TEXT: The Modern Dispatch
  Escaped�Terror
  Page 1
  Content�Manager:�
  Charles�Rice,�Chris�Davis
  Layout:�
  Chris�Davis
  Requires the use of the d20 Modern Roleplaying 
  Game, published by Wizards of the Coast, Inc.
  d20 Modern and Wizards of the Coast are 
  trademarks of Wizards of the Coast, Inc. in the 
  United States and other countries and are used 
  with permission. ‘d20 System’ and the ‘d20 
  System’ logo are trademarks of Wizards of the 
  Coast, Inc. and are used according to the terms 
  of the d20 System License version 6.0.  A copy 
  of this License can be found at www.wizards.
  com/d20.
  #24
  Escaped Terror
  By Philip Reed
  Setup
  A vicious creature has escaped from a traveling freak 
  show and is now rampaging through the streets of a 
  small town in the Midwest. The creature has eaten or 
  torn to shreds dozens of townspeople and the mayor 
  is about to beg the state governor for help – just as 
  the player characters pass through town. GMs can get 
  the players involved with the escaped creature in any 
  number of ways, including:
  • The PCs are members of Department-7’s 
  cryptozoology division. They’re alerted to the 
  rampage and ﬂown in with orders to locate, identify, 
  and capture the creature (if it is not in Department-7’s 
  library of species). 
  • The PCs are traveling across the country and stop 
  for gas in a small town when a horrible creature 
  streaks out of the darkness and kills an attendant at 
  the station. Leaping over the awe-stricken PCs, the 
  beast crashes on their vehicle – destroying it – and 
  then disappears in the darkness. They must now 
  contend with the creature while attempting to escape 
  this small town.
  • The PCs are part of the local police force and must 
  protect the town’s citizens and attempt to contain the 
  creature until a National Guard force can arrive to 
  destroy it.
  • The PCs are part of a competing freak show and 
  were trying to steal the beast when it escaped. They 
  must now capture it and ﬂee town before their actions 
  are discovered or the military destroys their prize.
  This Dispatch issue is more of an adventure tool-kit 
  than an actual adventure. I’ve presented some tools 
  and options in this PDF that a GM can piece together 
  to either design an adventure following the basic 
  suggestions included herein or add the elements to 
  an adventure of his own design. It is my hope that 
  you’ll ﬁnd the elements in this PDF useful in your 
  campaign.
  Open Game Content
  All of the text in this PDF is designated as open game content. The graphics, artwork, and layout of the 
  PDF are not open and this PDF may not be distributed without the permission of the author.
  About the Author
  Philip Reed has been working professionally in the roleplaying game industry since 1995. In that time 
  he has worked for such companies as Atlas Games, Paradigm Concepts, Steve Jackson Games, and Dork 
  Storm Press. Today Philip spends his days at home running Ronin Arts, writing and designing new games, 
  and resisting the lure of console games as he tries to focus on writing. To learn more about Philip Reed 
  – and Ronin Arts – please visit www.roninarts.com.
  
  The Modern Dispatch
  Escaped�Terror
  Page 2
  Timeline of Events
  The following timeline presents the events that may 
  take place between the escape of the beast and the 
  arrival of the state National Guard. This timeline 
  can be used as a rough guide for the GM while he 
  thrusts the PCs into this short side-story. The actions 
  of the player characters can, of course, inﬂuence this 
  timeline – but it’s a good starting point for the GM.
  12:00 pm (noon): The creature either escapes from 
  its cage while the freak show is ﬁlling up their 
  trucks. A faulty lock, human negligence, or theft 
  are all reasons for the creature’s escape. The escape 
  is loud and violence-ﬁlled as several customers are 
  attacked by the creature during its escape. One victim 
  may be drug off by the beast, the victim’s screams 
  piercing the other sounds of the resulting panic and 
  commotion.
  12:10 pm: The owners of the escaped creature ﬂee 
  town as quickly as they can. They have no insurance 
  or permits for the creature and are looking to avoid 
  the cops. They’re last seen headed west in an older 
  model rig.
