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748 From Central Avenue PDF
748 From Central Avenue PDF
CENTRAL AVENUE
LEVELS
You, the Game Master (GM), need a copy of the d20
MODERN Roleplaying Game Core Rulebook and the
URBAN ARCANA Campaign Setting to run this adventure.
Some of the creatures used in this adventure are
drawn directly from the D&D games Monster Manual,
so you may find that book and the Players Handbook
helpful when running the adventure, though com-
plete d20 MODERN statistics are supplied for each such
creature.
The 7:48 from Central Avenue is a short scenario
for four 8th-level heroes. With slight modifications,
you can make it suitable for heroes from 6th to 10th
level (or groups as large or small as youre comfort-
able adjudicating). See the Scaling the Adventure
sidebar for instructions on adapting it for other
groups. The text that appears in shaded boxes should
be read aloud or paraphrased for the players.
Opponents statistics are provided in abbreviated
form.
By Skip Williams This adventure can be set in any city that has a
subway system. A map showing the major encounter
areas is provided. With a little work, the locations
presented in the adventure could be adapted to any
locale that uses commuter trains or light rail for mass
transit.
To get started, print out this adventure and read it
through. Then make sure you are familiar with the
A Short Urban Arcana Adventure for Four 8th-Level Characters new monsters presented at the end of the scenario,
d20 MODERN
the rules for illithids and arcane magic (Chapters 8 and 10, to work quickly and will probably have to find a new lair
respectively, of the d20 MODERN rulebook), and the rules for afterward, but his greed makes him linger in the area just long
Shadow creatures presented in the URBAN ARCANA Campaign enough to allow the heroes a chance to catch him.
Setting.
BACKGROUND SYNOPSIS
The adventure begins with the heroes arriving at the subway
The rising tide of Shadow brings many strange things into the station some hours after the train has derailed. The power is
world, and most of them prove unpleasant. Among these out and the station is dark. Upon entering, they encounter Fek-
new arrivals is the illithid Mauton, who inexplicably arrived Jiim, who poses as a utility worker. The ogre mage does his best
minus his plane shift ability and was thus unable to leave. As to talk the heroes into leaving because he recognizes the
resourceful as most of his kind, Mauton quickly found a suit- threat they pose. If he cannot get rid of them, he blasts them
ably dark lair (an abandoned sub-basement not far from a with his cone of cold ability and tries to kill or capture them.
subway station) and took up residence there. Thus far, he has Once the heroes defeat Fek-Jiim, theyre free to investigate
refused to become too closely involved with the modern the derailed train. Clues to the cause of the accident prove
world, preferring instead to play the role of the hunter. scarce, but the heroes find a mysterious hole near the tracks,
Mauton preys on late-night travelers and spends hours pon- and from its depths they can hear voices calling for help. The
dering whether to attempt an escape back through the shad- voice are genuine, but the hole is a red herring that Mauton
ows or settle down here permanently. The illithid finds his devised to throw any investigators off the scent.
inability to use his plane shift ability deeply disturbing, but If the heroes explore the tunnels east of the station, they
2 also intellectually fascinating. He has convinced himself that
the mystery of his failed plane shift power is connected with
encounter Mautons pet umber hulk. Once they defeat it,
they can find the illithids lair and confront him to secure the
some profound secret that he has yet to uncover. release of his captives.
Since his arrival, Mauton has encountered other refugees The 7:48 from Central Avenue is a straightforward, site-
from Shadow, including an umber hulk, which he has kept based adventure. The action takes place entirely within the
charmed since their first encounter, and an ogre mage named area of the abandoned subway station.
Fek-Jiim, with whom he has forged an alliance. The two have
formed a small but lucrative crime ring based largely on sell-
Character Hooks
THE 7:48 FROM CENTRAL AVENUE
ing goods taken from the illithids meals, but also on strip-
As GM, you know best how to involve your players and their
ping the assets from victims of the pairs charm powers.
characters in an adventure. If your heroes are affiliated with
A chance event near Mautons subway lair has just given
the Knights of the Silver Dragon, the Paranormal Science and
the two an opportunity with equal potential for lucre and
Investigation Agency, Department-7, or any other organiza-
peril. Due to a sudden brake failure, a subway train has
tion that deals with supernatural threats, you have a built-in
derailed at the height of rush hour, snarling the whole system
adventure hook. Their superiors can simply assign them to
and turning a crowd of people loose in the tunnels outside
check out the derailment site, deal with any problems they
Mautons lair (first bewildered passengers, and later subway
find, and report back.
and utility works sent to assess the damage). The illithid con-
If the heroes have no such affiliation, they might learn about
sidered fleeing, but chose instead to ply his mind blast
the affair in any number of other ways, as noted below. You can
against as many people as he could. However, he did allow
also use the information presented here as additional back-
the emergency medical team to take away a few injured pas-
ground for heroes who are making an official investigation.
