TEXT: By Skip Williams
  A Short Urban Arcana Adventure for Four 8th-Level Characters
  The 7:48 from
  CENTRAL AVENUE
  Shadow creatures adapt to life in a modern city with
  remarkable speed, particularly when they don’t have
  any scruples about how they make their livings. In this
  brief adventure, a few such creatures move into a
  mundane subway station and quickly turn it into a
  nasty little dungeon.
  The 7:48 from Central Avenue is an adventure set
  in the modern day, but it includes fantastic creatures
  and magic.
  LEVELS
  You, the Game Master (GM), need a copy of the d20
  MODERN Roleplaying Game Core Rulebook and the
  URBAN ARCANA Campaign Setting to run this adventure.
  Some of the creatures used in this adventure are
  drawn directly from the D&D game’s Monster Manual,
  so you may find that book and the Player’s Handbook
  helpful when running the adventure, though com-
  plete d20 MODERN statistics are supplied for each such
  creature. 
  The 7:48 from Central Avenue is a short scenario
  for four 8th-level heroes. With slight modifications,
  you can make it suitable for heroes from 6th to 10th
  level (or groups as large or small as you’re comfort-
  able adjudicating). See the Scaling the Adventure
  sidebar for instructions on adapting it for other
  groups. The text that appears in shaded boxes should
  be read aloud or paraphrased for the players.
  Opponents’ statistics are provided in abbreviated
  form.
  This adventure can be set in any city that has a
  subway system. A map showing the major encounter
  areas is provided. With a little work, the locations
  presented in the adventure could be adapted to any
  locale that uses commuter trains or light rail for mass
  transit.
  To get started, print out this adventure and read it
  through. Then make sure you are familiar with the
  new monsters presented at the end of the scenario,
  
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  the rules for illithids and arcane magic (Chapters 8 and 10,
  respectively, of the d20 MODERN rulebook), and the rules for
  Shadow creatures presented in the URBAN ARCANA Campaign
  Setting.
  BACKGROUND
  The rising tide of Shadow brings many strange things into the
  world, and most of them prove unpleasant. Among these
  new arrivals is the illithid Maut’on, who inexplicably arrived
  minus his plane shift ability and was thus unable to leave. As
  resourceful as most of his kind, Maut’on quickly found a suit-
  ably dark lair (an abandoned sub-basement not far from a
  subway station) and took up residence there. Thus far, he has
  refused to become too closely involved with the modern
  world, preferring instead to play the role of the hunter.
  Maut’on preys on late-night travelers and spends hours pon-
  dering whether to attempt an escape back through the shad-
  ows or settle down here permanently. The illithid finds his
  inability to use his plane shift ability deeply disturbing, but
  also intellectually fascinating. He has convinced himself that
  the mystery of his failed plane shift power is connected with
  some profound secret that he has yet to uncover.
  Since his arrival, Maut’on has encountered other refugees
  from Shadow, including an umber hulk, which he has kept
  charmed since their first encounter, and an ogre mage named
  Fek-Jiim, with whom he has forged an alliance. The two have
  formed a small but lucrative crime ring based largely on sell-
  ing goods taken from the illithid’s “meals,” but also on strip-
  ping the assets from victims of the pair’s charm powers.
  A chance event near Maut’on’s subway lair has just given
  the two an opportunity with equal potential for lucre and
  peril. Due to a sudden brake failure, a subway train has
  derailed at the height of rush hour, snarling the whole system
  and turning a crowd of people loose in the tunnels outside
  Maut’on’s lair (first bewildered passengers, and later subway
  and utility works sent to assess the damage). The illithid con-
  sidered fleeing, but chose instead to ply his mind blast
  against as many people as he could. However, he did allow
  the emergency medical team to take away a few injured pas-
  sengers and did not interfere with the accident investigation
  team, since the disappearance of those people would proba-
  bly be investigated quickly.
  Maut’on has decided to charm most of his captives to gain
  acess to their bank accounts and credit card information and
  make snacks out of any who resist. The illithid knows he has
  to work quickly and will probably have to find a new lair
  afterward, but his greed makes him linger in the area just long
  enough to allow the heroes a chance to catch him.
  SYNOPSIS
  The adventure begins with the heroes arriving at the subway
  station some hours after the train has derailed. The power is
  out and the station is dark. Upon entering, they encounter Fek-
  Jiim, who poses as a utility worker. The ogre mage does his best
  to talk the heroes into leaving because he recognizes the
  threat they pose. If he cannot get rid of them, he blasts them
  with his cone of cold ability and tries to kill or capture them. 
