TEXT: By Owen K. C. Stephens
  A Short d20 Modern Adventure for Four 16th-Level Characters
  TOO
  FAR GONE
  Evil takes many forms, and not all of them are human.
  Could the reports of monsters on the remote Pacific
  island of Kongauru be more than the deranged stories
  of crackpots and rumormongers? No one seems to be
  interested in investigating, since no government
  claims the island and it is of no commercial value. But
  someone must, before the evil brewing there erupts
  full-force upon the world.
  LEVELS
  Too Far Gone is a site-based adventure for four 16th-
  level characters. Though not designed for any specific
  d20 MODERN campaign setting, Too Far Gone features
  aliens, undead, psionics, magic, and high tech, so it
  isn’t appropriate for campaigns that exclude these
  elements. However, it’s a handy vehicle for introduc-
  ing one of these elements to a game that previously
  excluded it. For example, a d20 MODERN game that
  previously included undead and magic, but not psion-
  ics or aliens, could put ghost-hunters face-to-face
  with creatures from another planet via this adventure.
  You, the Game Master (GM), need a copy of the
  d20 MODERN Roleplaying Game to run this adventure.
  A copy of the d20 MODERN Menace Manual would
  also be helpful, but it is not required, since full statis-
  tics for all the creatures taken from it are provided
  with the scenario. To get started, print out the adven-
  ture (including the map of the island of Kongauru) and
  read it through. Specific maps for the various loca-
  tions on the island aren’t necessary, since each area
  with contents is described in the text of the adven-
  ture. You can add as much or as little detail about
  each site as you wish.
  Familiarize yourself with the general history of the
  situation, the layout of the island, its denizens and
  their plans, and the descriptions of the kroath, bogey-
  man, montauk monster, megalodon, and half-fraal
  from the d20 MODERN Menace Manual. Then make
  sure you are familiar with the rules for combat,
  
  d20MODERN
  2
  movement, and cover from Chapter 5 of the d20 MODERN
  Roleplaying Game.
  The text that appears in shaded boxes should be read
  aloud or paraphrased for the players. Opponents’ statistics
  are provided in abbreviated form.
  BACKGROUND
  Kongauru, a mid-sized island in the Pacific Ocean, was the
  site of a few minor battles between American and Japanese
  forces during WWII, but it has been abandoned since then.
  Officially in international waters, Kongauru is claimed by no
  government and is outside any major shipping lane or aircraft
  flight path. Since it has no commercial or strategic value, and
  its wicked shoals and unseasonably nasty storms are leg-
  endary, no one bothers to go there.
  The First and Second Coming
  Because of its isolation, Kongauru makes a perfect base for
  anyone wishing to operate undetected. The fraal took advan-
  tage of this low-profile location by placing a small observa-
  tion post on the island in the 1960s. Some 20 years later,
  however, they abandoned it as too risky and contented
  themselves with observing from orbit.
  Shortly after the fraal left, the equally alien kroath took over
  the base and converted it into a laboratory for genetic experi-
  mentation. The kroath’s ultimate goals are beyond human com-
  prehension, but in the short term they pursued a dual agenda:
  to see how the Earth’s life forms might be used to augment
  their own biotechnologies, and to see how the governments of
  Earth responded to dangers and mutations. If the Earth proved
  a useful source of raw materials, the kroath wanted to know
  how difficult getting past its defenders might be.
  The kroath performed many genetic experiments, blend-
  ing terrestrial DNA with that of various alien creatures
  (including fraal), creating prehistoric versions of modern
  beasts, and even mixing genes to create whole new creatures.
  During this time, they kept all their creations under lock and
  key to prevent discovery. After a decade of work and study,
  the kroath decided that Earth was rife with useful biomateri-
  als, and that its defenders were shortsighted and ill-equipped
  to deal with kroath raids. The kroath on the base prepared a
  report marking the Earth for regular harvest.
  The Green Thing
  One of the kroath researchers disagreed with this decision.
  This creature had explored many of the more unusual life
  forms of Earth, including creatures with psionic and magical
  powers. In the course of this study, it became a powerful
  telepath and grew disgusted by the greed it detected in its
  fellow aliens. Maybe it was driven mad by its explorations
  into the dark secrets of humanity, or perhaps it was infected
  by some genetic mind-altering virus. Whatever its reasons,
  this kroath eventually decided that its fellows had to be
  stopped, so it killed them all. Whether the kroath telepath
  was sane when it started is open to debate, but it was cer-
  tainly mad by the time it had massacred its fellows.
  Now in sole possession of an alien base, the kroath began
  designing a plan to rid the Earth of all sin. The only method
  that seemed workable was to destroy all thinking life on the
  planet. To that end, the kroath found a like-minded (and
  equally crazy) etoile and helped it design a machine that
  could give evil a physical form (see the February 2004 d20
  MODERN adventure Anything Goes), in the hopes that human-
  ity would either expunge its own vileness or be destroyed by
  it. When that plan failed, the kroath, which had been chris-
  tened the Green Thing by some sailors who had spotted it on
  shore, decided that more direct action was needed.
  The MadPacks
  The kroath decided to gather and train a cadre of enforcers
  who could cleanse Earth of evil. To that end, it used its
  telepathy to locate humans who showed an appreciation for
  justice and a strong sense of aggression. Its twisted mind
  ruled out anyone who displayed greed, and it also bypassed
  police, investigators, judges—in fact, anyone sane. Only crim-
  inally insane people who believed they had the right and
  duty to punish society fit its peculiar specifications. By vari-
  ous means, the kroath invited such individuals to its island.
  Maniac killers, axe murderers, and midnight stranglers came
  to Kongauru in droves, along with people who heard voices
  and those who were driven by personal demons. When they
  arrived, the Green Thing augmented each of them with a
  mind-and-body-altering condition known as lycanthropy to
  enhance their destructive capability. (How it managed to
  duplicate the effects of an essentially magical disease with-
  out actually having it remains a mystery, even to the kroath,
  but the effect is indistinguishable from normal lycanthropy.)
  As a happy side effect of the lycanthropy, the MadPack
  members developed a “pack mentality” that kept them from
  preying upon one another or attacking the Green Thing,
  which they perceived as their pack leader. Even so, however,
  the MadPack was unable to operate in large numbers. No
  matter what its orders, any group with more than four mem-
  bers fell to internal dissent within minutes and began to
  attack one another, eventually splitting into smaller groups. 
  Largely because of this limitation, the kroath eventually
  realized that the lycanthropic axe-murderers lacked the abil-
  ity to cleanse the Earth of all the guilty (pretty much every-
  one on the planet), so it gave up collecting new ones. It still
  retains those it already has, however, since they make useful
  security forces for the island. 
  The Red Baron
  Guarded by its host of mad lycanthropes, the insane kroath
  next began breeding a new race to replace humanity. Using
  prehistoric DNA salvaged from fossils, alien genes, and more
  than a dash of mad genius, it created what could only be
  called a dragon. This sentient beast proved able to breed
  without a mate, defend its young, plot and plan the acquisi-
  tion of territory, and hide from anything more powerful than
  itself. Even better, it had a flaw that would render its species
  sterile in a score of generations. Thus, after the dragon race
  had supplanted humanity, it would die out, leaving Earth free
  of thinking races—and thus free of evil.
  Now ready to begin testing the effectiveness of its new
  race, the insane kroath has allowed the oldest of its dragons
  to fly free. Reports of a UFO that reporters have come to
  TOO FAR GONE
  
  d20MODERN
  3
  call the Red Baron have cascaded in, spawning a media cir-
  cus. The reporters also picked up the story of the Green
  Thing and some reports of a monster dubbed the Great
  Black—actually a megalodon that inhabits the waters near
  the island.
  SYNOPSIS
  The heroes are called to investigate reports of the Green
  Thing or the Red Baron. Upon arriving at the island, they
  must fight their way past the Great Black, the MadPacks, the
  Red Baron, and at least one montauk monster, then locate
  and penetrate the alien base. There they must face the
  Green Thing—the insane mastermind of numerous plots to
  destroy humanity—and put a stop to its depredations once
  and for all.
