The Modern Dispatch 031 - Temple of the Savant, Podreczniki RPG, The Modern Dispatch
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THE MODERN DISPATCH
TEMPLE OF THE SAVANT
BY CHRIS DAVIS
ADVENTURE OVERVIEW
BACKGROUND
One of the most malevolent forces on the Twisted
Earth is the Savant, a group of powerful psionicists
whose lineage dates back to before the Fall. Once the
prisoners and human guinea pigs of the Ancients, they
now seek to build a new world order with themselves
at the top and all others as their slaves.
From time to time, the Savant is known to conduct
crusades into regions beyond their empire. Sometimes
these crusades aim to eradicate the remnants of the
Ancients; other times they are undertaken simply to
expand their territorial control.
Temple of the Savant
is a Darwin’s World adventure that takes place during
one of these Savant crusades.
Levels:
This adventure is best suited for 4-6
characters of 8-9
th
level. The ideal adventuring party
should have healing capabilities and some members
with respectable Will saves.
#31
CONTENT MANAGERs:
CHARLES RICE AND CHRIS DAVIS
LAYOUT:
CHRIS DAVIS
PROOFREADING:
DONALD KIESLING, CHRIS DAVIS
WWW
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RPGOBJECTS
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Requires the use of the d20 Modern Roleplaying
Game, published by Wizards of the Coast, Inc.
HISTORY
Nearly two years ago, Savant Kraken was sent on
a pilgrimage into an uncontrolled region. (The
precise area and the goals of this crusade should be
determined by the GM.) While exploring the region
for a suitable location at which to establish a base
of operations, Kraken discovered a well-hidden
community of Terminals. Using both his neural
abilities and raw intimidation, Kraken exerted his will
upon the community, convincing them that he was a
god come to deliver them from human (non-Terminal)
persecution.
He used the next year to fortify this base. First, he
ordered the Terminals to construct an earthen temple
in his honor over a pre-Fall installation. He then
instructed them to build a defensive wall around the
community with only two secret tunnel entrances. As
time went on, Kraken was surprised to discover that
one of the Terminals was in fact a Telepath. While
construction was underway, Kraken tutored the gifted
Terminal, helping him develop his neural powers
and eventually anointing him high priest to rule over
the community (on Kraken’s behalf). Although a
Telepath similar to the Savant, the Terminal leader
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TEMPLE OF THE SAVANT
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THE MODERN DISPATCH
(who calls himself “Beastspeaker”) developed a
mastery of animals and mutant beasts rather than
humanoids. Once the construction of the temple and
other fortifications was complete, Kraken instructed
Beastspeaker to fill his temple with an array of mutant
monsters to further protect his lair.
With his base complete and properly protected,
Kraken is ready to begin his conquest of the region in
the name of the Savant Empire.
exhibit similarly suspicious behavior. Frustrated with
the situation, the trademaster has decided to contact
the players to see what they think and to find out if
they know anything about the mysterious community.
In reality, the trader is under the mental control of
a Savant, who he encountered when he arrived at the
Terminal community. Several trade house guards
have similarly fallen under the Savant’s mental
domination. The Savant’s plan is to use the trader to
seize control of this Cartel house, solidifying Savant
power in the region.
PRELUDE ADVENTURE
Giving players a reason to seek out the temple could
be an adventure in itself. GMs may want to develop
a prelude adventure that provides a strong motivation
to stop the Savant.
If the players are heroes (or villains) of some
repute in the area, the Savant will no doubt want to
undermine or eliminate them. Standard Savant tactics
include dominating friends or allies and turning them
against each other. Once the players uncover the
Savant conspiracy, they will be very motivated to find
Kraken’s base and put an end to his plans.
ADVENTURE SYNOPSIS
Temple of the Savant
details the base of operations
of the Savant Kraken, and is designed to be a post-
apocalyptic dungeon crawl. Regardless of the
adventure hooks chosen by the GM, the players will
ultimately seek out the Temple to put a stop to the
Savant’s goals of domination. Once they reach the
base, players must get past the Terminal worshipers,
explore the temple, defeat the mutant beast guardians,
and then confront Kraken in his personal quarters.