  Once the heroes defeat Fek-Jiim, they’re free to investigate
  the derailed train. Clues to the cause of the accident prove
  scarce, but the heroes find a mysterious hole near the tracks,
  and from its depths they can hear voices calling for help. The
  voice are genuine, but the hole is a red herring that Maut’on
  devised to throw any investigators off the scent.
  If the heroes explore the tunnels east of the station, they
  encounter Maut’on’s pet umber hulk. Once they defeat it,
  they can find the illithid’s lair and confront him to secure the
  release of his captives.
  The 7:48 from Central Avenue is a straightforward, site-
  based adventure. The action takes place entirely within the
  area of the abandoned subway station.
  Character Hooks
  As GM, you know best how to involve your players and their
  characters in an adventure. If your heroes are affiliated with
  the Knights of the Silver Dragon, the Paranormal Science and
  Investigation Agency, Department-7, or any other organiza-
  tion that deals with supernatural threats, you have a built-in
  adventure hook. Their superiors can simply assign them to
  check out the derailment site, deal with any problems they
  find, and report back.
  If the heroes have no such affiliation, they might learn about
  the affair in any number of other ways, as noted below. You can
  also use the information presented here as additional back-
  ground for heroes who are making an official investigation.
  • The rush-hour derailment is big news in the city where it
  occurs, and significant news elsewhere as well. A sizable
  portion of the city’s subway system is out of commission,
  and repairs aren’t going quickly. There have also been con-
  flicting reports about how the derailment occurred. Some
  sources insist that two trains collided and that hundreds
  are dead or missing. Transit officials maintain that the
  derailment was minor, caused either by debris on the
  tracks or by the failure of an automated braking system,
  and that there were no injuries at the scene. The officials
  urge all those who were on the train to call their employ-
  ers and families to assure them that everything is all right.
  The transit authorities are at a loss to explain why it’s tak-
  ing so long to clear the tracks, but they cite logistical
  problems at the scene.
  • One or more heroes are on the train when it derails. These
  characters might detect Maut’on’s psionics or catch a
  glimpse of the illithid in the accident’s aftermath. In any
  case, the accident deals them significant nonlethal dam-
  THE 7:48 FROM CENTRAL AVENUE
  Scaling the Adventure
  The 7:48 from Central Avenue can be adjusted for use
  with higher- or lower-level heroes. Use the guidelines
  below to adapt the scenario for use with such groups.
  6th-Level Heroes: Replace Fek-Jiim in area 1 with two
  neutral evil jann (hp 33 each; see page 116 in the Monster
  Manual). Reduce the hit points for the umber hulk in
  area 2 to 41.
  10th-Level PCs: Give Fek-Jiim two neutral evil jann as
  bodyguards (hp 33 each; see page 116 in the Monster
  Manual). Add a second umber hulk to area 2. Give
  Maut’on an ogre mage bodyguard in area 4.
  
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  age, and emergency workers arriving on the scene insist on
  hustling them away from the accident site. (Alternatively,
  you could simply let the PCs start the adventure right
  there and adjust the scenario accordingly.)
  • The heroes have been waiting to meet someone who was
  supposed to arrived on the derailed train.
  • One or more heroes knows someone who has gone miss-
  ing after the derailment. The missing person might be an
  acquaintance or relative, or it could be an important GM
  character they were supposed to meet.
  CHARACTER INQUIRIES
  Heroes who take the time to ask a few questions can learn
  the following information from the indicated sources.
  Skill Checks
  The characters can use Gather Information, Knowledge (cur-
  rent events), or Research to gain information about the inci-
  dent. A single check reveals all the information provided for
  DCs equal to or lower than the hero’s check result.
  Gather Information or Knowledge (Current Events)
  The heroes can acquire the information given in the first bullet
  point in the Character Hooks section (above) just by picking up
  a newspaper, turning on TV or radio, or visiting a news website.
  A successful check reveals additional information, as follows.
  DC 10: Some news sources say that the wreck (they do not
  call it a mere derailment) was caused by the Mindwreckers
  (see Organizations in the URBAN ARCANA Campaign Setting),
  who used telepathy to cause the accident. The mindwreck-
  ers deny responsibility for the incident.
  DC 15: Derailments in the subway are fairly rare, but they
  do occur occasionally, thanks to operator errors and equip-
  ment failures. They’re inconvenient for commuters, but rarely
  deadly.
