TEXT: the modern dispatch
  leads and complexities
  page 1
  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.
  content managers: 
  charles rice and chris davis
  layout: 
  chris davis
  proofreading: 
  chris davis
  www.rpgobjects.com
  #35
  Leads and Complexities is an adventure for Blood and 
  Guts 2. While the adventure can be played without 
  access to that book, the game master and players will 
  beneﬁt most if they have that book in addition to the 
  modern d20 core rules. 
  The adventure takes place in Iraq and casts the PCs 
  as members (or military advisors) of the Coalition 
  forces, attempting to quash the 
  terrorist-led insurgency that 
  threatens the attempts of the native 
  Iraqi government to achieve self-
  sufﬁciency. This adventure could 
  be run as a sequel to the previous 
  dispatch adventure Operation: Dry 
  County, which also took place in Iraq 
  and cast the PCs as members of the 
  mysterious Task Force 121. 
  getting the 
  pcs involved
  At the beginning of Leads and 
  Complexities the PCs are called in to 
  help defuse an Improvised Explosive 
  Device or IED. These devices, which 
  are commonly referred to in the 
  media as roadside bombs, are one of 
  the major weapons of the insurgency. 
  These devices can take almost any 
  form and are designed to make 
  moving around the country difﬁcult 
  and dangerous, while posing much 
  less threat to the insurgents than a 
  conventional attack. 
  Assuming the PCs are in Iraq, getting them involved 
  in the adventure should prove relatively simple. 
  Experts will be needed to defuse the IED. Soldiers 
  will be needed to set up a perimeter so that no one will 
  be harmed should the device go off. 
  leads and complexities
  by charles rice
  
  the modern dispatch
  leads and complexities
  page 2
  episode 1: roadside 
  The PCs have been called in to assist in the defusing 
  of an IED. The device was noticed by an alert patrol 
  of U.S. Marines and is placed in an abandoned car left 
  on the side of the road. 
  A character with binoculars or a riﬂe scope can spot 
  the IED on the front seat of the car with a Spot check 
  (DC 15). A character with no aid to his vision still has 
  a chance to spot the device with a Spot check but the 
  DC is 10 higher.
  The device is composed of a cell phone, which acts 
  as the detonator and is connected to a satchel ﬁlled 
  with explosives. The back seat of the car is ﬁlled with 
  metal gas cans and bags of nails to increase the force 
  and lethality of the explosion. 
  defusing the ied
  The simplest way to defuse the IED is to remove 
  the detonator from the picture. The device is not 
  sophisticated enough to detonate when the cell phone 
  is removed, so this will render the device harmless. 
  While a character could approach the vehicle and 
  cut the cord connecting the cell phone to the IED 
  (with a Disable Device skill check DC of 15), a 
  simpler method will occur to the PCs if they make 
  a Demolitions skill check (DC 15) or a Knowledge 
  (technology) skill check (DC 20): a well-placed riﬂe 
  shot could take out the cell phone with no danger to 
  the characters.
  This method of disarming the explosive requires 
  two riﬂe shots. The ﬁrst need only hit a Defense of 10 
  and will take out the car window, clearing the way for 
  the shot at the cell phone, which must hit a Defense 
  of 18. Under normal circumstances the shooter could 
  take as many shots at the detonator as he needed to, 
  but in this case they will be pressed for time by… 
  iraq primer
  history
  Iraq was originally a part of the Ottoman Empire and was occupied by Britain during the course of WWI. 
  In 1920 the League of Nations ratiﬁed Britain’s administration of Iraq and the country did not regain its 
  independence until 1932, when it emerged as an independent monarchy. 
  In 1958 Iraq emerged from monarchy as a republic. In reality, however, the Republic of Iraq was ruled by 
  a series of dictators, the last and most infamous being Saddam Hussein. Hussein’s regime was marked with 
  both internal bloodshed (including persecutions of the majority Shiite religious faction and the minority 
  Kurds to the north) and external conﬂict, including a costly 8-year war with Iran (1980-1988). 
  In 1990 Iraq seized Kuwait, sparking the nation’s ﬁrst conﬂict with the United States, which led an 
  international coalition to drive Iraq out of the tiny, oil-rich nation. As result of this ﬁrst Gulf War, the 
  United Nations imposed several sanctions on Iraq, including the forced abolition of all programs seeking 
  to produce a Weapon of Mass Destruction (WMD), an inspection regime to assure compliance with this 
  directive and the imposition of “no ﬂy” zones. 