VAULT DWELLERS
In the area where the players reside, a series of
functioning vaults has been discovered. Vault
dwellers are emerging after hundreds of years of
isolation. The players have made new friends of the
vault dwellers (or are vault dwellers themselves).
Harboring a deep resentment for the Ancients, the
Savant has directed Kraken to terminate the vault
dwellers and steal any technology they possess.
An increasing number of vault dwellers are being
gruesomely murdered by mutant animals (sent by
Beastspeaker). The players eventually witness an
attack by a prox beast
on a group of vault dwellers and
intervene. After defeating the beast, they track it back
to the Terminal community and the Savant temple.
TERMINAL VILLAGE
Before the coming of the Savant, the Terminal
community consisted of no more than a functional
well (built by a previous community) and a number
of poorly-constructed huts. The community has
managed to survive by feeding on bugs and drinking
the well water. Once Kraken assumed command,
he promptly organized several construction projects
to fortify the community and support the religious
pretext for his rule. The first project was the earthen
temple, built atop the remains of a pre-Fall building.
The second project was a wall consisting of rocks
and scarp material, with two hidden entrance tunnels
running beneath it.
ADVENTURE HOOKS
All that the GM needs to do to involve the players
in this adventure is give them a reason to venture to
the temple. Following are a few adventure hooks that
GMs can use to provoke the players into confronting
the Savant crusader.
SAVANT HUNTERS
A group of wasteland heroes has taken it upon
themselves to stop the advance of the Savant Empire.
They have uncovered details of the Savant plan to
infiltrate the region. Eventually, they discover the
Savant base of operations at the Terminal community,
but are badly beaten by the Terminals protecting
the Temple. Only one of the heroes escapes, badly
wounded, and makes his way to the players’ location.
With the last of his energy, he pleads with the players
to accomplish what he and his fellow comrades could
not: infiltrate the temple and stop the Savant!
TROUBLE AT THE CARTEL HOUSE
The leader of the local Cartel trade house (or
another trading group) is suspicious of one of his
traders. He recently sent the trader to find a rumored
community of primitives (the Terminals) in the hopes
of establishing a trade relationship with them. The
trader returned, reporting that the community was full
of degenerate Terminals and wasn’t worth the effort.
Then the trader started acting suspiciously—several
times the trademaster spotted him sneaking out of
his office. Eventually several of his guards began to
COMMUNITY FEATURES
THE WALL
The wall is constructed of rocks, scarp metal and
other scavenged materials. It stands rough 5-7 feet
tall and is designed to prohibit climbing. While the
interior of the wall consists mostly of rock and other
filler material, the exterior is covered with specially
sharpened stones that make climbing a dangerous
proposition. Any character attempting to Climb (DC
TEMPLE OF THE SAVANT
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THE MODERN DISPATCH
the tripwire falls victim to a spike trap (built over
the first 5 feet of the tunnel) and triggers a crude but
effective security system—a string that is connected to
metal cans in the village begins to rattle, alerting the
Terminals.
Spike Trap:
CR 2; +10 melee (2d6); Search (DC
20); Disable Device (DC 20).
2. COMMUNITY WELL
This primitive well was constructed by an unknown
previous community. The well water is actually
polluted—the pollutants initially contributed to the
Terminals’ health problems and deformities, but the
Terminals have since developed immunities to the
chemicals.
Polluted Water:
DC 13; 1 Con/1d4 Con + 1 Wis.
3. HUTS
The Terminal huts are dirty and furnished only with
haphazard bedding materials; most contain crudely
crafted religious items (figures, sketches, etc.) that
depict the community’s new-found god. A character
who examines the items and makes a Knowledge
(Twisted Earth) check (DC 30) notices a resemblance
to typical Savant attire.
4. TEMPLE
See below.
DEFENDING THE VILLAGE
While there are many guardian creatures inside the
temple, the defense of the village itself is left to the
outside residents; under no circumstance will the
beasts and NPCs inside the temple leave to help the
defenders outside. The outside community consists of
12 Terminals and 2 gronts (ridden by 2 champions).
It is difficult for a party to sneak into the temple
without confronting the outside defenses. There are
at least 5 Terminals on watch at any given time, and
10) over the wall must also make a Balance check
(DC 15) or take 1d6 damage. A failed Balance check
means the character must attempt the Climb and
Balance checks again.
