TEXT: The Modern Dispatch
  Holiday Horror
  Page 1
  Background
  Leroy Franks is bad news. He has been in and out of 
  juvenile courts since he was seven years of age, served 
  time in the state juvenile correctional facility, and spent 
  numerous days in county jail since turning seventeen 
  years of age. Franks runs a local gang of toughs calling 
  themselves the Molitovs, ranging in age from 16 to 19. 
  They have been running drugs for the Gonzales Cartel 
  the past two years, and have been gaining a growing 
  reputation as hardcore “gangstas”. 
  Unfortunately their reputation caught up with them 
  the week before Xmas. A rival gang hit them hard, 
  taking out two of Molitovs and stealing $15,000 that 
  belonged to the Gonzales Cartel. Leroy, as the face man 
  for the gang, is in serious trouble. In fact, he knows the 
  Gonzales crew will kill him if he does not come up 
  with the missing cash and fast. With utter desperation, 
  he and the remainder of his gang have developed a 
  plan. They plan to score several home invasions on 
  Xmas Eve. They ﬁgure there should be plenty of high 
  dollar items for the taking. They should be able to 
  fence them relatively easily, and maybe even make a 
  proﬁt for their efforts.
  Introduction
  It’s been a great Xmas Eve! You and your friends have 
  eaten and snacked on many wonderful delectables 
  and have just begun exchanging gifts. Suddenly with 
  a load BAM, the front door ﬂys open and several men 
  wearing dark ski masks and wielding guns burst into 
  the party. One yells, “Nobody move! Nobody!”
  If you’re feeling generous due to the holiday season, 
  allow the heroes a Listen check (DC 20) to hear 
  something outside the door. Remember, the gang is 
  being quiet sneaking up to the home or apartment, and 
  Holiday Horror
  The joyful season is upon us. Despite being a time of joy and giving, many people feel lost, lonely, 
  angry, and suicidal. Holiday Horror provides you with three quick holiday adventure starters. In this issue we 
  endeavor to provide scenarios for small encounters that you may place in your games as you see ﬁt, and hopefully 
  give you some tools and options to help you introduce some seasonal oddities into your game. We give you some 
  details and background to kick off the action and the rest is up to you.
  “Howdy” from 12 to Midnight
  In case you are not familiar with us, 12 to Midnight 
  is a Texas-based RPG publisher specializing in 
  modern horror. You might not normally think “Texas” 
  and “horror” go together, but we are pretty sure you 
  will change your mind after spending some time in 
  Pinebox. 
  Pinebox, Texas, that is—a nice little rural community 
  smack-dab in East Texas. There is a university nearby, 
  a pine forest called the Big Thicket, and a mess of 
  beautiful wildﬂowers every spring. Unfortunately, it is 
  also the epicenter of a whole lot of bad mojo. We’re 
  talking dark magic, serial killers, haunted buildings—
  the whole ball of wax.
  If you want to learn more about Pinebox, just visit 
  our Web site at 12tomidnight.com. You can start using 
  the free campaign setting on our site right now, then 
  watch it continue to grow right here in the pages of 
  Modern Dispatch. Of course, Pinebox is our setting, 
  but all the material in these pages can just as easily be 
  dropped into yours.
  If you have any ideas for future issues, 
  or if you want to comment on what you 
  read here, please drop by the forums on 
  our website.
  Requires the use of the d20 Modern Roleplaying 
  Game, published by Wizards of the Coast, Inc.
  Author: Ed.wetterman�
  layout: Preston.dubose�
  editor: Cray.Crouse
  #69
  Episode I: Home Invasion
  
  The Modern Dispatch
  Holiday Horror
  Page 2
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  there is probably music and loud conversation inside 
  during the party, so give circumstance bonus’ as you 
  see ﬁt and as best ﬁts your players’ characters.
  The attackers consist of two gang members per hero 
  in the home. Each carries a 9mm pistol, except for 
  Franks, who carries a pump action 12 gauge shotgun. 
  For opponent statistics, use the appropriately-leveled 
  Thug, Gang Member, or Gang Leader examples 
  found in the Friend or Foe section of the d20 Modern 
  Roleplaying Game.