  This derailment, though it appears to have occurred at low
  speed as a train was entering a station, seems to have pro-
  duced more delays in the system than most do.
  DC 20: Local hospitals and other emergency services have
  not reported an influx of injured passengers. The people
  involved in the wreck seem to have gone missing.
  The train operator has told her superiors that the train’s
  emergency brakes suddenly slammed on, probably due to a
  software glitch. Even though the train was already slowing to
  enter a station, the sudden stop derailed the train.
  Research
  The research skill can reveal everything indicated above at
  the same DCs, plus the following additional information.
  DC 15: The local subway system was about due for another
  derailment. Current maintenance practices and budgets make
  such incidents inevitable.
  DC 20: Police reports show a significant rise in the number
  of missing persons cases involving that particular station and
  the area around it. The police have been quietly on the look-
  out for a serial killer or gang operating in the area.
  A schematic of the station is available. (Use the adventure
  map, minus areas 1H and 2 through 4.)
  DC 25: People missing from the area where the derailment
  occurred include transients and drug users who have later
  been found beheaded in various parts of the city. Most, how-
  ever, have been professionals who abandoned their normal
  lives, emptied their bank accounts, and ran up enormous
  credit card debt, then disappeared altogether once their
  money ran out. Police suspect a cult at work.
  Department-7
  Heroes with access to the resources of Department-7 can get
  the following information about the derailment site.
  • The derailment occurred at 7:46:30 AM, or about a minute
  and half before the train’s scheduled departure time from
  the station involved.
  • Eighteen commuters, including some from the train and
  some waiting to board, have disappeared. Three workers
  (one from a newsstand at the station, and two others from
  a nearby food stand) also aappear to be missing.
  • Six more workers, two from the transit company and four from
  the electric company, also vanished after entering the area.
  • A schematic of the station is available. (Use the adventure
  map, minus areas 1H and 2 through 4.)
  ENCOUNTER AREAS
  Though Maut’on and Fek-Jiim operate throughout the city, all
  the action in this adventure takes place in and around the
  subway station where the derailment occurred.
  Area 1: Main Subway Platform
  This subway stop serves a major downtown business and
  retail area. It is unremarkable as subway platforms go. The
  floor and walls are done in tile laid over concrete, and the
  ceiling is about 40 feet high. Passengers can board trains all
  along the north side.
  The main power to the platform has been shut off, but
  emergency lighting illuminates the chamber dimly. The
  heroes can see normally, but there are plenty of deep shad-
  ows, where almost anything could hide.
  The main access to the platform is via two escalators on
  the west side. The more southern escalator goes down, and
  the more northern one generally carries people up. Both are
  currently shut down, but heroes can simply walk down either
  one. The station lies about 70 feet below the surface, so a
  trip up a stationary escalator is quite a hike. Elevators in area
  1A are normally in operation 24 hours a day, but they too are
  shout down now.
  The nearest service entrance to the station lies about a
  quarter mile to the west. The party can take a service eleva-
  tor down to the tracks and trudge along the south tunnel,
  eventually emerging at area 1E.
  Creatures: Fek-Jiim currently keeps watch over the plat-
  form from area 1D.
  Fek-Jiim (Ogre Mage): CR 8; Large giant; HD 5d8+15; hp 37;
  Mas 17; Init +6; Speed 40 ft., fly 40 ft. (good); Defense 21, touch 11,
  THE 7:48 FROM CENTRAL AVENUE
  
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  flat-footed 19 (–1 size, +2 Dex, +5 natural, +5 chainmail shirt); BAB
  +3; Grap +12; Atk +7 melee (2d8+7/19-20, Huge greatsword) or +5
  ranged (2d6+5/[TS]3 Huge masterwork mighty [+5 Str bonus]
  composite longbow) or +0 ranged (2d8, S&W M29 .44 Magnum
  revolver); Full Atk +7 melee (2d8+7/19-20, Huge greatsword) or +5
  ranged (2d6+5/[TS]3 Huge masterwork [+5 Str bonus] composite
  longbow) or +0 ranged (2d8, S&W M29 .44 Magnum revolver); SQ
  darkvision 90 feet, low-light vision, regeneration 5, spell resist-
  ance 19, spell-like abilities; FS 10 ft. by 10 ft.; Reach 10 ft.; AL evil;
  SV Fort +7, Ref +3, Will +3; AP 0; Rep +0; Str 21, Dex 14, Con 17, Int 14,
  Wis 14, Cha 17.