Even if the character makes it over the wall, he will
almost certainly be spotted by Terminal watchmen
unless he takes care to move stealthily. Note that
characters climbing are considered to be at full speed
and thus suffer a -5 penalty to their Hide checks.
1. ENTRANCE TUNNELS
If the characters choose not to climb the wall, the
only other way into the village is via the two entrance
tunnels. The tunnels are not large, and require a
medium-sized creature to crawl. The outside tunnel
entrances are hidden and require a Search check (DC
20) to uncover. A tripwire has been installed across
the entrance of each tunnel. Anyone who runs into
TEMPLE OF THE SAVANT
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THE MODERN DISPATCH
THE TEMPLE CHAMBER
The temple chamber is the home of Beastspeaker and
his three favorite pets: a two-headed mutant bear, a
prox beast, and a snuffle hog (his animal companion).
Each of these creatures is kept in a separate alcove
in the main chamber. The chamber itself is rather
unremarkable. Erratic and crude drawings clutter the
walls—offerings of artwork that make little sense to
anyone other than the Terminals who scrawled them.
Any character who studies the drawings can make a
Knowledge (Twisted Earth) check (DC 30) to notice a
resemblance to typical Savant attire.
Under an animal pelt is a ladder that descends to the
pre-Fall building below. Finding the concealed tunnel
requires a Search check (DC 12). At the bottom of the
ladder is an empty room with a single locked door that
leads to Kraken’s personal chamber.
Locked Door:
Hardness 5; 10 hp; Break DC 15;
Disable Device 20.
the primitive security alarm in the tunnels will alert
them to the presence of careless intruders. Should
the Terminals become aware of the players’ approach,
they quickly organize themselves for defense. In all
likelihood, the party will need to put down the entire
Terminal community before they can continue into
the temple. The Terminals are not willing to negotiate
and will fight to the death to defend their god.
Tactics:
Terminals begin combat by throwing their
javelins and then move closer to attack with their
spears, hoping to overwhelm their opponents. The
Terminal champions fight from their gront mounts,
using their mounts’ Trample ability whenever
possible. Remember that each champion has the
Mounted Combat feat and thus can make one Ride
check per round to negate a hit on his mount.
homicidal frenzy; AL none; SV Fort +7, Ref +1, Will
+4; AP 2; Rep +0; Str 18, Dex 11, Con 14, Int 8, Wis
13, Cha 4.
Skills:
Hide +4, Listen +4, Ride +4, Spot +4,
Survival +5.
Feats:
Forsaken, Iron Will, Mounted Combat,
Power Attack, Simple Weapons Proficiency,
Toughness, Trample.
Talents (Strong Hero):
Melee Smash, Improved
Melee Smash.
Possessions:
Shortspear, javelin.
Gronts (2):
CR 4 Large Beast; HD 4d10+28; HP
50; Mas 25; Init +4; Spd 30 ft; Defense 16, touch 9,
flatfooted 16 (-1 size, +7 natural); BAB +4; Grap +15;
Atk +10 melee (1d8+10, bite); Full Atk +10 melee
(1d8+10, bite); FS 10 ft by 10 ft; Reach 10 ft; SQ
padded feat; AL None; SV Fort +11, Ref +4, Will +1;
AP 0; Rep +0; Str 25, Dex 11, Con 25, Int 2, Wis 10,
Cha 2.
Skills:
Balance +10, Climb +9, Jump +10, Move
Silently +10, Spot +2.
Feats:
Improved Initiative, Iron Will.
Terminals (12):
CR 1/2; Medium-size Humanoid;
HD 2d8+3; HP 12; Mas 11; Init -1; Spd 30 ft; Defense
9, touch 9, flatfooted 9 (-1 Dex); BAB +1; Grap +3;
Atk +3 melee (1d6+2, shortspear), or +0 ranged (1d6,
javelin); Full Atk +3 melee (1d6+2, shortspear), or +0
ranged (1d6, javelin); FS 5 ft by 5 ft; Reach 5 ft; SQ
short life span, homicidal frenzy; AL none; SV Fort
+3, Ref -1, Will +2; AP 0; Rep +0; Str 14, Dex 9, Con
11, Int 8, Wis 11, Cha 6.
