The Modern Dispatch 038 Big Thicket Adventures


The Modern Dispatch
Adventure Outlines
Big Thicket Adventures
The Big Thicket of East Texas is one of the last seeking deer, ducks, squirrels, geese, turkeys, and
remaining jungle-like regions of North America. Its wild razorback hogs. Several large camping areas are
dense undergrowth is so thick in places that it cannot available for those who wish to keep the amenities of
be penetrated without a sharp machete or hatchet. civilization close at hand, but others prefer to hike into
Every deer season, many hunters find themselves lost the forest and create their own campground.
#38
within its confines. In East Texas it is often said,  Stay Many legends involving the Thicket persist even
Requires the use of the d20 Modern Roleplaying
within 20 feet of the road or you ll get lost and you today: bigfoot and panther sightings, rumors of
Game, published by Wizards of the Coast, Inc.
may never be found again! chupacabra attacks, reports of ghostly Spanish soldiers,
The Thicket is primarily made up of tall pines, fierce Native American spirits, and tales of buried
ancient oaks, and a few beech trees. The understory Confederate Hope Gold. Some even say that pirates
is a tangle of vines, small bushes, and thorns. This from Galveston ventured up the Sabine River to hide
 Howdy from 12 to Midnight
forest is home to coyotes, black bears, many species their loot in the deep woods. Other phenomena are also
In case you are not familiar with us, 12 to Midnight
of birds, and the legendary panther. Native American common, ranging from unexplained lights in the night
is a Texas-based RPG publisher specializing in
tribes, such as the Caddo, once made their homes deep sky to strange disappearances, bizarre and dangerous
modern horror. You might not normally think  Texas
and  horror go together, but we are pretty sure you in the Thicket. Though two hundred years ago the weather patterns, and the mysterious Flames of Kirby
will change your mind after spending some time in
forest covered a majority of East Texas, today it only Smith. In the Pinebox Campaign all of these legends
Pinebox.
covers a few counties, including the southern reaches are true, and they make for great side treks or short
That s Pinebox, Texas. It is a nice little rural
of Golan County. adventures. Three such side treks are presented in this
community smack-dab in east Texas. There is a
In the 1800s, many bushwhackers, outlaws, and issue of Modern Dispatch: The Beasts of the Thicket,
university nearby, a Pine forest called the Big Thicket,
renegade Native Americans made the Thicket their Little Lost Child, and Last Chance Gold.
and a mess of beautiful wildflowers every Spring.
home and sanctuary. During the 1920s, bootleggers
Unfortunately, it is also the epicenter of a whole lot
hid their alcohol stills deep in the reaches of the
of bad mojo. We re talking dark magic, serial killers,
Thicket along its natural creek beds. Today, murders
haunted buildings the whole ball of wax.
If you want to learn more about Pinebox, just visit are commonplace and human remains are found by
our website at 12tomidnight.com. You can start using
hunters on a fairly regular basis, though these remains Author: Ed.Wettermanżÿ
the free campaign setting on our site right now, then
are generally half eaten by wild animals and rarely
editors: Jerry.Blakemoreżÿ
watch it continue to grow right here in the pages of
identifiable. Ancient Native American burial mounds,
Preston.dubose*Trey.Gorden
Modern Dispatch. Of course, Pinebox is our setting
rotting cabins, and old barns are found deep within the
but all the material in these pages can just as easily be
Layout:
forest, overgrown with the weeds and thorn bushes of
dropped into yours.
a hundred years growth. Preston.dubose
If you have any ideas for future issues or want to
Today, biking and hiking trails have been cut
comment on what you read here, please drop by the
through many parts of the Big Thicket, which is now
forums on our website.
protected by both state and national governments. The
fall and winter see many hunters enter its dark interior
Big thicket adventures
Page 1
The Modern Dispatch
Beasts of the Thicket
This encounter can involve a bigfoot, panther, or The panther makes its home in an ancient oak tree the actions of the heroes. If the creature survives an
chupacabra. These legendary creatures are masters of overlooking the creek bed, while the chupacabra lives attack, it hunts the heroes until they escape the bounds
hiding and moving silently. They only attack humans within the tree s hollow trunk. The bigfoot creature of the forest.
if provoked. Choose one of these three creatures or has created a bed of flora in the creek bed. If the lair is
select the beast randomly. discovered, the creature fights or flees, depending on
As you make your way deeper into the beautiful,
dark Thicket, you suddenly notice a strange stillness.
