TEXT: The Modern Dispatch
  Pinebox Pawn
  Page 1
  Pinebox Pawn 
  111 Monument Street
  This small shop is located in downtown Pinebox on 
  Monument Street. The small door is green, with a 
  tarnished brass doorknob and little panes of glass 
  forming a half-sun motif at the top. Through a large 
  window to the right of the doorway, you can see two 
  mannequins, one male and one female, dressed in 
  clothing from the 1920s or 30s. The window has a 
  small sign hanging on the inside which reads, “We buy 
  and sell everything your heart desires!”
  Owned by Forester Harris, Pinebox Pawn has been 
  on this street for nearly forty years. Like most of the 
  shops on Monument Street, it seems deceptively small 
  from the outside but is quite spacious within. 
  Inside, the lights are dim and the air is stale, reeking 
  of age. 
  Upon entering, patrons are greeted by a chime and 
  the sight of the front counter, where Forester Harris 
  sits, reading a tattered old book. Almost always, Harris 
  holds his rosary beads, idly moving them through his 
  ﬁngers. There is a small sign on the cash register, which 
  reads “NO CREDIT.” Just below it, another small sign 
  reads, “BE CAREFUL WHAT YOU ASK FOR!”
  All along the walls are pictures of many different 
  people and places. Perhaps the most interesting is a 
  picture of John F. Kennedy in his motorcade, driving 
  down Dealy Plaza just before his assassination. 
  Every type of antique and collectable may be found 
  within this shop; however, there are a few that are 
  “special,” and these all come with a story, a promise, 
  or a curse.
  Forester 
  “Forest” Harris
  Forester Harris is probably in his early seventies, 
  though it is difﬁcult to be certain based only on his 
  looks. He is bald and wears small, wire-rimmed 
  glasses. His nose is peculiarly pointed, and his ears 
  are slightly too large for his head. He is trim and 
  moves like a much younger man. The most startling 
  aspect of his visage are his large, dark eyes. They are 
  deep brown, almost black, with disconcertingly large 
  corneas. He is dressed in a white shirt, a black tie, and 
  suspenders.
  A quiet man with a thin, raspy voice, Forester Harris 
  has a perpetual smile that seems to say “I know 
  something that you don’t.” He smiles at everyone who 
  enters his store, and seems to know all the locals by 
  name. 
  In conversation he sometimes gives the impression 
  of being a conspiracy theorist, but anyone with the 
  resources to investigate would ﬁnd his “speculations” 
  entirely truthful. Forester’s uncanny knowledge of 
  Pinebox Personalities
  “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.
  Pinebox Places
  Requires the use of the d20 Modern Roleplaying 
  Game, published by Wizards of the Coast, Inc.
  Author: khaver.Siddiqui�
  Contributors: Preston.dubose�
  Ed.Wetterman
  editors: Jerry.Blakemore�
  Trey.Gorden
  #45
  
  The Modern Dispatch
  Pinebox Pawn
  Page 2
  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.
  countless events—both historical and mundane—have 
  given him a reputation as a walking encyclopedia, 
  albeit a disquieting one.
  If the day is slow, Harris spends most of his time in 
  a small room at the back of the shop. The infrequent 
  customers ﬁnd him sitting by a radio, listening to the 
  local news channel and ﬁngering his prayer beads.
  Beside the small ofﬁce is a metal staircase leading to 
  the second ﬂoor. This ﬂoor is dedicated to storage and 
  a converted one-bedroom apartment. The apartment is 
  simple, and one seemingly steps into the past when 
  one enters this place. Harris lives alone and rarely 
  invites anyone up to visit.
  Secrets
  Forester Harris is actually a Teiﬂing, the product of 
  Martha Lynn Harris’s infernal union with a demonic 
  spirit she summoned one Halloween night in 1931. 
  Despite his tainted blood, Harris grew up to become 
  a ﬁne citizen of Golan County. He served in the 
  Korean War and, upon returning to Pinebox, became 
  a sheriff’s deputy and served admirably for the next 
  twenty years. In 1977, he was elected sheriff of Golan 
  County, and the crime rate dipped to an all-time low. 
  He was reelected twice before retiring and opening 
  Pinebox Pawn.