sengers and did not interfere with the accident investigation
team, since the disappearance of those people would proba- The rush-hour derailment is big news in the city where it
bly be investigated quickly. occurs, and significant news elsewhere as well. A sizable
Mauton has decided to charm most of his captives to gain portion of the citys subway system is out of commission,
acess to their bank accounts and credit card information and and repairs arent going quickly. There have also been con-
make snacks out of any who resist. The illithid knows he has flicting reports about how the derailment occurred. Some
sources insist that two trains collided and that hundreds
are dead or missing. Transit officials maintain that the
Scaling the Adventure derailment was minor, caused either by debris on the
tracks or by the failure of an automated braking system,
The 7:48 from Central Avenue can be adjusted for use
with higher- or lower-level heroes. Use the guidelines and that there were no injuries at the scene. The officials
below to adapt the scenario for use with such groups. urge all those who were on the train to call their employ-
6th-Level Heroes: Replace Fek-Jiim in area 1 with two ers and families to assure them that everything is all right.
neutral evil jann (hp 33 each; see page 116 in the Monster The transit authorities are at a loss to explain why its tak-
Manual). Reduce the hit points for the umber hulk in ing so long to clear the tracks, but they cite logistical
area 2 to 41. problems at the scene.
10th-Level PCs: Give Fek-Jiim two neutral evil jann as One or more heroes are on the train when it derails. These
bodyguards (hp 33 each; see page 116 in the Monster characters might detect Mautons psionics or catch a
Manual). Add a second umber hulk to area 2. Give glimpse of the illithid in the accidents aftermath. In any
Mauton an ogre mage bodyguard in area 4. case, the accident deals them significant nonlethal dam-
d20 MODERN
age, and emergency workers arriving on the scene insist on A schematic of the station is available. (Use the adventure
hustling them away from the accident site. (Alternatively, map, minus areas 1H and 2 through 4.)
you could simply let the PCs start the adventure right DC 25: People missing from the area where the derailment
there and adjust the scenario accordingly.) occurred include transients and drug users who have later
been found beheaded in various parts of the city. Most, how-
The heroes have been waiting to meet someone who was
ever, have been professionals who abandoned their normal
supposed to arrived on the derailed train.
lives, emptied their bank accounts, and ran up enormous
One or more heroes knows someone who has gone miss- credit card debt, then disappeared altogether once their
ing after the derailment. The missing person might be an money ran out. Police suspect a cult at work.
acquaintance or relative, or it could be an important GM
character they were supposed to meet.
Department-7
Heroes with access to the resources of Department-7 can get
the following information about the derailment site.
CHARACTER INQUIRIES
Heroes who take the time to ask a few questions can learn
The derailment occurred at 7:46:30 AM, or about a minute
and half before the trains scheduled departure time from
the following information from the indicated sources.
the station involved.
Eighteen commuters, including some from the train and
Skill Checks some waiting to board, have disappeared. Three workers
The characters can use Gather Information, Knowledge (cur-
rent events), or Research to gain information about the inci-
dent. A single check reveals all the information provided for
(one from a newsstand at the station, and two others from
a nearby food stand) also aappear to be missing. 3
DCs equal to or lower than the heros check result. Six more workers, two from the transit company and four from
the electric company, also vanished after entering the area.
Gather Information or Knowledge (Current Events) A schematic of the station is available. (Use the adventure
The heroes can acquire the information given in the first bullet map, minus areas 1H and 2 through 4.)
point in the Character Hooks section (above) just by picking up
4
THE 7:48 FROM CENTRAL AVENUE
flat-footed 19 (1 size, +2 Dex, +5 natural, +5 chainmail shirt); BAB imperiously orders the intruders to clear the area because it
+3; Grap +12; Atk +7 melee (2d8+7/19-20, Huge greatsword) or +5 is unsafe for the public.
ranged (2d6+5/[TS]3 Huge masterwork mighty [+5 Str bonus] If the heroes insist on entering, Fek-Jiim demands to see
composite longbow) or +0 ranged (2d8, S&W M29 .44 Magnum their IDs. If any hero produces one, Fek-Jiim makes a show of
revolver); Full Atk +7 melee (2d8+7/19-20, Huge greatsword) or +5 studying it, then orders the intruders to stay put while he
ranged (2d6+5/[TS]3 Huge masterwork [+5 Str bonus] composite calls this in. The ogre mage than walks back to his hiding
longbow) or +0 ranged (2d8, S&W M29 .44 Magnum revolver); SQ place, resumes his normal form, and blasts the group with his
darkvision 90 feet, low-light vision, regeneration 5, spell resist- cone of cold. If the ogre mage has played his role correctly,
ance 19, spell-like abilities; FS 10 ft. by 10 ft.; Reach 10 ft.; AL evil; the heroes should be nicely grouped to receive the blast.