Panther
Panthers have the following traits:
The forest has become eerily silent.
Medium-size Animal
Pounce (Ex): If a panther leaps upon a foe during
Hit Dice: 3d8+3, hp 17
Have the heroes make Spot checks against the
the first round of combat, it can make a full attack,
Massive Damage Threshold: 12
creature s Hide check in order to notice it a mere
even if it has already taken a move action.
Initiative: +2
fifteen feet away, hidden in the underbrush, watching
Improved Grab (Ex): To use this ability, the
Speed: 40 ft.
their every move. If they see the creature, what
panther must hit with a claw or bite attack. If it gets
Defense: 15, touch 12, flat-footed 13 (+2 DEX, +3
happens next depends on them. If the heroes choose
a hold, it can rake (see below).
natural)
to provoke the creature, it fights them. Fleeing is also
Low-Light Vision (Ex): Panthers have low-light
Base Attack/Grapple: +3/+3
an option, though the action of running away provokes
vision.
Attack: +3 melee (1d4, claw)
the panther or chupacabra to attack.
Rake (Ex): A panther that succeeds in making
Full Attack: +3 melee (1d4, 2 claws), +0 melee
If the heroes choose to remain calm and still, the
an improved grab can make two rake attacks (+3
(1d6, bite)
creature eventually turns and makes its way deeper
melee) with its hind legs for 1d4 points of damage
Fighting Space/Reach: 5 ft. by 5 ft./5 ft.
into the forest. It may be tracked, by someone with
each. The panther can also rake if it pounces on an
Special Qualities: pounce, improved grab, rake
the Track feat, to its lair. The creature s home is a dry
opponent.
1d4, low-light vision, weapon finesse (claws)
creek bed with five-foot-high banks on either side.
Weapon Finesse (Claws) (Ex): The panther may
Saves: Fort +3, Ref +5, Will +1
use its Dexterity modifier instead of its Strength
Action Points: 0
modifier on attack rolls.
Reputation: +0
Skill Bonuses: Panthers receive a +4 species
Allegiances: none
bonus on Balance, Hide, and Move Silently checks.
Abilities: STR 11, DEX 15, CON 12, INT 2, WIS
In areas of tall grass or heavy undergrowth, their
d20 Modern and Wizards of the Coast are
10, CHA 6
Hide bonus improves to +8.
trademarks of Wizards of the Coast, Inc. in the
Skills: Balance +8, Hide +8 (+16 in tall grass or
The legendary black panther of East Texas is an
United States and other countries and are used
undergrowth), Listen +2, Move Silently +8, Spot
elusive hunter that haunts the deepest recesses of
with permission.  d20 System and the  d20
+2, Swim +11
the Big Thicket. Some believe these are a type of
System logo are trademarks of Wizards of the
Feats: none
jaguar or cougar, but little evidence has ever been
Coast, Inc. and are used according to the terms
Possessions: none
collected. Many tales are told of a bone-chilling
of the d20 System License version 6.0. A copy of
Challenge Rating: 2
scream that sounds like a woman or a small child. In
this License can be found at www.wizards.com/
Advancement: 4-8 HD (medium), 9-12 HD (large)
reality, it is the call of this large cat.
d20.
Big thicket adventures
Page 2
The Modern Dispatch
Attack: +2 melee (1d4, 2 claws), or +3 melee (1d6, points die. The chupacabra gains one temporary hit
Lesser Chupacabra
bite), or +2 melee (1d6, kick) point for each point of Constitution it drains, and the
Small Aberration
Full Attack: +2 melee (1d4, 2 claws), +3 melee hit points last for one 24-hour period. The temporary
Hit Dice: 2d8, hp 10
(1d6 bite) bonus is limited to a maximum of 10 points above its
Massive Damage Threshold: 10
Fighting Space/Reach: 5 ft. by 5 ft./5 ft. normal hit point level. Chupacabras may heal damage
Initiative: +3
Special Qualities: darkvision 60 ft., musk, through their vampiric bite. Damage healed in this
Speed: 20 ft., fly 40 ft. (poor), jump 20 ft.
chameleon skin, vampiric bite, weapon finesse (bite) way is permanent and without limit.
