TEXT: By Rich Redman
  A Short d20 Modern Adventure for Four 3rd-Level Characters
  DISTANT
  SIGNALS
  A hero finds a note and a set of truck keys in his
  pocket. The note instructs the heroes to locate a par-
  ticular panel truck and deliver its cargo to a specified
  location. But where did the note come from, and
  what’s in the truck?
  Distant Signals is an adventure that finds the heroes,
  wherever they may be. It is best used as a brief inter-
  lude between regular adventures in the campaign. The
  scenario outlines a task and describes those who
  oppose its completion. In addition, information is
  given about what “punishments” are levied against
  heroes who elect not to undertake the task at all.
  This adventure requires no specific location. It can
  be played in an urban or a rural area; simply choose a
  location appropriate for your campaign. Most towns
  and cities have Tourism or Chamber of Commerce
  sites on the Internet that can supply details about
  weather, local plants and animals, and other features
  of the location to help you provide a sense of place. 
  Once you decide where to set the adventure, you
  may want to change the name of the locations men-
  tioned to fit the area chosen. For example, if you
  choose to place the adventure in your home town,
  you may wish to change the name of the intersecting
  streets where the movie shoot occurs to important
  streets in your city.
  LEVELS
  Distant Signals is a short scenario for four 3rd-level
  heroes. With slight modifications, you can make it
  suitable for heroes at other levels (or groups as large
  or small as you’re comfortable adjudicating). See the
  Scaling the Adventure sidebar for guidelines on
  adapting it for other groups.
  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 and read it
  through. Familiarize yourself with the basic situation
  as well as the GM characters, their motives, and their
  
  2
  abilities. Then make sure you are comfortable with the rules
  for combat, movement, and cover from Chapter 5 of the d20
  MODERN Roleplaying Game. If you have not run the two pre-
  vious installments of this series, download them and read
  through them to make sure you fully understand the back-
  ground for this one.
  The text that appears in shaded boxes should be read
  aloud or paraphrased for the players. Opponents’ statistics
  are provided in abbreviated form.
  CAMPAIGN MODELS
  Distant Signals is a basic, low-FX (or even no-FX) adventure
  with eerie overtones. It can easily be adapted for any of the
  campaign models presented in Chapter Nine of the d20
  MODERN Roleplaying Game simply by adding elements unique
  to the desired model, such as Mindwreckers or fiends, or by
  changing the security guards into bugbears.
  BACKGROUND
  While dressing in the morning, a hero finds a note in his
  pocket directing him to find a particular panel truck and
  deliver its contents to a specified location. You as GM must
  decide the exact source of the note, and whether its means
  of delivery is technological or supernatural in nature.
  The Mission
  The heroes have a few hours to find a particular panel truck,
  drive it to a specified location, and deliver the goods that it
  contains.
  The Opposition
  The intersection specified for the delivery is the site of a
  movie shoot for Darryl Brzezinski’s current film. Frank Oakley
  (see the GM Characters section) is in charge of security on
  location, and he’s not interested in any story the heroes have
  to tell. In fact, he’s had a particularly hard week and is
  spoiling for a fight.
  SYNOPSIS
  The heroes can either follow the instructions given to them
  via the mysterious note or not. If they don’t, unfortunate
  incidents begin to occur. If they do follow instructions, they
  must successfully deliver the goods to the site of the 
  movie shoot.
  By making their delivery, the heroes divert a chain of
  events that would have resulted in a terrible tragedy if
  allowed to unfold, though they do not realize they have
  done so. What the heroes choose to do thereafter is of no
  consequence, as long as they deliver the goods.
  The immediate consequences of failure are outlined in The
  Punishment, below. In addition, the world slowly and imper-
  ceptibly drifts toward a horrible fate—unless the heroes
  manage to avert it in later adventures.
  Character Hooks
  As GM, you know best how to involve your players and their
  characters in an adventure. In this case, however, the hook is
  simple: The heroes do what they’re told or bad things will
  happen. However, they might choose to get involved for
  other reasons as well. Below are a few possible situations
  that could set the events of this scenario into motion. As
  always, feel free to modify the details to fit your heroes.
