TEXT: Open Gaming Content
  This product is produced under the terms of the Open Gaming 
  License v1.0a and the d20 System License v5.0. A copy of the 
  Open Gaming License may be found at the end of this book. Open 
  Content consists of rules-related text only.
  All game mechanics within this work are designated Open Content. 
  Publishers who wish to use only a portion of the Open Content 
  contained within this work are encouraged to contact Bad Axe 
  Games (support@badaxegames.com) to obtain an abbreviated 
  copyright notice specific to the Chapter or the Open Content they 
  wish to reuse.
  Designation of Product Identity
  The following items are hereby designated as Product Identity: 
  1.  The name “Bad Axe Games” as well as all identifying marks of 
  Bad Axe Games, LLC., including but not limited to the Bad Axe 
  Games logo, the CORE logo, and the phrase “Games With Grit;”
  2.  The product name “Grim Tales” except for its use within Section 
  15 of the Open Game License;
  3.  All artwork, illustration, trade dress, and graphic design 
  including any text contained within such artwork, illustration or 
  graphic design;
  4.  The specific text and language used to describe the game 
  mechanics in this work.
  Copyright and Trademark Notice
  All illustrations contained in this product are Copyrighted by the 
  respective artists. All Rights Reserved. No copyrighted artwork 
  may be reused or reprinted without the express permission of the 
  artist. Used by Bad Axe Games with permission.
  ‘Ultramodern Firearms’ is a trademark of Green Ronin Publishing 
  and is used with permission.
  ‘Spycraft’ is a trademark of Alderac Enterainment Group (AEG) and 
  is 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 5.0. A copy of this License can be found at 
  www.wizards.com/d20.
  d20 Modern, Dungeons & Dragons, 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.
  The Core Mechanic Explanatory Notice
  This product uses the CORE MECHANIC task 
  resolution method:
  . Roll a d20.
  . Add any relevant modifiers.
  .  Compare the result to a target number to 
  determine success or failure.
  The CORE logo is a trademark of Bad Axe 
  Games, LLC.
  Editor: Ellen J. Hawes
  Continuity Editor: Kevin Kulp
  Graphic Design, Layout, and Prepress: Don Rosso
  Cover Artist: Ken Kelly
  Interior Artists: Scott Drouin, Andrew Hale, Jeremy Mohler, John O’Connor, Scott Purdy, Jim Zubkavich
  Additional Playtest and Design: Matt Beall, Matt (Eridanis) Bogen, Craig (Upper_Krust) Cochrane, Greg (dinkeldog) Dinkelman, 
  Brannon (Ashy) Hollingsworth, Kevin (Piratecat) Kulp, Brian Lasater, Keith (pogre) Pogue, John (jonrog) Rogers, Eric Tam, Steve 
  “Conan” Trustrum, Alex (Plane Sailing) White.
  CONCEIVED, WRITTEN, AND DEVELOPED BY BENJAMIN DURBIN
  This product requires the use of a Roleplaying Game Core Book published by Wizards of the Coast, Inc.
  The Dungeons & Dragons, Third Edition Core Books, and/or the d20 Modern Roleplaying Game, published by 
  Wizards of the Coast, Inc., are recommended for this purpose.
  BA03201: GRIM TALES, First Printing.   ISBN: 0-9720416-9-9.  Copyright 2004, Bad Axe Games, LLC.  www.badaxegames.com
  