Defense: 16, touch 14, flat-footed 13 (+3 DEX, +1
Saves: Fort +0, Ref +3, Will +4 The chupacabra is a savage and stealthy carnivore.
size, +2 natural)
Action Points: 0 It has the face of a wolf, but with gray or scaly facial
Base Attack/Grapple: +1/-5
Reputation: +0 skin. Course body hair and skin provides chameleon-
Attack: +0 melee (1d4-2, 2 claws), or +1 melee
Allegiances: none like camouflage, with a row of quills that runs down
(1d6-2, bite), or +0 melee (1d6-2, kick)
Abilities: STR 10, DEX 16, CON 10, INT 2, WIS the length of the beast s back. The creature has bat-
Full Attack: +0 melee (1d4-2, 2 claws), +1 melee
10, CHA 1 like wings, powerful kangaroo-like legs, and two short
(1d6-2, bite)
Skills: Hide +15 (+2 in thicket), Move Silently +10, forearms ending in three-fingered claws. Two sharp
Fighting Space/Reach: 5 ft. by 5 ft./5 ft.
Listen +8, Spot +8 fangs extend several inches from the creature s snout.
Special Qualities: darkvision 60 ft., musk,
Feats: none Its eyes are reported to be black, orange, or red.
chameleon skin, vampiric bite, weapon finesse (bite)
Possessions: none These twisted creatures range throughout the
Saves: Fort +0, Ref +3, Will +2
Challenge Rating: 2 Caribbean, Central and South America, and the
Action Points: 0
Advancement: none southern United States. They generally prey on small
Reputation: +0
fowl and animals, such as chickens, geese, ducks,
Allegiances: none
Chupacabras have the following traits: goats, dogs, and cats. Greater chupacabras have been
Abilities: STR 7, DEX 16, CON 10, INT 2, WIS
Darkvision (Ex): Can see in total darkness out to known to attack cattle and, occasionally, human beings.
10, CHA 1
60 feet. Chupacabras are masterful predators and are very
Skills: Hide +10 (+2 in thicket), Move Silently +5,
Musk (Ex): The creature may exude a powerful difficult to track, hunt, or kill. Typically they attack at
Listen +4, Spot +4
musk three times a day, which forces every creature night and leave the bodies of their prey ravaged and
Feats: none
within a 20 foot radius to pass a Fortitude save (DC bloodless. Investigators claim that the creature gives
Possessions: none
12). If this save is failed, the victim is paralyzed in a off a hissing noise and secretes a natural musk that
Challenge Rating: 2
sleep-like state for three rounds. lulls prey into a sleep-like paralysis. It then attacks
Advancement: 2-3 HD (small), 4 HD (greater
Chameleon Skin (Ex): The chupacabra s skin can the victim with two straw-like fangs, which allow the
chupacabra, see below)
change color and texture to adapt to its surroundings. beast to suck the blood from its prey.
This provides a natural bonus of +5 to the creature s Many South Americans blame US scientists for
Hide skill. creating these aberrations and loosing them upon
Greater Chupacabra
Vampiric Bite (Su): Upon a successful grapple, the an unsuspecting and unbelieving world. Many have
Medium Aberration
chupacabra s fangs allow the creature to bite and suck reported that American soldiers come to claim any
Hit Dice: 4d8, hp 20
the blood from its victim. This is done at 1d4 points of chupacabra carcass harvested by hunters. These bodies
Massive Damage Threshold: 10
Constitution damage per round. Victims who lose more are secreted away in hidden bases deep in the Amazon
Initiative: +3
than half their Constitution must pass a Fortitude save jungle. Officially, the US government disavows any
Speed: 30 ft., fly 50 ft. (poor), jump 30 ft.
(DC 12) or lose consciousness, unless they receive a knowledge of these creatures.