  After continuing violations of these U.N. resolutions over a period of 12 years, the United States again 
  led an international coalition into Iraq and removed Saddam Hussein from power. Coalition forces remain 
  in Iraq to help the nation rebuild its infrastructure, combat a terrorist insurgency and facilitate the formation 
  of a stable, democratic government. 
  In June, 2004 the Coalition Provisional Authority transferred power to the Iraqi Interim Government and 
  in January, 2005 the Iraqi people successfully held free elections, selecting Ghazi al-Ujayl al-Yawr as their 
  President. 
  geography
  Iraq is a country of 437,000 sq. km in area or about twice the size of Idaho. It shares borders with Iran, 
  Jordan, Kuwait, Saudi Arabia, Syria and Turkey. The nation is largely composed of desert terrain with 
  only 13% of the land being arable. The country’s borders with Iran and Turkey are mountainous and these 
  areas sometimes experience heavy snowfall during the winter. When these snows melt areas of Central and 
  Southern Iraq experience seasonal ﬂooding. 
  ethnicity and religion
  The population of Iraq is 75-80% Arab, 15-20% Kurd, 5% Turkoman, Assyrian and other. 97% of the 
  population is Muslim with the remaining 3% composed of all other religious orientations. Of the Muslim 
  population, 60-65% are of the Shi’a sect and 30-35% are of the Sunni sect. The major languages are Arab, 
  Kurdish, Assyrian and Armenian. 
  
  the modern dispatch
  leads and complexities
  page 3
  episode 2: suicide 
  bomber
  While the devices used by the insurgents are simpler, 
  their tactics grow more sophisticated by the day. After 
  the PCs decide on how they will disable the device 
  (either by disarming the IED manually or simply 
  destroying the detonator with a well-placed riﬂe shot) 
  a car will appear in the distance, careening down the 
  road at high speed toward the roadblock and the ﬁrst 
  IED.
  The car is moving at 200 feet per round (the 
  vehicle’s maximum speed). If the PCs guarding 
  the perimeter make a Spot check (DC 15) they 
  will see the car when it tops the distant rise and is 
  1,200 feet away, which will give them 6 rounds to 
  decide how to deal with it. If they fail this Spot check 
  they will not notice the vehicle until it is 600 feet 
  (three rounds) away. 
  This suicide bomber holds a kill switch in his hand 
  that will detonate both the IED in the roadside car but 
  also a much larger one in the trunk of his own vehicle. 
  The roadside bomb was merely a diversion to draw 
  more soldiers into the area, with the goal of trapping 
  them in a lethal kill zone between the two explosives. 
  The suicide bomb vehicle has a Defense of 13 (9 
  base + 4 for all-out movement), a Hardness of 5, 
  and 30 hit points. When the vehicle’s hit points are 
  reduced to 0 its engine will sputter and die. If the 
  driver is still alive he will detonate both explosives at 
  this time. 
  If the perimeter defenders concentrate on the driver 
  rather than the car they must inﬂict 20 points of 
  damage to kill him. After his death the vehicle will 
  swerve to the side and barrel roll 100 feet closer to the 
  PCs at which time the driver’s grip on the detonation 
  trigger will slip and both IEDs will detonate. 
  Anyone with 200 feet of the roadside bomb when 
  it is detonated will suffer 10d6 ﬁre damage. Anyone 
  with 400 feet of the suicide bomb when it is detonated 
  will suffer 10d6 ﬁre damage, while those within 200 
  feet of the suicide bomb will suffer 15d6 and those 
  within 100 feet will suffer 20d6 damage. 
  The suicide bomb will ignore up to 5 vehicle 
  hardness because of the intensity of the explosive 
  materials used in its construction. 
  Determine PC casualties normally. If either blast 
  inﬂicts more than 20 points of damage half of the 
  ordinary soldiers present will die from failing Massive 
  Damage saves. If the damage exceeds 30 points every 
  ordinary soldier present will be killed. 
  episode 3: tracing the 
  bomb
  The key to tracing the source of this sophisticated 
  roadside attack is the car driven by the suicide 
  bomber. This will require some detective work, which 
  the PCs will be asked to assist in if they have the 
  appropriate skills. Either way the PCs will get 10 days 
  of down time to rest and heal while the investigation 
  takes place. If the PCs were seriously injured (or 
  need to recruit replacements for fallen comrades) the 
  game master could have the DNA identiﬁcation of the 
  suspect take as long as necessary to allow the PCs to 
  be ready for the next stage of the adventure.