  12:20 pm: Local law enforcement arrive on the 
  scene and begin questioning survivors. They call in 
  animal control to deal with the escaped “bear.” No 
  matter how much the police are told that the escaped 
  creature is not a bear, and no matter how fanciful 
  the story is of the creature’s appearance and escape, 
  the police continue referring to the creature as a bear 
  for the remainder of the situation (until they see the 
  creature).
  12:35 pm: Reports come in from the local school that 
  a lion ran across the school grounds just moments 
  after the children returned inside from recess. No 
  casualties are reported.
  12:42 pm: A local news crew arrives on the scene 
  and begins interviewing witnesses, police – anyone 
  that will talk about the incident.
  12:55 pm: Animal control arrives on the scene 
  equipped with a tranq gun and a net. The local animal 
  control ofﬁcer is Alexander Kuhn, 55 years old, 
  overweight, and lazy. Kuhn arrives alone and listens 
  to the police for about ﬁve to ten minutes before he 
  sets off in the direction the creature was last seen 
  headed.
  1:08 pm: A report comes in from the local diner. 
  A “hideous monster” crashed through the diner 
  killing four people and wounding a dozen more. A 
  few police reach the scene within ﬁve minutes but 
  whatever is causing the problem is gone.
  1:20 pm: Alexander Kuhn, the animal control ofﬁcer, 
  comes into contact with something. The police radio 
  crackles and screeches as Kuhn desperately tries 
  to call for help. His truck and parts of his body are 
  found several minutes later. Tracks of something big 
  lead off into the town’s park.
  1:33 pm: A big “monster” races through the local 
  bowling alley, killing two and wounding eight others. 
  One of the dead is a local, off-duty cop. Witnesses 
  report that the cop managed to shoot the beast before 
  it killed him. Several describe it as a giant armadillo.
  1:48 pm: Something “out of a nightmare” is reported 
  at a local church. The creature killed a priest and 
  wounded a handyman that tried to stop it.
  1:55 pm: The mayor calls the governor and begs for 
  assistance.
  2:15 pm: A police car is destroyed when the escaped 
  creature jumps on it. The creature appears to be 
  circling the town now, trying to consume as much 
  food as possible while hiding amongst the buildings. 
  Several eyewitnesses report that they’ve seen the 
  creature climbing the buildings and leaping from roof 
  to roof.
  2:30 pm: Word spreads around town that the 
  National Guard is coming in to deal with the menace. 
  National Guard troops are expected to arrive in force 
  by 5:00.
  2:48 pm: The creature attacks and kills two at a local 
  beauty parlor.
  3:14 pm: Another police ofﬁcer is killed while 
  trying to protect citizens from the rampaging beast. 
  Rumors begin to spread that there are actually several 
  monsters loose on the streets.
  Clear the Streets
  The National Guard works fast to clear all unauthorized personnel from the city streets. Anyone that refuses 
  to cooperate is arrested. Those with military or government law enforcement Ids – including Department-7 
  – are allowed to remain on the streets. But the troops will not assist in capturing whatever is loose. They’re 
  here to kill it.
  If the player characters exchange weapons ﬁre with National Guard troops even more troops, and 
  helicopter support, is immediately dispatched to the area.
  
  The Modern Dispatch
  Escaped�Terror
  Page 3
  3:37 pm: Four more people are killed at the gas 
  station where the creature ﬁrst escaped. Why it has 
  returned back to that location is unknown. Children 
  in the school are kept inside and two police are 
  charged with protecting the school until this crisis has 
  been solved.
  4:44 pm: National Guard troops enter the city and 
  declare a state of emergency. All citizens are ordered 
  off the streets as the military tracks down and kills 
  the beast. It should take anywhere from an hour to 
  several (1d10 hours should work) before the streets 
  are declared safe.
  What is the beast?
  The exact nature of the escaped animal depends 
  on the focus of your campaign. If the campaign 
  is a normal world setting, without magic or the 
  supernatural, the beast is a wild boar or bear that 
  has been painted and has spikes and other terrible 
  items glued to its body. In a near-future campaign 
  the beast may be a genetically created monster 
  while in an arcane campaign – or one dealing with 
  extraterrestrials – the beast can be almost anything.