  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.
  • The PCs are deep-sea fishing on a small boat when a storm
  blows them way off course. After a harrowing ride, they
  find themselves in the waters just off Kongauru, where
  they present a tempting target for the Great Black.
  • Any fraal (also known as greys) with whom the heroes
  have already established friendly contact tell them that
  something dangerous has moved into an old fraal base on
  Kongauru. If the heroes have no such contacts but have
  dealt with fraal problems before (during Anything Goes,
  for example), the greys establish contact and suggest that
  the heroes become their troubleshooters. If this proposal
  is accepted, the fraal immediately ask for help with their
  old base.
  • Having heard reports of the heroes’ successes in ridding
  the world of evil, the Green Thing decides that they should
  be part of its organization. Each of them receives an invi-
  tation to come visit the master of Kongauru. No name is
  attached, and no information other than the location of
  the island is provided. By the time they arrive, however, the
  Green Thing has forgotten that it invited them, or decided
  that they aren’t suitable after all.
  • An insane killer with an electronic tracking bracelet has
  escaped his maximum-security asylum. The bracelet
  went off the scopes but has flickered once or twice
  since his escape. The tracking equipment pinpoints its
  location as Kongauru where, unbeknownst to anyone
  except the residents, he has joined a MadPack. Since
  he’s not a threat to any country or government, and the
  island has no local police force to locate or extradite
  him, the authorities have not pursued this weak lead.
  The families of his former victims, however, have
  pooled their money to hire special agents who can find
  and capture him.
  • A retired werewolf hunter has collected excellent evi-
  dence that numerous werewolves are loose on the
  island, but he has been wrong so often no serious para-
  normal group believes him anymore. He’s too old to try
  to capture a werewolf himself, but he’s certain that an
  experienced team could make some important discov-
  eries on Kongauru. The hunter may be one of the
  heroes’ old contacts, or he may simply have heard of
  their exploits. Either way, he contacts them and asks for
  their help.
  • If the heroes have played through Anything Goes and/or
  Everything Goes, they discover evidence that both the
  etoile revenant and Bora Ghali received assistance and
  financial backing from a being of great technical skill.
  This creature’s transmissions can be traced back to
  Kongauru.
  • The crews of several deep-sea finishing boats have spot-
  ted a green, hulking brute on the shores of Kongauru,
  and a colossal black shape moving under the waters
  nearby. Their reports haven’t been taken seriously,
  except by a few UFO-hunting websites, whose patrons
  are convinced that the black shape is a spaceship mov-
  ing underwater to avoid detection. The heroes might see
  such a report themselves, or a friend or contact might
  direct them to it.
  BEGINNING THE ADVENTURE
  Too Far Gone is designed to be either a site-based
  adventure that the characters simply stumble into or the
  final, climactic confrontation with the Green Thing, if
  that has been a recurring villain in your campaign.
  Though the scenario is set on a small Pacific island, you
  can easily move it to any relatively isolated aquatic area.
  Isolation is the key factor, because a group that can
  quickly and easily access a civilized area for support
  misses much of the feel of the adventure, and may miss
  its climax as well.
  The adventure begins when the heroes decide to visit
  Kongauru. If they wish to do some research on the place
  before departure, go to the Character Preparation sec-
  tion below. When they arrive, go to The Island of
  Kongauru.
  Character Preparation
  If the heroes have the time and inclination to research
  Kongauru and the Green Thing, they can dig up a fair
  amount of information. Unless you want to create a
  major GM character for this purpose, they won’t be able
  to find an eyewitness who has actually been to the
  island. But rumors and crackpot websites abound, and
  underground newspapers may also reveal important
  facts.
  A Gather Information or Research check can unearth more
  specific information, as detailed on the tables below. The
  hero gains all the information for check results equal to or
  lower than his own.
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  GATHER
  INFORMATION DC
  INFORMATION GAINED
  10
  The fishing in the waters around
  Kongauru used to be fairly good, but
  about six months ago, the fish became
  quite scarce.
  15
  Some fishermen have spotted something
  large and green on the beach of
  Kongauru. Some who have seen it believe
  it to be a living pile of kelp; others think
  it’s an Atlantean monster.
  20
  Radios, cell phones and similar devices
  stop working within 100 miles of the
  island.
  25
  A sleek, black object at least a hundred
  feet long has been spotted dashing
  through the waters near Kongauru. Those
  who have seen it are convinced that it
  must be a spaceship or some kind of
  experimental submarine.
  RESEARCH DC
  INFORMATION GAINED
  15
  The U.S. military examined the island of
  Kongauru thoroughly shortly after WWII
  and found no dangerous life forms, coral
  reefs, unusual storm patterns, or tides.
  The island hasn’t been seriously investi-
  gated since.
  20
  About a year ago, there was a sharp
  upturn in ship disappearances near the
  island. In the past six months, they’ve
  become epidemic. No one willingly sails
  near Kongauru anymore.
  23
  For the past three months, helicopters
  and planes have also begun disappearing
  from the region.
  25
  Several world espionage agencies have
  investigated the unusual electromagnetic
  fields surrounding the island and deter-
  mined that they’re not natural. Most of
  these organizations have assumed that
  some other government is maintaining a
  secret base there, but no one has found
  any proof of such.
  Getting to Kongauru
  Kongauru is accessible by boat or plane. Hiring either is diffi-
  cult but possible. No local commercial boater or seaplane
  operator wants to get near the island, and enough ships dis-
  appear nearby that anyone who isn’t familiar with that sec-
  tion of the sea is concerned about uncharted reefs or rocks
  hidden in the shallows. A professional can be convinced to
  go there only with a successful DC 23 Bluff, Diplomacy, or
  Intimidate check. A significant amount of money can per-
  suade a fisherman or the operator of some other commercial
  vessel to take the heroes to Kongauru, and possibly even to
  wait for them. As soon as there is any sign of trouble, how-
  ever, the operator of the vessel leaves immediately.
  Random Encounters
  The waters around Kongauru are devoid of any dangerous life
  forms except the megalodon known as the Great Black.
  However, the electromagnetic field around the island gener-
  ated by the power station (see area 4) causes sudden and
  severe storms (25% chance each day) and blocks all telecom-
  munication devices to a range of 100 miles.
  While on Kongauru, the heroes must check for an
  encounter each hour. Use the following table to determine
  what they meet. The island has one Green Thing, one Red
  Baron, an unlimited supply of montauk monsters, and six
  MadPacks. If the heroes have already slain all the creatures of
  the type called for in an encounter, treat that result as no
  encounter.
  ROLL
  ENCOUNTER
  1–8
  No encounter
  9–15
  The Red Baron (see area 3)
  16–17
  A four-member MadPack (see area 2)
  18–19
  A montauk monster (see area 4)
  20
  The Green Thing (see area 5)
  MadPack Encounters
  Five four-member MadPacks—roving bands of insane lycan-
  thropic axe-murderers—patrol Kongauru at all times, while
  the sixth pack is asleep in the clinic (area 2). The MadPack
  members stay well away from the creatures in the water as
  well as the Red Baron and its eggs, since their lycanthropy
  has finely honed their survival instincts. Anything and every-
  thing else on the island, however, is fair game for them. Any
  humanoid that isn’t one of their own is a sinner and therefore
  an enemy to these creatures, and they hunt and kill all their
  enemies—or die trying. Once a MadPack member picks up
  the scent of an invader, the hunt is on. 
  Because they cannot function well in large groups, they do
  not help other packs in combat. Even if a second group saw
  a MadPack losing a fight against the heroes, it would leave
  without rendering aid, though it would take pains to track
  down any surviving invaders later. 
  Most members of the MadPacks travel in fully human
  form, wearing ragged accouterments such as T-shirts, hockey
  masks, goggles, army fatigues, leather jackets, spiked boots,
  and Halloween costume pieces. No two MadPackers are
  identical, though the members of a particular pack often
  dress according to a theme of some kind (all wearing masks,
  all barefoot, or the like). Each MadPacker is armed with an
  outlandishly long machete (treat as a longsword) and two
  throwing hatchets. One or two packs may travel in wolf form
  at night, to take advantage of the wolf’s better movement
  rate, but none take hybrid form outside of combat. See area
  2 for statistics and tactics.