  Skills: Concentration +7, Hide –7, Listen +6, Spellcraft +6,
  Spot +6.
  Feats: Archaic Weapons Proficiency, Combat Expertise,
  Improved Initiative.
  Spell-Like Abilities: At will—darkness, invisibility;
  1/day—charm person (DC 14), cone of cold (DC 18), gaseous
  form, polymorph, sleep (DC 14). These abilities are as the
  spells cast by a 9th-level mage, except for polymorph,
  which is as the incantation (see URBAN ARCANA Campaign
  Setting).
  Possessions: Chainmail shirt, Huge greatsword, Huge mas-
  terwork (+5 Str bonus) composite longbow (see D&D Player’s
  Handbook), S&W M29 .44 Magnum revolver, 24 rounds of
  ammunition (6 in the revolver), cellular phone, wallet stuffed
  with cash (+2 wealth bonus), 3 fake IDs (for various personas).
  Tactics: Fek-Jiim begins the encounter invisible. When he
  sees or hears anyone arriving at the platform, he flies to
  some locale that is out of the intruder’s line of sight and
  assumes the guise of a utility worker, complete with giant
  flashlight, orange vest, and hardhat. Upon re-emerging, he
  imperiously orders the intruders to clear the area because it
  is unsafe for the public.
  If the heroes insist on entering, Fek-Jiim demands to see
  their IDs. If any hero produces one, Fek-Jiim makes a show of
  studying it, then orders the intruders to stay put while he
  “calls this in.” The ogre mage than walks back to his hiding
  place, resumes his normal form, and blasts the group with his
  cone of cold. If the ogre mage has played his role correctly,
  the heroes should be nicely grouped to receive the blast.
  After using his cone of cold, the ogre mage takes to the air,
  firing his bow. He has a sidearm, but he cannot use it as effec-
  tively as he can his bow and sword. He keeps shooting as
  long as the heroes are bunched fairly close together, but if
  they scatter, he picks out a weak-looking character and bores
  in for a melee attack. If Fek-Jiim loses more than half his hit
  points, he becomes invisible and tries to hide somewhere
  until his regeneration ability restores him to at least 30 hit
  points, then resumes the attack. If reduced to 5 or fewer hit
  points, he assumes gaseous form and tries to escape through
  a ventilation shaft.
  Development: The PCs are free to examine the area once
  they have dealt with Fek-Jiim, but there are no clues here.
  Any firing of weapons or other loud noises here alert the
  umber hulk in area 2 to the party’s presence, and the creature
  hides to wait for them.
  1A: Elevators
  These two cramped elevators normally give access to the
  street above. They are currently shut down, and the cars are
  at street level.
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  1B: Newsstand
  This niche is stuffed with newspapers, magazines, candy, and
  tobacco. Both the cash register and a small safe have been
  forced open and emptied.
  Fek-Jiim and Maut’on stole the contents of the cash regis-
  ter and safe, then split the cash between them.
  1C: Food Stand
  This area is similar to area 1B, but slightly larger. The food
  stand features a microwave, a warming self, and two big
  glass-fronted coolers, all of which have been shut down. The
  cash register and safe here have also been rifled, but plenty
  of junk food remains, all at about room temperature.
  1D: Crossover
  This raised bridge allows passengers to cross from the main
  platform to area 1F to switch trains. The main potion of the
  bridge is 20 feet above the platforms and about 25 feet
  above the tracks. Ramps at each end provide access to the
  bridge. The bridge and ramps have sides about 3 feet high,
  equipped with handrails.
  1E: West Tunnel
  Two subway lines run from here to the rest of the city. The
  north and south tracks follow separate tunnels. As noted ear-
  lier, there is a service entrance about a quarter mile to the
  west along this tunnel. If the heroes use it, they enter the sta-
  tion at this point, along the south track.
  1F: North Platform
  This smaller platform is used primarily for transfers between
  the two tracks. Except for its size, it is identical to the main
  platform.
  1G: Tracks and Wrecked Train
  This area is about 5 feet lower than the two subway plat-
  forms. It has two sets of tracks running east and west, each
  with three rails. The two outer rails of each track carry trains,
  and the center rail carries electrical power for them. When
  the line is in operation, the center rail could deal anyone who
  touches it a lethal shock, but the power has been shut off
  from a control station several miles away.