  The gang is not interested in killing or harming 
  anyone they don’t have to, but are looking to steal 
  all high priced items they can. However, they are 
  desparate and if anyone decides to be a hero (and they 
  probably will!) gunshots ring out.
  What happens next is pretty much up to the heroes. 
  If any shots are ﬁred, the police arrive in 4 minutes 
  (they are bored on Xmas Eve, so about 4 or 5 cars show 
  up). This could easily turn into a hostage situation, and 
  the Molitovs are capable of desperate actions when 
  facing either jailtime or certain death from the Cartel. 
  If the heroes are law enforcement personnel or private 
  investigators, they could use their contacts (Streetwise 
  DC 15) to track down the gang or to learn that they owe 
  money to a major drug cartel. The gang is planning 
  on hitting as many Xmas Eve parties as necessary to 
  score enough merchendise to pay off their debt. 
  Episode II: Bad Santa
  Background
  Jerry Bender was a ne’er do well if there ever was one. 
  He suffered from alcoholism and drug abuse, and was 
  often on the wrong side of the law. In fact, he spent a 
  third of his short life in the Texas Prison system. Even 
  Jerry’s childhood was horrible, and he grew to resent 
  and despise children. He hated their innocence, and 
  was guilty of several violent crimes against them.
  Three years ago on Xmas Eve, consumed with self-
  loathing, hatred, and alcohol, he dressed up in a Santa 
  Claus suit, assaulted three neighborhood children, and 
  committed suicide by shooting himself in the head as 
  the police arrived to arrest him.
  Unfortunately, the darkness of his soul combined 
  with his suicide to manifest even after death. Now, his 
  spirit returns at sundown every Xmas Eve and is free 
  to wreak evil havoc until sunrise of Xmas Day. He is a 
  powerful lost soul, and the heroes may have a difﬁcult 
  time stopping him. 
   Fortunately, he is bound to haunt only the street 
  block upon which he committed suicide. This night, he 
  has appeared to a single mother and her two children 
  as they were passing Bender’s old apartment building 
  on their way to spend the evening with the heroes. 
  The mother arrives in terror and tears and describes 
  what happened. The rest is up the heroes. Do they 
  investigate and take on the Bad Santa?
  Introduction
  Patsy and her kids have ﬁnally arrived for the party. It’s 
  not unusual for her to be late, but tonight she arrived 
  in tears, shaking in fear. She spins an unbelievable tale 
  of a haunting just blocks away.
  “We were walking past the Horizon apartment 
  buildings, just twenty minutes ago. There was...a…
  a…Santa there. He seemed to appear out of no where 
  in front of us. I couldn’t see his face too well, but he 
  laughed and his belly jiggled like a bowl full of jelly, 
  and he merrily asked to say hi to Janie and Sam. Of 
  course the kids stepped forward to see him, but when 
  they did they disappeared! It was complete darkness; 
  I couldn’t see them or Santa. [Here she pauses and 
  cries hysterically, before continuing.] I called for the 
  kids, and I could hear them screaming. Oh God, I was 
  so scared. I could hear him laughing, and then there 
  was a gunshot. He was gone, and the kids were back 
  standing in front of me screaming. He just…vanished. 
  I thought about calling the police but no one would 
  believe me. Whatever he was, he was evil. I felt it in my 
  soul. My poor babies.”
  
  The Modern Dispatch
  Holiday Horror
  Page 3
  Janie and Sam are seven and ﬁve years old 
  respectively, and are constantly crying since the 
  encounter. They repeatedly ask, “Why Santa? Why 
  did he do it?” If the heroes take time to calm the kids 
  down through roleplay, they may answer a few more 
  questions. They tell of Santa Claus roughly taking the 
  kids in his arms and shaking them violently. His face 
  was covered in blood and he told them he was going 
  to take some children with him to Hell. Janie managed 
  to wiggle out of his grasp and pulled her brother away 
  from him. He took out a pistol and with a big smile on 
  his face put it to his temple and pulled the trigger. Then 
  he was gone. 