  THE ISLAND OF KONGAURU
  The small, hilly island known as Kongauru is no more than 3
  miles across at its longest point, and a little less than a mile
  wide. The only sign of habitation is a single trail that leads
  from the water’s edge to the base (area 5). Travel along this
  trail is at normal overland speed. However, the trail is slightly
  depressed compared to the ground around it, and the jungle
  growth to either side is quite thick. Thus, anyone hiding in
  the undergrowth gains a +4 circumstance bonus on Hide
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  checks. Any random encounters that occur on the trail are
  likely to be ambushes.
  The thick jungle vegetation that covers most of the island’s
  surface makes movement difficult anywhere except the nar-
  row strip of beach that surrounds the interior and the trail.
  All overland speeds through the jungle are halved, though
  speeds in combat aren’t affected. 
  The power station (see area 4) produces constant cloud
  cover and causes severe storms on a regular basis. Furthermore,
  it prevents any telecommunication device from working within
  100 miles of the island. The fog that clings to the island and the
  nearby waters cuts visibility to 100 feet and renders the base
  effectively invisible from both the water and the air. 
  1. Coastal Waters
  Read or paraphrase the following when the heroes are
  approaching the island.
  Anyone coming within 100 feet of Kongauru’s shore by swim-
  ming, in a boat, or in a low-flying helicopter or plane is
  attacked by the Great Black. Any hero without access to
  sonar takes a –10 circumstance penalty on Spot checks made
  to detect the creature’s approach.
  Creature: The Great Black is the first of a dozen or so mega-
  lodons that the insane kroath managed to create, and it is the
  only one left, having already eaten all its fellows. This mam-
  moth monster is fully 90 feet long, though it curls when
  attacking, thus fitting neatly into a 30-foot-by-30-foot facing.
  It weighs 60 tons and has a mouth large enough to swallow an
  elephant. True to its name, the Great Black is jet black in color,
  and even its eyes blend into the uniform darkness of its hide. 
  The Great Black finds the electromagnetic vibrations ema-
  nating from the power station (see area 4), quite pleasurable,
  so it stays close to the island, even though it has already
  eaten just about every living creature within several miles. It
  knows no fear and has become quite hungry, so it attacks
  anything moving in the water, including boats and even small
  ships. Its bite delivers an average of 32 points of damage—
  enough to destroy a small civilian craft in a single attack. The
  Great Black can often wreck an even larger vessel with a
  single full attack action.
  The Great Black (Advanced Megalodon): CR 17; Colossal
  animal; HD 49d8+441; hp 637; Mas 28; Init +2; Spd swim 120 ft.;
  Defense 21, touch 4, flat-footed 19 (–8 size, +2 Dex, +17 natu-
  ral); BAB +36 Grap +66; Atk +41 melee (5d6+21, bite); Full Atk
  +41 melee (5d6+21, bite); FS 30 ft. by 30 ft.; Reach 10 ft.; SQ
  darkvision 60 ft., improved grab, keen scent, low-light vision,
  swallow whole; AL none; SV Fort +35, Ref +28, Will +17; AP 0;
  Rep +0; Str 39, Dex 15, Con 28, Int 1, Wis 12, Cha 10.
  Skills: Hide –10, Jump +50*, Listen +6, Spot +6, Swim +22.
  Feats: None.
  *Unlike standard megalodons, the Great Black has Jump as
  a class skill. Furthermore, it has a +35 bonus on Jump checks
  only when jumping out of water. If beached, the megalodon
  cannot jump.
  Improved Grab (Ex): To use this ability, the Great Black
  must hit an opponent at least one size category smaller than
  itself with its bite attack. If it gets a hold, it automatically
  deals bite damage each round that the hold is maintained,
  and it can swallow in the next round.
  Keen Scent (Ex): The Great Black notices creatures by scent
  within a 180-foot radius. It can detect blood in the water at
  a range of up to 1 mile.
  Swallow Whole (Ex): If the Great Black begins its turn with
  an opponent two or more size categories smaller than itself
  held in its mouth, it can attempt a new grapple check as
  though trying to pin the opponent. If it succeeds, it swallows
  the opponent, automatically dealing bite damage. Once
  inside the Great Black, the opponent takes bludgeoning dam-
  age equal to the megalodon’s bite attack plus 1d6 points of
  acid damage per round from the monster’s gullet. A success-
  ful grapple check is needed to get free. Alternatively, the
  swallowed creature can attack from inside the gullet using
  claws or a Small or Tiny slashing weapon. Dealing at least 25
  points of damage to the gullet (Defense 20) in this way cre-
  ates an opening large enough to permit escape. Once a sin-
  gle swallowed creature exits, muscular action closes the
  hole; thus, another swallowed creature must cut its own way
  out. A Gargantuan megalodon’s gullet can hold 2 Huge, 8
  Large, 32 Medium-size, or 128 Small or smaller opponents.
  Tactics: The Great Black always moves to attack bleeding
  creatures first. Its next preference is the largest target it sees.
  The creature’s great speed and strength allow it to jump a
  considerable distance out of the water, so flying targets
  attract its attention as well. 
  The megalodon attacks by charging directly upward from
  a depth of 120 feet. It spends at least one full round attack-
  ing anything it manages to grab, even if it turns out to be
  inanimate material. After the megalodon realizes it’s eating
  something other than meat, it switches to another target if
  one is available. Otherwise, it tears its first target to shreds,
  searching for edibles within. Once a vehicle is destroyed,
  everyone and everything in it is dumped into the water, cre-
  ating new targets for the Great Black.
  The megalodon is too dumb to know when it’s in trouble.
  It doesn’t flee from a fight, even if near death, and fooling it
  isn’t too difficult. The heroes may find killing it beyond their
  capability, but escaping it shouldn’t be too difficult for a
  quick-thinking group. However, anyone within 40 feet of the
  water’s edge is still fair game for the beast, since it can jump
  up onto shore and then roll back into the ocean.
  2. The Clinic
  The Green Thing built this small, simple building to house its
  MadPack vigilantes when it first decided to make them its
  instruments for cleansing Earth. Though it has abandoned
  that plan, it has decided to retain the MadPackers it already
  has for security guards, and it feeds and houses them here.
  Since the kroath found most of its MadPack members in asy-
  lums, it made their “kennel” similar in appearance.
  Mist covers the surface of the ocean, cutting visibility
  to about 100 feet. No wind disturbs the water’s surface,
  though clouds cover the sky and the air smells of coming
  rain. The only sound is the gentle murmur of the ocean.
  In the mist ahead looms the dark shape of an island.
  The narrow, rocky beach quickly gives way to thick jun-
  gle growth that seems to cover most of the surface. No
  animal cries rend the air, and no birds fly overhead. The
  place appears to be completely uninhabited.
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  The clinic is a cold, sterile shell of a building that has fallen
  into disrepair. It has no separate interior rooms—just one
  massive, padded chamber with institutional lighting and a
  glass-windowed front. The building is obviously supposed to
  look like some kind of asylum, but it couldn’t actually func-
  tion as one, since it has no offices, no interior rooms, and no
  medical equipment or supplies.
  Creatures: Only one MadPack at a time stays here; the
  other five are out roaming the island. A MadPack is any sane
  person’s worst nightmare—a group of four violently insane
  criminals with both the need and the means to punish those
  around them. These evil, chaotic killers combine the worst
  aspects of axe-murderers and maddened predators.
  When the heroes arrive, the MadPackers are asleep on the
  floor in the back of the room, approximately 80 feet from
  A gleaming white building looms out of the mist. The
  word “clinic” is written across the front windows, which
  take up the entire front wall of this single-story struc-
  ture. Dim lights glow within, revealing a warehouselike
  interior space that features padded walls covered in
  graffiti. The back of the single large chamber is dark, and
  there is no sign of movement within.
