TEXT: THE MODERN DISPATCH
  Whispers in the Dark20
  PAGE 1
  CONTENT MANAGERs: 
  CHARLES RICE AND CHRIS DAVIS
  LAYOUT: 
  CHRIS DAVIS
  PROOFREADING: 
  CHRIS DAVIS
  WWW.RPGOBJECTS.COM
  #121
  WHISPERS IN THE DARK20
  BY CHARLES RICE
  Modern20
  Charles Rice’s 
  next evolution 
  in modern d20 
  gaming!
  Modern 
  Mayhem and 
  Mystery to the 
  20th Power!
  INTRODUCTION
  Welcome to “Whispers in the Dark”, the first 
  campaign supplement for Supers20! In this street-level 
  campaign model, the PCs are gifted with magical 
  abilities, recruited and trained by a mysterious 
  sorcerer to combat the cult of an elder god that is 
  spreading its worship throughout the world like a 
  cancer.
  While the people of their home city go about 
  their daily lives, a war for the very safety of their 
  dimension is being waged in secret, from the glittering 
  skyscrapers high above to the dank sewers beneath 
  their feet.
  The wars between the servants of light and the 
  servants of the elder gods have been waged 
  for millennia and are the source of countless 
  “war in heaven” myths, including those found 
  in Babylonian, Christian, Greek and Norse 
  religions. 
  THE ELDER GODS
  There are numerous cults that serve as the 
  primary enemies of the Whispers in the Dark 
  campaign. Most of these worship ancient fiends 
  that possess the power to enslave or even destroy 
  the Earth were they able to walk free. Since they 
  cannot, they must work through mortal minions who 
  seek to advance their power and ultimately, free them 
  from their mystical prisons. 
  
  THE MODERN DISPATCH
  Whispers in the Dark20
  PAGE 2
  Each cult is led by a speaker, who (it is believed) can 
  communicate directly with the elder god worshipped 
  by the cult and acts as the voice of that cult in the 
  mortal realm. 
  Listed below are a few of the elder gods, their goals 
  and the location of the cults who worship them. 
  Through time, the elder gods have been known by 
  many names and a few of these are listed below. This 
  list is by no means exhaustive. The elder gods are 
  difficult for mortals to understand. Perhaps the wide 
  array of names used to describe them is a result of 
  this confusion or perhaps different cults are actually 
  worshipping different aspects of the same gods. The 
  sacrifices and traditions of the god as told by different 
  cults can vary wildly. In short, everything listed 
  below might or might not apply to an individual cult 
  encountered by the players. 
  BAAL/BAALAH
  This elder god is sometimes seen as male and 
  sometimes as female and has been worshipped under 
  hundreds of names through time. A few of the names 
  this god has been worshipped as include: Cronus, 
  Dagon, El, Moloch and Saturn. This elder god is also 
  known as Baal Zebub or Beelzebub, the Lord of Flies. 
  Baal demands the sacrifice of children, either by fire 
  or burial in the earth.  
  KHTHON, QUEEN OF SUBTERRANEA
  This elder goddess has been called by the names 
  Tiamat and Hecate, among many others. Her worship 
  is either carried out underground or under the full 
  moon. 
  JOTUN, LORD OF THE GIANTS
  This elder god is always pictured as an enormous 
  creature, sometimes with a single eye (such as a 
  Cyclops) but other times as a giant or troll-like 
  creature. His worshippers see him as the leader of 
  an older, superior race of being and hope to see the 
  return of his kind to dominance over the world. This 
  creature is known to lust for human females and his 
  worshippers believe his offspring are the giants found 
  in legends from around the world, from Europe to the 
  Norse giants to those found in biblical texts. 
  MEPHISTOPHELES, LORD OF WAR 
  AND DESTRUCTION
  This elder god is most often depicted as a winged 
  man. Sometimes this man is extremely beautiful 
  and angelic and other times he is seen as a demonic 
  figure, with red skin and cloven hooves. Other times 
  his worshippers see him as hideously disfigured, as 
  if burned by the fires of hell. He is closely associated 
  with Lucifer from Christian theology and his most 
  powerful servants are often depicted as the Four 
  Horsemen. 