  An examination of the driver’s remains (of which 
  there will be little) will reveal his identity as an 
  unemployed dockworker from the port city of Umm 
  Qasr. During the reign of Saddam Hussein he was the 
  dock foreman but lost his job after the old regime’s 
  fall for attempting to smuggle explosives into the 
  country. Tipped off by friends, he was able to escape 
  apprehension and has not been seen since. 
  The PCs are asked to go Umm Qasr and investigate 
  the dock areas. They believe that the suicide bomber’s 
  friends are still helping him funnel weapons through 
  the busy port and into Iraq. 
  episode 4: umm qasr 
  crossfire
  As the PCs enter the port city they ﬁnd that the term 
  “under control” is sometimes used loosely by their 
  superiors. While en route from Baghdad a massive 
  insurgency uprising has put Coalition forces on the 
  defensive. On their way into the city, the PCs will feel 
  the full brunt of that offensive as the lead and trailing 
  vehicles in their convoy are seriously damaged by 
  ﬁre from enemy rocket launchers, trapping them in a 
  crossﬁre set up by the insurgents. 
  The PCs will not have much help from the other 
  two vehicles in their convoy, as these vehicles were 
  severely damaged by the initial rocket attacks and the 
  soldiers inside suffered heavy casualties. 
  While the PCs will be better equipped than the 
  insurgents they will be seriously outnumbered. If the 
  PCs are a typical 7th level party the insurgents should 
  outnumber them by two to one. If the PCs are 10th 
  level the insurgents should outnumber them three to 
  one.  A 5th level party should be outnumbered by 50%. 
  Umm Qasr Insurgents (Strong Hero 3/Assault 
  Training 2) CR 5; Medium-size humanoid; HD 
  3d8+3 plus 2d10+2 plus 2; HP 32; Mas 12; Init +2; 
  Spd 30 ft; Defense 17, touch 15, ﬂatfooted 15 (+0 
  size, +2 Dex, +3 class, +2 equipment); BAB +5; Grap 
  +6; Atk +6 melee (1d4+3/19-20, knife), or +7 ranged 
  (2d8+0, AK-47); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL 
  Insha Allah; SV Fort +6, Ref +3, Will +0; AP 2; Rep 
  +0; Str 13, Dex 14, Con 12, Int 10, Wis 8, Cha 10.
  Occupation: Military (Demolitions, Hide)
  Skills: Climb +3, Craft (structural) +3, Demolitions 
  +6, Hide +8, Intimidate +3, Knowledge (Tactics) +6
  Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light), Exotic Firearms Proﬁciency 
  (rocket launchers), Personal Firearms Proﬁciency, 
  Urban Warfare
  
  the modern dispatch
  leads and complexities
  page 4
  Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash
  Talents (Assault Training): Tough as Nails, Shock 
  Assault 1
  Talents (Insha Allah): +4 competence bonus to 
  Demolition and Craft (chemical) skill checks for 
  improvised explosives; +2 morale bonus to attack and 
  damage vs. inﬁdels.
  Possessions: Pull-up pouch vest, knife, AK-47
  episode 5: warehouse 
  assault
  As the PCs gain the edge on the insurgents, back up 
  arrives in the form of a friendly helicopter. This craft 
  begins to shower the insurgents with ﬁre from above 
  and forces them back. The insurgents retreat to a 
  warehouse on the docks, setting the stage for the ﬁnal 
  episode of the adventure. 
  Inside the warehouse the PCs will face another ﬁve 
  insurgents and Hoshyaar Rahim, the leader of the 
  Umm Qasr insurgency. 
  combat in the warehouse
  Combat in the warehouse is a very tricky affair and 
  could have an explosive end. The warehouse is ﬁlled 
  with crates of explosive ordnance. Every round 
  of combat there is a cumulative 1 in 20 chance of 
  weapons ﬁre setting off one of the crates. This creates 
  an explosion that inﬂicts 5d6 on anyone within 10 
  feet of the crate in question. An explosion has a 50% 
  chance of setting the warehouse on ﬁre, which will 
  cause all the explosives to go up in 2-12 rounds, 
  inﬂicting 20d6 damage on anyone remaining in the 
  warehouse. 
