TEXT: By Eric Cagle
  A Short Adventure for Four 6th-Level Heroes
  TEAM BRAVO:
  TOUCH OF DEATH
  With the influx of Shadow into our world, musty
  tomes and relics imbued with mystic powers are
  beginning to surface everywhere. Many who desire
  power above all else go to great pains to find and use
  such items, regardless of the cost.
  One self-taught Mage employed such a relic—a
  book of dark and arcane lore—to learn the secret of
  creating constructs from dead human flesh. Though
  he was able to meet most of his needs with the
  bounty of dead flesh stored at the local morgue, he
  discovered that certain body parts had to meet par-
  ticular specifications, and murder was the best way to
  obtain those. So he launched a killing spree that
  lasted until one of his would-be victims turned the
  tables and slew him. Now that his creations are free,
  they will continue to act on his last commands until
  they too are stopped once and for all.
  TEAM BRAVO: Touch of Death is an adventure set
  in the modern era, but it includes fantastic elements
  such as dark magic and blasphemous creations.
  PREPARATION
  You, the Game Master (GM), need a copy of the d20
  MODERN Roleplaying Game Core Rulebook to run
  this adventure. To get started, print out this adven-
  ture (including the maps) and read it through.
  Familiarize yourself in particular with the flesh golem
  from the rulebook and the new creature called the
  crawling claw, which is presented at the end of this
  adventure.
  Opponents’ statistics are provided in abbreviated
  form in the areas where they appear. Any text in
  shaded boxes should be read aloud or paraphrased
  for the players. 
  At least one of the characters undertaking this mis-
  sion should have ranks in the Investigate skill, or at
  the very least, decent Search and Spot modifiers.
  Characters who are familiar with magic and the para-
  normal are also highly encouraged.
  
  d20MODERN
  2
  BACKGROUND
  Antoine Le Mere was always an odd child. Throughout his
  formative years, he displayed a remarkable intellect, a great
  capacity to absorb languages, and an insatiable curiosity
  about antiquities. Raised in a wealthy, insular family, Antoine
  was allowed to pursue his passions with little interference.
  His interest in odd, disturbing topics made him more than a
  bit antisocial, so he never developed any close friendships.
  After his parents died in a mysterious accident, Antoine
  inherited the family fortune and estate. While combing his
  ancestral home for legal documents, he discovered an
  ancient tome that his father, who was well versed in ancient
  cultures, had hidden away. The wealth of arcane lore
  between its covers instantly fascinated Antoine, who
  devoted his every waking moment over the next several
  months to learning its secrets.
  Over time, Antoine became a capable Mage. As he contin-
  ued to plumb the information within the book, he began to
  learn dark, powerful spells, some of which could even give a
  semblance of life to dead tissue. Pushed beyond the brink of
  sanity by the book’s corrupting content, Antoine decided to
  put his new knowledge to use by constructing a flesh golem.
  The project would require a variety of unusual supplies,
  including several fresh corpses. After considerable research,
  Antoine found the perfect source—Dr. John Baker, an elderly
  coroner at the Old County Morgue who was down on his
  luck and low on scruples. Through bribes, threats, and intim-
  idation, Antoine eventually convinced the coroner to provide
  him with the body parts he required for his project. 
  Eventually, however, LeMere decided that the corpses of
  those who ended up at the Old County Morgue were not
  always of sufficient quality to provide the parts he required,
  so he began augmenting his supply via murder. The corpses
  of LeMere’s victims began to arrive at the morgue, missing
  various body parts. Over and over, Dr. Baker concealed foren-
  sic evidence that could have led the police to LeMere.
  Eventually, the coroner’s psyche crumbled under the burden
  of covering up all these illegal and unethical acts, and he
  became nearly as delusional as his patron.
  LeMere decided to ensure his privacy during the lengthy
  period it would take to assemble the golem by creating his
  own arcane “watchdogs” via another ritual described in his
  book. To that end, he began severing the hands of his victims
  before leaving the scenes of his crimes, and he convinced Dr.
  Baker to do the same with the corpses that came to the
  morgue. Once he had a large supply of these grisly trophies,
  Antoine used a spell from his book to turn them into twisted
  constructs known as crawling claws. These unspeakable crea-
  tures now roam his home, protecting his inner sanctum from
  intruders.