  This cult is also believed by many to have been 
  worshipped in Ancient Greece and Rome, where this 
  figure was known as Ares and Mars respectively. 
  The followers of this elder god seek to start wars 
  or participate in wars that are already taking place, 
  the bigger the war the better. In cases where a war is 
  already taking place, the worshippers of this deity will 
  attempt to make that war more savage and will try to 
  undermine any attempts at a peaceful resolution. They 
  see the end of the world as one where man turns on 
  man in an orgy of violence that they believe will usher 
  their lord into this world, where he will take his place 
  as the ultimate general, leading his followers to a 
  victory of bloody conquest over the rest of the world. 
  WHISPERS IN THE DARK 
  Starting Level: 5
  Maximum Power Level: 5
  Required Disadvantages: Enemy: the cult (DSR 2+)
  Required Power Limitations: All powers must 
  have the following limitations: Difficult- using the 
  Magic skill rather than the Power Control skill (PL 
  2+), Fatiguing. Powers receive no PL bonus for these 
  minimum limitations, only additional limitations 
  increase the power level. 
  Note that for purposes of the Magic power, the DC 
  modifier (+5 for the first use, +10 for the second, 
  +15 for the third) adds to the base DC granted by this 
  limitation, not the base DC listed under that power.
  All powers in the Whispers campaign are magical in 
  nature and magic is draining and doesn’t always work. 
  This requirement also applies to NPC cultists, but not 
  to monsters.
  Disallowed powers: PCs cannot purchase any 
  superhuman ability score powers. The Gadgetry 
  power is also off limits to PCs in this campaign. Any 
  power with a permanent duration is also reduced to 
  a duration of 1 round times your power level. For 
  example, Mind Shield or Armor could be taken but 
  would require a skill check and would last 1 round 
  time your power level. 
  In short, powers in the Whispers campaign should 
  be as “spell like” as possible. 
  NEW BACKGROUNDS
  CULTIST
  You were raised in the cult of an elder god.
  Skills (three of the following): Academics, 
  Influence, Magic, Medicine, Perception and 
  Streetwise
  Base Wealth: 4
  
  THE MODERN DISPATCH
  Whispers in the Dark20
  PAGE 3
  MONASTIC
  You were raised in a remote monastery and had little 
  contact with the outside world.
  Skills (three of the following): Athletics, Magic, 
  Outdoorsman, Perception, Unarmed and Weapons
  Base Wealth: 4
   
  NEW OCCUPATIONS
  SORCERER
  You are a practitioner of magic.
  Professional Skills: Academics, Magic and 
  Perception
  Improved Feats: Great Fortitude: +4 Fortitude 
  saves for resisting fatigue from casting spells, Mind 
  over Body: your Wisdom modifier if considered +2 
  higher for purposes of this feat, Psychic Strike: your 
  Wisdom modifier if considered +2 higher for purposes 
  of this feat, Self-Help: +2 Wisdom
  SWORDSMAN
  You fight monsters the old-fashioned way.
  Professional Skills: Athletics, Leadership and 
  Weapons
  Improved Feats: Armed Defense: your Weapons 
  skill is considered +4 higher for purposes of this skill, 
  Attack Focus (sword): +2 to attack rolls, Cleave: 
  +2 bonus to attack and damage rolls on free attacks 
  granted this feat, Quick Draw: +2 Initiative when 
  armed with a sword
  NEW POWERS
  SUMMON
  You can call allies out of thin air.
  Duration: 1 round times your power level
  Range: 20 ft. times your power level
  Effect: You gain RP for followers only equal to 
  twice your power level for the duration of this power. 
  These followers appear out of thin air at a location of 
  your choosing within the range of this power.
  Stunts
  The Leader: You gain a bonus to Leadership skill 
  checks equal to one-half your power level when 
  dealing with creatures you summoned.