  The big clue here is that he is planning on taking 
  some children to Hell with him when he returns. This 
  is a warning of immenent danger for the night, and 
  hopefully the heroes will take note. If not, the next 
  morning’s newscast tells of three children from the 
  Horizon Apartments who had gone to see Santa on the 
  street, but were abducted. The police have issued an 
  Amber Alert, but there has been no sign of the kids 
  since. Of course next year, Bad Santa will be back and 
  this time he has three elves with him!
  How the heroes investigate and what happens next 
  is up to you. We recommend having them wait until 
  a family happens by to see the Bad Santa manifest. 
  Anyone with the resources to do Research (DC 15) 
  may discover the story of Jerry Bender and his suicide 
  the year before . If the heroes have lived in the area 
  for over a year, allow them an Intelligence check (DC 
  12) to remember someone talking about a suicide 
  during a previous Xmas Eve in front of the Horizon 
  Apartments. 
  Episode III: Payback
  Background
  This scenario is for teams who have done some 
  paranormal investigations and have fought against the 
  Shadow. The premise of this adventure is that some 
  true evil adversary is angry with the heroes for their 
  interference and has decided to attack them on the 
  most holy of nights, Xmas.
   This requires some work on the GM’s part to decide 
  the nature of the evil manifestation. It could be a 
  demonic intelligence, an alien entity, or even a cult that 
  calls upon “that which man was not meant to know”. It 
  is also easily possible to modify this adventure idea to 
  take place at any time of the year.
  Simply put, the evil wants revenge on the heroes. 
  Therefore it summons six Streilberk demons and four 
  Jimmlyn to attack the heroes wherever they may be 
  this night. The Jimmlyn materialize ﬁrst, outside of the 
  home, apartment, or wherever the heroes can be found 
  shortly after midnight on the night in question. These 
  diminuative creatures stealthily take out the phone 
  lines, rewire electrical appliances and inside wiring, 
  and do anything else they can to keep the heroes 
  disoriented and cut off from escape or aid. 
  Twenty minutes later, the Streilberk demons appear 
  and attack the heroes. The demons may take on most 
  any medium-sized creature’s form, but on Xmas they 
  make themselves look like Santa’s elves, wearing 
  red and white suits, pointed ears, and sharpened, 
  fanglike teeth. These demons are powerful and very 
  dangerous. Luckily, they may only manifest on this 
  plane of existence for a total of ten combat rounds. So 
  if the heroes survive their attacks, the demons simply 
  disappear at the end of the combat. 
  The Jimmlyn may attack, but prefer to create 
  dangerous situations and trick the heroes into suffering 
  from their improvised traps. They turn on the water 
  and rewire the electricity to electrocute any heroes 
  entering the bathrooms. They destroy light switches 
  and connect the hot wires to the ﬂip switches with 
  small wound pieces of wiring to electrocute anyone 
  attempting to turn on the lights. They have the powers 
  to spoil any food or drink and each may use their 
  sicken power once per day. They may run trip wires 
  across door frames to trip unwary heroes, or manifest 
  their chaos attack once per day.
  Santa’s Gifts
  If you would like to reward your players after 
  they successfully overcome one of these tales of 
  Holiday Horror, provide each with a mysterious 
  present under the Xmas tree. Maybe it comes 
  from a friend, a friendly spirit, or even Santa 
  himself (though if your players are like mine, 
  they have been more naughty than nice). Here are 
  some suggestions: 
  • A watch. This charmed item allows one 
  reroll per game session. It’s a “timely” 
  intervention.
  • A small gold ring. This item is from a 
  deceased loved one, who watches over 
  the hero. The ring only works once, but it 
  causes a successful attack against the hero 
  to fail.
  • A silvered handmirror. This magical object 
  only works once when the GM decides it’s 
  appropriate. It reveals a possible future for 
  the hero that gazes into it. This is a great 
  foreshadowing device, and can lead to an 
  adventure in itself.