  Following are a few possible creatures. These can 
  be used as the actual creature or as inspiration for 
  creatures of the GMs design. Normal creatures are 
  not included – see D20 Modern for a section of 
  animals that can be used as the “beast” in a campaign 
  in which magic, the supernatural, or aliens do not 
  play a role.
  Author’s Note: The creatures presented in this 
  section were created by applying selected portions 
  of monster templates to normal animals found in 
  the Modern SRD. Rather than use the templates as 
  written, I customized each creature to ﬁt my own 
  needs. The templates can be found in a book currently 
  on the market – see the Section 15 information for the 
  book’s name and publisher. I highly recommend the 
  book listed there.
  Bear of Unspeakable Cold
  This large, powerful polar bear has long, obsidian-
  black claws and cruel, twisted teeth that protrude 
  from its mouth. Unlike most bears, the bear of 
  unspeakable cold – as its known to its owners – 
  appears wild and angered at all times. Those coming 
  within 10 feet of the creature report a marked, sudden 
  downshift in temperature.
  The bear was sold to the freak show by a Canadian 
  hunter that trapped it somewhere in the far northern 
  Canadian wastes. The hunter lost an arm to frostbite 
  in the adventure and was happy to be free of the 
  creature – especially since the freak show paid 
  handsomely for the beast.
  Species Traits
  The bear of unspeakable cold has the following traits.
  Cold Aura (Ex): The bear of unspeakable 
  cold emits an aura of cold that can wound nearby 
  creatures. Anyone that comes within 10 ft. of the bear 
  of unspeakable cold takes 2d6 points of damage per 
  round that they remain within range of the bear. A 
  successful DC 21 Fortitude save reduces the damage 
  to half.
  Icy Touch (Ex): Anyone that makes a successful 
  touch attack against the bear of unspeakable cold 
  suffers 1d6 points of damage and must make a DC 21 
  Fortitude save or be paralyzed for 1d4 rounds.
  Improved Grab (Ex): To use this ability, the bear 
  of unspeakable cold must hit with a claw attack. 
  Scent (Ex): This ability allows a bear of 
  unspeakable cold to detect approaching enemies, sniff 
  out hidden foes, and track by sense of smell.
  Bear of Unspeakable Cold: CR 5; Large animal; 
  HD 6d8+32; hp 59; Mas 19; Init +1; Spd 40 ft.; 
  Defense 15, touch 10, ﬂat-footed 14 (–1 size, +1 
  Dex, +5 natural); BAB +4; Grap +16; Atk +11 melee 
  (1d8+8, claw); Full Atk +11 melee (1d8+8, 2 claws), 
  A Multitude of Escapees and Complications
  Obviously, if the player characters are of such a high level that a single escaped beast is no challenge it is 
  acceptable to have two, three, four, or even more creatures loose. In such an event, I’d recommend using a 
  wide variety of creatures – both unusual and mundane – in the scenario. 
  To make things even more challenging, place a competing team in the town. Perhaps it’s an enemy of 
  Department-7 out to grab one or more of these creatures in order to breed an animalistic weapon to use 
  against Department-7. Or, if the PCs are with a freak show, it’s a competing freak show trying to grab the 
  creatures for themselves. It is even possible that a few tabloid “journalists” are trying to grab a smaller 
  creature to feature in their supermarket rag. No matter the experience level of the PCs, there’s always one 
  more complication that can be heaped onto the problem.
  Rather than take space here, statistics for enemy agents, rival freak show members, or military men can 
  be found in the D20 Modern rulebook or SRD – the GM needs only select appropriate stat blocks. Some 
  recommendations include using a thug or criminal as a rival freak show member, a reporter for a tabloid 
  “journalist,” and police ofﬁcer for the local law.
  
  The Modern Dispatch
  Escaped�Terror
  Page 4
  +6 melee (2d8+4 bite); FS 10 ft. by 10 ft.; Reach 10 
  ft.; SQ Cold aura, icy touch, improved grab, low-light 
  vision, scent; AL none; SV Fort +9, Ref +6, Will +3; 
  AP 0; Rep +0; Str 27, Dex 13, Con 23, Int 2, Wis 12, 
  Cha 6.