Defense: 15, touch 13, flat-footed 12 (+3 DEX, +2
transfusion of blood within the next ten minutes of
natural)
game time. Victims who lose all their Constitution
Base Attack/Grapple: +3/-3
Big thicket adventures
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The Modern Dispatch
Reputation: +0 Low-Light Vision (Ex): Bigfoots have low-light
Bigfoot
Allegiances: none vision.
Medium-size Humanoid
Abilities: STR 17, DEX 16, CON 18, INT 10, Scent (Ex): Bigfoots are able to detect approaching
Hit Dice: 3d8+3, hp 16
WIS 10, CHA 6 enemies, sniff out hidden foes, and track by sense of
Massive Damage Threshold: 18
Skills: Climb +5, Hide +8, Listen +2, Move smell.
Initiative: +3
Silently +5, Spot +3, Survival +6, Swim +3
Speed: 30 ft.
Feats: Stealthy, Simple Weapons Proficiency East Texas has many legends regarding these
Defense: 17, touch 13, flat-footed 14 (+3 DEX,
Possessions: none, may use a natural club great ape-like creatures. Some believe they are a
+4 natural)
Challenge Rating: 2 missing link in the evolution of man. Others believe
Base Attack/Grapple: +2/+5
Advancement: by character class they are aliens who have come to earth as observers
Attack: +6 melee (1d3+4, slam or 1d6+3, club)
or as advance scouts for an invasion. Whatever they
Full Attack: +6 melee (1d3+4, slam or 1d6+3,
Bigfoots have the following traits: are, reports of them can be found around the world.
club)
Dense Fur (Ex): The animal s fur is so thick that Proof of the bigfoots existence would set much of
Fighting Space/Reach: 5 ft. by 5 ft./5 ft.
it provides a natural +4 Defense. the scientific community abuzz and bring great fame
Special Qualities: dense fur, improved grab, low-
Improved Grab (Ex): To use this ability, the to whoever provided conclusive evidence. However,
light vision, scent
bigfoot must hit with a slam attack. If it gets a hold, there are those in secret organizations, including the
Saves: Fort +5, Ref +6, Will +1
it can squeeze for 1d4+4 damage. US government, who want to keep knowledge of
Action Points: 0
these mysterious beings from the public.
Little Lost Child
In this scenario, the heroes search for a little lost boy Have the heroes make Listen checks (DC 12).
Werewolves
named Ray Williams. He wandered away from his Success allows them to hear the distant whimpering
Lycanthropy is a quasi-genetic disease with both
father s camp and became lost in the Thicket. While of the child. Ray sits next to a large pine tree, his head
dominant and regressive traits. This inherited affliction
the child wandered lost, a rabid werewolf abducted in his hands, crying from fright. The creature is hidden
leads to painful transformations from the human
him. This poor creature is suffering from advanced 20 feet away in the underbrush. He may be noticed if a
shape into a hulking creature resembling a shambling,
dementia and has lost much of his humanity. Once the character succeeds at a Spot check (DC 20). If he is not
upright wolf. These shifts in form are triggered by
party successfully tracks the creature, he attacks them. seen, he gets a surprise round to attack the heroes. Being
intense emotions, and people with this disease tend to
The werewolf has not harmed the boy, but the boy is rabid, he attacks until killed. In his fevered mind, the
have great difficulty controlling such emotions. These
terrified and in shock. child is his cub and he intends to protect him. Anyone
changes can last anywhere from minutes to hours, or
attempting to save the child may become his target.
even (rarely) days. While the sufferer is in creature
The search has lasted for several hours and has The werewolf does not attack anyone who carries the
form, only a slight vestige of the human intellect
drawn you ever deeper into the Thicket. You were boy for fear of hurting his  cub, but tracks the heroes
remains. Typically such creatures only remember their
excited by your discovery of the boy s left tennis shoe, back to camp and attacks at the first opportunity.
most basic identity and the identity of very close loved
but that find came more than thirty minutes ago and
ones.
you fear you may have lost the trail.
Big thicket adventures
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The Modern Dispatch
While transformed, the werewolf s saliva contains may react violently, in an almost feral manner, towards
a viral agent with traces of the lycanthropic disease. anyone he contacts during this time.