  His demonic ancestry provides him with several 
  special abilities and talents. He has the gift of “reading” 
  others, knowing what they want and even what they 
  have done, or are willing to do, to attain it. Harris uses 
  this ability to control others through gentle persuasion, 
  intimidation, and even blackmail. 
  As he grows older, he becomes gruffer and less easy 
  for others to get along with. He often closes his shop 
  down at odd times, locks up, and tells people to go 
  away. However, he still does a brisk business, and 
  his gifts allow him to ﬁnd and identify very special 
  antiques and items.
  Character Speak
  “Welcome. What are you looking for? Perhaps I can 
  help you.”
  “I have about anything you could want, but some of 
  it comes with a hefty price.”
  “Are you certain you want that? Sometimes these 
  things are not as they appear.”
  “I’m closing now, so you had best make a decision 
  and move on.”
  “Everything and everyone has a price. Everything 
  is negotiable.”
  Plot Ideas
  • Anything the heroes need to sell may be sold here at 
  25 percent of the total value, or they may take a loan 
  on the item, for 75 percent of its value, by pawning 
  it to Harris.
  • An old diary that one of the heroes purchases at a 
  yard sale turns out to be the diary of Forester Harris’s 
  mother. It describes her rendezvous with the demon, 
  how she summoned it, and her pregnancy with its 
  child. If Harris is shown the book, or if the subject 
  is discussed with him, he gets very angry and may 
  attack the heroes with demonic force.
  • Any psychic hero who enters the premises feels a 
  great evil and sorrow within, and recognizes danger. 
  Harris also senses the psychic, and the two may be 
  headed for a showdown!
  • Harris occasionally has dreams of the future and, 
  if he is on friendly terms with a hero, may provide 
  warning of impending trouble.
  • Harris is a member of the Texas 13, a special force 
  of warlocks and wizards being put together by Red 
  McCoy, the mayor of Pinebox (see Modern Dispatch 
  #26). While Harris does not harbor the racial hatred 
  of McCoy’s Texas National Militia, old age has led 
  him to crave power and immortality—two things 
  promised by the Texas 13.
  Forester “Forest” Harris, cont’d.
  
  The Modern Dispatch
  Pinebox Pawn
  Page 3
  Special Items
  Pinebox Pawn carries all the usual items typically found in a pawnshop. There are gun racks, antiques, stereos, old computers, video games, music, clothing, jewelry, and 
  many other items for sale. A Search check (DC 12) allows the heroes to discover one or more of the following special items (at the GM’s discretion):
  Pinebox Pawn
  Escalante’s Cruciﬁx
  This golden cruciﬁx is six inches long and heavy. 
  It is set with a single red ruby behind the ﬁgure’s 
  head, where the crossbar meets the staff, and is a 
  bit tarnished with age. A tag attached to it reads 
  “Escalante’s Cruciﬁx, late 1790s.”
  The cruciﬁx is made of iron, plated with a thin layer 
  of gold. It is an exquisite piece of Spanish treasure 
  that should be in a museum, rather than for sale 
  in a pawnshop. It was brought to Texas by Father 
  Joseph Escalante, the priest responsible for saving 
  the nearby mission of La Bonita in the late 1790s.
  Escalante converted many Native Americans to 
  Christianity and protected the early Spanish settlers 
  of East Texas against the forces of darkness. In 
  truth, Father Escalante belonged to the secret Order 
  of St. Tyrannio, whose practice was to seek out and 
  face evil in faith. Father Escalante fought many evil 
  spirits and demonic forces. This cross was given to 
  him when he took his holy vows to the order. 
  This cruciﬁx is an artifact of power, and anyone 
  with the ability to sense such things feels the gravity 
  of its presence. Anyone of true faith who holds the 
  cruciﬁx before him receives a bonus of +2 on Will 
  saves and inspires those ﬁghting evil within a 15’ 
  radius with a +1 on all attack and damage rolls and 
  a +1 on all saving throws. Any evil spirit faced with 
  this cruciﬁx must make a Will save (DC 14) or ﬂee.
  Purchase DC: 19
  Plot Ideas:
  • A vampire has moved to Pinebox. The Escalante 
  Cruciﬁx would be invaluable in stopping him, 
  but he has found out about it too and has sent his 
  servant to obtain it.
  • One of the heroes begins dreaming of this cruciﬁx. 