  Because Antoine’s victims are always missing their hands,
  the police have deduced that they are dealing with one or
  more ritual killers who mutilate the corpses of their victims
  in this way because of some demented psychological need
  or to meet the requirements of some dark and depraved
  religion. The authorities so far have no idea that the
  corpses of some indigents and elderly people are often
  missing their hands and other parts as well by the time the
  coroner has finished with them. Closed casket funerals are
  always recommended in such cases, and so far the families
  (if any) have always complied.
  LeMere recently completed one flesh golem, which he
  named Khaiba. It has been aiding him in his murder spree to
  gain body parts for others.
  SYNOPSIS
  Pleased by his previous successes, LeMere recently became
  bolder in his attacks. When he spotted a man who met his
  specifications leaving a local club, he took up a position in an
  alley behind the establishment and ordered Khaiba to drag
  the target there. A struggle ensued, and the would-be victim
  pulled out a pistol and shot LeMere in the chest. Then he
  emptied the rest of his clip into the hulking figure that had
  attacked him. Enraged, the flesh golem lashed out, snapped
  the man’s neck, and threw his body onto a fire escape.
  With his dying words, LeMere instructed the golem to
  make its way back to the Old County Morgue, where most of
  its assembly had taken place, and to obey Dr. Baker. The
  golem lumbered back through the shadows to the morgue,
  and Dr. Baker hid it inside one of the refrigerated lockers
  where corpses are kept pending autopsy. 
  The heroes must investigate the murder scene, then go
  on to LeMere’s mansion, where they are attacked by
  dozens of crawling claws. Within the mad Mage’s mansion
  are his spellbook and a few clues leading to the Old
  County Morgue. When they arrive there, they must face
  LeMere’s co-conspirator, Dr. Baker, and the flesh golem
  that now protects him.
  Character Hooks
  As GM, you know best how to involve your players and their
  characters in an adventure. You can use the following adven-
  ture hooks to spur your imagination, modifying them as nec-
  essary to make them appropriate for the characters’
  interests.
  TEAM BRAVO: TOUCH OF DEATH
  Team Bravo in Your Campaign
  TEAM BRAVO: Touch of Death is the third adventure
  designed for Team Bravo, a cadre of special police offi-
  cers assigned to handle investigations of bizarre inci-
  dents. Team Bravo could also be a subgroup of
  Department-7 assigned to operate within an established
  law enforcement organization. In addition to their regu-
  lar duties, the heroes could occasionally receive advice,
  resources, and assignments from Department-7. Their
  superiors there may or may not ask that the heroes
  remain quiet about their association with Department-7.
  Alternatively, the heroes could be private investiga-
  tors or paranormal researchers who routinely plunge
  into dangerous situations in search of the truth.
  Characters who are not police officers may have a bit
  more leeway as far as methodology goes in conducting
  investigations, but they are by no means fully protected
  under the law. Thus, they must carefully weigh the risks
  of investigative methods such as breaking and entering,
  assault, and other illegal acts.
  
  d20MODERN
  3
  •
  One of the heroes gets a report that an acquaintance was
  killed outside a nightclub that evening.
  •
  While leaving a club one night, the heroes hear a strange
  whistling sound followed by gunshots. When they arrive
  at the scene, they find the bodies as described below. (Do
  not use the witness described if you decide to employ
  this hook.)
  BEGINNING THE ADVENTURE
  The adventure begins in the wee hours of the morning on the
  night of LeMere’s death. If the heroes are law enforcement
  officers, they are called in for a briefing by their superior,
  Lieutenant Durth. If you have used some other hook to
  involve the heroes in the investigation, adjust the following
  material accordingly; otherwise, read or paraphrase it when
  they arrive for their briefing.
  Lieutenant Durth answers any questions the heroes have to
  the best of her knowledge. She can provide all the police
  reports on the previous crime scenes. Once the heroes are
  ready, she gives them directions to the crime scene and
  wishes them well.
  A. THE KILLER’S LAST STAND
  The murder scene is a back alley behind a nightclub called
  the Alchemy Room. The two officers at the scene have cor-
  doned off the area with police tape. They are currently inter-
  rogating the witness who found the bodies. The corpses lie
  where they fell and have not been disturbed.
  If the characters use the Investigation skill, determine their
  results according to the table below.
  INVESTIGATE
  DC
  INVESTIGATE CHECK RESULT
  10
  The man on the ground was killed by a single
  gunshot wound to the chest. The man dangling
  from the fire escape died instantly when his neck
  was broken by someone very strong.
  15
  There was a struggle, and whoever fired the gun
  emptied the entire clip, although only one bullet
  struck the other victim. There are strange stains
  on the ground that are not blood.