This virus is transferred to a victim s bloodstream The were-wolf in this adventure is in the delirium
Last Chance Gold
through any open wound. Assuming the victim stage, but retains sufficient humanity to know that
For generations, treasure hunters have sought a fortune
survives the lycanthrope s attack, this disease slowly killing a child would be wrong. At least for now.
that was reportedly hidden deep with in the Thicket in
alters his genetic code. This process usually takes
May of 1865. Rumors say it is stored in three great
several weeks, during which the victim may display
Werewolf in Hybrid Form
artillery crates that have come to be known as the
symptoms similar to a bad case of the flu.
Medium size Humanoid
 Hope Gold chests of the Confederacy.
On nights of the full moon, the virus fully activates,
Hit Dice: 5d8+15 plus 2d8+6 (Human Strong Hero
Heroes who spend a day or longer in Research can
transforming the victim into a pale imitation of his
5), hp 52
uncover the following:
attacker. This  wolf-man is a man-sized wolf creature
Massive Damage Threshold: 17
with much more human characteristics. Typically, new
Initiative: +4
DC Result
wolf-men retain more of their intellect and are able to
Speed: 50 ft.
DC 20: Research at the East Texas University
control their actions to a degree.
Defense: 17, touch 13, flat-footed 15 (+2 DEX, +3
Library uncovers the name Mercury Smith
However, these transformations are much more
class)
in connection with the hiding of the gold.
painful than those of lycanthropes and the disease itself
Base Attack/Grapple: +9/+9
DC 23: Research of the county records shows
is degenerative. That is, the virus constantly attacks
Attack: +9 melee (1d6+7, bite)
that Mercury Smith owned forty acres
the victim s genetic code and replaces it with modified
Full Attack: +9 melee (1d6+7, bite)
of land just southeast of Highway 96 on
code. These changes to the body chemistry and brain
Fighting Space/Reach: 5 ft. by 5 ft./5 ft.
the southern Golan County line. A survey
lead to a gradual descent into paranoia, delusion, and
Special Qualities: alternate form, curse of
shows that the forest covers Smith s
eventually outright madness. This descent usually
lycanthropy, trip, scent, damage reduction 15/silver,
farmstead, with only the remains of a barn
takes between six months and a year, depending on
wolf empathy, darkvision 60 ft
and a brick fireplace still standing. The
the initial health of the victim.
Saves: Fort +9, Ref +8, Will +2
property also contains five large Native
See the Werewolf template in the Modern System
Action Points: 0
American burial mounds and is known for
Reference Document for info on curing the bite of a
Reputation: +0
excellent hunting during deer season.
lycanthrope.
Allegiances: none
25+: The heroes uncover a book of military
Abilities: STR 18, DEX 18, CON 17, INT 12, WIS
Rabies
records entitled Men of Golan County. This
12, CHA 8
Should the rabies-infected creature bite a hero, that
book reveals that Smith was a sergeant in
Skills: Climb +10, Handle Animal +3, Hide +5,
character must make an immediate Fortitude save (DC
Company A of the First Texas Infantry
Jump +8, Knowledge (current events) +5, Knowledge
12). If the save is unsuccessful, the rabies virus infects
Division. It also reveals that he never
(popular culture) +5, Knowledge (streetwise) +5,
him, though the hero may not know of the infection
surrendered or took the Oath of Allegiance
Listen +6, Move Silently +6, Profession +5, Read/
until symptoms occur. In 1d10 days, the hero suffers
to the United States. The record indicates
Write Spanish, Speak Spanish, Spot +5, Swim +10,
muscle spasms and seizures, followed by a high fever
that he died one year after the war during a
Survival +5 (when tracking by scent)
1d3 days later, the sight of water or any type of drink
yellow fever epidemic.
Feats: Athletic, Cleave, Heroic Surge, Iron Will,
causes the throat muscles to spasm. This is followed by
Power Attack, Simple Weapon Proficiency, Weapon
a period of 1d10 days of delirium, followed by death.
Most treasure hunters never realized that the name
Finesse (bite)
If caught before the onset of symptoms, the rabies
Mercury Smith belonged to this Civil War sergeant.