  DISTANT SIGNALS
  Links to Other Adventures
  Distant Signals is the third in the Grim Frequencies
  adventure series, each of which begins with a bizarre
  transmission. Each of these short adventures can easily
  be incorporated into an existing campaign. 
  These adventures do not provide enough rewards to
  advance the heroes in level. They should expect to
  advance via the main action of the campaign, with the
  Grim Frequencies missions providing brief interludes.
  Each Grim Frequencies adventure puts the heroes in
  an increasingly complex moral conflict. Ultimately, the
  heroes must decide for themselves whether the end jus-
  tifies the means. 
  This adventure series may not be the next great work
  of American fiction, but it should provide a fun ride.
  Jump on!
  Scaling the Adventure
  Distant Signals is designed for four 3rd-level heroes. The
  encounters reflect the danger inherent in modern-era
  gunfights. If your heroes find them too easy, or if you
  want to use the adventure with higher-level heroes, add
  character levels to the opponents in each encounter
  rather than adding opponents.
  Department-7 in This Adventure
  If you adapt this adventure for use with one of the stan-
  dard campaign models (see the Campaign Models sec-
  tion), that model defines the role of Department-7. If
  you don’t use it with a specific campaign model, con-
  sider the following suggestions for Department-7’s
  involvement.
  No Department-7: If Department-7 doesn’t figure
  prominently in your game, you don’t need it here.
  Homeland Security: Make Department-7 a branch of
  Homeland Security, or the appropriate organization in
  the country where your adventure is set. In the course of
  tracking a terrorist threat, the department is investigat-
  ing the transmissions that started the previous adven-
  tures in the series (Far Voices and Faint Transmissions)
  and the heroes’ involvement with them.
  FCC: Make Department-7 a branch of the Federal
  Communications Commission, or the appropriate organ-
  ization in the country where your adventure is set. The
  FCC routinely investigates pirate radio transmissions,
  and the broadcasts in the previous two adventures fall
  into that category.
  d20MODERN
  
  d20MODERN
  3
  • The heroes want to break into the movie business.
  • The heroes are angry about someone breaking into one of
  their homes to plant the note (see Background), and they
  hope that some investigation will get them closer to the
  perpetrator.
  • The heroes are curious about where this note and the
  mysterious transmissions from previous adventures came
  from and want to find out more.
  BEGINNING THE ADVENTURE
  The adventure begins when one of the heroes finds a set of
  truck keys and a note in his pocket while getting dressed in
  the morning. Time is of the essence in this adventure, and the
  heroes should have at least two hours to accomplish their
  mission. Thus, if the hero who found the note usually sleeps
  later, then he woke up unusually early today for some reason.
  If he habitually gets up early, it’s fine to allow more time.
  Read or paraphrase the following to the affected hero when
  this event occurs.
  At this point, take aside the player whose hero found the
  note and keys and read or paraphrase the text below.
  Return the player you took aside to the main group and let
  her tell her fellow players whatever she wishes. 
  Development: Heroes who take a bit of time to analyze
  the note can uncover the following information with a suc-
  cessful DC 15 Investigate check.
  • The paper is ordinary. The watermark indicates that was
  manufactured by Schumway Paper Products, Inc.
  • Schumway markets that particular kind of paper all over
  the country.
  • The printing was most likely done with a laser printer.
  • Neither the paper nor the keys bear any fingerprints at all.
  • The key ring is a simple metal circle with no identifying
  logos or marks.
  Analyzing the hero’s room or residence requires another DC
  15 Investigate check. Though the doors are locked and any
  alarm systems are active when the heroes check them, a few
  signs indicate that the locks were picked and the alarms were
  bypassed. No strange hairs, fibers, or tracks give any indica-
  tion of the intruder’s identity, however, nor do the heroes
  find any indication of how an intruder would know which
  clothes the hero intended to wear, or how the break-in was
  accomplished so quietly.
  If you want to award XP for this investigative work, treat it
  as a no-threat EL 3 encounter (see Awarding Experience
  Points in Chapter Seven: Gamemastering of the d20 MODERN
  Core Rulebook).