  Hoshyaar Rahim (Charismatic Hero 5) CR 5; 
  Medium-size humanoid; HD 5d6+10; HP 28; Mas 14; 
  Init +1; Spd 30 ft; Defense 13, touch 13, ﬂatfooted 12 
  (+0 size, +1 Dex, +2 class); BAB +2; Grap +1; Atk 
  +1 melee (1d6+-1, weapon), or +3 ranged (1d6+0, 
  weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Insha 
  Allah; SV Fort +5, Ref +4, Will +1; AP 2; Rep +6; Str 
  8, Dex 12, Con 14, Int 14, Wis 10, Cha 15.
  Occupation: Religious (Knowledge [Behavioral 
  Sciences], Knowledge [Theology and Philosophy], 
  Sense Motive)
  Skills: Bluff +10, Craft (writing) +10, Diplomacy 
  +12, Gather Information +12, Intimidate +10, 
  Knowledge (Behavioral Sciences) +10, Knowledge 
  (Civics) +6, Knowledge (Current Events) +6, 
  Knowledge (Streetwise) +10, Knowledge (Theology 
  and Philosophy) +10, Sense Motive +8
  Feats: Armor Proﬁciency (light), Henchmen, 
  Personal Firearms Proﬁciency, Renown, Trustworthy
  Talents (Charismatic Hero): Charm, Favor, 
  Captivate
  Possessions: Pull-up pouch vest, knife, AK-47
  
  the modern dispatch
  leads and complexities
  page 5
  organizations
  task force 121
  The unofﬁcial name (this group has also been referred 
  to as Task Force 5 in Afghanistan and Task Force 
  20 in Iraq) for an elite group comprised of Special 
  Forces, Delta Force, SEALs and agents of Central 
  Intelligence, Task Force 121 takes on missions even 
  more challenging (and dirty) than those given to other 
  special operations units. Arab-speaking soldiers and 
  intelligence agents, Task Force 121 is notorious for 
  entering countries in civilian dress (often without 
  the knowledge or consent of the government of 
  that country) and moving on intelligence without 
  contacting superiors when speed is of the essence. 
  Units like Task Force 121 have existed for longer 
  than there has been a Central Intelligence Agency. 
  The precursor to the agency, the Ofﬁce of Strategic 
  Services frequently found itself operating behind 
  enemy lines with special operations groups including 
  the British Commandos, the French Maquis and the 
  American Rangers. In the conﬂicts after World War 
  II the newly formed Central Intelligence Agency 
  frequently worked with special operations forces, 
  particularly in the Vietnam conﬂict when participation 
  in so-called “paramilitary” operations was considered 
  a badge of honor by the Agency (in the words of 
  an agent of this period “Until you’ve eaten with a 
  Montagnard you are not a real agent”).
  Today as the War on Terror becomes a paramount 
  concern special operations forces and intelligence 
  agents seem to be working hand in hand once again. 
  This group is largely responsible for the capture of 
  Saddam Hussein in Iraq and is heavily involved in the 
  hunt for Ossama bin Laden in Afghanistan. Agents of 
  Task Force 121 have also been operating in the Horn 
  of Africa (including Somalia) for well over a year and 
  have conducted ofﬁcial and “unofﬁcial” missions in 
  Somalia on numerous occasions. 
  If possible information on these missions are 
  kept from media attention as they could harm the 
  reputation of both Central Intelligence and Special 
  Operations Command or (perhaps worse) cause 
  Congress to add restrictions to these agencies ability 
  to work together or even reduce their budgets. 
  Missions include, but are by no means limited to: 
  assassination, reconnaissance and “snatch” mission 
  (the kidnapping of an individual either for arrest or 
  interrogation).  
  During the hunt for Saddam Hussein, members of 
  Task Force 121 used cash, green cards and threats of 
  physical violence to “convince” former members of 
  Hussein’s regime into divulging information about his 
  hiding places and potential whereabouts. 
  Following the capture of Hussein this group turned 
  their attention to capturing terrorist leader Abu Musab 
  al-Zarqawi, a leading al Qaeda operative whose 
  capture or elimination has been placed on a par with 
  Osama bin Laden’s. The closest the unit has come to 
  capturing Zarqawi was in Falluja. However by the 
  time they arrived at the city he had disappeared. 