  TOO FAR GONE
  
  d20MODERN
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  the front entrance. Each may make a Listen check to detect
  the heroes’ presence as soon as they try to gain entrance. If
  none succeed, the werewolves automatically awaken when
  the heroes advance 20 feet into the building. Once they are
  awake, it takes them 1 round to ready themselves for combat.
  MadPacker in Human Form (Bogeyman Werewolf Tough
  Hero 9): CR 12; Medium-size humanoid, HD 9d10+81 plus
  2d8+18; hp 157; Mas 37; Init +1; Spd 30 ft.; Defense 19, touch 16,
  flat-footed 18 (+1 Dex, +3 natural, +5 class); BAB +7; Grap +10;
  Atk +10 melee (1d8+4/19–20, longsword); Full Atk +10/+5
  melee (1d8+4/19–20, longsword) or +8/+3 ranged (1d6+3,
  hatchet); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ alternate form
  (hybrid, wolf), death’s door, fast healing 5, immunities, wolf
  empathy; AL chaos, evil; SV Fort +17, Ref +6, Will +7; AP 5; Rep
  +3; Str 16, Dex 13, Con 28, Int 11, Wis 16, Cha 12.
  Occupation: Law Enforcement (class skills: Intimidate,
  Listen; bonus feat: Armor Proficiency [light]).
  Skills: Hide +8, Intimidate +13, Listen +15, Move Silently +6,
  Read/Write English, Speak English, Spot +10.
  Feats: Alertness, Archaic Weapons Proficiency, Armor
  Proficiency (light), Blind-Fight, Endurance, Great Fortitude,
  Improved Bull Rush, Improved Damage Threshold ([TS]3), Iron
  Will, Power Attack, Simple Weapon Proficiency, Sunder,
  Weapon Finesse (bite).
  Talents (Tough Hero): Damage reduction 1/—, damage
  reduction 2/—, damage reduction 3/—, second wind,
  sonic/concussion resistance 9.
  Alternate Form (Su): A MadPacker can assume wolf or
  hybrid form, but its gear is not absorbed into the new form.
  The bipedal hybrid form is about 6 feet tall, with a short tail
  and thick fur. The legs are like those of a wolf, and the face
  combines humanoid and lupine features in degrees that vary
  from one MadPacker to the next. The animal form is that of
  a fully grown wolf without any trace of human features.
  Changing to or from wolf or hybrid form is a move action.
  Upon assuming either form, the MadPacker regains hit points
  as if having rested for a day. A slain MadPacker reverts to its
  humanoid form, although it remains dead.
  Death’s Door (Su): A MadPacker appears to die if reduced
  to –10 hit points. However, unless it is reduced to –28 hit
  points, its “death” is only temporary; when its fast healing
  ability brings its hit point total to 1 or higher, it springs back
  to life.
  Fast Healing 5 (Su): A MadPacker heals 5 points of damage
  per round until it is reduced to –28 hit points, at which point
  it dies. This ability does not enable the MadPacker to regrow
  or reattach lost body parts.
  Immunities (Ex): The MadPacker is immune to disease,
  mind-affecting effects, necromantic effects, paralysis, poi-
  son, and sleep. It is not subject to nonlethal damage.
  Wolf Empathy (Ex): A MadPacker can communicate with
  wolves in any form and gains a +4 species bonus on
  Diplomacy checks made to influence a wolf’s attitude. A
  friendly wolf understands and heeds simple commands, such
  as “wait,” “chase,” “flee,” and “attack.”
  Possessions: Longsword, 2 hatchets.
  MadPacker in Hybrid Form (Bogeyman Werewolf Tough
  Hero 9): CR 12; Medium-size humanoid, HD 9d10+81 plus
  2d8+18; hp 157; Mas 37; Init +3; Spd 50 ft.; Defense 21, touch 18,
  flat-footed 18 (+3 Dex, +3 natural, +5 class); BAB +7; Grap +11;
  Atk +11 melee (1d8+4, longsword) or +11 melee (1d6+6, bite) or
  +10 ranged (1d6+4, hatchet); Full Atk +11/+6 melee
  (1d8+6/19–20, longsword) or +11 melee (1d6+6, bite) or +10
  ranged (1d6+4, hatchet); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ alter-
  nate form (human, wolf), curse of lycanthropy (DC 15 Fort
  save), damage reduction 15/silver, darkvision 60 ft., death’s
  door, fast healing 5, immunities, scent, wolf empathy; AL
  chaos, evil; SV Fort +17, Ref +8, Will +7; AP 5; Rep +3; Str 18,
  Dex 17, Con 28, Int 11, Wis 16, Cha 12.
  Occupation: Law Enforcement (class skills: Intimidate,
  Listen; bonus feat: Armor Proficiency [light]).
  Skills: Hide +10, Intimidate +13, Listen +15, Move Silently +8,
  Read/Write English, Speak English, Spot +8, Survival +3 (+7
  when tracking by scent).
  Feats: Alertness, Archaic Weapons Proficiency, Armor
  Proficiency (light), Blind-Fight, Endurance, Great Fortitude,
  Improved Bull Rush, Improved Damage Threshold ([TS]3), Iron
  Will, Power Attack, Simple Weapon Proficiency, Sunder,
  Weapon Finesse (bite).
  Talents (Tough Hero): Damage reduction 1/—, damage
  reduction 2/—, damage reduction 3/—, second wind,
  sonic/concussion resistance 9.
  Alternate Form (Su): A MadPacker can assume human or
  wolf form, but its gear is not absorbed into the new form.
  The animal form is that of a fully grown wolf without any
  trace of human features.
  Changing to or from wolf or human form is a move action.
  Upon assuming either form, the MadPacker regains hit points
  as if having rested for a day. A slain MadPacker reverts to its
  human form, although it remains dead.
  Curse of Lycanthropy (Su): Any humanoid hit by a
  MadPacker’s bite attack must succeed on a DC 15 Fortitude
  save or contract lycanthropy.
  Damage Reduction 15/Silver (Su): A MadPacker ignores the
  first 15 points of damage dealt by a nonsilver or nonmagical
  weapon but takes full damage from silvered weapons or any
  weapon with a +1 or higher magical bonus.
  Death’s Door (Su): A MadPacker appears to die if reduced
  to –10 hit points. However, unless it is reduced to –28 hit
  points, its “death” is only temporary; when its fast healing
  ability brings its hit point total to 1 or higher, it springs back
  to life.
  Fast Healing 5 (Su): A MadPacker heals 5 points of damage
  per round until it is reduced to –28 hit points, at which point
  it dies. This ability does not enable the MadPacker to regrow
  or reattach lost body parts.
  Immunities (Ex): The MadPacker is immune to disease,
  mind-affecting effects, necromantic effects, paralysis, poi-
  son, and sleep. It is not subject to nonlethal damage.
  Scent (Ex): This ability allows a MadPacker to detect
  approaching enemies, sniff out hidden foes, and track by
  sense of smell.
  Wolf Empathy (Ex): A MadPacker can communicate with
  wolves in any form and gains a +4 species bonus on
  Diplomacy checks made to influence a wolf’s attitude. A
  friendly wolf understands and heeds simple commands, such
  as “wait,” “chase,” “flee,” and “attack.”
  Possessions: Longsword, 2 hatchets.
  MadPacker in Wolf FForm (Bogeyman Werewolf TTough
  Hero 9): CR 12; Medium-size humanoid, HD 9d10+81 plus
  TOO FAR GONE
  
  d20MODERN
  8
  2d8+18; hp 157; Mas 37; Init +3; Spd 50 ft.; Defense 21, touch 18,
  flat-footed 18 (+3 Dex, +3 natural, +5 class); BAB +7; Grap +11;
  Atk +11 melee (1d6+6 plus trip, bite); Full Atk +11 melee (1d6+6
  plus trip, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ alternate form
  (human, hybrid), curse of lycanthropy (DC 15 Fort save), dam-
  age reduction 15/silver, darkvision 60 ft., death’s door, fast
  healing 5, immunities, scent, trip, wolf empathy; AL chaos,
  evil; SV Fort +17, Ref +8, Will +7; AP 5; Rep +3; Str 18, Dex 17,
  Con 28, Int 11, Wis 16, Cha 12.