  20
  In the mud and filth are several footprints that are
  far too big to have been produced by either of the
  two victims. They lead out of the alley but are
  soon lost on the hard concrete sidewalks.
  The body on the ground is that of the would-be murderer
  (Antoine LeMere). His intended victim, Andrew Federson, is
  the man hanging from the fire escape. Federson shot LeMere
  once in the chest with the pistol that now lies on the ground,
  then emptied the rest of the clip into Khaiba.
  Creature: If Antoine’s body is disturbed, Shouit (the snake
  that was formerly LeMere’s familiar) crawls out from under-
  neath his corpse and attacks. 
  Shouit: CR 1/3; Tiny animal; HD 1/4 d8; hp 1; Mas 11; Init +3;
  Spd 15 ft., climb 15 ft., swim 15 ft.; Defense 17, touch 15, flat-
  footed 14 (+2 size, +3 Dex, +2 natural); BAB +0; Grap -10; Atk
  +5 melee (1d3-2 plus poison, bite); Full Atk +5 melee (1d3-2
  plus poison, bite); FS 2 1/2 ft. by 2 1/2 ft. (coiled); Reach 0 ft.;
  SQ low-light vision, poison, scent; AL none; SV Fort +2, Ref +5,
  Will +1; AP 0; Rep +0; Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2.
  Skills: Balance +11, Climb +12, Hide +18, Listen +8, Spot +8,
  Swim +10.
  Feat: Weapon Finesse (bite).
  Poison (Ex): Shouit injects venom (Fort DC 11) with each
  successful bite attack. The initial and final damage ratings are
  the same (1d6 Constitution).
  Scent (Ex): This ability allows Shouit to detect approach-
  ing enemies, sniff out hidden foes, and track by sense of smell.
  Tactics: Shouit remains on LeMere’s body until forcibly
  removed, striking at anyone that comes near.
  Development: If the heroes manage to deal with the
  snake, they can continue investigating the murder scene. 
  The young woman who found the bodies was leaving the
  club when the attack occurred. She claims to have heard a
  quiet, high-pitched whistling noise, followed by gunshots
  and a scream. She hid for several minutes before peeking into
  a gruesome tableau. Among the garbage that litters the
  alley lies the body of a young man in a trenchcoat, cov-
  ered in blood. Hanging from a fire escape some 10 feet
  above him is the body of another young man, dressed in
  the latest fashion and dripping blood from his ears and
  mouth. His legs are caught in the bars of the fire escape,
  and his face is twisted with shock. How he could have
  ended up in that position is a mystery. An empty
  autoloader pistol lies beneath his outstretched hands.
  The murder scene is located in a rough part of town
  known for its clubs, bars, and extravagant nightlife. The
  lights of the patrol car parked in the alleyway illuminate 
  “Sit down,” says Lieutenant Durth when you report for
  your briefing. “I’m sorry to disturb you all at this hour,
  but it’s important that you view the crime scene as soon
  as possible. So I’ll make this as short as I can.
  “For the past few weeks, the police have been investi-
  gating a string of apparently ritualistic murders. So far, the
  detectives have deduced that there are no connections
  among the victims, except that all were males in excellent
  health. The murders took place in back alleys as well as pri-
  vate residences, indicating that the perpetrator spent con-
  siderable time stalking the victims in order to discover the
  best time and place to strike. Each victim was missing both
  hands, and many were missing other body parts as well. All
  of the amputations had been performed with extreme skill. 
  “Now there are two more bodies. Though neither of
  these is missing any body parts, the officers on the
  scene still suspect some tie-in with the previous mur-
  ders—something about a knife, I believe. Because of the
  apparent ritual nature of the murders, the police have
  decided to turn the investigation over to a team that’s
  experienced with such things. That’s where you come in.
  Any questions?”
  TEAM BRAVO: TOUCH OF DEATH
  
  d20MODERN
  4
  the alleyway. Spotting the bodies, she ran back to the club
  and had the bouncer call the police. No one in the club heard
  or saw anything, and no one there knew either victim.
  Anyone who checks the identification on the bodies can
  determine the identities of the victims. Federson’s wallet
  holds some cash, a driver’s license, an ID card identifying him
  as a professional security guard for a major software devel-
  oper, and a permit to carry a concealed weapon.
  The wallet in LeMere’s pocket contains some cash and a
  driver’s license, but nothing else. Tucked into his belt is a
  strange, gold-plated dagger covered with unusual markings.
  This razor-sharp blade is more akin to a surgical scalpel than
  a combat weapon. (Treat it as a masterwork dagger).