  Power-specific limitations
  Swarm (PL +2): You can only summon groups of 
  weaker monsters as opposed to a single, big creature. 
  You can spend no more than 6 RP on a follower’s 
  level. Any additional RP must be spent to increase the 
  number of followers. 
  Special
  Followers summoned from this power can have 
  powers (most followers must be normals) but there 
  are some limitations on how these characters are 
  designed:
  Followers summoned with this power always use 
  the Elite Array (15, 14, 13, 12, 10 and 8) for their 
  ability scores, regardless of the method used for 
  generating PCs in the campaign.
  Followers summoned with this power pick a set 
  number of skills, rather than spending skill points. The 
  skills chosen have ranks equal to the follower’s level 
  +3. The number of skills is 4 for the Powerhouses, 
  Speedfreaks and Tanks, 6 for the Empaths and Stars 
  and 8 for Brainiacs.
  A follower’s maximum power level is equal to one-
  half its character level or the maximum power level of 
  the campaign whichever is lower.
  CULTISTS AND SERVITOR FIENDS
  These creatures are the pawns and servants of the 
  elder gods in their attempts to free themselves from 
  the prisons that have bound them for millennia, since 
  the Titan War. 
  Black Apprentice (Empath 1): HD 1d8+1; HP 9; 
  Init +1; Spd 30 ft; Defense 11, flatfooted 10 (+1 Dex, 
  +0 Class); BAB +0; Atk +1 melee (1d4+0, knife), or 
  +1 ranged (1d4+0, taser), or +1 ranged (4d4+0 NL, 
  psychic blast); SQ Resolute; AL Elder god Cult; SV 
  Fort +6, Ref +3, Will +4, Rec +5; Rep +0; Str 8, Dex 
  12, Con 13, Int 10, Wis 15, Cha 14.
  Background: Cultist
  Occupation: Sorcerer: Perks 2 (Professional Salary, 
  Urban Stealth)
  Hobby: Weapons
  Skills: Academics (mythology) 4 (+4), Influence 
  4 (+6), Magic 4 (+6), Medicine 4 (+6), Perception 
  4 (+6), Power Control 4 (+5), Streetwise 4 (+6), 
  Unarmed 4 (+3), Vehicles 4 (+5), Weapons 4 (+3)
  Feats: Mind Over Body, Power Level x2, Psychic 
  Blast “Sleep spell” (PL +0 Difficult- requires DC 24 
  Magic skill check; PL +0 causes fatigue if DC 20 
  Fortitude save is failed; PL +2 non-lethal only)
  Access/Contacts/Followers: None
  Wealth: 12
  Possessions: Knife, Taser
  Character Disadvantages: Obsession: serve elder 
  god (DSR 5)
  Black Sorcerer (Empath 5): HD 5d8+10; HP 35; 
  Init +1; Spd 30 ft; Defense 14, flatfooted 13 (+1 Dex, 
  +3 Class); BAB +3; Atk +4 melee (1d4+0, knife), or 
  +4 ranged (1d4+0, taser), or +7 ranged (5d4+0 NL, 
  psychic blast); SQ Resolute; AL Elder god Cult; SV 
  Fort +8, Ref +5, Will +6, Rec +7; Rep +2; Str 8, Dex 
  12, Con 14, Int 10, Wis 15, Cha 14.