  17
  In the many worlds of Grim Tales, the heroes are beset 
  from all sides. Most foes are mundane, such as the vast 
  numbers of ordinary human henchmen who serve some 
  greater power. Those greater powers, however, acting 
  behind the scenes to thwart the heroes, may have 
  supernatural powers, and some may even hail from other 
  worlds or dimensions.
  Regardless of origin, the various foes with which the 
  heroes must contend are called threats. By and large, 
  heroes gain experience by overcoming these threats.
  This section enables the GM to design encounters for 
  the players that are matched to their abilities, and to 
  group multiple encounters into a longer session without 
  overwhelming the players. At a glance, the GM will be 
  able to outline each encounter and well as design natural 
  breaks in the action that allow the players to rest and 
  recover, to be challenged without being overwhelmed.
  Using Creatures From Other Sources
  There is a vast and growing library of “monster books” 
  from which you may draw creatures to threaten your 
  heroes. In addition to the monsters available in the core 
  rulebooks published by Wizards of the Coast, you can use 
  monsters from any other compatible d20 source.
  Chi/Rho: An Analysis of CR and EL
  The CR system used in the SRD is sorely lacking when the 
  DM seeks to create balanced encounters using either a 
  mix of monsters of varying CR, or when the party size and 
  composition is more varied than “Four characters of equal 
  level.”
  However, the entire process can be broken down into just 
  a couple of very simple mathematical equations.
  Power
  The power of any given creature (monster or character) is 
  generally equal to its CR squared:
  power = CR2
  • For most characters, CR = character level.
  •  For creatures with fractional CR, power = CR. (Do not 
  square fractional CRs.)
  A group of creatures will have a total power equal to:
  CR12 + CR22 + CR32 + ... + CRn2
  Chi/Rho
  We call the monster (or encounter) power X (chi), and the 
  party power ρ (rho).
  Examples:
  Encounter (Monster Group X)
  Ogre1 (CR2, power 4)
  Ogre2 (CR2, power 4)
  Ogre3 (CR2, power 4)
  Ogre4 (CR2, power 4)
  Total Power (X) = 16
  Party Composition
  Wizard-4 (CR4, power 16)
  Fighter-4 (CR4, power 16)
  Cleric-4 (CR4, power 16)
  Rogue-4 (CR4, power 16)
  Total Power (ρ) = 64
  Difficulty
  Benchmarking the difficulty of a given encounter is now 
  very easy. We call this equation “Chi/Rho”, expressed 
  simply as:
  X/ρ.
  The result of this expression is the expected expenditure 
  of party resources necessary to overcome the encounter.
  Example:
  Ogres (power 16) vs. Party (power 64)
  X/ ρ = 16/64 = .25, or 25% of party resources.
  As a benchmark, the ideal “moderate” encounter should 
  require the expenditure of 25% of the party’s resources. 
  (X/ρ =.25)
  As a further benchmark, the expected chance of party 
  success or survival is equal to 1 – (X/2ρ).
  Example:
  1-(X/2 ρ) = 1-(16/128)= .875, or an 87.5% success/survival 
  rate.
  Experience Point Awards
  The experience point award for a given encounter are 
  relative to the characters’ level. The relative experience 
  point award per character level is:
  300 (X/ρ) per level
  Example:
  300 (X/ρ) = (300)(16/64) = (300)(.25) = 75 experience 
  points per character level.
  Once you have calculated the relative experience point 
  award, you can either award experience individually 
  Grim Tales’ Gamemastering
  