  
  The Modern Dispatch
  Holiday Horror
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  The Modern Dispatch
  Holiday horror
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  Attacks Terrifying Slam Attack: Atk 
  +6; Dmg 1d6 electrical + special 
  (see below)
  Cluster Attack: Special (see below)
  .45 Spirit Weapon: Atk +6; Dmg 2d6 30 
  ft. range increment (see below)
  Attack 
  Options 
  Frightful 
  Moan, 
  Ghastly Appearance (see below)
  Speed 30 ft
  Skills Sense Motive +5; Spot +6; 
  Languages English (speak, read/
  write)
  Feats/Talents 
  Simple 
  Weapons 
  proﬁciency, Personal Firearms 
  Proﬁciency 
  Special Qualities Incorporeal (Ex); 
  Invisibility 
  (Ex); 
  Rejuvenation 
  (Su); Darkvision (Ex); Cold Spot 
  (Ex); Lesser Telekinesis (Su); 
  Cluster Attack (Su); Visible Form 
  (Ex); Terrifying Slam Attack (Su); 
  Ghastly Appearance (Su); Frightful 
  Moan (Su); Spirit Weapon (Su)
   • Rejuvenation (Su): If destroyed, 
  the spirit restores itself in 2d4 days. 
  As a rule, the only way to get rid 
  of the phantom is to determine 
  the reason for its existence and set 
  right whatever prevents it from 
  resting in peace, or by exorcism. In  
  Bad Santa’s case, only by having a 
  child show him some sort of genuine 
  affection can he be defeated. (Yeah, I 
  know, how do they do that? I dunno! 
  That’s for the heroes to ﬁgure out!)
  • Darkvision (Ex): The phantom can 
  see in total darkness up to 60 feet.
  • Cold Spot (Ex): The phantom can 
  drop the ambient temperature by 
  20°, covering a ﬁve foot radius from 
  their location and lasting up to 10 
  minutes.
  • Lesser 
  Telekinesis 
  (Su): 
  The 
  phantom can move a single object 
  (<=1 lb.) across short distances. The 
  phantom must be within 30 feet of 
  the manipulated object. The object 
  cannot strike any other object or 
  being with damaging force.
  • Cluster Attack (Su): Once per day the 
  phantom may manifest a paranormal 
  attack by picking up small objects 
  and tossing them about the room in 
  a mini-mailstrom of mayhem. The 
  phantom chooses a 30ft circumfrance 
  area or less to attack. During the attack 
  everything in the area is subjected 
  to that particular attack. Anyone 
  caught in the effected area or passing 
  through the effected area is subjected 
  to the attack and may make a Reﬂex 
  save (DC 14) for half damage. For 
  ﬁve rounds, the phantom may throw 
  up to:
  • Eight small items weighing 5 lbs. 
  or less; 1d2 damage.
  • Four items weighing 10 lbs. or 
  less; 1d4 damage.
  • One item weighing 20 lbs. or less; 
  1d6 damage.
  • Visible Form (Ex): May manifest 
  as a visible ball of energy for short 
  durations (up to a minute).
  • Terrifying Slam Attack (Su): Each 
  successful attack causes 1d6 points 
  of electrical shock damage. The 
  recipient of a successful slam attack 
  must make a Will save (DC 12) or 
  become terriﬁed. Failure means the 
  creature ﬂees as fast as possible for 
  1d4 rounds. The victim cowers if 
  unable to ﬂee and defends normally 
  (but cannot attack). This attack is 
  also a Great Fright check if using the 
  optional Fear Effects rules.
  • Ghastly 
  Appearance 
  (Su): 
  This 
  phantom manifests as the post-
  suicidal Jerry Bender in a Santa Claus 
  suit. Any creature within 60 feet who 
  views the phantom must succeed at 
  a Fortitude save (DC 18). Failure 
  results in the immediate loss of 1d4 
  temperary Wisdom damage and is 
  requires a Medium Shock check if 
  using the optional Fear Effects rules.
  • Frightful Moan (Su): The phantom can 
  moan as an attack action. All living 
  creatures within 30-feet must succeed 
  at a Will save (DC 18). Failure results 
  in 1d4 temporary Intelligence damage 
  and requires a Medium Shock check if 
  using our Fear Effects rules.
  • Spirit 
  Weapon 
  (Su): 
  Bender’s 
  phantom spent 2 hit dice of his energy 
  to manifest with a .45 pistol. This 
  pistol acts as a normal .45 pistol with 
  limitless ammunition. However, he 
  only shoots at anyone attempting to 
  exorcise him.