  THE SETTING: THE MOVIE SHOOT
  The movie shoot is taking place at the intersection of 5th and
  Lennox, a pair of two-lane roads. Except for the presence of
  the movie company and its equipment (see encounter B), the
  intersection is unremarkable.
  THE ACTION
  The action proceeds in the order presented below unless the
  characters’ actions dictate otherwise.
  A. The Truck
  The heroes have no trouble finding the truck; it is parked at
  the warehouse indicated on the note. (If you need statistics
  for it, use the ones for the moving truck in Chapter Four:
  Equipment of the core rulebook.) No other white panel
  trucks, marked or unmarked, are in evidence, and the parking
  lot has no security to stop the heroes from taking the truck. 
  The truck is in fact loaded with lights, light stands, disas-
  sembled scaffolding, and wiring. Its cargo is completely
  innocent and exactly as it appears, but the heroes are wel-
  come to attempt all the skill checks they have time to make
  before their delivery deadline.
  B. No Admittance
  Wooden sawhorse barriers stenciled with the name
  “Organized Productions” block both 5th and Lennox except
  for one lane. A security guard with a clipboard and a gun belt
  is checking people and vehicles through the open lane when
  the heroes arrive. Beyond him, the street is crowded with
  trailers, lighting equipment, RVs, cameras, wiring cables, craft
  tables, cars, extras, actors, and production staff.
  The security guard is Frank Oakley (see GM characters),
  and the heroes’ delivery is not on his list. He simply refuses
  to let them through his “gate” because the production com-
  pany’s security policy requires authorization for every visitor
  and vehicle. His initial attitude is unfriendly.
  The heroes have several options. Each of the most likely
  ones is detailed below; simply choose the most appropriate of
  the following encounters depending on the heroes’ actions.
  B1. Bully Frank
  Follow the rules for whichever skill check the heroes decide
  to use to adjust Frank’s attitude. If the heroes win, he
  The paper in your pocket seems to be a note written
  in an unfamiliar hand. It says, “An unmarked white
  panel truck parked at A&M Warehouses is loaded
  with lighting equipment and cables for filming. Drive
  it to the intersection of 5th and Lennox, where you
  will find a production company filming a movie. You
  have the keys to the truck. Deliver the lighting equip-
  ment to the production company before noon today.
  Do not fail.” The hard, irregular object is indeed a set
  of keys, and they appear to be the sort that operate
  a truck.
  You’re getting ready for your day when you hear what
  sounds like a piece of paper crackling in one of your
  pockets. Your clothes are clean, so it’s not likely that you
  left any paper in that pocket. You can also feel an irreg-
  ular lump there that may be a set of keys.
  DISTANT SIGNALS
  
  d20MODERN
  4
  becomes polite or submissive, as appropriate, but he still
  sticks to the rules and in fact calls for backup. 
  A number of security guards equal to the number of
  heroes arrive 2 rounds after Frank’s call. Their attitudes are
  unfriendly, but they defer to Frank’s instructions. If heroes ask
  for an assistant director (AD) or production assistant (PA) at
  this point, Frank refuses to call for one unless his attitude has
  become indifferent or better. 
  If he does call for an AD or PA, the desired person
  arrives in 2 rounds. She is expecting the delivery and takes
  the heroes through the gate. The delivery then proceeds
  normally.
  Security Guards: Use Frank’s statistics for each security
  guard.
  B2. Fight Frank
  If the heroes decide to attack Frank, he fights back to the
  best of his ability. A number of security guards equal to the
  number of heroes arrive 2 rounds after the fight starts and
  join in to protect Frank. The police arrive 2d6 minutes after
  the fight begins. Go to encounter C.
  B3. Tell the Truth
  If the heroes tell Frank that they’re following instructions
  they found in a mysterious note, he asks them to wait and
  then moves off to speak into his radio. Once he is out of
  earshot, he calls for the police. He then moves back to the
  heroes and tries to stall them until the police arrive. Go to
  encounter D.