  Background: Cultist
  Occupation: Sorcerer: Perks 2 (Professional Salary, 
  Urban Stealth)
  Hobby: Weapons
  Skills: Academics (mythology) 4 (+4), Influence 
  4 (+6), Magic 8 (+15), Medicine 8 (+10), Perception 
  8 (+10), Power Control 8 (+10), Streetwise 8 (+10), 
  Unarmed 4 (+3), Vehicles 8 (+9), Weapons 4 (+3)
  
  THE MODERN DISPATCH
  Whispers in the Dark20
  PAGE 4
  Feats: Guru (Magic), Magic (PL +0 Difficult- 
  requires DC 29 Magic skill check for the first use, 34 
  for the second use, 39 for the third use; PL +0 causes 
  fatigue if DC 20 Fortitude save is failed), Mind Over 
  Body, Power Level x3, Psychic Blast “Sleep spell” 
  (PL +0 Difficult- requires DC 24 Magic skill check; 
  PL +0 causes fatigue if DC 20 Fortitude save is failed; 
  PL +2 non-lethal only), Psychic Strike
  Access/Contacts/Followers: Follower (1 Black 
  Apprentice)
  Wealth: 16
  Possessions: Knife, Taser
  Character Disadvantages: Obsession: serve elder 
  god (DSR 5)
  Black Magician (Empath 8): HD 8d8+16; HP 56; 
  Init +1; Spd 30 ft; Defense 20, flatfooted 16 (+1 Dex, 
  +3 Wis, +6 Class); BAB +6; Atk +7 melee (1d4+0, 
  knife), or +7 ranged (1d4+0, taser), or +11 ranged 
  (6d4+0 NL, psychic blast); SQ Resolute; AL Elder 
  god Cult; SV Fort +11, Ref +7, Will +9, Rec +9; Rep 
  +4; Str 8, Dex 12, Con 14, Int 10, Wis 16, Cha 14.
  Background: Cultist
  Occupation: Sorcerer: Perks 2 (Professional Salary, 
  Urban Stealth)
  Hobby: Weapons
  Skills: Academics (mythology) 4 (+4), Influence 4 
  (+6), Magic 11 (+21), Medicine 11 (+14), Perception 
  11 (+14), Power Control 11 (+13), Streetwise 11 
  (+14), Unarmed 4 (+3), Vehicles 11 (+12), Weapons 
  4 (+3)
  Feats: Guru (Magic), Magic (PL +0 Difficult- 
  requires DC 29 Magic skill check for the first use, 34 
  for the second use, 39 for the third use; PL +0 causes 
  fatigue if DC 20 Fortitude save is failed), Mind Over 
  Body, Poise, Power Level x4, Psychic Blast “Sleep 
  spell” (PL +0 Difficult- requires DC 24 Magic skill 
  check; PL +0 causes fatigue if DC 20 Fortitude save 
  is failed; PL +2 non-lethal only), Psychic Strike, 
  Summon (PL +0 Difficult- requires DC 24 Magic skill 
  check; PL +0 causes fatigue if DC 20 Fortitude save is 
  failed; PL +2 Swarm)
  Access/Contacts/Followers: Follower (2 Black 
  Apprentices)
  Wealth: 17
  Possessions: Knife, Taser
  Character Disadvantages: Obsession: serve elder 
  god (DSR 5)
  Voice of Mephistopheles (Empath 12): HD 
  12d8+24; HP 84; Init +1; Spd 30 ft; Defense 24, 
  flatfooted 19 (+1 Dex, +4 Wis, +9 Class); BAB +9; 
  Atk +10 melee (1d4+0, knife), or +10 ranged (1d4+0, 
  taser), or +13 ranged (6d4+0 NL, psychic blast); SQ 
  Resolute; AL Elder god Cult; SV Fort +14, Ref +9, 
  Will +12, Rec +12; Rep +11; Str 8, Dex 12, Con 14, 
  Int 10, Wis 18, Cha 14.