  Wealth: +0
  Reputation & Allegiances: 0; None.
  FX Items: None
  Possessions: None
  Xmas Bestiary
  The following are the new creatures presented in this Modern Dispatch.
  Bad Santa Phantom
  Phantom (CR 7); HD 5d12
  Initiative
  +1
  BAB
  +5
  STR
  -
  Defense
  11; touch 10; 
  ﬂat footed 10
  Melee
  +5
  DEX
  12 (+1)
  Hit Points
  30
  Ranged
  +6
  CON
  -
  Save Fort 
  +5
  Grapple
  +5
  INT
  12 (+1)
  Save Ref
  +1
  MAS Dmg 
  Threshold
  -
  WIS
  12 (+1)
  Save Will
  +1
  Action Points
  -
  CHA
  12(+1)
  
  The Modern Dispatch
  Holiday Horror
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  The Modern Dispatch
  Holiday horror
  Page 5
  Description
  Jerry Bender is a tormented lost soul. He 
  manifests every Xmas Eve and attempts 
  to take children back to Hell with him. 
  He may only do this by ﬁrst damaging 
  them physically to unconsciousness. 
  One minute before sun-up, he can take 
  anyone unconscious within 5 feet of him 
  to Hell, where they become phantoms as 
  well.
  Jerry appears as a man dressed as 
  Santa, but his temple has been blown 
  away due to his suicide. He is trapped to 
  only haunt one city-block. The best way 
  to ﬁght him is by having a priest perform 
  an exorcism or by simply preventing 
  him from taking anyone to Hell.
  Jimmlyn
  Attacks unarmed attack: Atk +2; Dmg 
  1d4-1
  Attack Options Spell-like abilities.
  Spells (two from the following) chaos; 
  sicken
  Speed 20ft.
  Skills 
  Balance+4 
  ; 
  Climb+2 
  ; 
  Craft 
  (Electrical) 
  +9; 
  Craft 
  (Mechanical)+5; 
  Craft 
  (Structural)+5; Disable Device +5 
  ; Hide +8 ; Jump+2; Move Silently 
  +4; Repair+4; Search+4; Spot+1; 
  Languages Abyssal (Read/Write) 
  Latin (Speak)
  Feats/Talents 
  Builder 
  (+2 
  Craft 
  (Electronics) +2; Improved Initiative 
  (+4 Initiative); Simple Weapons 
  Special Qualities Damage Reduction 
  (Su) 5/-; Darkvision 60ft. (Ex); 
  Immunity 
  (Ex) 
  (Electricity); 
  Resistance (Ex) (Fire 10); Spell-like 
  Abilities (Ex); Telepathy (Su); 
  • Damage Reduction 5/- (Su): Jimmlyn 
  ignore 5 points of damage from 
  weapons and natural attacks. However 
  magic items or blessed weapons ignore 
  Damage Reduction.
  • Darkvision 60ft. (Ex): Jimmlyn can 
  see in total darkness out to 60 feet.
  • Immunity (Ex): Jimmlyn are immune 
  to any electrical damage.
  • Resistance 10 (Ex): Jimmlyn are 
  resistant to any ﬁre-based damage 
  doing 10 or less points of damage.
  • Spell-like Abilities (Ex):
   
  Chaos- Once per day a Jimmlyn 
  may manifest a paranormal attack 
  by picking up small objects using 
  telekinesis and tossing them about 
  the room in a mini-mailstrom of 
  mayhem. The Jimmlyn chooses a 
  30ft circumfrance area or less to 
  attack. During the attack everything 
  in the area is subjected to that 
  particular attack.  Anyone caught in 
  the effected area or passing through 
  the effected area is subjected to the 
  attack and may make a Reﬂex save 
  (DC 14) for half damage. For ﬁve 
  rounds, the Jimmlyn may throw up 
  to:
  • Eight small items weighing 5 lbs. 
  or less; 1d2 damage.
  • Four items weighing 10 lbs. or 
  less; 1d4 damage.