  One day, he ﬁnds it in the pawnshop. Harris says 
  the hero is “destined” to use it, then lowers the 
  purchase DC to 15.
  • The spirit of a raven trickster has been awakened 
  by a cult of Native American worshippers. The 
  raven is truly evil and seeks power by controlling 
  others. This particular spirit was defeated in 1796 
  by Father Escalante, and anyone wielding the 
  cruciﬁx can control him. He hires the heroes to 
  purchase the cruciﬁx and bring it to him, or he has 
  his followers attempt to steal it.
  • Anyone who purchases the cruciﬁx and uses it 
  against evil begins receiving dream visitations by 
  Escalante’s spirit. The benevolent padre attempts 
  to help this living “warrior of faith” as best he can. 
  His spirit is tied to the cruciﬁx, and remains such, 
  unless the cruciﬁx is broken.
  • Anyone who uses the cruciﬁx against evil becomes 
  known to the present-day Order of Tyrannio. 
  Members of the order approach the character with 
  questions about where he got the cruciﬁx and how 
  he has used it. If the character is of a holy bent, he 
  may even join the order and gain from their long 
  history of ﬁghting the forces of darkness.
  Johnson’s 12-Gauge, Pump-
  Action Shotgun
  One shotgun catches your eye. Its wooden stock is 
  engraved with the image of an antlered deer, and the 
  barrel is a beautiful gunmetal blue. It is obviously a 
  pump-action 12 gauge and probably dates to the early 
  1960s. A tag on it simply reads, “Johnson’s 12 Gauge. 
  A Hunter’s Weapon!”
  Forester Harris purchased this shotgun from Old Man 
  Aries Johnson, who was a local legend in Golan County. 
  He is still considered by many to be the greatest hunter 
  and tracker in the history of East Texas. Aries used this 
  shotgun on many hunts, from 1961 until 1991, when 
  his age and health began to take a toll on his body so 
  that he was no longer able to hunt the woods as he had 
  once done. 
  Aries, an African American, fought for civil rights 
  in East Texas and had several vigilante run-ins with 
  the local Ku Klux Klan in the mid 1960s, conﬂicts in 
  which this gun played a pivotal role. Aries now lives in 
  the Pinebox Hospice, his body withered and frail.
  The shotgun was built by a local gunsmith named 
  Toombs, and it has taken on certain qualities that may 
  be beneﬁcial to anyone who wields it. When ﬁred in 
  combat, the damage increases from 2d8 to 2d10.
  Damage 2d8/2d10, Critical 19-20, Damage Type 
  Ballistic, Range Increment 30 ft., Rate of Fire S, 
  Magazine 5 box, Size Large, Weight 12 lb. 
  Purchase DC: 16.
  
  The Modern Dispatch
  Pinebox Pawn
  Page 4
  Plot Ideas
  • Aries Johnson dies and his spirit enters the weapon. 
  He speaks with the new owner in dreams and visions, 
  attempting to create a new vigilante hero against 
  oppression and racism.
  • A successful Research check (DC 12) reveals 
  that Toombs was a dabbler in the occult and often 
  called upon various earth spirits when creating his 
  weapons. If the heroes seek out Toombs’ descendents 
  in Pinebox, they happily sell them a copy of his self-
  published book, Native Rites and Modern Weapons. 
  The book describes several arcane marks. These 
  marks bind the wielder to the weapon, if both bear 
  the same mark. A successful Search check (DC 10) 
  reveals a mark on the butt of the weapon. The mark 
  is that of the “Hunter.” While carrying the gun in the 
  woods, the owner who gets a matching tattoo gains 
  the Tracking feat for free and the following bonuses: 
  Hide +2, Move Silently +2, and Survival +2.
  • The mayor of Pinebox, Red McCoy, hears that the 
  shotgun has been found and he approaches the heroes 
  about purchasing it. He is angry that Harris has kept 
  the gun secret from him. He wants the gun enough to 
  send several members of the Texas National Militia 
  against the heroes to get it, if they refuse to sell. (See 
  Modern Dispatches #26, #30, and #34.)
  • Anyone holding the gun must make a Will save 
  (DC 12) or see an image of himself hunting in the 
  woods, shooting a great buck. For hunters, it is a 
  nice dream.
  Talking Toaster
  This metallic toaster is a vintage antique of the 
  1950s. A small tag on it reads, “Antique Toaster. 