  Background: Cultist
  Occupation: Sorcerer: Perks 2 (Professional 
  Reputation, Professional Salary, Urban Stealth)
  Hobby: Weapons
  Skills: Academics (mythology) 4 (+4), Influence 4 
  (+6), Magic 15 (+31), Medicine 15 (+19), Perception 
  15 (+19), Power Control 15 (+17), Streetwise 15 
  (+19), Unarmed 4 (+3), Vehicles 15 (+16), Weapons 
  4 (+3)
  Feats: Career Advancement, Guru (Magic), Magic 
  (PL +0 Difficult- requires DC 29 Magic skill check 
  for the first use, 34 for the second use, 39 for the 
  third use; PL +0 causes fatigue if DC 20 Fortitude 
  save is failed), Mind Over Body, Mind Shield (PL +0 
  Difficult- requires DC 24 Magic skill check; PL +0 
  causes fatigue if DC 20 Fortitude save is failed; PL +2 
  non-lethal only), Poise, Power Level x4, Psychic Blast 
  “Sleep spell” (PL +0 Difficult- requires DC 24 Magic 
  skill check; PL +0 causes fatigue if DC 20 Fortitude 
  save is failed; PL +2 non-lethal only), Psychic Strike, 
  Self-Help: +2 Wis, Summon (PL +0 Difficult- requires 
  DC 24 Magic skill check; PL +0 causes fatigue if DC 
  20 Fortitude save is failed; PL +2 Swarm)
  Access/Contacts/Followers: Restricted Access, 
  Follower (1 Black Sorcerer), also typically summons 
  4 hellhounds (see below) when attacked
  Wealth: 21
  Possessions: Knife, Taser
  Character Disadvantages: Obsession: serve elder 
  god (DSR 5)
  Hellhound (Powerhouse 3): HD 3d10+6; HP 24; Init 
  +1; Spd 30 ft; Defense 13, flatfooted 12 (+1 Dex, +2 
  Class); BAB +3; Atk +7 melee (1d6+6, claws); SQ 
  Melee Master; AL Master; SV Fort +5, Ref +2, Will 
  +2, Rec +4; Rep +1; Str 18, Dex 13, Con 14, Int 8, 
  Wis 12, Cha 10.
  Background: None
  Occupation: None
  Hobby: None
  Skills: Athletics 6 (+10), Outdoorsman 6 (+8), 
  Unarmed 6 (+10)
  Feats: Claws, Power Level x3, Superhuman 
  Strength
  Access/Contacts/Followers: None (typically 
  summoned)
  Wealth: None
  Possessions: None
  Character Disadvantages: Disability: Cannot 
  speak or use items (DSR 5)
  Description: These creatures are no longer native to 
  our dimension but are often summoned by cultists of 
  the elder gods as servants and killers. The cult of Baal 
  is especially fond of summoning these creatures and 
  will often instruct them to snatch children for their 
  grisly rituals. 
  
  THE MODERN DISPATCH
  Whispers in the Dark20
  PAGE 5
  Ogre (Powerhouse 5): HD 5d10+10; HP 40; Init 
  -1; Spd 35 ft; Defense 12, flatfooted 12 (-1 Dex, +3 
  Class); BAB +5; Atk +11 melee (1d6+9, club), or 
  +4 ranged (1d8+5, spear); SQ Melee Master, 1 DR 
  physical; AL Master; SV Fort +6, Ref +0, Will +2, 
  Rec +5; Rep +2; Str 20, Dex 8, Con 14, Int 10, Wis 
  13, Cha 12.
  Background: None
  Occupation: None
  Hobby: None 
  Skills: Athletics 8 (+13), Outdoorsman 8 (+9), 
  Unarmed 8 (+13), Weapons 8 (+13)
  Feats: Attack Focus (club), Attack Specialization 
  (club), Growth, Permanent (Growth), Power Level x4
  Access/Contacts/Followers: None (typically 
  summoned)
  Wealth: None
  Possessions: club, 2 spears
  Character Disadvantages: None
  Description: These enormous creatures were once 
  frighteningly common in our dimension and are 
  distantly related to the giant-kind. The cult of Jotun 
  is particularly fond of summoning these creatures to 
  enact brutal vengeance on their opponents and rivals. 
  ELDER GODS
  Should the elder gods actually free themselves, its 
  time to bring out the big guns for some epic super-
  powered combat. Of course, the heroes of such 
  an adventure could be legendary gods and heroes 
  themselves, returned from the ages to defeat the titans 
  one last time, such as Aeneas, Hercules, Jason and 
  Odysseus.