  • One item weighing 20 lbs. or less; 
  1d6 damage.
   
  Sicken- Once per day a Jimmlyn may 
  cause all food and drink in a 30ft. 
  radius to spoil and become sewage 
  like in its taste and smell. Such food 
  or drink that is consumed causes 
  1d4 points of internal damage.
  • 
  Telepathy 
  (Su): 
  Jimmlyn 
  may 
  communicate telepathically with 
  any creature within 100 feet who 
  has a language.
  Wealth +0
  Reputation & Allegiances 0; To 
  Summoner
  FX Items None
  Possessions None
  Description
  The Jimmlyn are a ﬁendish relation to 
  gremlins. These demonic outsiders are 
  masters of tricks, traps and deception, 
  and love causing as much suffering and 
  death as they can. Jimmlyn are small 
  creatures, their skin blackish green and 
  covered in small scales. They have large 
  pointed ears, much like a Doberman 
  Pinscher’s, and an overly large mouth 
  with sharp razor-like teeth. 
  Small Outsider (CR 4); HD 1/2 d8
  Initiative
  +7
  BAB
  +3
  STR
  8 (-1)
  Defense
  19; (+3 Dex, +1 size, 
  Natural Armor +5); 
  touch 16; ﬂat footed 16
  Melee
  +2
  DEX
  17 (+3)
  Hit Points
   8
  Ranged
  +6
  CON
  10 (0)
  Save Fort 
  +4
  Grapple
  -2
  INT
  16 (+3)
  Save Ref
  +7
  MAS Dmg 
  Threshold
  10
  WIS
  10 (0)
  Save Will
  +4
  Action Points
  -
  CHA
  8 (–1)
  So, what’s a Lost Soul?
  Lost souls are the spirits of 
  those who die, but are unable or 
  unwilling to leave our plane of 
  existence—usually because of 
  some unﬁnished business, but in 
  rare instances because of outside 
  intervention. The lost soul template 
  may be found in Green’s Guide to 
  Ghosts, and includes more detailed 
  information regarding lesser 
  manifestations, poltergeists, ABEs, 
  phantoms, and dominating spirits.
  
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  Holiday Horror
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  Holiday horror
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  Jimmlyn use their great skills with 
  electronic and mechanical devices to 
  create or manipulate items, or create 
  devious and deadly traps to torture and 
  kill their victims.
  Jimmlyn must be summoned to this 
  plane of existence, and then only during 
  the night hours. Direct contact with 
  natural sunlight immediately destroys 
  Jimmlyn, sending them back to the Hell 
  from which they came.
  Streilberk Demons
  Attacks Claws: Atk +10/+8; Dmg 
  1d6+7
  Speed 30ft.
  Skills Climb +10; Hide +4; Knowledge 
  (Occult Lore) +5; Listen +6; Move 
  Silently +4; Search+5; Spot+6; 
  Survival +6 Languages Abyssal 
  (Read/Write), Latin (Speak)
  Feats/Talents 
  Multiattack; 
  Simple 
  Weapons Proﬁciency, Track 
  Special Qualities Fast Healing 3 (Ex); 
  Immunities 
  (Ex) 
  Bludgeoning 
  damage; Fire Resistance 10 (Ex); 
  Shapechanging 
  (Su); 
  Telepathy 
  (Su); Limited Manifestation (Su)
  • Fast Healing 3 (Ex): Regains hit points 
  at 3 points per round unless the demon 
  is reduced to -10 or more.
  • Immunities 
  (Ex): 
  Immune 
  to 
  bludgeoning damage.
  • Fire Resistance 10 (Ex): Damage 
  by ﬁre based attacks must equal or 
  exceed 10 points of damage to hurt the 
  demon.
  • Shapechanging (Su): The Streilberk 
  demon may manifest as any medium-
  sized creature when summoned to this 
  plane of existence. However, once its 
  shape is chosen, it may not be changed 
  until a second summoning takes 
  place.
  • Telepathy 
  (Su): 
  Demon 
  may 
  communicate telepathically with any 
  creature within 100 feet that has a 
  language.