  B4. Go around Frank
  Any other gate the heroes approach has an indifferent guard
  rather than an unfriendly one. However, the delivery still isn’t
  on the list and the heroes are still refused admittance.
  B5. Call Darryl
  If the heroes played through Faint Transmissions, they may
  recognize Organized Productions as the name of Darryl
  Brzezinski’s production company. If they made friends with
  Darryl at the end of that adventure, they can call on him now
  for assistance. When he realizes who they are, he fires Frank
  Oakley on the spot and accepts the delivery personally. If
  they did not make friends with him, no one is willing to call
  the director just to sort out a delivery.
  C. The Law
  The police arrive on the scene 2d6 minutes after Frank calls
  them or after any fight breaks out. Four low-level police offi-
  cers (see Chapter Eight: Friends and Foes in the core rulebook
  for statistics) arrive in two police cruisers. Use the Ford
  Crown Victoria in Chapter Four: Equipment of the core rule-
  book if you need statistics for their vehicles, and see Chapter
  Two of the URBAN ARCANA Campaign Setting for additional
  information about police cruisers. 
  If anyone is showing a weapon or fighting, the initial atti-
  tude of the officers is hostile and they arrest everyone on the
  spot. If the heroes insist that they’re following instructions
  left by a note they found in someone’s pocket, the police
  take them to a mental hospital for evaluation while bomb-
  sniffing dogs go over the truck. If even one of the heroes has
  a criminal record (possibly from one of the two previous
  adventures in this series), the police draw guns and attempt
  to take them into custody by force if need be.
  THE GM CHARACTERS
  The attitudes, motivations, and statistics of the various GM
  characters are given below.
  Darryl Brzezinski
  Darryl became entranced with Hollywood films smuggled
  into the Soviet Union when he was a boy. As a teenager, he
  defected to the United States and helped build up Russian
  organized crime on the East Coast. When he had enough
  money, he left for UCLA’s film school. His first independent
  films were hailed as groundbreaking, and he moved on to
  make several successful studio films. But his last few movies
  have been bizarre horror films of questionable worth, and
  the critics have begun questioning his sanity. 
  As noted above, Darryl is in town shooting portions of
  his next horror film. (If your campaign is set in southern
  California, Darryl and his crew need not have traveled at all,
  since their studio is there.) Because Darryl is connected
  with the Russian organizatsiya, he tends to hire thugs and
  bullies who can protect his interests in more than just the
  movie field.
  Darryl Brzezinski (Male human Smart Hero 3/
  Charismatic Hero 3): CR 6; Medium-size human; HD 6d6–6;
  hp 19; Mas 8; Init +1 (+1 Dex); Spd 30 ft.; Def 14 (+1 light under-
  cover shirt, +1 Dex, +2 class), touch 13, flat-footed 13; BAB +2;
  Grp +2; Atk or Full Atk +3 melee (1d6/19–20, masterwork
  metal baton) or +4 ranged (2d6, Glock 20); Space/Reach 5
  ft./5 ft.; AL Investor’s Circle; AP 3; Rep +6; SV Fort +2, Ref +4,
  Will +6; Str 10, Dex 12, Con 8, Int 15, Wis 12, Cha 15.
  Skills and Feats: Bluff +10*, Craft (visual arts) +17, Craft (writ-
  ing) +14, Diplomacy +5*, Disguise +8, Forgery +8, Gamble +3*,
  Intimidate +10, Knowledge (art) +8, Knowledge (current events)
  +8, Knowledge (history) +8, Knowledge (popular culture) +8,
  Knowledge (technology) +8, Profession +7, Read/Write English,
  Read/Write Russian, Research +8, Search +8, Speak English,
  Speak Russian; Confident, Creative, Deceptive, Iron Will,
  Personal Firearms Proficiency, Renown, Simple Weapons
  Proficiency. 
  *Situational bonus from fast-talk talent applies.
  Starting Occupation: Creative (class skills: Craft [visual art]
  and Craft [writing]).
  Talents (Smart Hero): Plan, savant (Craft [visual arts]).
  Talents (Charismatic Hero): Dazzle, fast-talk.