SV Fort +7, Ref +3, Will +3; AP 0; Rep +0; Str 21, Dex 14, Con 17, Int 14, After using his cone of cold, the ogre mage takes to the air,
Wis 14, Cha 17. firing his bow. He has a sidearm, but he cannot use it as effec-
Skills: Concentration +7, Hide 7, Listen +6, Spellcraft +6, tively as he can his bow and sword. He keeps shooting as
Spot +6. long as the heroes are bunched fairly close together, but if
Feats: Archaic Weapons Proficiency, Combat Expertise, they scatter, he picks out a weak-looking character and bores
Improved Initiative. in for a melee attack. If Fek-Jiim loses more than half his hit
Spell-Like Abilities: At will darkness, invisibility ; points, he becomes invisible and tries to hide somewhere
1/daycharm person (DC 14), cone of cold (DC 18), gaseous until his regeneration ability restores him to at least 30 hit
form, polymorph, sleep (DC 14). These abilities are as the points, then resumes the attack. If reduced to 5 or fewer hit
spells cast by a 9th-level mage, except for polymorph, points, he assumes gaseous form and tries to escape through
which is as the incantation (see URBAN ARCANA Campaign a ventilation shaft.
Setting). Development: The PCs are free to examine the area once
Possessions: Chainmail shirt, Huge greatsword, Huge mas- they have dealt with Fek-Jiim, but there are no clues here.
terwork (+5 Str bonus) composite longbow (see D&D Players Any firing of weapons or other loud noises here alert the
Handbook), S&W M29 .44 Magnum revolver, 24 rounds of umber hulk in area 2 to the partys presence, and the creature
ammunition (6 in the revolver), cellular phone, wallet stuffed hides to wait for them.
with cash (+2 wealth bonus), 3 fake IDs (for various personas).
Tactics: Fek-Jiim begins the encounter invisible. When he
sees or hears anyone arriving at the platform, he flies to
1A: Elevators
These two cramped elevators normally give access to the
some locale that is out of the intruders line of sight and
street above. They are currently shut down, and the cars are
assumes the guise of a utility worker, complete with giant
at street level.
flashlight, orange vest, and hardhat. Upon re-emerging, he
d20 MODERN
high value items (such as wallets, cellular phones, or note-
1B: Newsstand book computers) in evidence. (Fek-Jiim and Mauton have
This niche is stuffed with newspapers, magazines, candy, and
removed these items and taken them to area 4A.)
tobacco. Both the cash register and a small safe have been
The two control cabs are mostly intact, and all the con-
forced open and emptied.
trols are set to their off positions. (The operator shut
Fek-Jiim and Mauton stole the contents of the cash regis-
everything down before leaving the train.) Each control
ter and safe, then split the cash between them.
console has a hole that apparently once held some sort of
electronic device. Loose wires with quick-release connec-
1C: Food Stand tors are plainly visible. (These openings once held small
This area is similar to area 1B, but slightly larger. The food computers and recorders that controlled and monitored
stand features a microwave, a warming self, and two big the train. Accident investigators have already removed all
glass-fronted coolers, all of which have been shut down. The such devices.)
cash register and safe here have also been rifled, but plenty There are no obvious clues about what made the train
of junk food remains, all at about room temperature. derail. A character with the Craft (mechanical) skill can exam-
ine the wheels and note with a successful check (DC 20) that
the trains emergency brakes are clamped tight, and several
1D: Crossover show scorch marks, as though they had been slammed on
This raised bridge allows passengers to cross from the main
while there still was power to the drive wheels. This fact sup-
platform to area 1F to switch trains. The main potion of the
ports the theory that the derailment was caused by a failure
bridge is 20 feet above the platforms and about 25 feet
of the automatic braking system.
above the tracks. Ramps at each end provide access to the
bridge. The bridge and ramps have sides about 3 feet high, 5
equipped with handrails. 1H: Mysterious Hole
Mauton had his umber hulk servant dig this hole, which leads
down about 60 feet to a deep storm sewer. The illithid has
1E: West Tunnel imprisoned six emergency workers, three station workers
Two subway lines run from here to the rest of the city. The
(the ones mentioned in the Department-7 section, above),
north and south tracks follow separate tunnels. As noted ear-
and six passengers from the train down here, after first stun-
lancer, Skip keeps busy with projects for various companies. Visit our website at
He has been Dragon Magazines Sage since 1986. After years <www.wizards.com/d20modern>
of exile in the Seattle area, Skip has moved back to his native
Wisconsin, where he enjoys the rural life with his wife Penny.