  18
  (multiply the award by each character’s level), or divide 
  the experience equally among the group (total all 
  character levels, multiply by the relative xp award, then 
  divide by the number of characters in the party).
  Our examples so far have used very simple group 
  compositions. Let’s look at an example that is more 
  complicated.
  Encounter Composition
  4 Orcs (CR ½, power ½ each)
  2 Ogres (CR2, power 4 each)
  1 Hill Giant (CR7, power 49)
  Total power = 59.
  Party Composition
  Rogue-5
  Wizard-4
  Lizardfolk Druid-3 (ECL5)
  -wolf animal companion (CR2)
  Fighter-6
  Total power = 106.
  The encounter difficulty is 59/106 = 55.66%.
  This is a difficult encounter, but the success rate for this 
  encounter is still 72.17%.
  The relative experience award for this encounter is 
  (300)(59/106)=  166.98 xp per character level. We’ll round 
  that off to 167 xp per character level.
  Individual XP Awards:
  Rogue-5 = (167)(5) = 835 XP.
  Wizard-4 = (167)(4) = 668 XP.
  Lizardfolk Druid-3 (ECL5) = (167)(3) = 501 XP.
  - wolf animal companion (CR2) = 0 XP (unless the DM wants 
  to track XP for the wolf...)
  Fighter-6 = (167)(6) = 1002 XP. 
  Notice that in this case, although the wolf and the 
  lizardfolk’s monster hit dice contributed power to the 
  encounter, their XP awards were based only on their actual 
  character levels.
  Using this method awards each character for their actual 
  contribution. Advancement is even across the party (which 
  means that low level characters will never “catch up.”)
  Group XP Awards:
  Total the character levels in the party and multiply by the 
  relative XP award to find the lump sum:
  (167)(5+4+3+6) = 3006 total XP.
  Now divide the total XP by the number of characters in the 
  group: (3006)/4 = 751.5 XP each. Using this method allows 
  characters who have fallen behind to catch up, but may 
  unduly reward low level characters who do not contribute 
  as much to the group.
  Encounter Level
  Challenge Rating (CR) is a measure of absolute power, 
  while Encounter Level (EL) is a measure of relative power. 
  All of a creature’s various CR factors indicate its total 
  combat repertoire; however, EL measures what a creature 
  is capable of doing in a single encounter. During an 
  encounter, one side or the other is likely to prevail before 
  a creature has time to bring all of its abilities to bear; 
  thus, even as CR increases, its impact upon EL diminishes: 
  EL does not increase 1-to-1 with CR.
  EL measures the difficulty of an encounter. If the difficulty 
  of an encounter is doubled, EL increases by +2; thus, EL14 
  is twice as difficult as EL12; EL16 is four times as difficult 
  as EL12; EL18 is eight times as difficult as EL12, etc.
  Behind the Numbers
  The EL calculation uses a base-2 logarithm, so you will 
  need to have a spreadsheet or a calculator handy.
  Find the total power of each group (either the party or 
  the  group of monsters in the encounter) and apply the 
  following formula.
   
  EL = 1 + (2 • log2(power))
  Example: 
  6 Orcs (CR 1/2 each) 
  4 Ogres (CR3 each) 
  1 Giant (CR8)
  The orcs have a total power of 3 (6 x ½), the ogres have a 
  power of 36 (4 x 32), and the giant has a power of 64 (82), 
  for a total group power of 103.
  1 + 2 • log2(103) = 14.373, or EL14.
  Using Encounter Levels 
  Using the table below, compare the party EL with the 
  opponents’ EL. The table shows the chance that the party 
  will survive the encounter, as well as what resources they 
  can be expected to expend to survive the encounter.
  As a quick reminder, the GM should consider that with 
  evenly matched groups (equal EL), the party has only a 
  50/50 chance of survival, and even then only by expending 
  100% of their resources.
  Obviously, the GM will want to throw weaker encounters at 
  the party, so as not to overwhelm them. Multiple weaker 
  encounters can be used to whittle down the party. The 
  GM should use the table below as an overview of multiple 
  encounters to determine how often the party will need to 
  rest. 
  Determining EL for Multiple Opponents
  