  Around LeMere’s neck is a gold chain from which hangs a
  strange pendant. It resembles a dog whistle but is crafted
  from gold and covered with hieroglyphics. When blown, it
  produces a strange, high-pitched shriek. This item is a whistle
  of Set’s command (see the description at the end of the
  adventure) that LeMere used to control his flesh golem. It is
  twisted and dented on one side because it was damaged by
  the bullet that killed LeMere. Thus, it can no longer be used
  to control the golem.
  After 20 minutes or so, additional officers arrive to help
  with the investigation and remove the bodies. They are trans-
  ported to the Old County Morgue, where Dr. Baker puts
  them both into storage.
  The heroes can get LeMere’s home address from his dri-
  ver’s license. They can gain some information about his fam-
  ily from newspaper files and other public records, but to
  obtain any further clues relating to his death, they must visit
  his house. Go to encounter B when they do so.
  B. HOUSE OF THE CRAWLING DEATH
  Armed with the clues from the murder scene, the characters
  should eventually make their way to LeMere mansion. There
  are no cars in the driveway, and the place seems vacant. Read
  or paraphrase the following when the characters arrive.
  Development: Any hero who talks to the neighbors gains
  the following information in response to appropriate ques-
  tions (no check required).
  •
  The LeMere family has lived in the mansion for as long as
  anyone can remember. 
  •
  They were very private people, and most of their neigh-
  bors considered them quite odd. 
  •
  The son, Antoine LeMere, still lives there, but no one has
  spoken to him in years. 
  It’s obvious that the neighbors were vaguely frightened by
  the presence of the LeMeres, but they have no further infor-
  mation to offer.
  The house is vacant except for LeMere’s crawling claws, so
  there is no response to knocking. Each door (one front and
  one back) is locked and protected with an arcane lock
  The LeMere residence is located in one of the city’s
  older, more upscale neighborhoods. This once-grand
  mansion has definitely seen better days. It’s obvious that
  no one has taken care of the exterior in a very long time,
  and most of the windows are boarded up. A rusted sign
  reading “No Solicitors” dangles from the front door.
  TEAM BRAVO: TOUCH OF DEATH
  
  d20MODERN
  5
  (Disable Device DC 30). The entire house is dark, and all the
  light bulbs have either burned out or been removed. The
  gloom provides three-quarters concealment (30% miss
  chance) unless flashlights are used.
  Every few minutes after they enter, the heroes hear scut-
  tling noises and catch a brief glimpse of movement. A suc-
  cessful Spot check (DC 18) reveals one or more fist-sized,
  spiderlike forms moving within the shadows. These creatures
  are the crawling claws that roam the house. They are under
  orders to remain hidden unless someone violates the altar
  room (see below). No amount of searching reveals them
  before that time.
  The aging mansion is in a general state of decay. Dust cov-
  ers everything, and the entire house seems eerie and disturb-
  ing. The interior is decorated in an Egyptian theme, and
  Egyptian-style statues, plaques, books, and the like are fea-
  tures of every room. Dozens of stuffed animal heads hang on
  almost every wall, lending a macabre look to the place. The
  fine antique furniture, once the pride of Antoine’s mother, is
  covered with sheets.
  A brief check of the ground floor reveals a few signs—
  particularly in the kitchen—that someone still lives
  there. A small bit of food remains in the refrigerator, and
  piles of unwashed dishes are stacked haphazardly in 
  the sink. 
  The only room of importance in the house is Antoine’s
  altar room (see below). The rest of the mansion is typical
  for a wealthy townhome of yesteryear’s vintage. There
  are bedrooms, bathrooms, dining rooms, dens, and a
  kitchen, all of which the GM may place and furnish as
  desired.
  B1. The Altar Room
  The room that Antoine used as his main ritual room is
  located on the top floor, off of a bedroom. The door is
  locked (Disable Device DC 25) and trapped (Disable Device
  DC 30). A successful Strength check (DC 25) forces the door
  open. The trap consists of a small poisoned dart (blue-ringed
  octopus venom; Fort DC 15; 1d4 Con initial and secondary
  damage) that shoots from the lock and strikes anyone in
  front of the door. A small mechanism closes and locks the
  door 2 rounds after it has been opened, unless it’s propped
  open. This device can be found with a successful Spot check
  (DC 25).
  Read or paraphrase the following when the characters
  enter the room.
  As soon as anyone other than LeMere enters the room, a
  dozen crawling claws descend upon the intruders. Read or
  paraphrase the following.