  Dupree’s Rampage, Collector’s Item!”
  Outwardly, this appears to be an ordinary toaster 
  from the 1950s, in excellent condition. But there 
  is an evil spirit that posses this vintage toaster—a  
  spirit bent on wreaking havoc and chaos. The spirit 
  is that of an ancient, unspeakable evil or bizarre alien 
  entity, and it causes the toaster to talk and attempt to 
  manipulate its owner into going on a killing spree. 
  The ﬁrst known appearance of this toaster is in 
  1952, in Roswell, New Mexico. At a small farm, an 
  entire seven-member family died in what was then 
  labeled a bizarre, cult-related suicide pact. The truth 
  is that, although the McGills led a relatively ordinary 
  life against the backdrop of the New Mexico desert, 
  “Pops” McGill murdered six members of his own 
  family before taking his own life. 
  Then, in 1984, Mark Dupree, an ex-policeman, 
  walked into Pinebox State Bank and Trust. That 
  November day would be very long indeed, as 
  Dupree, with a fully loaded shotgun, C4 strapped to 
  his body, and a toaster clutched to his chest, held the 
  entire bank and its patrons hostage. 
  After sixty-three hours, the state SWAT team 
  was able to disarm Dupree, taking his weapons, his 
  explosives, and his kitchen appliance. During the 
  trial that followed, Dupree’s lawyer argued that his 
  client suffered from temporary insanity. 
  In his ofﬁcial statement, Dupree claimed he was 
  under the inﬂuence of the kitchen appliance. After 
  the trial, there was no evidence indicating anything 
  unusual about the toaster. It was simply auctioned 
  off and bought by Forester Harris.
  This toaster, when in close proximity to its owner, 
  bestows a temporary +2 bonus to Constitution and 
  inﬂicts a permanent −2 penalty to Wisdom. The 
  character falls under the control of the evil spirit 
  if he fails a Will save (DC 15). The check is made 
  every 12 hours and increases in difﬁculty by an 
  increment of 2 each time—so after 12 hours the 
  check will be made at a DC of 17; after 24 hours, 
  at a DC of 19; and so on. The possession may be 
  broken by keeping the toaster at least 10 feet away 
  from the target for at least 24 hours. Anyone eating 
  bread from the toaster must make a Will save (DC 
  12) or feel compelled to hold the toaster, cradling it 
  like a baby! Clutching the toaster in this way inﬂicts 
  a penalty of −2 to Dexterity. 
  Purchase DC: 4
  Plot Ideas
  • In the middle of another adventure, a well-dressed 
  business person launches a random attack upon 
  the heroes by swinging the toaster by its cord.
  • The heroes investigate a murder/suicide involving 
  a newlywed couple who had been opening their 
  wedding gifts before suddenly turning violent.
  • A woman wearing a tinfoil hat and carrying a 
  toaster accosts the heroes on the street, pleading 
  with them for help. She weeps, “What’s the 
  frequency? Can’t stop the signal.” (Extra points for 
  those who get the pair of pop-culture references—
  one old, one new—in her plea. Post the answers 
  on our forums at 12tomidnight.com/forum)
  • The heroes are drawn into tracking a serial killer 
  whose victims are all chefs or caterers. The killer 
  is herself a caterer, slowly working her way 
  through her competition for catering a black-tie 
  charity event at the state capital in Austin. She and 
  her toaster have big plans for that evening.
  • The possessing spirit wants to be free and 
  manipulates its owner into stealing magical tomes 
  and ingredients necessary for performing the 
  ritual. Rare occult volumes are disappearing from 
  the city, foreshadowing dark things to come.
  
  The Modern Dispatch
  Pinebox Pawn
  Page 5
  A Pair of Tickets to the  
  Big Thicket Flyer
  These tickets are found in an old cigar box, among 
  indian-head nickels, matchsticks, buttons, and other 
  odds and ends. The tickets, yellowed with age but 
  otherwise in remarkable shape, both read, “Big 
  Thicket Flyer, Stanley Spur to Baton Rouge, Admit 
  One, Coach, August 3, 1939.”  Neither appeard to 
  have been used.
  In 1939, the Big Thicket Flyer was the only passenger 
  train to serve Pinebox. It traveled the Stanley Spur, off 
  the Gulf Coast Line, connecting several East Texas 
  and western Louisiana towns along the express line. 
