and the trigger for the detonator. Its
  removal stops the countdown but does not end the danger.
  Any hero with at least 1 rank in Demolitions, Craft (chemical),
  or Knowledge (technology) automatically realizes that
  although the timer has been removed, sufficient static charge
  may still remain in the detonator to explode the bomb.
  The final Demolitions check (DC 30) is to safely remove
  the detonator from the apparent explosive.
  If any one of these checks fails, the bomb explodes. Since
  it is not a real bomb, the damage is incidental—the box con-
  tains a lump of potter’s clay covering a small amount of
  C4/Semtex and a container of blue dye. The explosion deals
  1d4 points of damage to everyone within 20 feet (DC 15 Reflex
  save half) and also sprays every creature and object in the area
  with the dye (DC 30 Reflex save avoids discoloration).
  This dye is similar to the type that authorities often use to
  mark ransom money. When placed inside a case of money
  with the appropriate trigger device, it marks both the cash
  and whoever opens the case, to ensure easy apprehension.
  Although the dye does no permanent damage, it discolors
  the skin for a period of 3d4 + 4 days.
  B2. Standing Down
  After the bomb has been either deactivated or triggered, the
  heroes must figure out who went to such extreme lengths
  just to embarrass them—and, perhaps more importantly,
  why. The obvious first step in this process is a close exami-
  nation of the bomb casing.
  Any hero who makes a successful DC 15 Search check
  notices that the van has a hidden compartment below the
  bomb casing. Once located, this compartment requires only
  a screwdriver (or other similar device) and a DC 5 Dexterity
  check to open. If the heroes fail to find the hidden compart-
  ment, the local police discover the space later and report
  their findings to the heroes.
  The cargo space in the van is bare or cargo, carpet,
  shelving, and other accoutrements. It is also suspi-
  ciously spotless—no dirt, dust, or other refuse sullies
  the floor. In fact, the only object in the van is an unpol-
  ished metal box approximately 2 feet long, 1 foot wide,
  and 1 foot tall. A quiet thrumming noise comes from
  somewhere inside it.
  A FRIENDLY WARNING
  
  d20MODERN
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  Inside the hidden compartment are the following items.
  • A manila envelope containing file folders similar to the
  one delivered earlier. Each folder contains a dossier on one
  of the heroes. Although these reports are by no means
  exhaustive, they are unerringly accurate and contain con-
  siderable information about the heroes’ private and pro-
  fessional lives.
  • Another manila envelope containing photos of the heroes,
  individually and as a group. Some of these photos are rec-
  ognizable from media coverage the group has gotten (if
  any), but others are new, clearly taken within the last few
  weeks. The photos show the heroes at work, at home, and
  in public places. If any of the heroes have been engaging in
  any covert activities, a few of the pictures show those as
  well. 
  • A legal-sized envelope with the heroes’ names (or their
  group’s name) handwritten on the outside. Inside are two
  pieces of paper. The first is a letter from Remi Leone, intro-
  ducing himself as the messenger with whom they spoke
  earlier and explaining his business—assuring the heroes
  that he has no interest in them beyond delivering a mes-
  sage and ensuring that they treat it with the utmost seri-
  ousness. The second page is the message itself, the details
  of which are entirely up to you as GM (as noted in the
  Background section above).
  With the discovery of the items in the hidden compartment,
  the heroes have reached the conclusion of this adventure. At
  this point, however, they probably have more questions than
  answers. Some further information can be obtained through
  research (see encounter C, below). Other facts will come to
  light only when you see fit to take the campaign to its next
  stage.
  C. OBSERVE AND RECORD
  This portion of the adventure is really more of a denouement
  than a part of the action, but what happens here has a sig-
  nificant impact on what the heroes take from this experi-
  ence. Their observations will shape their actions in coming
  adventures and provide a basis for their choices and suspi-
  cions as they deal with whatever person or organization
  hired Remi Leone.
  Information about Remi Leone is readily available—he is,
  after all, a particularly well-known operative in certain cir-
  cles. Facts about him can be garnered in the usual ways—
  mostly through use of the Gather Information and Research
  skills. You as GM must determine whether the heroes can use
  similar methods to gain additional information about Remi’s
  employer. Allowing them to do so would certainly be a good
  way to seed the group with information that you want them
  to have before sending them on their next adventure.