  • Limited Manifestation (Su): The 
  Streilberk demon may only manifest in 
  this plane of existence for 10 combat 
  rounds per summoning.
  Reputation & Allegiances 0; To 
  Summoner
  FX Items None
  Possessions None
  Description
  The Streilberk Demon has been used 
  by evil cultists and diabolic summoners 
  as assassins for centuries. Occultic lore 
  states that the ﬁrst to summon one of 
  these assassins was a Prussian named 
  Rolf Streilberk, a member of the Beilgeld 
  Society of Diabolists. Rolf took power of 
  the state of Hass-Kassel (a member-state 
  of the Holy Roman Empire) in the 15th 
  century by using these demonic assassins 
  to take out all who opposed him.
  The demons may take any medium-
  sized creatures shape when summoned, 
  but may only manifest for 10 combat 
  rounds. They typically go into a frenzy 
  of attacks against their targets, moving 
  to melee immediately in a charge.
  Medium Outsider (CR 4); HD 5d8+15
  Initiative
  -1
  BAB
  +5
  STR
  20 (+5)
  Defense
  21, touch 9, ﬂatfooted 21 
  (-1 Dex, +12 Natural)
  Melee
  +10/+8
  DEX
  8 (-1)
  Hit Points
   37
  Ranged
  +5
  CON
  17(+3)
  Save Fort 
  +7
  Grapple
  +10
  INT
  11 (0)
  Save Ref
  +3
  Dmg 
  Threshold
  17
  WIS
  12 (+1)
  Save Will
  +5
  Action Points
  -
  CHA
  12 (+1)
  
  The Modern Dispatch
  Holiday Horror
  Page 7
  The Modern Dispatch
  Holiday horror
  Page 7
  Home Invasions on the Rise
  The third in a series of violent home 
  invasions throughout Golan County 
  occurred last Thursday at a home off 
  West Church Street. Sheriff Butch 
  Anderson stated in a news conference on 
  Friday that there has been an “increase 
  in gang activity throughout east Texas.” 
  He went on to say that “These home 
  invasions are obviously related and are 
  being done by the same crew.  We have a 
  few leads and the robbers will be caught 
  shortly.”
  The ﬁrst attack happened November 
  25th, a day after Thanksgiving—known 
  for being the biggest shopping day 
  of the year. Lana James, an English 
  school teacher at Pinebox High, had 
  returned from a day of shopping when 
  two late model Oldsmobiles followed 
  her into her driveway. Four masked 
  men wielding pistols and one carrying 
  a bowie knife forced her into her house, 
  tied her with telephone wire, and stole 
  her day’s shopping as well as several of 
  her personal valuables such as jewelry.  
  On December 3rd, Kevin Mawyke of 
  2107 Redden, reported he was the victim 
  of another home invasion.  He stated that 
  seven masked men forced their way into 
  his home, assaulting Mr. Mawyke and his 
  girlfriend and stealing several thousand 
  dollars worth of personal merchandise 
  including jewelry, computer items, and 
  a gaming system.
  In each case the perpetrators have 
  attacked the home suddenly, been very 
  violent, and wear ski masks.
  Community Calendar
  December 20
  Young Ranchers Tamale 
  Fundraiser—The Young 
  Ranchers Association is once 
  again selling their highly addictive 
  X-Mas tamales outside the county 
  courthouse from 10 a.m. to 2 p.m. 
  Crime Prevention Meeting—
  Home burgalries have been on the 
  rise. Meet with Pinebox PD at the 
  city library at 7 p.m. to learn tips 
  for keeping this holiday season 
  safe and secure.
  School Board Meeting—The 
  school board is holding their last 
  public meeting of 2005. Included 
  agenda items are reports from head 
  coach Terry Hawkins and PHS 
  Principal Black on the upswing of 
  ﬁghts at PHS sporting events.
  December 19, 2005 
  Volume V, Issue 69
  pinebox news
  Campus News 
  ETU Scores Noted Physicist
  East Texas State ofﬁcials announced the 
  hiring of Dr. Krystal Manning, a specialist 
  in microbiology and chemistry, to the 
  staff of the Chemistry department.  