  Skills: Climb +18, Listen +6, Spot +6.
  Feats: None.
  Advancement: 7–10 HD (Large).
  Plague Lizard
  This black monitor lizard measures 10 feet long and 
  is covered in a greenish-gray muck that seems to drip 
  from its body. The creature is covered in countless 
  boils and open sores but still retains it’s appearance 
  as a sleek and fast, powerful reptile.
  The plague lizard was created by a military group 
  intent on developing a weapon to use against 
  its enemies. How the creature came to be in the 
  possession of a traveling freak show is unknown 
  but you can rest assured that its creators are intent 
  on capturing it (and silencing any that may know its 
  origin).
  Species Traits
  The plague lizard has the following traits.
  Carrier (Ex): Although the plague lizard is 
  immune to diseases, it can still carry infections and 
  continues to do so regardless of arcane, scientiﬁc, or 
  extraterrestrial interference or successful Fortitude 
  saves.
  Disease (Ex): With a successful melee touch attack 
  the plague lizard infects its victim a sickness much 
  like the dreaded hantavirus. The victim must succeed 
  a DC 14 Fortitude save or contract  a sickness like 
  hantavirus (it is so close to the hantavirus that it’s 
  easier just to use the statistics for that disease, see 
  D20 Modern). 
  Immunity to Disease (Ex): A plague lizard is 
  immune to the effects of all diseases.
  Poison (Ex): Bite—Fortitude negates; save DC 10 
  + 1/2 the plague lizard’s Hit Dice + its Constitution 
  modiﬁer; 1d6 Dex/1d6 Dex.
  Poison Spray (Ex): Once every 1d4 rounds, the 
  plague lizard can spray poison in a 15-foot cone. See 
  above for the effects of the poison.
  Skill Bonuses: Plague lizards gain a +4 species 
  bonus on Hide and Move Silently checks. In forested 
  or overgrown areas, the bonus on Hide checks 
  improves to +8.
  Plague Lizard: CR 4; Medium-size animal; HD 
  3d8+9; hp 22; Mas 17; Init +2; Spd 30 ft., swim 30 
  ft.; Defense 15, touch 12, ﬂat-footed 13 (+2 Dex, +3 
  natural); BAB +2; Grap +5; Atk +5 melee (1d8+4, 
  bite); Full Atk +5 melee (1d8+4, bite); FS 5 ft. by 
  5 ft.; Reach 5 ft.; SQ Carrier, disease, immunity to 
  disease, poison, poison spray; AL none; SV Fort +6, 
  Ref +5, Will +2; AP 0; Rep +0; Str 17, Dex 15, Con 
  17, Int 2, Wis 13, Cha 2.
  Skills: Climb +9, Hide +7 (+11 in overgrown or 
  forested areas), Listen +4, Move Silently +6, Spot +4.
  Feats: None.
  Advancement: 4–5 HD (Medium-size); 6–12 HD 
  (Large).
  Poisonous Tiger
  The poisonous tiger greatly resembles the common, 
  natural tiger. The only signiﬁcant appearance 
  change is a slightly thicker coat of fur and a dark, 
  green substance dripping from the tiger’s claws. 
  Poisonous tigers are specially bred monstrosities 
  that Department-7 agents have encountered in the 
  past. Whether their creators are evil humans or 
  manipulative aliens is unknown and Department-
  7 agents will do anything in their power to trace a 
  poisonous creature to its creator.
  This particular poisonous tiger is untagged and 
  escaped from a military installation several years ago. 
  It was purchased by the traveling freak show and has 
  been an important attraction for almost three years.
  Species Traits
  The poisonous tiger has the following traits.
  Immunity to Poison (Ex): Poisonous tigers are 
  immune to all poisons.
  Poison (Ex): The tiger’s claw attack delivers an 
  injected poison with each successful attack. The 
  target must make a successful DC 16 Fortitude save. 
  The poison’s initial and secondary damage is 1d2 
  points of Constitution damage.