  The doors open to reveal a grand room that resembles a
  temple. A gold-plated statue of some Egyptian god sur-
  rounded by several huge pillar candles on stands domi-
  nates the center of the room. The floor is inscribed with
  a circle, crisscrossed by lines and framed by what appear
  to be hieroglyphics. Several small statues stand on mar-
  ble pillars throughout the room, and a large tome sits on
  a fine teak podium. Along one wall is a huge bookshelf
  stuffed with books, papers, and ancient-looking tomes.
  The room smells vaguely of frankincense and other
  exotic incense.
  TEAM BRAVO: TOUCH OF DEATH
  
  d20MODERN
  6
  Creatures: Crawling Claws (24): hp 10, 10, 9, 9, 9, 8, 8, 7, 7, 6, 6,
  6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 3. See the new monster descrip-
  tion at the end of this adventure for details.
  Tactics: The crawling claws divide themselves as evenly as
  possible among the available targets and attack from all
  angles. They do everything in their power to make their
  opponents fall prone so that they can inflict more damage.
  The crawling claws fight until destroyed, following the
  heroes throughout the house if necessary, though they do
  not leave the mansion.
  Development: If the heroes manage to fend off the
  crawling claws, they can investigate the altar room and the
  rest of the house, if they have not already done so. A glance
  around the altar room reveals a notebook lying on a table
  (no check necessary). This notebook contains Antoine
  LeMere’s notes about the creation of the crawling claws. In
  addition, there are vague references to another creation
  (“Khaiba, the ultimate work”) that apparently required sev-
  eral corpses to create. “Baker” and “the morgue” are also
  mentioned repeatedly.
  A successful Search check (DC 15) reveals a shoebox
  filled with photos of corpses, apparently laid out on a
  forensics table. Handwritten notes along the sides of some
  of the photos say things such as “Hands only,” “Left leg,”
  and the like.
  A successful Spot check (DC 15) reveals faint stains within
  the circle on the floor. This substance, which smells like
  embalming fluid, is the alchemical mixture that gives
  LeMere’s constructs their life force. 
  Any character who can actually read ancient Egyptian and
  bothers to examine the books and hieroglyphics notices
  many references to Set, the Egyptian god of evil, though the
  materials seem to cover many topics. The statue in the room
  also depicts the god Set. 
  The book on the podium is LeMere’s spellbook. It can be
  interpreted only with the aid of a read magic spell. 
  C. THE OLD COUNTY MORGUE
  Eventually, the heroes should realize that the Old County
  Morgue is their next stop. The morgue is an aging, decrepit
  building that is being transitioned out in favor of a newer
  facility. The old structure is slated for demolition as soon as
  construction of the new building is completed.
  Only a small section of the morgue is described in this
  adventure. The areas not depicted on the map are typical
  offices furnished with desks, computers, and the like. Whole
  sections of the morgue are cordoned off in anticipation of
  the building’s upcoming demolition.
  Dr. Baker has hidden the flesh golem inside one of the
  body storage lockers in the forensics room and jimmied the
  handle so that it’s difficult to open. He hopes this tactic will
  prevent other staffers from blundering into it by accident.
  Dr. Baker is on duty only at night. No one who is here
  during the day can help the heroes or provide any informa-
  tion, though they do suggest that the heroes might want to
  talk to the night man. Read or paraphrase the following
  aloud when the characters arrive at the morgue during
  night hours.
  C1. Main Entrance and Hallway
  The door is locked. Only Dr. Baker is on duty here at night. If
  the characters press the button, the door buzzes to admit
  them after a few moments. Read or paraphrase the following
  when they enter.
  The video surveillance camera feeds to a monitor by the
  door, allowing a viewer to see who is outside.  There is also
  a feed into the forensics room (area C2, below), allowing Dr.
  Baker to see who is at the door. A button next to the foren-
  sics room door unlocks the main entrance (Disable Device
  DC 20).
  C2. Forensics Room
  When the heroes arrive, Dr. Baker knows that the gambit is
  over. He tries to lure them into the forensics room so that he
  can unleash the flesh golem on them. Read or paraphrase the
  following when the characters proceed down the hall.
  The hallway is poorly lit and dingy. It’s obvious that the
  cleaning crew doesn’t come here anymore. No one has
  emerged to meet you, but someone must have buzzed
  the door to let you in.
  The old morgue is a decaying and decrepit building that is
  being phased out in favor of a newer facility now under
  construction across town. Though small, this ancient
  structure is imposing, like others of its era. But there’s
  something sad about its old façade, and decay and
  despair seem to pervade the very stones of the building.