  C1. Gather Information
  By questioning their contacts in the underworld and the law
  enforcement field (or other quarters that you deem appro-
  priate), the heroes can acquire information about Remi
  Leone, his previous clients, and exploits attributed to him,
  plus a few unsubstantiated rumors.
  Any hero who succeeds on a DC 15 Gather Information
  check obtains some reliable basic information about Remi—
  namely, all the data in the Background section under the
  A FRIENDLY WARNING
  There He Is!
  Remi Leone’s plan is to hide from the heroes’ view
  before they actually open the package, then watch their
  actions from a safe distance. He has no desire to con-
  front them face to face. However, Remi might do an
  unusually poor job of hiding himself, or the heroes
  might do an extraordinarily good job of searching him
  out. Should the heroes happen to find him, Remi’s reac-
  tion depends on how the heroes treat him.
  Just a Delivery Guy
  If the heroes treat Remi as though he is a simple deliv-
  ery person, he maintains that pretense. If pressed on
  matters such as his delivery orders, the other packages
  in his van, or details about his dispatch office, he even-
  tually switches tactics.
  If confronted with proof that his uniform was a fake
  and he is a fraud, Remi changes his story slightly. He
  claims to be an acting student who was approached by
  a mysterious figure and paid a great deal of money to
  play the part of a messenger and deliver a simple letter.
  “He said there wasn’t anything dangerous or illegal
  about the package—did he lie?” If asked, Remi says he
  knows nothing about the unmarked brown van.
  If these pretenses fail and the heroes begin to treat
  Remi with deep suspicion, he eventually changes his
  tactics to those described below.
  Wolf in the Fold
  If the heroes act as though they have identified Remi as
  a highly trained opponent, he immediately attempts to
  escape. Although he knows he could confront the
  heroes and give them a credible challenge, he is not
  being paid to do so and thus does not wish to make that
  effort.
  Remi uses crowds and innocent bystanders to his
  advantage, taking cover behind them or intimating that
  he might do them harm in order to convince the heroes
  to keep away. Once he has put sufficient distance
  between himself and the heroes, Remi again attempts
  to disappear entirely from their view. To that end, he
  may hide, steal a vehicle, or simply run around a corner,
  into a building, or otherwise out of sight.
  The only situation in which Remi pulls his gun or oth-
  erwise uses direct violence against the heroes is if they
  actually catch up to him and force him into combat. If
  he cannot avoid violence, Remi participates only until
  he finds another opportunity to escape. In any case,
  Remi observes his personal code at all times (see
  Background, above). 
  If the heroes injure or kill a child during their pursuit
  of Remi, he changes tactics entirely. After doing what he
  can to remove the child from danger, he uses every
  weapon at his disposal to kill the hero responsible.
  
  d20MODERN
  8
  heading “The Professional,” except for the details of Remi’s
  code. If the Gather Information check result beats DC 20, the
  hero also gains one of the following additional pieces of
  information, plus one more for each 2 points by which the
  check result exceeded 20 (that is, two pieces of information
  for DC 22, three for DC 24, and so forth). It is up to you as GM
  to decide which of the following facts and rumors the heroes
  receive.
  • The heroes gain a detailed understanding of Remi Leone’s
  code of honor (see Background, above), plus a list of jobs
  that Remi is rumored to have performed.
  • Remi is a consummate professional who never gets emo-
  tional about his work. However, he has some crazy idea
  that everyone in his line of work ought to follow the same
  chivalrous rules as he does.
  • One time, Remi used himself as a human shield to protect
  some kids who happened to be riding their bikes near a hit
  gone bad. He took eight slugs to the chest and gut, then
  killed the shooter with his bare hands after the kids had left.
  • Remi doesn’t like to take straight contract hits anymore
  because he’s on some sort of crusade to give people a
  chance to change their lives. Of course, if they don’t make
  an effort, he doesn’t mind killing them in cold blood.
  [[• If a job is likely to hurt a lot of innocent people, Remi
  turns it down. Moreover, he makes it his personal goal to
  stop the person who does take it.]]
  • Remi used to be the best contract killer in Europe, but he
  quit because he was becoming too famous. Even ordinary,
  noncriminal people had heard of him and considered him
  some sort of “super spy.”