  The derailed subway train has three cars, each about 40 feet
  long. The front and rear cars are equipped with control cabs and
  power plants. A quick search of the cars (Search DC 5) reveals
  several doors and broken windows that could provide access to
  the train’s interior. All three cars lie well off the tracks, and all
  look badly crumpled. (The train wasn’t going very fast when it
  derailed, but the cars are built light for efficiency and safety,
  and they buckled like cardboard during the accident. Most of
  the damage, however, occurred in designated “crumple zones,”
  so no one was seriously hurt during the accident.)
  A look through the passenger sections reveals much bro-
  ken safety glass and all manner of small personal items, such
  as umbrellas, shopping bags, raincoats, and sunglasses.
  Anyone who spends at least 10 minutes looking around can
  make a Spot or Search check (DC 15) to note that there are no
  high value items (such as wallets, cellular phones, or note-
  book computers) in evidence. (Fek-Jiim and Maut’on have
  removed these items and taken them to area 4A.)
  The two control cabs are mostly intact, and all the con-
  trols are set to their “off” positions. (The operator shut
  everything down before leaving the train.) Each control
  console has a hole that apparently once held some sort of
  electronic device. Loose wires with quick-release connec-
  tors are plainly visible. (These openings once held small
  computers and recorders that controlled and monitored
  the train. Accident investigators have already removed all
  such devices.)
  There are no obvious clues about what made the train
  derail. A character with the Craft (mechanical) skill can exam-
  ine the wheels and note with a successful check (DC 20) that
  the train’s emergency brakes are clamped tight, and several
  show scorch marks, as though they had been slammed on
  while there still was power to the drive wheels. This fact sup-
  ports the theory that the derailment was caused by a failure
  of the automatic braking system.
  1H: Mysterious Hole
  Maut’on had his umber hulk servant dig this hole, which leads
  down about 60 feet to a deep storm sewer. The illithid has
  imprisoned six emergency workers, three station workers
  (the ones mentioned in the Department-7 section, above),
  and six passengers from the train down here, after first stun-
  ning them with his mind blast. He and the ogre mage ferried
  the people down into the hole with their flying and levita-
  tion abilities, but let them drop the last few feet into some
  stagnant water at the bottom the sewer. Thus, all fifteen
  people have taken some nonlethal damage. 
  The only immediately visible exit from the sewer is
  through the hole. Some of the more intrepid among the pris-
  oners have explored the sewer, but they have found no other
  exits. Since none of them can climb the sewer’s smooth con-
  crete walls, they have been waiting, with varying degrees of
  patience, for a rescue. If they see or hear anyone at the top
  of the hole, they shout loudly for help, and they’re not above
  pointing out details of their situation. (“There’s water down
  here! We’re very cold, and we’re hurt!”)
  If rescued, the people are grateful, but they can’t provide much
  useful information. The train passengers among them can, how-
  ever, describe the derailment. A typical story goes as follows.
  The workers tell similar stories of capture, though they
  weren’t present for the derailment.
  “We were slowing down as we came into the station,
  like normal, when the lights flickered and the brakes
  slammed on. We all shot out of our seats, like when
  someone slams on the brakes in a car, you know? Before
  we landed, the cars slid off the tracks, and it was like
  being in a blender! The last thing I remember is crawling
  out of the wreckage and then suddenly feeling really
  dizzy and falling down, unable to move a muscle. Some
  of the people around me were gasping or screaming.
  Then someone blinded me with a blanket or a bag or
  something, and the next thing I knew I was falling
  through darkness, only to splash into water.”
  THE 7:48 FROM CENTRAL AVENUE
  
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  1G: East Tunnel
  This area is just like area 1E, except that the twin tunnels run
  west. Anyone who comes this far east can see the tunnel at area
  2. This area is well within range of the creature’s gaze attack.
  1I: Vantage Point {1I}
  Anyone standing in this area can see partway into the tunnel
  at area 2. It is dark inside the tunnel, but anyone who shines
  a light inside or can see in the dark has a chance to spot the
  umber hulk hiding inside if noise in area 1 has not caused it to
  back farther down the tunnel. (See area 2 for the umber hulk’s
  Hide bonus.)
  Area 2: Guardpost
  Maut’on ordered his charmed umber hulk servant to dig out
  this crude tunnel entrance and stand guard just west of it. If
  the heroes used any firearms or explosives (or made any
  other loud noises) while fighting the ogre mage in area 1, the
  umber hulk has backed up the tunnel to the north until it
  isn’t in line of sight from area 1I. It remains there and counts
  on its tremorsense ability to notice approaching foes. 
  The following read-aloud text assumes that the umber
  hulk is not in sight. If it is, adjust it accordingly.