Possessions: none
virus may be treated effectively with medication and a
They thought it referred to a local gunsmith who was
Challenge Rating: 7
successful Fortitude save (DC 10). Once delirium sets
reputed to use mercury in making rifle cartridges. The
Advancement: by class
in, the Fortitude save to survive is DC 20. The hero
heroes are on the right path to discovering the gold.
Big thicket adventures
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The Modern Dispatch
The old Smith Homeplace is now in the National arose. Each chest contains two bars of impure gold and Dedicated Revenants have the following traits:
Forest, so access is easy to gain. It is, however, illegal several bags of Confederate money. The gold is mixed Undead (Su): As an undead creature, the Dedicated
to dig into the burial mounds. with other metals, lowering its value considerably. Revenant has no Constitution score. Its darkvision has
A Search check (DC 20) of the old farmstead reveals The treasure cannot legally be sold, as it was found a range of 60 feet. It is not affected by poison, sleep,
a hollowed brick in the old fireplace. Within the brick on National Park lands in a protected Native American paralysis, stunning, disease, necromantic effects,
is a beaded cord of leather. There are five beads, and burial mound. (Possession of the treasure is punishable or mind-affecting effects, nor is it subject to critical
all but one is red. The middle bead is black, and has a by up to two years in jail and a fine of up to $10,000). hits, nonlethal damage, ability damage, ability drain,
small X scratched on it. energy drain, the effects of massive damage, or any
Looking at a map, the heroes can see that the five effect requiring a Fortitude save. It may only heal by
Dedicated Revenant
burial mounds run almost in a line from the old earth sleep (see below).
Medium-sized undead
homestead, west towards Six Mile Bridge. The brush Despair (Su): At the mere sight of the revenant, the
Hit Dice: 6d12, hp 28
is extremely heavy, requiring machetes to clear a path viewer must make a Will save (DC 15) or be paralyzed
Massive Damage Threshold: 
to the burial mounds. The  treasure is buried in the with fear for 1d4 rounds. Whether or not the save is
Initiative: -1
third mound to the west. If characters dig in the third successful, that individual cannot be affected again by
Speed: 20 ft.
mound, read the following: that revenant s despair ability for one day.
Defense: 17, touch 9, flat-footed 17 (-1 DEX, +8
Fire Vulnerability (Ex): A revenant takes double
natural)
As you dig into the earth, you quickly clear away
damage from fire attacks unless a save for half damage
Base Attack/Grapple: +2/+5
the brush and grasses from over a hundred years of
is allowed. A successful save halves the damage, and
Attack: +6 melee (1d4+4, claw), or by weapon type
growth. Once you have broken through the natural
a failure doubles it.
+5 (1d6+3, saber)
coverings, the earthen mound gives way quickly and
Resistant to Blows (Ex): Physical attacks deal only
Full Attack: +6 melee (1d4+4, 2 claws), or by
you soon spot the edge of a cracked piece of pottery. A
half damage to revenants. Apply this effect before
weapon type +5 (1d6+3, saber)
wind blows from the west; its gusts shake the forest s
damage reduction.
Fighting Space/Reach: 5 ft. by 5 ft./5 ft.
leaves, which rustle in a cacophony of sound.
Damage Reduction 5/silver (Su): Only damage of
Special Qualities: undead, despair, fire vulnerability,
over five points injures a revenant, though silver (or
resistant to blows, damage reduction 3/silver, earth
If the heroes dig deeper, describe the clouds of a
magic) weapons affect it normally.
sleep
thunderstorm rolling in from the west. Eventually, the
Earth Sleep (Su): The revenant may enter the earth
Saves: Fort +2, Ref +1, Will +7
occasional boom of thunder resounds in the distance,
once per day to sleep. On its movement, it may enter
Action Points: 0
with bright flashes of lightning. If the heroes have
the earth and may take its full movement down into
Reputation: +0
ghost-hunting equipment, such as video recording
the earth at no extra movement cost. If disturbed, it
Allegiances: none
devices, or if they take photographs, they see a heavy,
may awaken normally. It may heal any damage taken
Abilities: STR 17, DEX 8, CON -, INT 9, WIS 14,
white ectoplasm settling over the area. Nothing further
at the rate of one hp per day of sleep. The revenant
CHA 6
happens (except for an intense downpour of rain)
may endure for centuries in such a state.