  • Remi’s closest contact is a lady down in the Italian section
  of town. She owns a restaurant called Matilda’s Kitchen
  and runs a brothel in the building above it.
  • Several of the surprising corporate mergers in the last few
  years happened after one side hired Remi to “negotiate”
  with the other.
  • One time, a client double-crossed Remi. Twenty-five pro-
  fessional assassins were lying in wait for him, but Remi
  killed them all without suffering so much as a scratch. He
  completed his original assignment, collected his fee, and
  then killed his client.
  • The police, the INS, the CIA, and the FBI all know about
  Remi, but none of them has any proof that he has done
  anything wrong.
  C2. Research
  Remi Leone may walk in the shadowy world of the under-
  ground, but his actions leave a record. Because no one is ever
  one hundred percent certain that Remi has been involved in
  a particular episode, however, a lot of discrete pieces of
  information have never been pooled to create a complete
  picture.
  Heroes with access to official police or government
  records can gain some information by combing them for
  information about Remi Leone. Each hero perusing such
  records may make a Research check. If the check result beats
  DC 30, the hero gains one of the following additional pieces
  of information, plus one more for each 5 points by which the
  check result exceeded 30 (that is, two pieces of information
  for DC 35, three for DC 40, and so forth). It is up to the GM
  to decide which of the following facts the heroes receive.
  • In Europe, Remi used an HK PSG1 sniper rifle when per-
  forming assassinations. Now, however, he usually uses a
  Glock 17 and does the job at close range rather than from
  a distance.
  • The heroes gain a general comprehension of Remi’s train-
  ing (that is, the players discover what Remi’s skill bonuses
  are for 1d4+2 of his most critical skills).
  • The CIA and the NSA have both used Remi on several occa-
  sions—mostly to communicate with underworld figures,
  but also to eliminate terrorists before they could strike
  within US or Canadian borders.
  • The heroes gain a general understanding of Remi’s innate
  capabilities (that is, the players discover 1d6+2 combat-
  related feats and/or class abilities that he possesses).
  • Remi’s fingerprints are on record. Because of a clerical
  error, they are mistakenly labeled as those of a convicted
  murderer who was executed five years ago.
  C3. A Double-Edged Sword
  The heroes aren’t the only ones who can expand their under-
  standing in the wake of these events. Remi Leone loses no
  time updating his files on the heroes, their tactics, and their
  capabilities based on his encounters with them during this
  adventure. He also follows up on any insights gleaned from
  his close interaction with and observation of the group. 
  Remi knows that in his line of work, he is likely to run
  across this group again, and he is fully aware that he achieved
  his current status by always being better prepared than his
  opponents. Thus, he continues to study the heroes and for-
  mulate plans for dealing with them when the time is right.
  REWARDS
  The action in this adventure is mostly nonlethal, but the
  heroes nevertheless have to deal with one of the world’s top
  assassins, as well as a bomb that they believe to be a deadly
  threat. Thus, the group should receive 1,350 XP for success-
  fully defusing the bomb (one-half the value of defusing a real
  bomb) and an additional 10,000 XP for surviving their
  encounter with Remi Leone (roughly one-quarter of what
  they would get for completely overcoming him). You should
  also give the group standard experience point rewards for
  any extra obstacles that you added while tailoring A Friendly
  Warning to your own campaign.
  In addition, the heroes may receive some media attention
  or monetary reward if they succeeded in defusing Remi’s
  bomb. Even though the threat turned out to be minimal, a
  group that acted in the public’s best interest without any
  hesitation should get some positive feedback. On the other
  hand, if the heroes failed to defuse the bomb and were
  A FRIENDLY WARNING
  
  d20MODERN
  9
  A FRIENDLY WARNING
  sprayed with blue dye, they may receive negative publicity
  for being less heroic than they pretend to be.
  CONTINUING THE ADVENTURE
  The particular events in A Friendly Warning do not warrant
  expansion to further missions. However, when the adventure
  is over, you should have two new plot “veins” to mine for
  future adventures.
  First of all, whoever hired Remi Leone is still out there,
  waiting for the heroes to make the next move. As discussed
  in the Background section, you could well use this adventure
  as a springboard into the next segment of your campaign.