Skills:
Hide +2, Listen +3, Spot +2, Survival +4.
Feats:
Forsaken, Iron Will, Power Attack, Simple
Weapons Proficiency, Toughness.
Possessions:
Shortspear, javelin.
THE TEMPLE CHAMBER ENCOUNTER
Beastspeaker is less concerned with tactics than he
is with presentation and respect. When the players
enter the chamber, Beastspeaker tries to parley with
them, attempting to convince the players to pay
respect to the power of his god. If circumstances
allow it, Beastspeaker sends each of his pets to engage
the players one at a time—he is testing the players,
permitting them to prove themselves through combat.
If the players submit and act accordingly, they will
benefit from Beastspeaker’s misguided attempt to
prove the power of his beliefs by not having to defeat
all the creatures at one time. If at any time the players
attack Beastspeaker (or a creature not sent to attack),
he foregoes his plan of ritualistic confrontation and
attacks with all his minions. Beastspeaker speaks
Unislang; if the players cannot understand Unislang,
they’ll have to figure out Beastspeaker’s motives via
non-verbal communication.
THE TEMPLE
The earthen temple serves as a secondary line of
defense for Kraken, who seldom needs to venture
outside it. His psionic powers allow him to command
his realm from inside the temple’s protective
barriers, and his worshipers’ offerings of food and
(clean) water sustain him. Kraken himself resides
in the ancient building below the temple; his pupil
Beastspeaker dwells in the temple chamber along with
his pets.
The only way to enter the temple is via an
ascending staircase that leads to the main chamber.
Terminal Champions (Strong Hero 3) (2):
CR 3;
Medium-size Humanoid; HD 5d8+10; HP 33; Mas 14;
Init +0; Spd 30 ft; Defense 12, touch 12, flatfooted 12
(+0 Dex, +2 class); BAB +4; Grap +8; Atk +9 melee
(1d6+6, shortspear), or +4 ranged (1d6, javelin); Full
Atk +9 melee (1d6+6, shortspear), or +4 ranged (1d6,
javelin); FS 5 ft by 5 ft; Reach 5 ft; SQ short life span,
TEMPLE OF THE SAVANT
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THE MODERN DISPATCH
As you enter the temple chamber, you are
greeted by a feral looking Terminal dressed in
furs and armed with a bone club. The chamber is
surrounded by three alcoves, each one of which
contains a mutated beast. The creature in the
left alcove resembles a great bear, but it sprouts
two heads instead of one. In the right alcove
is a disturbing combination of hog, horse, and
lamprey. Finally, in the alcove behind the feral
Terminal is a repugnant boar with a back covered
by porcupine quills.
Although the Terminal gives you an
intimidating stare, he does not attack, but rather
speaks:
“Bow before the Beastspeaker, high priest of
the Terminal God. Heretics will suffer the wrath
of the Beastspeaker.”
With that, the two-headed bear shambles from
its alcove and roars in your direction.
“Bow and praise, or face the bear of penance!”
The feral Terminal gives your group a subtle
look of respect and then speaks again.
“I thank you for proving that beast’s
unworthiness. I assure you the prox will make you
realize the errors of your ways.”
He motions to the right alcove, and the beast
inside emerges with a deafening roar.
Beastspeaker (Terminal Strong Hero 3/Beastlord
4)
CR 8; Medium-size humanoid; HD 2d8+6 plus
3d8+6 plus 4d8+8 plus 3; HP 65; Mas 14; Init -1; Spd
25 ft; Defense 16, touch 11, flatfooted 16 (-1 Dex, +4
class, +3 equipment); BAB +7; Grap +11; Atk +11
melee (1d6+6, bone club), or +6 ranged (1d6, javelin);
Full Atk +11/+6 melee (1d6+6, bone club), or +6/+1
ranged (1d6, javelin); FS 5 ft by 5 ft; Reach 5 ft; SQ
short life span, homicidal frenzy; AL savant; SV Fort
+11, Ref +1, Will +7; AP 3; Rep +2; Str 18, Dex 9,
Con 14, Int 8, Wis 10, Cha 10.
Background:
Terminal (Hide, Listen, Survival).