  19
  Thus, a party of PCs could handle four PEL -6 encounters 
  (12.5% resources each) and one PEL -2 encounter (50% 
  resources) before requiring rest to recover their resources.
  The GM can also use the table above to plan larger, mixed 
  encounters by breaking the groups up into smaller units. 
  Instead of assailing the PCs with consecutive threats as 
  shown above, the GM could throw them a final encounter 
  including a Henchman (50%), a group of Elite Footsoldiers 
  (25%), and twice again as many easy Footsoldiers (12.5% 
  x 2). Overall, this encounter becomes Very Difficult (100% 
  resources).
  •  Background Only: Irrelevant and Impossible Encounters 
  are referred to as ‘Background only’; meaning that they 
  should not be considered ‘legitimate’ encounters, but 
  may be included to add flavor to an encounter, whether 
  they are insignificant peasants or a rampaging monster of 
  godlike proportions.
  •  Fodder: Very Easy encounters could be equated to 
  mere Fodder, in that they will almost never tax the PCs 
  abilities, acting as mere diversions or delays to impede 
  their progress, even when encountered in large numbers.
  Table 1: Using Encounter Levels
  Opponent EL
  Relative 
  Power
  Party 
  Victory
  Resources 
  Used
  Party EL -12
  Irrelevant 
  (Background Only)
  ρ/64
  99.3%
  1.5%
  Party -10
  Inconsequential 
  (Cannon Fodder)
  ρ/32
  98.4%
  3.1%
  Party -8
  Very Easy 
  (Footsoldiers)
  ρ/16
  96.8%
  6.2%
  Party -6
  Easy 
  (Footsoldiers)
  ρ/8
  93.7%
  12.5%
  Party -4
  Moderate 
  (Elite Footsoldiers)
  ρ/4
  87.5%
  25%
  Party -2
  Difficult 
  (Henchman)
  ρ/2
  75%
  50%
  Party +0
  Very Difficult 
  (Nemesis)
  ρ
  50%
  100%
  Party +2
  Pyrrhic 
  (Major Nemesis)
  2•ρ
  25%
  100%+
  Party +4
  Impossible 
  (Background Only)
  4•ρ
  12.5%
  100%+
  •  Footsoldier: Easy encounters often represent typical 
  grunts who should only ever pose a significant threat to 
  the PCs progress in sufficient numbers.
  •  Elite Footsoldier: Encounters of Moderate difficulty are 
  dangerous enough to cause the PCs problems should they 
  act in a churlish or overconfident manner.
  •  Henchman: Difficult encounters are epitomized 
  by Henchman types. It should be noted that these 
  opponents are virtually equal to the PCs in power. As 
  such, PC casualties are a definite possibility.
  •  Nemesis: A Very Difficult encounter often represents 
  a party Nemesis: an adversary that is actually more 
  powerful than the PCs themselves. It may well be in the 
  PCs best interests to run from such encounters unless 
  they feel they have an advantage of some kind.
  •  Major Nemesis: The PCs may be able to win a Pyrrhic 
  encounter such as this, if they are properly prepared, 
  but even so, they are likely to suffer such heavy 
  casualties as to invalidate the effort. As the finale to a 
  campaign, where the PCs are not expected to survive, 
  such encounters may be legitimate.
  Sample Encounter Design
  Using the system presented here, the GM can quickly 
  design encounters that are balanced against the party.
  1. Calculate the Party EL
  Find the party’s total power (ρ) and EL following the steps 
  outlined previously.
  The party consists of four heroes (each 5th level) and 
  their loyal dog, a CR2 great dane of unusual character. 
  The total party power is (52)+(52)+(52)+(52)+(22)=104. The 
  party EL = 1 + (2 • log2(power)) = EL14.
  2.  Determine the desired difficulty (EL) of the 
  encounter
  Use Table 1 to find the appropriate EL for an encounter 
  designed to challenge the party to the GM’s specs.
  The GM decides he wants an encounter of moderate 
  difficulty (EL -4).
  3.  Determine the total power of the opponents in 
  the encounter
  Using Table 1, look in the second column next to the 
  desired encounter difficulty. For a Moderate encounter, 
  this column reads “ρ/4.” 
  Thus, the opponents should have a combined power of ρ/4; 
  in this case, 104/4=26.
  4.  Purchase individual combatants from the power 
  total
  “Buy” each combatant from the power total, keeping in 
  mind that each individual combatant contributes its CR2 to 
  the total power. 
  Grim Tales’ Gamemastering
  