  “Dr. Manning is a proven veteran 
  in the ﬁeld of microbiology and is a 
  boon to our school,” said Dean Bennit.  
  “She graduated from NYU, received 
  her masters at Florida State, and her 
  doctorate from Boston. She has spent the 
  past few years teaching at UCLA, and 
  her work has been invaluable in assisting 
  the US government’s anti-biological 
  and chemical agents division of the 
  Department of Homeland Security.”
  Dr. Manning expressed her happiness 
  at being selected to join the ETU staff, 
  “I’ve wanted to spend more time in 
  lab work and this affords me great 
  opportunities to do so. I am in love with 
  this part of Texas, and look forward 
  to making great progress with the 
  Chemistry department.”
  Dr. Manning is replacing Dr. Tewes, 
  who disappeared early this year.  Despite 
  an extensive investigation, no one has 
  been arrested in the case, and there has 
  been no evidence of what happened to 
  him.
  Jackson Green, a reporter for 12 to 
  Midnight, claims Dr. Tewes is another 
  victim in a worldwide conspiracy to kill 
  microbiologists. 
  “There have been over thirty cases 
  the past three years of scientists being 
  killed, dying in one-car accidents, or 
  simply disappearing never to be heard 
  from again,” he said.
  Local and federal authorities deny that 
  any such conspiracy is taking place. 
  GM Ideas
  • For more on the possible real-life 
  conspiracy check out the following 
  links:
  http://cobrapost.com/documents/Deat
  h%20of%20Microbiologists.htm
  http://gatorpress.com/badsam/page7.
  html
  • Dr. Manning is actually coming to 
  Pinebox to work for the government’s 
  top secret research facility known as 
  the Quad. She is studying alien tissue 
  cells, though she can only guess as to 
  where the tissue is actually from. It 
  shows regenerative properties and is 
  very adaptable against viri and bacteria. 
  The closer she gets to the answer, 
  continued on page 2
  continued on page 2
  
  The Modern Dispatch
  Holiday Horror
  Page 8
  The Modern Dispatch
  Holiday horror
  Page 8
  Sheriff Anderson warns that these men 
  are “armed and should be considered very 
  dangerous.” Anyone with information 
  are asked to contact the city or county 
  law-enforcement ofﬁcals or to contact 
  crimestoppers at 555-TIPS.   
  Adventure Ideas
  • The heroes are friends of one of 
  the victims and have been asked to 
  locate a precious ring that was a family 
  heirloom.  The ring can be found at a 
  local pawn store, but there is no legal 
  proof of to whom the ring belongs. 
  The owner of the pawn store refuses to 
  reveal who he purchased the ring from 
  and does not return the ring. Truth is 
  that he is working with the gang to get 
  the merchandise. This story can work to 
  support the home-invasion adventure in 
  this issue of Modern Dispatch.
  • Have the heroes go Xmas shopping, 
  where they get tailed by several 
  gangmembers after making some high-
  dollar purchases. Allow Spot checks to 
  notice the trailing bad guys. The gang 
  uses cell phones to communicate and 
  attacks the heroes either in the parking 
  lot or outside their homes.
  the more danger she is in.  Have the 
  characters befriend her and slowly 
  reveal that they are being followed 
  by the men-in-black or otherworldly 
  beings who are sworn to never allow 
  such knowledge among the powers of 
  the earth.
  • The characters are hired by the family 
  of Dr. Tewes to investigate what 
  happened to him. Is it a government 
  conspiracy? Terrorists? Alien attacks?  
  Home Invasions  
  (continued from pg 1)
  Physicist 
  (continued from page 1)
  
  The Modern Dispatch
  Holiday Horror
  Page 9
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, 
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  Modern System Reference Document Copyright 2002, Wizards 
  of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, 
  Charles Ryan, based on material by Jonathan Tweet, Monte Cook, 
  Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, 
  John Tynes, Andy Collins, and JD Wiker.
  System Reference Document Copyright 2000-2004, Wizards 
  of the Coast, Inc.: Authors Jonathan Tweet, Monte Cook, Skip 
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  Modern Dispatch #69, 2005, 12 to Midnight, Inc.; Author: Ed 
  Wetterman
  open gaming content
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