  Presented below is a generic elder god, done in the 
  same fashion as the generic NPCs in the Supers20 core 
  rules, with some feats and skills unspent. This allows 
  the game master to modify the elder god to represent 
  the specific elder god being faced by his players.
  Elder God (Powerhouse 15/Star 15): HD 
  15d10+180 plus 15d8+180; HP 555; Init +0; Spd 40 
  ft; Defense 32, flatfooted 32 (+0 Dex, +22 Class); 
  BAB +26; Atk +38 melee (2d8+32, claws), or +26 
  ranged (by weapon or power); SQ Melee Master, 20 
  DR physical, 20 DR energy, 40 DR psychic; AL none; 
  SV Fort +26, Ref +12, Will +15, Rec +24; Rep +26; 
  Str 34, Dex 10, Con 34, Int 10, Wis 12, Cha 36.
  Background: Religion
  Occupation: Mastermind: Perks 2+4 power stunts 
  (Professional Reputation, Power Punch; 
  Hobby: Magic
  Skills: Athletics 18 (+30), Influence 22 (+35), 
  Leadership 23 (+36), Magic 22 (+35), Perception 22 
  (+23), Power Control 23 (+35), Unarmed 18 (+30), 
  Weapons 18 (+30), 23 unspent
  Feats: Absorption, Armor, Claws, Followers, 
  Magic, Mind Shield, Superhuman Charisma, 
  Superhuman Constitution, Superhuman Strength, 
  Power Level x20, 4 unspent
  Access/Contacts/Followers: Complete Access, 21 
  unspent (plus 20 more for followers only)
  Wealth: 20
  Possessions: Varies
  Character Disadvantages: Varies
  
  THE MODERN DISPATCH
  Whispers in the Dark20
  PAGE 6
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  Wiker.
  Future Player’s Companion: Tomorrow’s Evolution, 
  Copyright 2005 The Game Mechanics, Inc.; Authors: 
  Gary Astleford, Neil Spicer, & Rodney Thompson. 
  Future Player’s Companion (Print), Copyright 2005 
  The Game Mechanics, Inc.; Authors: Gary Astleford, 
  Neil Spicer, Rodney Thompson, & JD Wiker.
  Monte Cook Presents: Iron Heroes, Copyright 2005, 
  Monte J. Cook. All rights reserved.
  Mutants & Masterminds, Copyright 2002, Green 
  Ronin Publishing; Author Steve Kenson.
  The Psychic’s Handbook, Copyright 2004, Green 
  Ronin Publishing; Author Steve Kenson.
  Unearthed Arcana, Copyright 2003, Wizards of 
  the Coast, Inc.; Andy Collins, Jesse Decker, David 
  Noonan, Rich Redman.
  True20 Adventure Roleplaying, Copyright 2005, 
  Green Ronin Publishing; Author Steve Kenson.
  Caliphate Nights, Copyright 2006, Paradigm Con-
  cepts; Author Aaron Infante-Levy
  Lux Aeternum, Copyright 2006, BlackWyrm Games; 
  Author Ryan Wolfe, with Dave Mattingly, Aaron Sul-
  livan, and Derrick Thomas.
  Mecha vs. Kaiju, Copyright 2006, Big Finger Games; 
  Author Johnathan Wright
  Borrowed Time, Copyright 2006, Golden Elm Media; 
  Authors Bruce Baugh and David Bolack
  Modern20, Copyright 2007, RPGObjects; Author 
  Charles Rice
  Modern Dispatch #121 Copyright 2007, RPGObjects; 
  Author Charles Rice.
  END OF LICENSE 
  OPEN GAMING CONTENT
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  section 1(a) of the Open Gaming License: Modern 
  Dispatch, PRDA, Splinter Radicals, Modern20.
  Designation of Open Gaming Content: The 
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SOURCE: textdata/thevault/The Modern Dispatch/The Modern Dispatch 121 - Whispers in the Dark20.pdf