  Occupation: Law Enforcement (class skills: Intimidate,
  Listen; bonus feat: Armor Proficiency [light]).
  Skills: Hide +10, Intimidate +13, Listen +15, Move Silently +8,
  Read/Write English, Speak English, Spot +8, Survival +3 (+7
  when tracking by scent).
  Feats: Alertness, Archaic Weapons Proficiency, Armor
  Proficiency (light), Blind-Fight, Endurance, Great Fortitude,
  Improved Bull Rush, Improved Damage Threshold ([TS]3), Iron
  Will, Power Attack, Simple Weapon Proficiency, Sunder,
  Weapon Finesse (bite).
  Talents (Tough Hero): Damage reduction 1/—, damage
  reduction 2/—, damage reduction 3/—, second wind,
  sonic/concussion resistance 9.
  Alternate Form (Su): A MadPacker can assume human or
  hybrid form, but its gear is not absorbed into the new form.
  The bipedal hybrid form is about 6 feet tall, with a short tail
  and thick fur. The legs are like those of a wolf, and the face
  combines humanoid and lupine features in degrees that vary
  from one MadPacker to the next.
  Changing to or from hybrid or human form is a move
  action. Upon assuming either form, the MadPacker regains hit
  points as if having rested for a day. A slain MadPacker reverts
  to its human form, although it remains dead.
  Curse of Lycanthropy (Su): Any humanoid hit by a
  MadPacker’s bite attack must succeed on a DC 15 Fortitude
  save or contract lycanthropy.
  Damage Reduction 15/Silver (Su): A MadPacker ignores the
  first 15 points of damage dealt by a nonsilver or nonmagical
  weapon but takes full damage from silvered weapons or any
  weapon with a +1 or higher magical bonus.
  Death’s Door (Su): A MadPacker appears to die if reduced to
  –10 hit points. However, unless it is reduced to –28 hit points,
  its “death” is only temporary; when its fast healing ability
  brings its hit point total to 1 or higher, it springs back to life.
  Fast Healing 5 (Su): A MadPacker heals 5 points of damage
  per round until it is reduced to –28 hit points, at which point
  it dies. This ability does not enable the MadPacker to regrow
  or reattach lost body parts.
  Immunities (Ex): The MadPacker is immune to disease,
  mind-affecting effects, necromantic effects, paralysis, poi-
  son, and sleep. It is not subject to nonlethal damage.
  Scent (Ex): This ability allows a MadPacker to detect
  approaching enemies, sniff out hidden foes, and track by
  sense of smell.
  Trip (Ex): A MadPacker that hits with a bite attack can
  attempt to trip its opponent as a free action without making
  a touch attack or provoking an attack of opportunity. If the
  attempt fails, the opponent cannot react to trip the
  MadPacker.
  Wolf Empathy (Ex): A MadPacker can communicate with
  wolves in any form and gains a +4 species bonus on
  Diplomacy checks made to influence a wolf’s attitude. A
  friendly wolf understands and heeds simple commands, such
  as “wait,” “chase,” “flee,” and “attack.”
  Tactics: The MadPackers spread out and approach the
  heroes stealthily, engaging in melee combat as soon as they
  are seen. Their insanity precludes effective reasoning or
  negotiation—they are convinced that they must kill everyone
  in the world to purify it from sin. The fact that even such a
  small group of them can work together is merely an accident
  of instinct and shared delusion, not a sign of any civilized
  nature or warm feeling toward their fellows. 
  Even so, however, the MadPackers employ reasonably
  sophisticated tactics. Though they prefer to take hybrid form
  during combat, they don’t adopt it immediately. The killers
  are smart enough to realize that foes who don’t realize they
  are werewolves are likely to have a much harder time killing
  them. When fighting enemies armed with weapons that can-
  not kill them permanently, the members of a MadPack all
  fight to the “death” once. While healing, they continue to
  feign death until their enemies drop their guard, then leap up
  once more, assuming their hybrid forms and renewing their
  attack. If they have been wounded so badly that they cannot
  heal before losing sight of their foes, the MadPackers simply
  track down those who “killed” them when they are healthy
  enough to do so. Such pursuit is immediate and unrelenting.
  Development: The MadPacks have written numerous
  messages on the interior walls in an effort to explain
  themselves to one another. Common phrases include “Red
  Dawn Coming,” “It Knows, It Purifies,” “Red Baron, Red
  Baron,” The World is Guilty,” and “It Comes from Outside.”
  A DC 30 Investigate check reveals that these words are the
  rantings of disturbed minds, and also that the messages
  exhibit an almost religious fervor. A DC 35 Investigate
  check convinces the reader that whoever scrawled these
  phrases on the inside of the clinic believes the world must
  be cleansed by blood, and that some terrible event (the
  “Crimson Dawn”) brought about by some external force
  (the “It” that “Comes from Outside”) is going to do it. A DC
  40 Investigate check suggests that the mere fact that mul-
  tiple deranged minds believe the same fantasy may mean
  there is a grain of truth to it.
  3. The Caves
  If the Red Baron has not already been slain, it is in its cave
  tending its eggs when the heroes arrive. 
  3a. Cave Entrance
  Read or paraphrase the following aloud when the heroes
  reach the entrance to the cave complex.
  The path leads around the central mountain of the
  island. As it curves north, a cave entrance becomes visi-
  ble just a few dozen feet off the trail. No vegetation
  grows near it, and a faint smell of charred plants per-
  vades the area, as though someone had used explosives
  to widen the cave mouth artificially. Inside, the cave
  narrows to a passageway that tilts down, leading deeper
  into the darkness inside the mountain.
  TOO FAR GONE
  
  d20MODERN
  9
  TOO FAR GONE
  If the Red Baron hasn’t already been encountered and killed
  outside, it attacks immediately. The monster is perfectly will-
  ing to fight to the death to protect its eggs.
  Creature: The Red Baron is a hermaphroditic wyrm/fraal
  hybrid created by the Green Thing’s experiments with gene-
  splicing. It combines the dragon’s strength and breath
  weapon with the psionic powers of the fraal.
  Tactics: The Red Baron has very little interest in
  communicating and few means to do so. Although it can
  read, write, and understand Fraal, its vocal cords are
  incapable of producing sounds more coherent than roars
  and croaks. But since it assumes that intruders intend to
  harm its eggs, it’s unlikely to bother with communication
  anyway.
  The dragon prefers to fight from the air, opening with its
  breath weapon as it bursts forth from the cave. On any
  round thereafter that it can’t use its fiery breath, it uses the
  Flyby Attack feat to swoop down, strike a foe with its
  stinger, then fly back out of range. The dragon uses Tumble
  to move the last 10 feet in and out of each strike and
  employs its 10-foot reach, hoping to attack without provok-
  ing attacks of opportunity. As long as this tactic works, it
  breathes and stings from the air, doing its best to keep out
  of reach. If one or two foes manage to hurt the Red Baron
  at range, it targets them first.
  Development: Once the heroes have dealt with the Red
  Baron, they are free to explore the cave. Go to encounter 3b
  if they decide to head down the passage at the back.
  3b. The Egg Chamber
  The Red Dragon has already laid multiple clutches of eggs in
  the caves that honeycomb the island, and dozens of alien-
  dragon crossbreeds are now ready to hatch. Within a month
  of hatching, the young will take flight and spread the Red
  Baron’s bloodline across the globe. Upon reaching maturity at
  the age of two, each of these psychic wyrms can produce a
  clutch of six to twenty-four eggs every six months. Within a
  few short years, these fraal/wyrm hybrids should be numer-
  ous enough to challenge mankind as the dominant species of
  the planet.
  Read or paraphrase the following aloud when the heroes
  enter the passageway.
  The egg chamber measures more than 300 feet in diameter
  and 150 feet high. 
  Creatures: The chamber is the incubation site for 144
  eggs, 36 of which are ready to hatch within days—or
  even hours. The hatchling wyrms are born with the
  same intelligence as a young teenage human, and they
  feel a strong need to spread their children far and
  wide. The youngsters retain some of their parent’s
  memories, and they are greedy, selfish, vicious crea-
  tures that have an allegiance to evil from the moment
  they first breathe air.