Skills: Climb +8, Hide +8, Listen +11, Move
unless the heroes speak one of the following words:
Silently +8, Spot +11
gold, Mercury, Confederacy, or Confederate. If they
Dedicated revenants are a type of mummy created
Feats: Alertness, Archaic Weapons Proficiency,
do so, the mound suddenly shakes and dirt falls away
when some great devotion in life cannot be let go, even
Toughness
as the body of Mercury Smith rises from the earth,
in death. It is a curse and a form of hellish punishment
Possessions: none
intent on protecting his treasure. If none of the key
that the revenant must endure for eternity, or until
Challenge Rating: 3
words are spoken, they eventually unearth the body
destroyed.
Advancement: 4-7 HD (medium-size), 8-14 HD
of the old confederate. If disturbed, he rises and fights
(large), or by character class.
to protect his treasure. If the mummy is defeated, the
heroes recover three chests from just beneath where he
Big thicket adventures
Page 6
The Modern Dispatch
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text of the COPYRIGHT NOTICE of any Open Game Content unenforceable, such provision shall be reformed only to the extent
Content means the game mechanic and includes the methods,
You are copying, modifying or distributing, and You must add the necessary to make it enforceable.
procedures, processes and routines to the extent such content does
title, the copyright date, and the copyright holder s name to the
not embody the Product Identity and is an enhancement over the
COPYRIGHT NOTICE of any original Open Game Content you 15 COPYRIGHT NOTICE
prior art and any additional content clearly identified as Open Game
Distribute.
Content by the Contributor, and means any work covered by this
Open Game License v 1.0 Copyright 2000, Wizards of the Coast,
License, including translations and derivative works under copyright
7. Use of Product Identity: You agree not to Use any Product Inc.
law, but specifically excludes Product Identity. (e)  Product Identity
Identity, including as an indication as to compatibility, except as
means product and product line names, logos and identifying
expressly licensed in another, independent Agreement with the Modern System Reference Document Copyright 2002, Wizards
marks including trade dress; artifacts; creatures characters; stories,
owner of each element of that Product Identity. You agree not to of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman,
storylines, plots, thematic elements, dialogue, incidents, language,
indicate compatibility or co-adaptability with any Trademark or Charles Ryan, based on material by Jonathan Tweet, Monte Cook,
artwork, symbols, designs, depictions, likenesses, formats, poses,
Registered Trademark in conjunction with a work containing Open Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell,
concepts, themes and graphic, photographic and other visual or
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Trademark. The use of any Product Identity in Open Game Content System Reference Document Copyright 2000-2004, Wizards
abilities; places, locations, environments, creatures, equipment,
does not constitute a challenge to the ownership of that Product of the Coast, Inc.: Authors Jonathan Tweet, Monte Cook, Skip
magical or supernatural abilities or effects, logos, symbols, or
Identity. The owner of any Product Identity used in Open Game Williams, Bruce R. Cordell, based on original material by E. Gary
graphic designs; and any other trademark or registered trademark
Content shall retain all rights, title and interest in and to that Product Gygax and Dave Arneson.
clearly identified as Product identity by the owner of the Product
Identity.
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Modern Dispatch #38, 2005, 12 to Midnight, Inc.; Author: Ed
(f)  Trademark means the logos, names, mark, sign, motto, designs
8. Identification: If you distribute Open Game Content You must Wetterman
that are used by a Contributor to identify itself or its products or the
clearly indicate which portions of the work that you are distributing
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9. Updating the License: Wizards or its designated Agents
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designated as product identity as outline in section 1(a) of the
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Open Gaming License: Modern Dispatch, 12 to Midnight. All
authorized version of this License to copy, modify and distribute
illustrations, pictures, and maps are Product Identity and property of
any Open Game Content originally distributed under any version
2. The License: This License applies to any Open Game Content
12 to Midnight"! or RPGObjects"!.
of this License.
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only be Used under and in terms of this License. You must affix such
of Modern Dispatch #38 is designated as open gaming content
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a notice to any Open Game Content that you Use. No terms may be
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Big thicket adventures
Page 7


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