  A small sign above a button reads “Press for Service.”
  There is a video camera mounted above the doorway.
  Without warning, the strange sounds that you heard
  before become audible once again, originating from
  points all around you. Dozens of small creatures are
  scuttling across the floor in your direction. At first
  glance, they look like enormous spiders. As they
  draw nearer, however, you recognize them as hands—
  severed human hands—crawling across the floor on
  their own!
  The Teachings of Set
  The large tome in the altar room is LeMere’s spellbook.
  It was too big for him to haul around during his murder
  sprees, so he prepared his spells ahead of time and left
  the book at home. The tome is written in ancient
  Egyptian (Decipher Script DC 30). It contains the follow-
  ing spells, as well as a ritual for the creation of flesh
  golems by a Mage of at least 5th level.
  Spellbook: 0—daze, detect magical aura, prestidigi-
  tation, read magic; 1st—cause fear, ray of fatigue, sleep;
  2nd—arcane lock, change self, invisibility; 3rd—create
  crawling claw*, halt undead, hold person; 4th—animate
  dead, bestow curse, fear.
  *New spell; see description at the end of this adventure.
  TEAM BRAVO: TOUCH OF DEATH
  
  7
  GM Character: Use the Mid-Level Crime Lab Technician on
  page 281 in the d20 MODERN Roleplaying Game for Dr. Baker’s
  statistics. He carries a Ruger Service-Six revolver in a con-
  cealed carry holster (Spot DC 13).
  Dr. Baker uses a keycard (one of the few high-tech items in
  sight) to open the door to the forensics room. Read or para-
  phrase the following when the characters enter.
  Several shelves in the forensics room are filled with chemi-
  cals and supplies used for performing autopsies. A successful
  Knowledge (physical sciences) check (DC 15) reveals several
  vials of chemicals that could be used as weapons. Treat them
  as mild acid (see page 215 in the d20 MODERN Roleplaying
  Game) if used.
  Corpses awaiting autopsy are stored in the lockers that
  dominate one wall of this chamber. At the moment, only four
  of the twenty-eight lockers are in use. The flesh golem is in
  the lower left locker, awaiting instructions.
  Development: Any hero who questions Dr. Baker may
  attempt a Sense Motive check (DC 15). Success reveals that
  he’s doing his best to get the characters out of the building
  as quickly as possible, but that he is also very nervous. 
  Dr. Baker casually asks questions about the investigation,
  probing to find out what the heroes know and whether they
  have any leads. He denies any connection to the murders,
  although he does admit that the bodies were brought to the
  morgue for autopsies.
  A successful Spot check (DC 20) reveals that Dr. Baker
  wears a gold necklace around his neck, under his shirt. The
  pendant is identical to the one worn by Antoine LeMere.
  If at any point the characters draw their weapons or point-
  edly accuse Dr. Baker of being involved with the murders, he
  puts the whistle of Set’s command in his mouth and blows a
  long blast on it. The flesh golem pushes itself out of the
  body locker on the following round and attacks the heroes.
  Otherwise, if the heroes seem to be getting too close to
  the truth, Dr. Baker changes the subject and asks the heroes
  to come and see another “victim” that might shed more light
  The forensics room is dimly lit and smells of formalde-
  hyde and cleaning chemicals. Quiet classical music fills
  the room, echoing off the tiles. Lockers for storing
  corpses line one wall. A bank of video monitors on a
  table shows the front door, a block of offices, and the
  hallway that leads to this room. The images reveal no
  personnel other than Dr. Baker in the building. There is a
  body lying on one of the examination tables, covered
  with a sheet. Upon entering the room, Dr. Baker
  switches off the music and turns to face you. “Now,
  what did you want to know?” he asks.
  An elderly man wearing a lab coat appears at the end of
  the hall. On the pocket of his coat is a tag reading “Dr.
  John Baker.” He does not look pleased. “I know it’s part
  of your job,” says Dr. Baker, “but I dislike these visita-
  tions. It intrudes on my work and I need peace and quiet
  for what I do! Don’t you think you could have waited
  until I got off shift?” As he talks, he leads the way into
  what must be the forensics room.
  TEAM BRAVO: TOUCH OF DEATH
  d20MODERN
  
  8
  on the situation. He leads them over to the storage locker
  where the flesh golem is hidden, opens it, and then blows the
  whistle around his neck to order it to attack. 
  When combat breaks out, Dr. Baker does his best to hide
  from the conflict, taking a few shots with his pistol if he can.