  The second hook for future adventures is Remi Leone him-
  self. Although he has completed this assignment and has no
  cause for further interaction with the heroes, they may not
  be willing to let the matter drop so easily—they might well
  wish to track down their tormentor. Alternatively, another
  client might want to hire Remi now that he has proven that
  he can get the better of the heroes. (As a very principled
  criminal, however, Remi takes only those assignments that
  appeal to his sense of fair play and honor.)
  Remi may also cross paths with the heroes again in a
  more subtle fashion. An interesting tweak to a future
  adventure could result in Remi and the heroes working on
  the same case, but from opposite ends. Perhaps a situation
  will arise in which it makes sense for them to team up
  against a common enemy. In such a case, Remi would cer-
  tainly be willing to put the events of A Friendly Warning
  aside—it’s all just business, after all—but will the heroes be
  able to do the same?
  REMI LEONE
  Remi Leone is a world-class assassin who has chosen to forge
  a new career for himself as an envoy and emissary. Although
  he sometimes takes contracts that involve killing, he most
  often simply passes messages from one person to another—
  though these messages usually involve an implied threat.
  Despite the generally peaceful nature of his missions, he has
  no qualms about adding to his body count if the situation
  calls for such action.
  Remi is an impressive physical specimen. He stands slightly
  more than 6 feet tall and has a broad-shouldered and mus-
  cular frame. His swarthy complexion sets off his deep-set,
  dark eyes and his black hair. He has a quiet but imposing
  demeanor and prefers implied threats to verbal ones. Remi’s
  native language is Italian, but he is fluent in many other
  tongues as well, speaking them all with a slight accent that
  marks him only as European.
  Remi Leone (Fast Hero 4/Soldier 3/Gunslinger 7/
  Infiltrator 10): CR 24; Medium-size human; HD 4d8+12 plus
  3d10+9 plus 7d10+21 plus 10d8+30; hp 215; Mas 16; Init +5; Spd
  30 ft.; Defense 35, touch 33, flat-footed 35 (+5 Dex, +18 class,
  +2 light undercover shirt); BAB +15; Grap +18; Atk +20 melee
  (1d4+2 piercing, knife) or +18 (damage varies, bludgeoning,
  improvised weapon) or +22 ranged (2d6 ballistic, Glock 17) or
  +22 ranged (2d10+2 ballistic, HK PSG1); Full Atk +20/+15/+10
  melee (1d4+2 piercing, knife) or +18/+13/+8 (damage varies,
  bludgeoning, improvised weapon) or +22/+17/+12 ranged
  (2d6 ballistic, Glock 17) or +22/+17/+12 (2d10+2 ballistic, HK
  PSG1); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ close combat shot,
  defensive position, improved evasion, improved sweep,
  improvised implements, improvised weapon damage, light-
  ning shot, sharp-shooting, Skill Mastery (Escape Artist, Hide,
  Move Silently, Sleight of Hand, Tumble), sweep, Weapon
  Focus (Glock 17), Weapon Focus (HK PSG1), weapon special-
  ization (HK PSG1), without a trace; AL Remi Leone’s code; SV
  Fort +11, Ref +20, Will +11; AP 12; Rep: +7; Str 16, Dex 20, 
  Con 16, Int 14, Wis 14, Cha 14.
  Occupation: Military (class skills: Hide, Move Silently),
  Personal Firearms Proficiency.
  Skills: Demolitions +15, Disable Device +12, Escape Artist
  +28, Hide +35, Intimidate +15, Knowledge (tactics) +5, Listen
  +12, Move Silently +34, Read/Write English, Read/Write
  French, Read/Write Italian, Read/Write Russian, Read/Write
  Arabic, Read/Write Cantonese, Sleight of Hand +31, Speak
  Arabic, Speak Cantonese, Speak English, Speak French, Speak
  German, Speak Italian, Speak Japanese, Speak Russian, Speak
  Spanish, Spot +20, Tumble +25.
  Talents (Fast Hero): Evasion, uncanny dodge 1.
  Feats: Advanced Firearms Proficiency, Agile Riposte, Burst
  Fire, Dead Aim, Dodge, Double Tap, Far Shot, Heroic Surge,
  Mobility, Nimble, Personal Firearms Proficiency, Point Blank
  Reverse-Engineering Remi
  Remi Leone is a 24th-level character in a game whose
  rules do not address character levels higher than 20th.