  20
  The GM wants his encounter to feature a horde of punks 
  (posing as flesh-eating zombies trying to scare the heroes 
  away).
  The GM can easily determine that none of his opponents 
  should be CR5 or higher (as 52=25, which is almost the 
  entire power in a single creature!)
  Three opponents at CR3 would have a total power of 27 
  (32+32+32). This is about right, but he wants more punks.
  Six opponents at CR2 would have a total power of 24 
  (22=4, 6x4=24).
  He doesn’t quite like that option, as he wants a lot 
  more punks running around, outnumbering the party and 
  creating mayhem. He decides instead to have a single CR4 
  leader (power=16), and to round out the encounter with a 
  batch of mooks at CR1 each. 
  Power 26 minus the leader (CR4, power 16) leaves 10 
  power left to spend. Each CR1 creature is 1 power, so he 
  buys ten CR1 mooks.
  Awarding Experience Points
  Most experience points are awarded for combat, but there 
  are other dangers the PCs must face and other ways to 
  overcome them. The GM can award experience points for 
  vital skill checks and story awards.
  Skill Checks
  Experience points are awarded for skill checks only for 
  checks with a DC15 or higher and only when the success 
  or failure of the skill carries serious consequences. A DC15 
  skill check is CR1; add +1 to the CR for each +1 increase 
  to the DC. The GM may integrate the skill check CR into 
  a combat encounter or award XP for the skill check as its 
  own encounter (converting CR to EL as normal).
  Skill Check DC
  CR1
  15
  1
  +1 DC
  +1 CR
  1  Add +1 to the CR if the skill cannot be used untrained.
  Story Awards
  The GM can assign non-combat, non-skill related 
  encounters a difficulty using Table 14-4. For example, the 
  GM may devise a “difficult” riddle that the players must 
  solve in order to advance their cause, awarding experience 
  as for a Difficult encounter. Or, he may present them with 
  a moral or ethical dilemma, awarding experience points 
  according to the challenge of the dilemma and his own 
  satisfaction with each character’s roleplaying choices.
  Designing Serial Adventures
  Most GMs are capable of designing a “site based” 
  adventure, such as the typical dungeon crawl. Grim Tales 
  favors a different style of adventure, the Serial Adventure, 
  where the focus is not so much on the slaying of enemies 
  and the accumulation of wealth, as it is on roleplaying, 
  story-telling, and problem-solving.
  Serial Adventures are designed to allow the GM and the 
  players to live out the best scenes, stories, and plots of 
  their favorite books and movies. 
  Every game session (and, in the larger sense, every 
  adventure) draws from the same basic conflicts and 
  methods of conflict resolution. Not all of these “cinematic 
  elements” are always present, but the best adventures, 
  stories, and movies have a good number of them. 
  Call To Action
  At the beginning of the adventure or the evening’s session 
  of play, the GM sets the scene. This is where the players 
  receive some call to action; or, “the hook.” A problem is 
  presented and the PCs are encouraged to follow up. 
  Task: The GM must prepare adequate hooks to insure that 
  the players will move into his adventure. He can always 
  force the players into the adventure by springing an extra  
  Chase or Minor Combat on them and forcing them to act; 
  plan such proactive measures ahead.
  Research
  In this phase, the players seek out additional information 
  on their problem. This covers a wide array of “research” 
  from rumors in the bar, consulting a sage, or even 
  going online (hacking and decking) in a more modern 
  “cyberpunk” campaign.
  The key difference between Research and Exploration (see 
  below) is that Research is a fairly safe endeavor; the PCs 
  are not expected to encounter any resistance at this stage.
  Task: First, determine what information you want the 
  PCs to have to move further into the adventure, making 
  sure to set locations where this info can be found and the 
  methods (including skill DCs) to obtain it. 
  Next, the GM must anticipate what other kinds of 
  information the players will try to discover. This is a great 
  way to throw a few juicy red herrings at the players. Have 
  an answer (or red herring) ready for every question you 
  can anticipate. If you don’t have an answer handy, the 
  players will know that they are barking up the wrong tree. 
  Exploration
  In this phase, the PCs seek out some exotic or dangerous 
  locale and scout it for further clues. It may be a dungeon 
  crawl; it may be a trip to an old mansion or the graveyard. 
  Exploration is, in essence, “field research.” It may lead to 
  a Minor Combat (see below).
  Task: The GM needs to prepare a map for the location, 
  even just a rough sketch. Mark where any major 
  adversaries are located (prepare statblocks ahead of time) 
  and where any additional clues are located. Your PCs 
  should move through this locale fairly quickly. Not every 
  area must have an encounter, nor even a full description.
  Awarding Experience Points
  