  (Khaiba) Flesh Golem: hp 69; see page 236 in the d20
  MODERN Roleplaying Game.
  Weakness: Khaiba has a weakness for classical music, and
  its effect is fascination. He ceases all attacks and movement
  upon hearing it. On a successful Will save, the fascination is
  negated and he can act normally again. On a failure, he can
  take no actions, and each foe gains a +2 bonus on attack rolls
  against him. Any time Khaiba takes damage, he gets a new
  save to negate the fascination. Otherwise, it lasts as long as
  he can hear the music.
  Special: If the heroes do not have magical weapons,
  ignore the flesh golem’s damage reduction.
  Tactics: The flesh golem lashes out at anyone other than
  Dr. Baker. He does not stop fighting unless ordered by foren-
  sic physician, or unless he hears the 1-2-3 signal from the
  whistle of Set’s command (see sidebar).
  C3. Dr. Baker’s Office
  Read or paraphrase the following when the characters reach
  Dr. Baker’s office.
  A successful Search check (DC 20) reveals several strange
  books dealing with Egyptian mythology and the mummifica-
  tion process, plus a journal describing the procedures
  required to remove body parts for the creation of a flesh
  golem. This latter tome is written in ancient Egyptian, but
  translated notes are scrawled in English along the bottoms of
  the pages.
  This office is very messy and antiquated. Documents,
  files, and books are stacked everywhere. On the clut-
  tered desk is a sign reading “Dr. John Baker.”
  New Magic Item
  There are two of these whistles in existence—one
  on Antoine LeMere’s corpse and the other worn by
  Dr. Baker. 
  Whistle of Set’s Command: This whistle is attuned
  to a single flesh golem. It allows the wielder to com-
  mand the golem as if he were its master, as long as he
  knows the proper commands. A single, long whistle
  causes the flesh golem to attack, and a staccato 1-2-3
  pattern causes it to cease attacking, although it is free
  to retaliate if assaulted again. The wielder gains a +5
  bonus to Charisma for the purpose of regaining control
  of the flesh golem if it goes berserk.
  The flesh golem must make a Will save (DC 15) to
  attack anyone who holds a whistle of Set’s command.
  The whistle worn by LeMere was damaged and no
  longer functions properly, but Khaiba still must make a
  Will save to attack the wearer. Dr. Baker’s whistle still
  functions perfectly.
  Type: Wondrous Item; Caster Level: 3rd; Purchase
  DC: 21; Weight: —.
  TEAM BRAVO: TOUCH OF DEATH
  d20MODERN
  
  d20MODERN
  9
  C4. Chemical and Evidence Storage
  Read or paraphrase the following if the characters enter this
  room.
  There are numerous chemicals in here that can be used as
  improvised weapons (see above).
  CONCLUSION
  If the heroes manage to defeat the flesh golem and Dr. Baker,
  and they find the notebook in his office detailing the mur-
  ders and the creation of flesh golems, they have all the evi-
  dence they need to wrap up the case. If Dr. Baker is captured
  alive, he confesses to everything, then later pleads insanity as
  his defense.
  The police department (or Department-7, if the heroes are
  affiliated with that organization) quietly hushes up the event
  and has the crawling claws and flesh golem disposed of, if
  the heroes have not yet destroyed them.
  REWARDS
  If the heroes do not tell their superior about the teachings
  of Set, they can keep the spellbook for themselves.
  Otherwise, it is impounded as evidence. In addition, they
  receive a +11 Wealth bonus for their assistance in ending the
  murder spree.
  NEW CREATURE
  This adventure features the crawling claw, a new monster
  created for the d20 MODERN Roleplaying Game.
  Crawling Claw
  A crawling claw is a horrible construct made from the sev-
  ered left hand of a human being. Animated by a mix of foul
  magic and strange alchemy, these creatures prowl the tombs
  of dead Mages and the lairs of necromancers. They move
  about by walking on their fingers in a spiderlike manner—in
  fact, they can easily be mistaken for large, grotesque spiders
  in darkness.
  A crawling claw resembles a human’s severed left hand.
  The stump drips a clear ichor that exudes the faint scent of
  formaldehyde and alchemical mixtures. 
  Though it is not intelligent, a crawling claw retains some
  of the personality traits of the human from which it was
  made. For example, a crawling claw made from an anxious
  person may constantly twitch and tap its fingers, while one
  made from an angry person might make rude gestures or
  knot itself up in a fist when excited.