  The willingness (and indeed necessity) of this group 
  to act autonomously, with little or no contact with 
  superiors was described by author James Dunnigan as 
  “playing speed chess in the dark- when an opportunity 
  appears you determine where the enemy is and go for 
  the throat”.
  unit requirements
  To qualify for Task Force 121 a character must meet 
  the following criteria.
  BAB: 5+
  Skills: Knowledge (tactics) 5 ranks
  Feats: Urban Warfare, Desert Warfare
  Special: Counter Terrorist class ability
  unit features
  All of the following are features of Task Force 121. 
  These specialties and abilities take effect 30 days 
  after you join the unit and last until 30 days after 
  he leaves the unit. Any additions to your bonus feat 
  list, as well as the ability to take levels in the Special 
  Operations Prestige Class are lost immediately upon 
  leaving the unit, unless you transfer to another special 
  operations unit.
  For units working together the ability to function 
  as if possessing the Teamwork feat lasts until 30 days 
  after you stop working with the units in question.
  Unit Specialties: +4 bonus to Reputation when 
  dealing with terrorists (including the Reputation 
  modiﬁer’s effect on skills granted by the Counter 
  Terrorist class ability).
  Unit Abilities: You gain access to the Semper Fi 
  class ability when working with other members of 
  Task Force 121 only (normally Semper Fi affects any 
  Teamwork feats the character possesses).
  You also gain a +2 morale bonus to attack and 
  damage when combating terrorists. 
  insha allah
  The central antagonists in the adventure will be 
  members of this new, radical extremist group. Insha 
  Allah means “the will of God” and is a very common 
  Arabic phrase usually used to denote the future 
  (in other words everything to come is the will of 
  God). The name thus serves three purposes for the 
  organization: it is common and attracts little attention 
  even when used in open conversation, it links the 
  organization to God and shows that the organization 
  will write the future (of Iraq as a Muslim theocracy 
  like Iran).
  Holy Wars: United States Military (especially Iraqi 
  presence), moderate Iraqis, Israel.
  Operatives: Iraq, Saudi Arabia, Jordan, Syria 
  (despite a widespread presence in the Middle East 
  there are many areas even there where this group has 
  
  the modern dispatch
  leads and complexities
  page 6
  no presence- it is particularly disliked in Egypt and 
  will have a hard time gaining any ground there). 
  Size: Small
  Home Base: Baghdad, Syria (the organization’s 
  main training base is located here)
  Cells: Saudi Arabia, Jordan 
  Financial Resources: +25 (backed by a Jordanian 
  billionaire, with equipment and training provided by 
  the government of Syria)
  unit requirements
  To qualify for Insha Allah a character must meet the 
  following criteria.
  BAB: 5+
  Skills: Demolitions 5 ranks, Knowledge (tactics) 5 
  ranks
  Feats: Urban Warfare or Desert Warfare
  unit features
  All of the following are features of Insha Allah. 
  These specialties and abilities take effect 30 days 
  after you join the organization and last until 30 days 
  after you leave the organization. Any additions to your 
  bonus feat list are lost immediately upon leaving the 
  organization.
  Unit Specialties: +4 competence bonus to 
  Demolition and Craft (chemical) skill checks for 
  creating improvised explosives
  Unit Abilities: You also gain a +2 morale bonus 
  to attack and damage rolls when combating inﬁdels 
  (anyone listed in the Holy Wars entry for Insha Allah).
  
  the modern dispatch
  leads and complexities
  page 7
  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.
  Modern Dispatch #35 2004, RPGObjects; Author Charles Rice
  open gaming content
  Designation of Product Identity: The following terms are designated as 
  product identity as outline in section 1(a) of the Open Gaming License: 
  Modern Dispatch, Darwin’s World, Blood and Guts, Blood and Fists, Blood 
  and Vigilance, Blood and Circuits, Blood and Relics.
  Designation of Open Gaming Content: The following sections of Modern 
  Dispatch #35 is designated as open gaming content except for terms deﬁned 
  as product identity above.  All illustrations, pictures, and diagrams are 
  Product identity and property of RPGObjects™.
  All npc statistics blocks and unit rules are open content. All other content is 
  closed.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/RPG Objects/Modern Dispatch/Modern Dispatch 035 - Leads and Complexities.pdf