  Dazzle: Darryl can dazzle a target through the sheer force
  of his personality, coupled with a winning smile and some
  fast talk. Only a creature with an Intelligence score of 3 or
  higher is susceptible to a dazzle attempt, and the target must
  be within 30 feet of Darryl and able to see, hear, and under-
  stand him.
  To dazzle, Darryl must use an attack action and make a DC
  15 Charisma check with a +3 bonus. If the check succeeds, the
  target can try to resist by making a DC 15 Will saving throw.
  If the save fails, the target takes a –1 penalty on attack rolls,
  DISTANT SIGNALS
  
  d20MODERN
  5
  ability checks, skill checks, and saving throws for the next 2
  rounds. Dazzle is a mind-affecting ability.
  Fast-Talk: Darryl has a way with words when attempting
  to deceive others. This talent allows him to apply a +3 com-
  petence bonus to any Bluff, Diplomacy, or Gamble checks
  he makes while attempting to lie, cheat, or otherwise bend
  the truth.
  Plan: Prior to an encounter, Darryl can develop a plan of
  action to handle the situation. Because using this talent
  requires preparation, he can’t do so when surprised or other-
  wise unprepared. Creating a plan requires 1 minute.
  After creating his plan, Darryl makes a DC 10 Intelligence
  check with a +3 bonus. He can’t take 10 or 20 when making
  this check. The result of the check provides him and his allies
  with a circumstance bonus as given on the table below.
  CHECK RESULT
  BONUS
  9 or lower
  +0 (check failed)
  10–14
  +1
  15–24
  +2
  25 or higher
  +3
  This bonus can be applied to all skill checks and attack rolls
  made by Darryl and his allies for the first 3 rounds after he
  makes the plan. Thereafter, reduce the bonus by 1 point (to a
  minimum of +0) for every additional round the situation con-
  tinues, since the vagaries of circumstance can unravel even
  the best-laid plans.
  Possessions: Light undercover shirt, Glock 20 (10mm
  autoloader), laser sight, concealed carry holster, masterwork
  metal baton, cell phone, PDA, various personal belongings.
  Frank Oakley
  Frank is a bully, and he’s been having a tough week. His girl-
  friend left him, he’s deep into his bookie for lost bets, and
  he’s unable to make the payments. Consequently, his car was
  repossessed, and he was so late getting to work this morning
  that he hasn’t had time for his normal coffee.
  Frank Oakley (Male human Strong Ordinary 3/Tough
  Ordinary 3): CR 5; Medium-size humanoid; HD 3d8+6 plus
  3d10+6; hp 41; Mas 14; Init +0 (+0 Dex); Spd 30 ft.; Def 16 (+2
  light undercover shirt, +4 class), touch 14, flat-footed 16; BAB
  +5; Grp +8; Atk or Full Atk +9 melee (1d6+3 nonlethal,
  unarmed strike) or +8 melee (1d3+4 plus special, stun gun) or
  +5 ranged (2d6, Beretta 92F) or +5 ranged (special, pepper
  spray); Space/Reach 5 ft./5 ft.; AL Tiburon Security Company;
  AP 0; Rep +1; SV Fort +6, Ref +2, Will +3; Str 16, Dex 10, Con 14,
  Int 8, Wis 12, Cha 13.
  Skills and Feats: Diplomacy +4, Drive +3, Gamble +4,
  Intimidate +6, Knowledge (streetwise) +2, Profession +4,
  Read/Write English, Speak English, Spot +4; Armor
  Proficiency (light), Brawl, Confident, Personal Firearms
  ProficiencyB, Point Blank Shot, Simple Weapons ProficiencyB.
  Starting Occupation: Law Enforcement (class skills:
  Diplomacy and Intimidate).
  Possessions: Light undercover shirt, Beretta 92F (9mm
  autoloader), 2 spare box magazines (loaded), 5 rounds of
  9mm pistol ammunition, armor license, firearms license, pep-
  per spray, stun gun, 25 zip-tie handcuffs, professional walkie-
  talkie, cell phone, various personal belongings.