  The Red Baron (Half-Fraal/Half-Wyrm [Adult]): CR 17;
  Huge dragon (alien), HD 19d12+95; hp 218; Mas 21; Init –2;
  Spd 20 ft., fly 60 ft. (poor), burrow 20 ft.; Defense 21,
  touch 6, flat-footed 21 (–2 size, –2 Dex, +15 natural); BAB
  +19; Grap +36; Atk +27 melee (1d8+9 plus poison, sting);
  Full Atk +27 melee (1d8+9 plus poison, sting) and +24
  melee (2d8+4, bite) and +24 melee (2d6+4, 2 claws); FS 15
  ft. by 15 ft.; Reach 10 ft.; SQ breath weapon (Reflex DC 24),
  darkvision 60 ft., fling, immunities, improved grab, poison
  (Fort DC 24), psionics, scent; AL evil; SV Fort +16, Ref +9,
  Will +14; AP 0; Rep +0; Str 29, Dex 7, Con 21, Int 10, Wis 16,
  Cha 12.
  Skills: Hide +9, Intimidate +10, Listen +20, Move Silently +17,
  Read/Write Fraal, Search +19, Sense Motive +12, Speak Fraal
  (understand only), Spot +21(+24 during daylight), Tumble +6.
  Feats: Cleave, Flyby Attack, Multiattack, Power Attack,
  Weapon Focus (sting).
  Breath Weapon (Su): The Red Baron can breathe a 60-
  foot-long, 5-foot-wide line of fire every 1d4 rounds as an
  attack action. Any creature in the line of fire takes 10d10
  points of damage, or half damage if a DC 24 Reflex save
  succeeds.
  Fling (Ex): The Red Baron can drop a creature it has grabbed
  or use an attack action to fling it aside. A flung creature trav-
  els 30 feet and takes 3d6 points of damage. If the Red Baron
  flings it while flying, the creature takes this amount of dam-
  age or falling damage, whichever is greater.
  Immunities (Ex): The Red Baron is immune to hold, paraly-
  sis, and sleep effects.
  Improved Grab (Ex): To use this ability, the Red Baron
  must hit with both claw attacks. If it gets a hold, it hangs on
  and stings. If the Red Baron grabs a creature two or more
  size categories smaller than itself, it automatically deals
  damage with both claws and its sting each round the hold
  is maintained.
  Poison (Ex): A creature stung by the Red Baron must suc-
  ceed on a DC 24 Fortitude save or take 2d6 points of
  Constitution damage. After 1 minute has elapsed, the crea-
  ture must succeed on a second DC 24 save or take another
  2d6 points of Constitution damage.
  Psionics (Sp): At will—lesser mindlink (DC 12), suggestion
  (DC 13). Manifester level 5th.
  Scent (Ex): This ability allows the Red Baron to detect
  approaching enemies, sniff out hidden foes, and track by
  sense of smell.
  Development: Only by destroying all the eggs can the
  heroes hope to prevent the rapid spread of these creatures
  across the world.
  4. The Power Station
  This structure is the source of all power on the island. If it
  is destroyed, nothing in the clinic or lab works, including
  the lights. 
  The long shaft is easily wide enough for two jeeps
  to drive side by side. The air is hot and redolent
  with a dank, musty smell. After a while, the pas-
  sageway levels out and opens into a vast cavern
  peppered with stalactites and columns of rock.
  Dozens of ugly, lumpy orbs about the size of bas-
  ketballs litter the floor, and some of them are mov-
  ing, as though struggling forms within are fighting
  for their freedom. 
  
  d20MODERN
  10
  The visible portion of the power station is a transformer
  designed to convert heat energy taken from a thermal vent
  into electricity, then broadcast it wirelessly to both the clinic
  and the lab. However, the technology that allows this form
  of energy transmission also rips tiny holes in the space/time
  continuum. On kroath worlds, this phenomenon has no
  effect, but on Earth, it attracts the attention of creatures
  called montauk monsters that live beyond the tiny holes.
  Every few hours, a montauk monster is summoned through
  the holes if there isn’t one already on the island. 
  Creature: Even if the PCs have recently faced a wandering
  montauk monster, a new one appears at the power station on
  their arrival. The monsters continue to arrive beside the
  power station periodically as long as it is running. 
  Advanced Montauk Monster: CR 14; Huge elemental (air,
  fire), HD 19d8+95; hp 180; Mas –; Init +0; Spd 30 ft.; Defense
  15, touch 8, flat-footed 15 (–2 size, +7 natural); BAB +14; Grap
  +32; Atk +22 melee (2d6+10 plus 1d6 fire plus 1d6 electricity,
  energy claw); Full Atk +22 melee (2d6+10 plus 1d6 fire plus 1d6
  electricity, energy claw); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ
  damage reduction 20/+1, darkvision 60 ft., elemental, energy
  claw, energy form, fast healing 3, fire subtype, fuse (Will DC
  24), immunities, invisibility; AL evil; SV Fort +11, Ref +13, Will
  +6; AP 0; Rep +0; Str 30, Dex 11, Con 20, Int 6, Wis 10, Cha 12.
  Skills: Climb +22, Listen +14, Move Silently +12, Spot +14.
  Feats: Alertness, Combat Reflexes, Lightning Reflexes,
  Power Attack.
  Damage Reduction 20/+1 (Su): An advanced montauk
  monster ignores the first 20 points of damage dealt by any
  nonmagical weapon. In campaigns without magic weapons,
  the GM can either disregard the advanced montauk mon-
  ster’s damage reduction or apply it only to certain types of
  weapons (ballistic, bludgeoning, piercing, slashing, or
  sonic/concussion).
  Elemental: An advanced montauk monster has all the traits
  common to elementals.
  Energy Claw (Ex): In addition to its base damage, an
  advanced montauk monster’s claw attack deals 1d6 points of
  electricity damage and 1d6 points of fire damage with a suc-
  cessful hit.
  Energy Form (Ex): An advanced montauk monster is raw
  energy given sentience. Its body and its melee attacks are
  force effects.
  Fast Healing 3 (Ex): An advanced montauk monster heals 3
  points of damage per round unless it is reduced to –10 or
  fewer hit points. This ability does not enable it to regrow or
  reattach lost body parts.
  Fire Subtype (Ex): An advanced montauk monster is
  immune to fire damage and takes 50% more damage from
  cold attacks.
  Fuse (Su): Once every 1d4 rounds, an advanced montauk
  monster can cause a creature it has successfully hit with a
  melee attack to fuse with nearby matter. At the time of the
  attack, the target creature must be within 5 feet of a solid
  object with a volume at least equal to its own. (In most cases,
  the ground or a wall is sufficient.) The target must succeed
  on a DC 24 Will save  or be fused with the object and
  instantly killed. The object’s hardness drops by 2 after the
  fusion, regardless of the creature’s nature or physical makeup.
  Such an object continues to function normally, but it is usu-
  ally cosmetically grotesque, with fleshy fingers or a portion
  of a face projecting from its surface.
  Immunities (Ex): An advanced montauk monster is immune
  to electricity and fire. It is also immune to force effects such
  as mage armor, magic missile, and wall of force. The crea-
  tures and their melee attacks pass through such effects
  unharmed and unhindered.
  Invisibility (Su): An advanced montauk monster is naturally
  invisible, as though constantly under the effect of the invisi-
  bility spell (caster level 10th). Like a subject of that spell, the
  monster becomes visible upon attacking, but it can reinstate
  its invisibility as a free action once per round.
  Tactics: The montauk monsters erroneously blame the
  natives of Earth for these constant disturbances, so this one
  immediately attacks any obvious humans. The monster
  ignores the Green Thing (if present) as an obvious alien, and
  the MadPackers have learned to assume wolf form when
  such a creature appears so as not to incur its wrath.