  A crawling claw attacks with its clawlike fingernails. While
  not much of a threat alone, the creature becomes more for-
  midable in the company of others of its kind. Such a group,
  called an applause, swarms over any creature that enters its
  territory, attacking without mercy.
  Species Traits
  Blindsight (Ex): Using nonvisual senses, a crawling claw
  maneuvers and fights as well as a sighted creature. Invisibility
  and darkness are irrelevant. The range of this ability is 60
  feet. A crawling claw usually does not need to make Spot or
  Listen checks to notice creatures within range of its blind-
  sight ability.
  Construct: A crawling claw is immune to mind-affecting
  effects and to poison, sleep, paralysis, stunning, disease,
  necromancy effects, and any effect that requires a Fortitude
  save unless the effect also works on objects or is harmless. It
  is not subject to critical hits, nonlethal damage, ability dam-
  age, ability drain, energy drain, or the effects of massive dam-
  age. It cannot heal damage on its own but can be repaired
  using the Repair skill. A successful Repair check (DC 30) heals
  1d10 points of damage to a crawling claw, and each check
  represents 1 hour of work. A crawling claw reduced to 0 hit
  points is immediately destroyed and cannot be repaired. A
  crawling claw cannot be raised from the dead.
  Gaze Immunity (Ex): Because it lacks eyes, a crawling
  claw is immune to gaze attacks.
  Smite Fallen (Ex): A crawling claw’s attacks deal double
  damage against prone combatants.
  Trip (Ex): A crawling claw that hits with a claw attack can
  attempt to trip the opponent as a free action without mak-
  ing a touch attack or provoking an attack of opportunity. If
  the attempt fails, the opponent cannot react to trip the
  crawling claw.
  Crawling Claw: CR 1/3; Diminutive construct; HD 1d10; hp 5;
  Mas —; Init +0; Spd 20 ft.; Defense 15, touch 14, flat-footed 15
  (+4 size, +1 natural); BAB +0; Grap –12; Atk +4 melee (1, claw);
  Full Atk +4 melee (1, claw); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ
  blindsight 60 ft., construct, gaze immunity, smite fallen, SR
  10, trip; AL any; SV Fort +0, Ref +0, Will –3; AP 0, Rep +0; Str
  10, Dex 10, Con —, Int —, Wis 5, Cha 5.
  Skills: —.
  Feats: —.
  Advancement: None.
  NEW SPELL
  The following spell is the last part of the ritual required for a
  5th-level Mage to create crawling claws.
  Create Crawling Claw
  Transmutation [Evil]
  Level: Mage 3; Components: V, S, M; Casting Time: 1 hour;
  Range: Close (25 ft. + 5 ft./2 levels); Targets: Severed human
  left hands within a 5-foot-radius circle; Duration:
  Instantaneous; Saving Throw: None; Spell Resistance: Yes.
  You create a number of crawling claws up to twice your
  caster level. The hands to be transformed must all be within
  a 5-foot-radius circle. Once created, the group of crawling
  claws obeys your telepathic commands, so long as the
  instructions are very simple and you are within 100 feet of
  the group. If you give the crawling claws simple standing
  orders before moving out of range, they obey those to the
  best of their ability until you return and issue other orders.
  This small room is filled with a variety of examination
  supplies, chemicals, and bits of evidence in plastic bags.
  It is harshly lit with a single, naked light bulb.
  TEAM BRAVO: TOUCH OF DEATH
  
  d20MODERN
  10
  Otherwise, they mill about aimlessly, attacking anything that
  moves into their space.
  Material Components: Clippings from a ghoul’s fingernails,
  and a ring that someone else lost.
  ABOUT THE AUTHOR
  Eric Cagle is a freelance game designer working at Wizards of
  the Coast, Inc. Recent credits include the D&D Arms and
  Equipment Guide, Fiend Folio, the Ultimate Alien Anthology
  for the Star Wars Roleplaying Game, and the URBAN ARCANA
  Campaign Setting for the d20 MODERN Roleplaying Game. He’s
  a frequent contributor to both DRAGON Magazine and the
  DUNGEONS & DRAGONS website.
  TEAM BRAVO: TOUCH OF DEATH
  Credits
  Design:
  Eric Cagle
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Cartography:
  Rob Lazzaretti
  Design Manager:
  Christopher Perkins
  Web Production: 
  Julia Martin
  Web Development: 
  Mark A. Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege
  Playtesting: 
  Joshua Bentley, Crystal Carrow,
  Darrin Drader, John Heaton
  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>.
  ©2003 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/Team Bravo - Touch of Death.pdf