  THE PUNISHMENT
  If the heroes announce that they have no intention of obey-
  ing the instructions given by the mysterious note, little
  things start going wrong for them immediately. Lights turn
  red, buses and accidents block traffic, the bottom melts out
  of a coffee cup and spills hot coffee on the lap of the hero
  who found the note, and so forth. These incidents cost no
  money and deal no significant damage—they are merely
  clear signs that the universe has turned against the heroes.
  If the heroes fail to make the delivery, either because they
  failed to get through security or because they don’t reach the
  site in time, then Organized Productions is forced to reduce
  the film’s budget. The movie loses much of its impact and
  doesn’t change the world for the better. In addition, the
  heroes have a significant stroke of ill fortune within a day of
  the incident. Choose an event that is directly and obviously
  related to the hero who received the note. Possible choices
  include the following.
  • The hero forgets an important tool and doesn’t remember
  it until a critical moment in a job.
  • The hero’s car is stolen. (This punishment is especially
  obvious if the car is very difficult to steal, or if nothing has
  ever been stolen from the heroes before, or if the car isn’t
  worth stealing.)
  • One of the hero’s favorite tools or weapons malfunctions
  in a way that it never has before, and at a critical moment.
  • A contact refuses to speak to the hero ever again based on
  an issue the hero recognizes as a mistake, such as mistaken
  identity, false accusation, or the like.
  Regardless of the precise punishments used, no evidence
  should be left behind, and the heroes should have no way to
  track down the responsible party. You as GM must determine
  who is ultimately responsible (see Campaign Models for sug-
  gestions), but the heroes shouldn’t be able to do so.
  CONCLUDING THE ADVENTURE
  This adventure has two possible conclusions, which are
  detailed below.
  Success: If heroes deliver the lights, the shooting goes on
  as scheduled. The heroes have diverted a chain of events that
  would have resulted in a terrible tragedy—though they have
  no way of knowing that.
  Failure: Consequences of failure include the punishments
  outlined above. In addition, the world slowly drifts toward a
  more horrible fate, unless the heroes avert that outcome in
  later adventures.
  REWARDS
  The rewards for this adventure should be based on making
  the delivery. The heroes cannot earn enough rewards from
  this source to attain a new level, but this adventure is a very
  short one. The lion’s share of their advancement should
  come from regular adventures in the campaign.
  DISTANT SIGNALS
  
  d20MODERN
  6
  CONTINUING THE ADVENTURE
  This adventure purposely leaves many questions un-
  answered. You may want to pursue some of them further in
  your own campaign by tying them into future adventures.
  • Why was the delivery left off security’s list? Perhaps it
  wasn’t a simple, accidental omission.
  • What is the movie about? The answer to this question may
  vary based on your campaign.
  • Are the heroes crazy? Depending on your campaign, the
  answer might be yes, though in fact these events, no mat-
  ter how inexplicable, really are happening. However, mys-
  terious notes and strange radio transmissions (see Far
  Voices and Faint Transmissions) sound pretty crazy to
  most people and could get the heroes locked up briefly
  for observation.
  Future installments of the Grim Frequencies series will pro-
  vide the answers to some of these questions and offer addi-
  tional insight into Darryl Brzezinski and his film. Look for Dire
  Wavelengths next month!
  ABOUT THE AUTHOR
  Before Rich Redman came to Wizards of the Coast’s RPG R&D
  department, he had been an Army officer, a door-to-door
  salesman, the manager of a computer store, a fundraiser for
  a veterans’ assistance group, and the manager of Wizards of
  the Coast’s Customer Service department. Rich is a prolific
  game designer, having worked on the DUNGEONS & DRAGONS
  game, the d20 MODERN Roleplaying Game, the Marvel Super
  Heroes Adventure Game, and Dark*Matter. When he’s not
  working as vice president of The Game Mechanics, a d20
  design studio, Rich does freelance game design, cooks, and
  practices yoga, tai chi, and silat. For more, check out
  www.richredman.ws and www.thegamemechanics.com.
  DISTANT SIGNALS
  Credits
  Design:
  Rich Redman
  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>
  
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