Mutations and Defects:
Telepathy, Homicidal
Frenzy, Short Life Span.
Skills:
Climb +5, Diplomacy +8, Handle Animal
+12, Listen +3, Ride +3, Spot +4, Survival +8.
Feats:
Animal Affinity, Armor Proficiency (light),
Armor Proficiency (medium), Cleave, Forsaken, Iron
Will, Power Attack, Toughness.
Talents (Strong Hero):
Melee Smash, Improved
Melee Smash.
Talents (Beastlord):
Animal Empathy, Track,
Animal Companion (snuffle hog), Fast Climb, Resist
Venom, Call Companion.
Possessions:
Hide armor, bone club, javelin.
Prox Beast:
CR 5; Large Mutant Beast; HD 5d10+20;
HP 48; Mas 18; Init +1; Spd 30 ft; Defense 13, touch
10, flatfooted 12 (-1 size, +1 Dex, +3 natural); BAB
+5; Grap +13; Atk +8 melee (1d8+4, bite); Atk +8
melee (1d8+4, bite), +8 melee (1d4+2, 2 hooves);
FS 10 ft by 10 ft; Reach 10 ft; SQ aware, blindsight,
improved grab, swallow whole; AL none; SV Fort +8,
Ref +6, Will -1; AP 0; Rep +0; Str 19, Dex 12, Con
18, Int 3, Wis 8, Cha 10.
Skills:
Listen +4, Spot +2.
Feats:
Multiattack.
With the defeat of the second beast, the
Beastspeaker turns to the alcove behind him.
“Come, my loyal companion. Let us put our
faith to test and destroy these heretics!”
The feral Terminal lets out a frenzied scream,
and the boar creature’s quills stand straight. The
duo lets the savagery build up for a moment, then
lunges towards your party.
After giving the players a few moments to submit, he
sends the mutant bear to attack them. Beastspeaker
simply watches as the combat plays out; a Sense
Motive check (DC 12) reveals that he has no intention
of intervening. However, if the players attack
Beastspeaker or one of the other creatures, they all
engage.
KRAKEN
’
S CHAMBER
Kraken’s personal chamber is the basement of a
pre-Fall building, lightly furnished with a table and
bed. Beyond its lone occupant, the only remarkable
features are the high-quality pillows and bedding used
by Kraken to make his stay more comfortable.
When the players enter the chamber, the Savant
is waiting for them. Any characters that make
a Knowledge (Twisted Earth) check (DC 15)
immediately recognize him as a Savant. Kraken
attempts to parley with the players for as long as
they are willing—he hopes to intimidate them into
backing down. If the players are significantly hurting
from their battles with the temple’s defenders, he
Two-headed Mutant Bear:
CR 5; Large Animal; HD
6d8+24; HP 51; Mas 19; Init +1; Spd 40 ft; Defense
15, touch 10, flatfooted 14 (-1 size, +1 Dex, +5
natural); BAB +4; Grap +16; Atk +11 melee (1d8+8,
claw); Atk +11 melee (1d8+8, 2 claws), +6 melee
(2d8+4, bite); FS 10 ft by 10 ft; Reach 10 ft; SQ fast
healing 5, blood lust, improved grab, two heads, scent;
AL none; SV Fort +9, Ref +6, Will +3; AP 0; Rep +0;
Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6.
Skills:
Climb 18+, Listen +6, Spot +6.
Feats:
None.
Snuffle Hog:
CR 5; Medium-size Mutant Beast; HD
5d10+20; HP 48; Mas 18; Init +2; Spd 40 ft; Defense
22, touch 12, flatfooted 20 (+2 Dex, +10 natural);
BAB +5; Grap +9; Atk +10 melee (1d6+6, gore); Full
Atk +10 melee (1d6+6, gore); FS 5 ft by 5 ft; Reach 5
ft; SQ quills, scent, stubborn, link, evasion; AL none;
SV Fort +8, Ref +6, Will +1; AP 0; Rep +0; Str 19,
Dex 15, Con 18, Int 4, Wis 10, Cha 4.
Skills:
Listen +5, Spot +5.
Feats:
Improved Bull Rush, Weapon Focus (gore).
TEMPLE OF THE SAVANT
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