  Thus, his statistics had to be created using a special
  extrapolation of the existing rules. In short, Remi was
  allowed to take additional levels of existing basic and
  advanced classes. The only extra material needed was an
  expansion of Table 7–8 from the d20 MODERN
  Roleplaying Game that would allow the experience
  point awards to be set fairly and consistently. 
  As a 24th-level character, Remi can provide high-level
  heroes with challenging opposition. While it is possible
  to generate heroes with character levels higher than
  20th using this method, it is strongly suggested that you
  not allow such progression in your games. There are a
  staggering number of rules that potentially need adjust-
  ment to fairly adjudicate a game in which the party level
  exceeds 20th, and you might well discover that you
  need to spend more time doing game design than cam-
  paign design.
  Expansion to Table 7–8: Experience Point Awards
  PARTY
  —ENCOUNTER LEVEL—
  LEVEL
  21
  22
  23
  24
  25
  14th
  45,800
  —
  —
  —
  —
  15th
  35,200
  47,600
  —
  —
  —
  16th
  27,000
  36,800
  49,400
  —
  —
  17th
  20,400
  28,400
  38,400
  51,200
  —
  18th
  15,200
  21,600
  29,800
  40,000
  53,000
  19th
  11,400
  16,000
  22,800
  31,200
  41,600
  20th
  8,400
  12,000
  16,800
  24,000
  32,600
  
  d20MODERN
  10
  Shot, Precise Shot, Shot on the Run, Simple Weapons
  Proficiency, Stealthy, Strafe, Weapon Finesse (knife).
  Equipment: Ammunition (and spare clips for all firearms),
  cell phone, Glock 17, HK PSG1, knife, light undercover shirt,
  and other equipment as necessary.
  ABOUT THE AUTHOR
  Stan! has been publishing fiction, cartoons, and games pro-
  fessionally since 1982. He has served as a graphic designer
  and line editor for West End Games, an editor and designer
  for TSR, Inc., and an author, senior designer, and creative
  director for Wizards of the Coast, Inc. Stan! is currently the
  Creative Vice President for The Game Mechanics, Inc.
  <http://www.thegamemechanics.com>. His recent projects
  include the d20 Future book for Wizards of the Coast, Inc.,
  plus Modern Magic, volume 2 for The Game Mechanics. In
  what he laughingly refers to as his spare time, Stan! writes
  and illustrates the Bolt & Quiver comic strip.
  Stan! lives in Renton, WA, where he eats nothing but meat
  and cheese. Visit him online at <http://www.stannex.com>.
  A FRIENDLY WARNING
  Credits
  Design:
  Stan!
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Cartography:
  Rob Lazzaretti
  Creative Direction:
  Christopher Perkins
  Web Production: 
  Eric Haddock
  Web Development: 
  Mark A. Jindra
  Graphic Design:
  Cynthia Fliege, Sean Glenn
  This d20™System game uses mechanics developed for the new DUNGEONS & DRAGONS®
  game by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  This game also uses mechanics developed for the Psionics Handbook by Bruce R.
  Cordell, the Call of Cthulhu® Roleplaying Game by Monte Cook and John Tynes, and
  the Star Wars® Roleplaying Game by Bill Slavicsek, Andy Collins, and JD Wiker.
  d20 MODERN, D&D and DUNGEONS & DRAGONS are registered trademarks, and d20 and
  the d20 System logo are trademarks owned by Wizards of the Coast, Inc., a subsidiary
  of Hasbro, Inc. All Wizards characters, character names, and the distinctive likenesses
  thereof are trademarks owned by Wizards of the Coast, Inc.
  This material is protected under the copyright laws of the United States of America.
  Any reproduction or unauthorized use of the material or artwork contained herein is
  prohibited without the express written permission of Wizards of the Coast, Inc.
  This product is a work of fiction. Any similarity to actual people, organizations,
  places, or events is purely coincidental.
  This Wizards of the Coast game product contains no Open Game Content. No
  portion of this work may be reproduced in any form without written permission. To
  learn more about the Open Gaming License and the d20 System License, please visit 
  <www.wizards.com/d20>.
  ©2004 Wizards of the Coast, Inc. 
  All rights reserved.  Made in the U.S.A.
  Visit our website at
  <www.wizards.com/d20modern>
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/d20 Modern/A Friendly Warning.pdf