  Pounce (Ex): If a poisonous tiger leaps upon a foe 
  during the ﬁrst round of combat, it can make a full 
  attack even if it has already taken a move action.
  Improved Grab (Ex): To use this ability, the 
  poisonous tiger must hit with a claw or bite attack. If 
  it gets a hold, it can rake (see below). 
  Rake (Ex): A poisonous tiger that gets a hold of 
  its target can make two rake attacks (+9 melee) with 
  its hind legs for 1d8+6 points of damage each. If the 
  poisonous tiger pounces on an opponent, it can also 
  rake.
  Skill Bonuses: Poisonous tigers receive a +4 
  species bonus on Balance, Hide, and Move Silently 
  checks. In areas of tall grass or heavy undergrowth, 
  their Hide bonus improves to +8.
  Poisonous Tiger: CR 5; Large animal; HD 6d8+28; 
  hp 55; Mas 17; Init +2; Spd 40 ft.; Defense 14, touch 
  11, ﬂat-footed 12 (–1 size, +2 Dex, +3 natural); BAB 
  +4; Grap +14; Atk +9 melee (1d8+6, claw); Full 
  Atk +9 melee (1d8+6, 2 claws), +4 melee (2d6+3, 
  bite); FS 10 ft. by 10 ft.; Reach 5 ft.; SQ Immunity to 
  poison, poison, pounce, improved grab, rake 1d8+3, 
  low-light vision; AL none; SV Fort +8, Ref +7, Will 
  +3; AP 0; Rep +0; Str 23, Dex 19, Con 17, Int 2, Wis 
  12, Cha 6.
  Skills: Balance +6, Hide +5 (+9 in tall grass or 
  undergrowth), Listen +3, Move Silently +9, Spot +3, 
  
  The Modern Dispatch
  Escaped�Terror
  Page 5
  Swim +11.
  Feats: None.
  Advancement: 7–12 HD (Large); 13–18 HD 
  (Huge).
  Ravenous Hippopotamus
  A ravenous hippopotamus is a crazed, ever-hungry 
  beast that is driven to terrible acts of violence 
  when it is starved and cruelly treated. It is said 
  that a ravenous creatures, including a ravenous 
  hippopotamus is tainted by evil arcane, charged 
  with a demonic essence that feeds on its misery. The 
  creature is ideally suited to life in a cage where it can 
  scare those in small towns. A ravenous creature that 
  escapes captivity and its cruel masters will not go 
  down without a ﬁght and will fgive its life in order to 
  avoid returning to its cruel existence in the cage.
  Species Traits
  The ravenous hippopotamus has the following traits.
  Hold Breath (Ex): A ravenous hippopotamus can 
  seal its nostrils by muscular action and hold its breath 
  for a number of rounds equal to its Constitution score 
  × 10.
  Ravenous Body (Su): A ravenous hippopotamus 
  can eat other food but only ﬂesh of a living, moving 
  creature satiates its hunger. It must feed on living 
  ﬂesh at least once every three days or suffer the 
  effects of starvation.
  Scent (Ex): This ability allows a ravenous 
  hippopotamus to detect approaching enemies, sniff 
  out hidden foes, and track by sense of smell.
  Skill Bonus: A hippopotamus is agile in the water, 
  gaining a +4 species bonus on Swim checks.
  Ravenous Hippopotamus: CR 7; Large animal; HD 
  8d8+56; hp 92; Mas 20; Init +1; Spd 20 ft., swim 20 
  ft.; Defense 15, touch 9, ﬂatfooted 15 (–1 size, +1 
  Dex, +6 natural); BAB +6; Grap +17; Atk +12 melee 
  (2d6+10, bite); Full Atk +12 melee (2d6+10, bite); 
  FS 10 ft. by 10 ft.; Reach 5 ft.; SQ hold breath, low-
  light vision, ravenous body, scent; AL none; SV Fort 
  +11, Ref +5, Will +3; AP 0; Rep +0; Str 30, Dex 13, 
  Con 24, Int 2, Wis 12, Cha 3.
  Skills: Listen +7, Swim +11.