  That summer, the Flyer derailed at Sandy Fork Bridge, 
  killing every person on board. However, at least four 
  ticketed passengers never boarded the train. (See Last 
  Call for the Big Thicket Flyer in 12 to Midnight’s 
  Green’s Guide to Ghosts for the whole story behind 
  the Flyer).
  Purchase DC: 5
  Plot Ideas
  • Following the night of the accident, these tickets 
  became cursed. Whoever owns them dies in a 
  transportation-related accident and is doomed to 
  haunt the next owner. To release all the trapped 
  spirits, the tickets must be torn by one of the missing 
  passengers.
  • A series of numbers are printed in pencil on the 
  back of one of the tickets. Are the numbers a safe 
  combination, latitude and longitude, or a coded 
  message? Whatever the case, powerful people want 
  those tickets and will do almost anything to get 
  them.
  • Tearing the tickets instantly summons a ghost train 
  to the user. The train can take two passengers on a 
  one-way trip to any known location in the world, 
  bypassing even the most airtight security.
   12” Black & White Television, circa 1982
  This old television set is marred with numerous scratches in its plastic frame, yet surprisingly, it still works—
  more or less. Only ﬁve channels work, the rest come in solid black. The channels are 13, 26, 39, 52, 65.
  This innocuous old television set is a window to other 
  dimensions, times, and places. Even if connected to 
  cable, the set only picks up the channels listed in the 
  paragraph above, nor can it be repaired. Channels 
  13, 26, and 39 are normal channels. The other two 
  are anything but normal.
  Channel 52 appears as an infomercial, personalized 
  for whoever is watching. The handsome huckster 
  sells anything the viewer may desire—from his 
  missing car keys to the old girlfriend or boyfriend 
  who got away. Anything and everything is for sale—
  for a price. The TV personality is a demon, and the 
  price is the character’s soul, although usually not 
  in so many words. Often, the price is a “favor,” to 
  be payed at a later date. Those who default on their 
  payments face terrible consequences. 
   Channel 65 is a window to our own world and 
  time, as well as countless alternate worlds and times. 
  Sometimes it is easy to discern that the “program” 
  is an alternate reality—such as the one in which 
  Pig-Latin-speaking reptillians rule in the place of 
  humans—but sometimes the differences are much 
  more subtle. Sometimes there is no real difference 
  at all.
  The viewer has no control over what is to be found 
  on channel 65. Those who have owned the television 
  in the past have often avoided watching the channel 
  altogether, since the subject matter often reveals 
  things mankind was not meant to know. Too much 
  exposure to such mysteries can lead to madness.
  Purchase DC: 4
  Plot Ideas
  • In the midst of an adventure, the Channel 52 
  announcer offers the heroes the physical clue or 
  item the need to resolve their problem. Can they 
  resist the temptation to take the easy way out? Can 
  they pay the ultimate cost?
  • Shortly after the heroes become accustomed to the 
  silver-tongued devil on Channel 52, he disappears. 
  The camera points to an empty desk. The next day, 
  “The Network” asks the heroes to investigate. If 
  the heroes have purchased something from the 
  station, The Network offers to erase the debt.
  • Channel 65 shows a future in which the heroes are 
  murdered in just two days’ time. Is it an alternate 
  reality or their own? Is the future written in stone 
  or sand?
  • The television ends up in the rec room of a 
  mental hospital. Some patients completely snap 
  when exposed to Channel 65, while others grow 
  strangely calm and even draw strength from the 
  visions. Yet others unite in a quiet, mysterous 
  purpose.
  
  The Modern Dispatch
  Pinebox Pawn
  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. 
  Modern Dispatch #45, 2005, 12 to Midnight, Inc.; Authors: 
  Khaver Siddiqui, Ed Wetterman, Preston DuBose
  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, 12 to Midnight. All 
  illustrations, pictures, and maps are Product Identity and property of 
  12 to Midnight™ or RPGObjects™.
  Designation of Open Gaming Content: The following sections 
  of Modern Dispatch #45 is designated as open gaming content 
  except for terms deﬁned as product identity above. All the special 
  items are open content.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/RPG Objects/Modern Dispatch/Modern Dispatch 045 - Pinebox Pawn.pdf