  The rock litter is debris that the umber hulk left behind when
  digging out its hiding niche.
  Creature: Maut’on’s umber hulk servant stands guard in
  the tunnel. It has orders to let no one pass into the tunnel
  (area 3).
  Umber Hulk: CR 8; Large aberration; HD 8d8+32; hp 68;
  Mas 19; Init +1; Speed 20 ft., burrow 20 ft.; Defense 18, touch
  10, flat-footed 17 (–1 size, +1 Dex, +8 natural); BAB +6; Grap +16;
  Atk +11 melee (2d4+6, claw); Full Atk +11 melee (2d4+6, 2
  claws) and +9 melee (2d8+3, bite); SQ confusion gaze, darkvi-
  sion 60 ft., tremorsense 60 ft.; FS 10 ft. by 10 ft.; Reach 10 ft.;
  AL evil; SV Fort +6, Ref +3, Will +6; AP 0; Rep +0; Str 23, Dex 13,
  Con 19, Int 11, Wis 11, Cha 13.
  Skills: Climb +17, Hide –3, Jump +16, Listen +11.
  Feats: Multiattack.
  Tactics: If the umber hulk knows someone is coming, it
  stays out of sight in the tunnel until it’s ready to attack.
  Otherwise, it hunkers down in the tunnel mouth and keeps
  its eyes peeled for intruders. The heroes have a chance to
  spot it in the tunnel mouth before it attacks. The creature has
  a +10 circumstance bonus on Hide checks while hunkered
  down in the tunnel.
  In any case, the umber hulk tries to stay of out sight until
  someone comes with 30 feet of the tunnel mouth (area 1I).
  When that occurs, Maut’on’s pet steps into full view, so as to
  expose the foe to its gaze attack. Thereafter, it backs into the
  tunnel to avoid being flanked. Once engaged in combat, it
  fights to the death.
  Area 3: Umber Hulk Tunnels
  The umber hulk dug these tunnels at Maut’on’s behest. The
  areas of rubble on the map indicate sections that the umber
  hulk has blocked by piling up stone shards from its digging.
  These barriers look like dead ends. Read or paraphrase the
  following when the heroes see one.
  The stone is packed well enough that the heroes can tap on
  it and discern with a successful Listen check (DC 15) that
  there’s some empty space behind it. Digging for 10 minutes
  clears away the pile, but a character can simply knock it
  down with a successful Strength check (DC 15).
  Development: This area serves mostly to delay the party’s
  entry into area 4. It is likely that Maut’on will hear them
  approaching as they knock down the rock barriers.
  Area 4: Old Subbasement
  Maut’on has made his lair in this abandoned chamber. This
  sub-basement was supposed to be completely filled in when
  the subway was built, but one corner still remains intact.
  Currently, the illithid has some unfortunate passengers from
  the derailed train chained up in this room. Read or para-
  phrase the following when the heroes enter.
  Creatures: Maut’on’s captives are all passengers that he took
  from the wrecked train (an assortment of office workers and
  shoppers). They are all but helpless in their chains and some-
  what muzzy-headed from the illithid’s mind blast and charm
  powers. When the heroes arrive, eleven of the prisoners lie
  chained here. The twelfth captive is in area 4A, which lies
  above the ladder.
  Maut’on himself lurks at the top of the ladder, waiting to
  attack the heroes (see below). He has been taking his cap-
  tives, one by one, up to area 4A to interrogate them. The
  illithid wants to get the passwords and pin numbers for the
  credit and debit cards, laptop computers, PDAs, and other
  items of value that he and the ogre mage stole from the train
  before he extracts the captives’ brains.
  Maut’on (Illithid): hp 44. See d20 MODERN Core Rulebook,
  page 240.
  Possessions: Maut’on carries a Glock 20 with 2 extra clips.
  His attack bonus with this weapon is +5. He also has assorted
  belongings stashed in area 4A.
  Tactics: The illithid is likely to hear the heroes breaking
  through the last stone barrier in area 3. If they make a lot of
  noise getting to this point, he is waiting 15 feet in the air at
  the top of the ladder (using his levitate ability) when the
  This chamber is shaped like a crude right triangle.
  Ahead, a wall of packed, rocky earth forms the
  hypotenuse of the triangle, and damp concrete walls
  form the two shorter sides. Lying against the dirt wall is
  a row of utterly miserable and terrified civilians, all
  bound with chains and manacles.
  An old, rusty steel ladder stands in the corner where
  the concrete walls meet.