  Chase
  This optional phase involves a chase of some kind: either 
  the players are pursued, or the players are pursuing. A 
  chase can end in a combat, but a chase is best used to add 
  action when the GM doesn’t think combat is appropriate— 
  though a chase scene can be violent and dangerous without 
  involving combat per se. Remember that the Chase is the 
  scene, not merely a means to set up another scene.
  Task: Familiarize yourself with the chase rules ahead of 
  time and jot down any notes you’ll need for improvisation. 
  Know the terrain and any likely obstacles. Make sure that 
  both the PCs and their adversary have the necessary means 
  to make the chase cinematic and exciting.
  Minor Combat
  This phase is used to inject some action into the session. 
  It is usually a minor combat, easily won by the PCs. A 
  henchman fits nicely into this phase— though, if the 
  henchman is the major villain at this time (as when the 
  major villain has yet to reveal himself), this phase calls 
  for a correspondingly minor adversary. This phase can 
  provide the final clue (taken by force) to propel the action 
  forward.
  Task: Prepare a statblock ahead of time, and be ready for 
  the usual ways that such scenes derail. Be prepared for the 
  PCs to flee, to capture their adversary, to negotiate, and 
  even for the PCs to surrender or die.
  Preparation/Insulation
  The PCs retire or retreat to prepare themselves for the 
  climax. Because this phase is mostly planning, this is a 
  good time in which to showcase roleplaying— a return 
  to the scene for NPCs who rely on the heroes, NPCs who 
  offer aid to the heroes, the resolution or extension of love 
  interests, and so on.
  Climax
  The final phase of the adventure. Here the PCs will come 
  to grips with the “final villain.” However, the best serials 
  should end with a Cliffhanger: a scene that leads from the 
  Climax of adventure A to the Setup of adventure B.
  Grim Tales’ Gamemastering
  21
  
  Grim Tales
  23
  
  Slavelords AD
  
  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 1.0a Copyright 2000, Wizards of the Coast, Inc.
   
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary 
  Gygax and Dave Arneson;
   
  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 2000-2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich baker, Andy Collins, David noonan, 
  Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave 
  Arneson.
   
  CORE Explanatory Notice, copyright 2003, Benjamin R. Durbin.
   
  Spycraft Copyright 2002, Alderac Entertainment Group.
   
  Swords of Our Fathers Copyright 2003, The Game Mechanics.
   
  Mutants and Masterminds Copyright 2002, Green Ronin Publishing.
   
  Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse 
  Decker, David Noonan, Rich Redman.
   
  Ultramodern Firearms d20, Copyright 2002, Charles McManus Ryan.
   
  Modern Player’s Companion, Copyright 2003, The Game Mechanics, Inc.; Author: Stan!
   
  Challenging Challenge Ratings: Immortals Handbook, Copyright 2003, Craig Cochrane.
   
  Encountering Encounter Levels: Immortals Handbook, Copyright 2003, Craig Cochrane.
   
  Design Parameters: Immortals Handbook, Copyright 2003, Craig Cochrane.
   
  A Magical Medieval Society: Western Europe Copyright 2003, Expeditious Retreat 
  Press; authors Suzi Yee and Joseph Browning.
   
  Monster’s Handbook Copyright 2002, Fantasy Flight Publishing, Inc.
   
  Monte Cook’s Arcana Unearthed, Copyright 2003, Monte J. Cook. All rights reserved.
   
  Possessors: Children of the Outer Gods Copyright 2003, Philip Reed and Christopher 
  Shy, www.philipjreed.com and www.studioronin.com.
   
  Vilstrak from the Tome of Horrors, Copyright 2002, Necromancer Games., Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
   
  Chi/Rho: An Open Analysis of CR and EL, Copyright 2004, Jim Stenberg aka 
  “Cheiromancer”; additional input by Craig Cochrane, CR Greathouse, and Benjamin 
  Durbin.
   
  Grim Tales, Spellcasting game mechanics; Copyright 2003, Benjamin R. Durbin, 
  published by Bad Axe Games, LLC.
   
  Grim Tales, Horror game mechanics; Copyright 2003, Benjamin R. Durbin, published 
  by Bad Axe Games, LLC.
   
  Grim Tales, Firearms game mechanics; Copyright 2003, Benjamin R. Durbin, published 
  by Bad Axe Games, LLC.
   
  Grim Tales, Vehicle game mechanics; Copyright 2003, Benjamin R. Durbin, published 
  by Bad Axe Games, LLC.
   
  Grim Tales, Cyberware game mechanics; Copyright 2003, Benjamin R. Durbin, 
  published by Bad Axe Games, LLC.
   
  Grim Tales, Copyright 2004, Benjamin R. Durbin, published by Bad Axe Games, LLC.
  
SOURCE: textdata/thevault/Grim Tales/Grim Tales Gamemastering.pdf