  Development: The transformer is fragile and easily broken
  (hardness 5, 10 hp). But when the casing is breached, the heat
  traveling out of the thermal vent bursts outward, dealing 8d6
  points of heat damage to every creature within 60 feet (Fort
  DC 25 half). The transformer can be disabled without gener-
  ating a blast of heat with a successful DC 25 Disable Device
  check.
  With the destruction of the station, telecommunication
  devices can function again, freak storms stop occurring, the
  Great Black swims into deeper waters (possibly becoming a
  threat later), and no more montauk monsters come through.
  If one of the creatures is on the island at the time, however,
  it remains. Unable to fly or swim, it wanders around
  Kongauru until destroyed.
  5. The Lab
  The Green Thing spends most of its time in this area, moni-
  toring the world and waiting for the Red Baron’s first brood
  to hatch. Read or paraphrase the following aloud when the
  heroes venture into the tunnel entrance.
  Continue with the following when the heroes reach the
  tunnel’s end.
  An obviously manmade tunnel with a sandy floor leads
  deep into the mountain. From somewhere ahead comes
  the soft sound of electronic beeping and whirring, and a
  pinpoint of light provides just enough illumination to
  navigate. 
  Atop a small hill stands a strange device about 5 feet
  high that resembles a mechanical mushroom. A low hum
  emanates from it in all directions, and a thick smell of
  ozone permeates the air. The strange object obviously
  extends beneath the ground, and the grass around it has
  been burned to a crisp. Two small nodes on the top of
  the object are alight with electricity. Small arcs of
  energy project off the nodes and travel 2 or 3 feet
  through the air before fading away. 
  Suddenly, a body of blue light coalesces beside the
  device. Its appearance is accompanied by a loud roar.
  TOO FAR GONE
  
  d20MODERN
  11
  TOO FAR GONE
  This cave was the original kroath base. Since it slew the rest
  of the kroath, the Green Thing has used it to perform its own
  genetic and biochemical experiments.
  Creature: The Green Thing is a crazed kroath telepath and
  the leader of the forces on this island.
  The GGreen Thing ((Kroath Charismatic HHero 3/Telepath 10):
  CR 16; Medium-size humanoid (alien), HD 2d8+8 plus 3d6+12
  plus 10d6+40; hp 114; Mas 18; Init +3; Spd 30 ft.; Defense 25,
  touch 17, flat-footed 22 (+3 Dex, +4 class, +8 bioorganic
  armor); BAB +7; Grap +8; Atk +8 melee (1d4+1, claw) or +8
  melee (2d6+1, filament chain) or +10 ranged (4d6, dark plasma
  trigun); Full Atk +8/+3 melee (1d4+1, 2 claws) or +8/+3 melee
  (2d6+1, filament chain) or +10/+5 ranged (4d6, dark plasma
  trigun); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ bioorganic armor, com-
  bat manifestation, damage reduction 5/—, fast healing 5,
  immunities, low-light vision, maximize power, power crystal,
  psionic powers, psionic skills, trigger power (clairaudi-
  ence/clairvoyance, lesser body adjustment, mental blast); AL
  kroath; SV Fort +12, Ref +8, Will +11; AP 6; Rep +6; Str 13, 
  Dex 16, Con 18, Int 22, Wis 12, Cha 18.
  Occupation: Technician (class skills: Computer Use, Craft
  (mechanical), Knowledge (earth and life sciences).
  Skills: Autohypnosis +17, Bluff +22, Computer Use +8,
  Concentration +20 (+24 when manifesting a power on the
  defensive), Craft (chemical) +7, Craft (mechanical) +8,
  Diplomacy +10, Gather Information +12, Intimidate +10,
  Knowledge (arcane lore) +12, Knowledge (behavior sciences)
  +18, Knowledge (earth and life science) +8, Knowledge
  (physical science) +7, Knowledge (popular culture) +22,
  Knowledge (tactics) +7, Listen +5, Psicraft +22, Read/Write
  English, Read/Write Kroath, Speak Kroath, Search +8, Sense
  Motive +17, Spot +5.
  Feats: Advanced Firearms Proficiency, Alertness, Alien
  Weapons Proficiency, Blind-Fight, Burst Fire, Combat
  Expertise, Double Tap, Iron Will, Point Blank Shot, Quick
  Reload, Simple Weapons Proficiency, Wild Talent (far hand).
  Talents (Charismatic Hero): Coordinate, inspiration.
  Power Points: 48 (including 5 in power crystal).
  Telepath Powers Known (6/4/3/3/2/1): 0—burst,
  detect psionics, far hand, finger of fire, missive, verve; 1st—
  charm person, control object, lesser body adjustment,
  lesser mindlink; 2nd—clairaudience/clairvoyance, detect
  thoughts, inflict pain; 3rd—lesser domination, mental
  blast, negate psionics; 4th—domination, telekinesis; 5th—
  power resistance.
  Bioorganic Armor (Ex): The Green Thing’s armor is an
  extension of its body. As such, it imposes no armor penalties
  of any kind, despite its apparent bulk. When damaged, the
  armor automatically secretes a chemical that closes holes
  and effects repairs (see Fast Healing, below). If the Green
  Thing is rendered unconscious or reduced below 0 hit
  points, its armor releases a powerful acid that completely
  decomposes its body, armor and all, in 1 round. Any other
  creature touching the Green Thing during this round takes
  4d6 points of acid damage (no saving throw). After the
  Green Thing has been reduced to its component chemicals,
  the acid becomes inert.
  Damage Reduction 5/— (Ex): The Green Thing’s bioorganic
  armor allows it to ignore the first 5 points of damage dealt
  by any attack.
  Fast Healing 5 (Ex): The Green Thing regains 5 lost hit
  points per round unless it is reduced to –10 or fewer hit
  points. This ability does not enable the Green Thing to
  regrow or reattach severed body parts.
  Immunities (Ex): The Green Thing is immune to poison and
  to any detrimental atmospheric effects, such as gas, smoke,
  or lack of oxygen.
  Possessions: Bioorganic armor, dark plasma trigun, 10 tri-
  gun magazines, filament chain, power crystal (5 power
  points).
  Tactics: The kroath makes no effort to defend the lab’s
  entrance because it assumes that its exterior defenses can
  repel any invaders. If not spoken to or disturbed, it continues
  to sit its chair in front of the video monitors watching news
  shows and reality shows—both barometers of humanity’s
  crimes. Once the heroes make their presence known, how-
  ever, it attacks without discussion or quarter.
  The kroath is perfectly willing to destroy its own lab fight-
  ing intruders, and it happily uses its dark plasma trigun for
  burst fire and area autofire. If a foe seems physically strong
  and nimble, the Green Thing assumes it is weak-willed and
  uses mental attacks (specifically mental blast, inflict pain,
  and charm person) to weaken them. If attacked with psionic
  powers, it uses power resistance on itself. If the battle begins
  to go against it, the Green Thing tries to escape from the lab
  and link up with a MadPack for support.
  Once out on the island, the Green Thing uses clairaudi-
  ence/clairvoyance to set up ambushes with a MadPack and
  inspires the werewolves with its Charismatic Hero talents. If
  a montauk monster or the Red Baron is still alive, the Green
  Thing tries to draw the heroes out to an area where they can
  be seen and attacked. Otherwise, it moves to protect the
  dragon eggs in the caves (see area 3). If the eggs have been
  destroyed, the Green Thing takes any opportunity to escape.
  If the heroes came by helicopter or plane, the creature steals
  their vehicle to get away. Because it knows about the Great
  Black’s affinity for the power station’s signals, however, it
  does not leave by water unless the power station has been
  destroyed.
  Development: The monitoring stations inside the lab
  receive television broadcasts from around the world.
  Strange-looking cots and stands full of medical equipment
  line the walls. Long stains of dried blood trail from every cot
  to a drain in the center of the room. Medical books are
  stacked in the center of the chamber, and pages from them
  have been torn out and plastered to the walls. Mixed in with
  the hard science texts are various new age books on psychic
  phenomena, children’s books on dinosaurs and dragons, and
  crackpot ravings printed off the internet. Every concept, no
  The passage ends in a cavern carved from the rock.