  A near vertical pile of stone shards and rocks blocks the
  way here. It’s hard to tell what might lie behind the pile. 
  The smooth concrete of the subway tunnel’s north wall
  has a hole in it—a ragged, irregular cavity with a
  strangely organic look about it, like a termite tunnel in a
  wooden beam. Stone shards and rock dust litter the
  opening like sawdust. An equally irregular tunnel leads
  away from the opening, into the wall.
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  party enters the chamber. He looses a mind blast at the first
  opportunity. After that, he uses his charm power on anyone
  still standing. Maut’on directs those who succumb to his
  charm to restrain anyone who tries to attack him.
  If reduced to one-half his original hit points, Maut’on
  retreats to area 4A and closes an old trapdoor above the lad-
  der. There he waits for someone to climb up and enter. As
  soon as anyone opens the trapdoor, the illithid attacks with
  his tentacles. Should the heroes manage to force their way
  into area 4A, Maut’on tries to flee by levitating up an old util-
  ity shaft at the rear of the chamber.
  Development: If freed, five of the captives bolt out of
  the chamber, and the others stand around in a near-catatonic
  state. If a fight is in progress in area 4, they manage to be in
  the heroes’ way.
  4A: Maut’on’s Chamber
  This cubbyhole at the top of the ladder that leads up from
  area 4 was once part of an old storage area. Maut’on has
  installed a bed and a desktop computer in here, as well as
  some shelves that hold a variety of books and manuscripts
  dealing with the occult. This material is all part of the illithid’s
  efforts to understand the nature of Shadow and exactly how
  he came to be here, as well as the loss of his plane shift abil-
  ity. The computer contains file after file filled with notes and
  formulas that deal with interdimensional travel. Most of it is
  sheer rubbish, but if you wish to let the heroes pursue this
  angle, it could also contain some genuine insights.
  This chamber also contains all the cellular phones, note-
  book computers, credit cards, debit cards, PDAs, and other
  items of value that Maut’on and Fek-Jiim took from the
  derailed train.
  A second shaft leads upward from the back of this room.
  As noted earlier, this passage is an old utility shaft that
  Maut’on can use as an escape route. Another chamber piled
  deep with old construction debris lies 20 feet above this one.
  If pursued, Maut’on flees there and then dumps debris down
  the shaft to discourage pursuit.
  REWARDS
  If the heroes turn over all the goods they find in area 4A, they
  can claim a +3 wealth bonus in the form of reward money
  and goods that cannot be traced back to their owners.
  FURTHER ADVENTURES
  At the DM’s option, Maut’on’s personal computer can hold
  notes on some of the contacts the illithid has made with
  other creatures of Shadow. (For example, if Fek-Jiim escaped
  from area 1, the heroes might get a lead on his whereabouts
  here.) Though the background for this adventure assumes
  that Maut’on is something of a loner, there’s no reason he
  could not be connected with some large, criminal organiza-
  tion that’s ripe for investigation.
  NEW MONSTERS
  This adventure introduces the ogre mage and the umber hulk,
  both adaptations from the D&D game.
  Ogre Mage
  An ogre mage is about 10 feet tall and very broad. It has dark
  hair, green or blue skin, short ivory horns, and large, dark eyes
  with white pupils. Its teeth and claws are black as coal.
  Ogre mages are natural criminals—greedy, cruel, and
  shrewd. They hunger after wealth and power, and they enjoy
  participating in almost any organized felonious activity. Their
  ability to alter their forms and to cloud others’ minds makes
  them difficult to catch, even after the most blatant crime.
  Ogre mages enjoy power nearly as much as they do wealth,
  so they often head gangs of lesser creatures.
  Species Traits
  Regeneration (Ex): An ogre mage regenerates 5 points of
  damage each round but cannot regenerate acid or fire damage.
  An ogre mage that loses a limb or body part can reattach it by
  holding the severed member to the stump. Reattachment
  takes 1 minute. If the head or some other vital organ is severed,
  it must be reattached within 10 minutes or the creature dies.
  An ogre mage cannot regrow lost body parts.
  Spell-Like Abilities: At will—darkness, invisibility;
  1/day—charm person (DC 14), cone of cold (DC 18), gaseous
  form, polymorph, sleep (DC 14). These abilities are as the
  spells cast by a 9th-level mage, except for polymorph, which
  is as the incantation (see URBAN ARCANA Campaign Setting).
  The save DCs are Charisma-based.