  Feats: None.
  Advancement: 9–16 HD (Large); 17–24 HD 
  (Huge).
  Saurian Boar
  A saurian boar is a genetically-modiﬁed beast created 
  by an unidentiﬁed race of extraterrestrials that have 
  been studying the Earth for several decades. The 
  saurian boar’s hide is covered with gray scales and 
  along the spine short plates protrude from the boar’s 
  body. The average saurian boar stands 3 feet high at 
  the shoulder and measures roughly 4 feet long. Its 
  formidable, yellowed tusks protrude from its lower 
  jaw and can grow up to 12 inches long. The creature’s 
  legs end in long, terrible claws that it uses to attack 
  others.
  Species Traits
  The saurian boar has the following traits.
  Ferocity (Ex): A suarian boar is so ﬁercely 
  aggressive in combat that it continues ﬁghting even 
  when disabled or dying. 
  Leaping Pounce (Ex): When a saurian boar chares 
  a foe and jumps at least the last 10 feet of it, it may 
  make a full attack, including two rake attacks.
  Rake (Ex): Against a creature with which it 
  grapples, a saurian boar may make two secondary 
  rake attacks that deal claw damage.
  Scent (Ex): This ability allows a saurian boar to 
  detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell.
  Saurian Boar: CR 4; Medium-size animal; HD 
  3d8+10; hp 25; Mas 17; Init +0; Spd 40 ft.; Defense 
  18, touch 10, ﬂatfooted 18 (+8 natural); BAB +2; 
  Grap +4; Atk +4 melee (1d8+3, gore, 1d4 claw); Full 
  Atk +4 melee (1d8+3, gore); FS 5 ft. by 5 ft.; Reach 
  5 ft.; SQ ferocity, leaping pounce, low-light vision, 
  rake, scent; AL none; SV Fort +6, Ref +3, Will +2; 
  AP 0; Rep +0; Str 15, Dex 10, Con 19, Int 2, Wis 13, 
  Cha 4.
  Skills: Jump +8, Listen +7, Spot +5.
  Feats: None.
  Advancement: 4–5 HD (Medium-size).
  
  The Modern Dispatch
  Escaped�Terror
  Page 6
  Open game license
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All 
  Rights Reserved.
  1. Deﬁnitions: (a)”Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)”Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modiﬁcation, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; 
  (d)”Open Game Content” means the game mechanic and includes 
  the methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly 
  identiﬁed as Open Game Content by the Contributor, and means 
  any work covered by this License, including translations and 
  derivative works under copyright law, but speciﬁcally excludes 
  Product Identity. (e) “Product Identity” means product and product 
  line names, logos and identifying marks including trade dress; 
  artifacts; creatures characters; stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; 
  places, locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; 
  and any other trademark or registered trademark clearly identiﬁed 
  as Product identity by the owner of the Product Identity, and which 
  speciﬁcally excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor 
  (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) “You” or “Your” means the licensee in 
  terms of this agreement.
  2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content 
  may only be Used under and in terms of this License. You must 
  afﬁx such a notice to any Open Game Content that you Use. No 
  terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using this 
  License.
  3.Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation and/or 
  You have sufﬁcient rights to grant the rights conveyed by this 
  License.
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of 
  the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the 
  title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute.
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content 
  does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that 
  Product Identity.
  8. Identiﬁcation: If you distribute Open Game Content You 
  must clearly indicate which portions of the work that you are 
  distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under any version 
  of this License.
  10 Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise 
  the Open Game Content using the name of any Contributor unless 
  You have written permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so 
  affected.
  13 Termination: This License will terminate automatically if You 
  fail to comply with all terms herein and fail to cure such breach 
  within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, 
  Inc.
  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 Williams, 
  Bruce R. Cordell, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Section 15
  Advanced Bestiary, Copyright 2004, Green Ronin Publishing, 
  LLC; Author Matthew Sernett.
  Modern Dispatch #24 2005, Ronin Arts; Author Phil Reed
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/RPG Objects/Modern Dispatch/Modern Dispatch 024 - Escaped Terror.pdf