  Television screens are visible throughout the chamber,
  and the walls are plastered with book pages and com-
  puter printouts. Across the room, sitting on a stool, is a
  hulking green humanoid that must be at least 8 feet tall.
  The creature has no visible head, and its body seems to
  be made of some rough, scaly, organic material.
  Cabinets, medical beds, and a few odd devices complete
  the furnishings of this underground laboratory.
  
  d20MODERN
  12
  matter how ridiculous, seems to have been given equal
  weight. Lines drawn on the wall link different pages, suggest-
  ing that topics such as dinosaurs, cancer, poisonous scorpi-
  ons, and dragons are all somehow related. No matter how
  hard they try, the heroes can make no sense out of these links
  because they are the products of an unbalanced alien mind.
  Five pieces of equipment in the lab are extremely
  advanced and not designed for human use: the annalat, the
  heuristic assembler, the hurim, the transfunctioner, and the
  yurim. These devices are detailed in the appendix. A charac-
  ter lacking the Alien Weapons Proficiency feat cannot make
  any use of these devices, though their function can be deter-
  mined with a DC 30 Research check. If a fight occurs within
  the lab, there is a flat 25% chance that one of them is
  destroyed each time a ranged attack misses its intended tar-
  get. Randomly determine which item is destroyed, ignoring
  any result that occurs a second time. The function of new
  equipment is described below.
  D20 ROLL
  DEVICE DESTROYED
  1–4
  Yurim
  5–8
  Hurim
  9–12
  Transfunctioner
  13–16
  Heuristic assembler
  17–20
  Annalat
  CONTINUING THE ADVENTURE
  If the Green Thing manages to escape the island, it scouts the
  planet for another isolated location in which to set up shop
  again. Once it has done so, it gathers new security forces (not
  necessarily the MadPacks) and begins work on another plot
  to wipe out evil—namely humanity—on Earth.
  If any of the Red Baron’s eggs survive and hatch, reports
  begin to filter in about more UFOs. The wyrms look for
  remote locations in which to lay their eggs, and their num-
  bers grow in isolation unless every one of them is tracked
  down and destroyed. If any of these creatures survive,
  humanity is in for a major war in less than two decades. 
  If the heroes manage to recover any of the alien equip-
  ment, any scientific or alien investigative society is inter-
  ested in examining it. As soon as its existence is known,
  however, other governments and private organizations send
  agents to steal it, necessitating recovery missions.
  REWARDS
  The heroes gain the standard experience and wealth awards
  associated with the encounters in this adventure. In addition,
  you may wish to award bonus experience for any investiga-
  tive work they did at the beginning of the adventure.
  Depending on how well they were able to piece the clues
  together themselves, investigation can be the equivalent of
  up to a CR 14 obstacle.
  APPENDIX
  The following feat and items are available for use in any d20
  MODERN campaign.
  New Feats
  These feats are available to characters in the d20 MODERN
  game who meet the prerequisites.
  Alien Weapons Proficiency [General]
  You are proficient with alien weapons.
  Benefit: You take no penalty on attack rolls when using
  any kind of alien weapon.
  Normal: A creature without this feat takes the –4 nonpro-
  ficient penalty when making attacks with an alien weapon.
  Flyby Attack [General]
  You can attack on the wing.
  Prerequisite: Fly speed.
  Benefit: When flying, you can take a move action (includ-
  ing a dive) and another standard action at any point during
  the move. You cannot take a second move action during a
  round when you make a flyby attack.
  Normal: Without this feat, a creature can take a standard
  action either before or after it moves.
  New Wondrous Items
  The following devices are inventions of the kroath.
  Annalat: The annalat appears to be a cot made of fine
  threads resembling the strands of a spider’s web. Pulsing
  light travels along these ultra-thin wires, and thousands of
  tiny, eyelike motes dot the network. Any creature of up to
  Huge size can fit on the annalat, which conforms to sup-
  port its occupant comfortably. If a creature remains on
  the annalat for an hour (either willingly or with the aid of
  constraints), the device reveals its type (humanoid,
  dragon, fey, or the like), as well as any templates it has and
  any diseases, poisons, curses, or conditions currently
  affecting it.
  Using this device requires the Alien Weapons Proficiency
  feat, as well as a significant source of electrical power. 
  Type: Wondrous Item (alien technology); Manifester Level:
  11th; Purchase DC: 37; Weight: —.
  Heuristic Assembler: This device appears to be a cot made
  of fine threads resembling the strands of a spider’s web.
  Pulsing light travels along these ultra-thin wires, and thou-
  sands of tiny tendrils cover every inch of their surface. 
  The heuristic assembler is designed to create objects from
  raw materials. It stretches as needed to accommodate raw
  materials placed in it, though it cannot accept or produce
  any object larger than 10 feet in any dimension.
  This kroath-created device converts raw material of a sin-
  gle kind into a product of the same material. The process
  takes 8 hours, no matter how large or small the object to be
  created (up to the maximum size). The quality of items made
  by this device is commensurate with the quality of material
  used for its fabrication. The assembler is considered to have
  a +10 bonus on all Craft checks, though someone with a
  higher Craft bonus could utilize her own instead of the
  assembler’s by monitoring the device constantly throughout
  the 8-hour fabrication process.
  The Green Thing managed to use this device to blend dif-
  ferent species—even living or arcane ones—to create its
  TOO FAR GONE
  
  13
  hybrids. This use is beyond any other creature, including
  other kroath.
  Using the heuristic assembler requires the Alien Weapons
  Proficiency feat, as well as a significant source of electrical
  power. It can be used once per day.
  Type: Wondrous Item (alien technology); Manifester Level:
  11th; Purchase DC: 37; Weight: —.
  Hurim: A hurim is a crystal containing vast stores of
  knowledge. A character who has the Alien Weapons
  Proficiency feat and at least 1 psionic power point can use
  this device to access any needed knowledge instantly, gain-
  ing a +4 circumstance bonus on any single Knowledge check.
  This device can be used to augment only one Knowledge
  check per use.
  Type: Wondrous Item (psionic); Manifester Level: 9th;
  Purchase DC: 36; Weight: —.
  Transfunctioner: This all-purpose device can replace
  any hand-held tool. It can cut, join, tighten, loosen, level,
  hammer, weld, mix, sew, stitch, patch, separate, measure,
  weigh, and perform mathematical calculations. The trans-
  functioner appears to be a lump of metal with grooves for
  the fingers, though human fingers never seem to fit quite
  right. When the device is activated, light streams forth in
  one or more beams, playing over whatever surface the
  task is to be performed on. Anyone with the Alien
  Weapons Proficiency feat can use the transfunctioner to
  gain a +4 circumstance bonus on all Computer Use, Craft,
  Demolitions, Disable Device, Navigate, Repair, and Treat
  Injury checks.
  Type: Wondrous Item (psionic); Manifester Level: 11th;
  Purchase DC: 38; Weight: —.
  Yurim: A yurim is a crystal capable of translating any
  verbal or written communication. A character who has
  the Alien Weapons Proficiency feat and at least 1 psionic
  power point understands any spoken or written words
  encountered while holding it. If the user does not take
  time to transcribe the communication into some other
  language, however, all understanding is lost when the
  yurim is put down.
  Type: Wondrous Item (psionic); Manifester Level: 9th;
  Purchase DC: 36; Weight: —.
  ABOUT THE AUTHOR
  Owen Kirker Clifford Stephens was born in 1970 in Norman,
  Oklahoma. He attended the TSR Writer’s Workshop held at
  the Wizards of the Coast Game Center in 1997 and moved to
  the Seattle area in 2000, after accepting a job as a Game
  Designer at Wizards of the Coast, Inc. Fourteen months later,
  he returned to Oklahoma with his wife and three cats to pick
  up his freelance writer/developer career. His credits include
  author and co-author credits on numerous Star Wars and
  EverQuest projects, as well as Bastards and Bloodlines from
  Green Ronin. He also has producer credits for various IDA
  products, including the Stand-Ins printable figures.
  Credits
  Design:
  Owen K. C. Stephens
  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
  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>
  d20MODERN
  TOO FAR GONE
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/Too far Gone.pdf