  Ogre Mage: CR 8; Large giant; HD 5d8+15; hp 37; Mas 17;
  Init +6; Speed 40 ft., fly 40 ft. (good); Defense 21, touch 11,
  flat-footed 19 (–1 size, +2 Dex, +5 natural, +5 chainmail shirt);
  BAB +3; Grap +12; Atk +7 melee (2d8+7/19-20, greatsword) or
  +5 ranged (2d6+5/[TS]3 masterwork [+5 Str bonus] compos-
  ite longbow) or +0 ranged (2d8, S&W M29 .44 Magnum
  revolver); Full Atk +7 melee (2d8+7/19-20, greatsword) or +5
  ranged (2d6+5/[TS]3 masterwork [+5 Str bonus] composite
  longbow) or +0 ranged (2d8, S&W M29 .44 Magnum revolver);
  SQ darkvision 90 ft., low-light vision, regeneration 5, spell
  resistance 19, spell-like abilities; FS 10 ft. by 10 ft.; Reach 10 ft.;
  AL evil; SV Fort +7, Ref +3, Will +3; AP 0; Rep +0; Str 21, Dex 14,
  Con 17, Int 14, Wis 14, Cha 17.
  Skills: Concentration +7, Hide –7, Listen +6, Spellcraft +6,
  Spot +6.
  Feats: Archaic Weapons Proficiency, Combat Expertise,
  Improved Initiative.
  Possessions: Chainmail shirt, greatsword (see the D&D
  Player’s Handbook), masterwork (+5 Str bonus) composite
  longbow (see the D&D Player’s Handbook), S&W M29 .44
  Magnum revolver, 24 rounds of ammunition (6 in the
  revolver).
  Advancement: By character class.
  Umber Hulk
  An umber hulk looks like a bizarre cross between a great ape
  and a massive beetle. It possesses formidable natural arma-
  ment, including claws powerful enough to tear through solid
  rock and mandibles that can literally bite a human in two.
  Anyone looking squarely into its four eyes risks falling into
  deep mental confusion.
  Umber hulks prefer to dwell deep underground, far from
  sunlight and open air, though hunger sometimes drives them
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  d20MODERN
  8
  closer to the surface, where they can more readily find prey.
  Umber hulks aren’t deep thinkers, but they usually exhibit
  deadly cunning in a fight.
  Species Traits
  Confusion Gaze (Su): This ability functions like the con-
  fusion spell (caster level 8th; Will DC 15 negates), except that
  the range is 30 feet. The save DC is Charisma-based.
  Tremorsense (Ex): An umber hulk is sensitive to vibrations
  in the ground and can automatically pinpoint the location of
  anything within 60 feet that is in contact with the ground.
  Umber Hulk: CR 8; Large aberration; HD 8d8+32; hp 68;
  Mas 19; Init +1; Speed 20 ft., burrow 20 ft.; Defense 18, touch
  10, flat-footed 17 (–1 size, +1 Dex, +8 natural); BAB +6; Grap +16;
  Atk +11 melee (2d4+6, claw); Full Atk +11 melee (2d4+6, 2
  claws) and +9 melee (2d8+3, bite); SQ confusion gaze, darkvi-
  sion 60 ft., tremorsense 60 ft.; FS 10 ft. by 10 ft.; Reach 10 ft.;
  AL evil; SV Fort +6, Ref +3, Will +6; AP 0; Rep +0; Str 23, Dex
  13, Con 19, Int 11, Wis 11, Cha 13.
  Skills: Climb +17, Hide –3, Jump +16, Listen +11.
  Feats: Multiattack.
  Advancement: 9–12 HD (Large; 13–24 HD (Huge).
  ABOUT THE AUTHOR
  Skip Williams is a codesigner of the D&D 3rd Edition game and
  the chief architect of the Monster Manual. Currently a free-
  lancer, Skip keeps busy with projects for various companies.
  He has been Dragon® Magazine’s Sage since 1986. After years
  of “exile” in the Seattle area, Skip has moved back to his native
  Wisconsin, where he enjoys the rural life with his wife Penny.
  THE 7:48 FROM CENTRAL AVENUE
  Credits
  Design:
  Skip Williams
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Cartography:
  Rob Lazzaretti
  Creative Direction:
  Christopher Perkins
  Web Production: 
  Julia Martin
  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 sub-
  sidiary 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>.
  ©2003 Wizards of the Coast, Inc. 
  All rights reserved.  Made in the U.S.A.
  Visit our website at
  <www.wizards.com/d20modern>
  
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