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Frozen Whispers
WHISPERS
Frozen Whispersis a short D&D adventure for four
3rd-level player characters (PCs). The scenario is set
mostly in and near a remote hunter’s lodge in a snowy
forest.
The scenario can be placed in any cold area of your
campaign world that features a remote tract of wood-
land—a copse of trees near the arctic circle, a swath of
taiga near the treeline on a high mountanside, or even a
normally temperate forest caught in the grip of an
unnaturally snowy winter. As always, feel free to adapt
the material presented here as you see fit to make it
work with your campaign.
A Short Adventure for Four
3rd-Level Player Characters
PREPARATION
You (the DM) need the D&D core rulebooks, including
the Player’s Handbook,the Dungeon Master’s Guide,
and the Monster Manualto run this adventure. The
wendigo template appears in the Fiend Folio, and
although that book is also helpful, full statistics are pro-
vided for the wendigo encountered in this adventure.
To get started, print out the adventure, including
the maps. Read through the scenario at least once to
familiarize yourself with the situation, threats, and
major NPCs. Review the rules for forest terrain (on
page 87 of the Dungeon Master’s Guide) and cold dan-
gers (on page 302 of the Dungeon Master’s Guide),
since both play a major role in Frozen Whispers.Text
that appears in shaded boxes is player information that
you can read aloud or paraphrase for the players at the
proper times.
CREDITS
Design:
James Jacobs
Editing:
Penny Williams
Typesetting:
Nancy Walker
Cartography :
Todd Gamble
Web Production
Julia Martin
Web Development:
Mark A. Jindra
Graphic Design:
Sean Glenn, Cynthia Fliege
Based on the original D UNGEONS & D RAGONS ® game by E.
Gary Gygax and Dave Arneson and on the new edition of the
D UNGEONS & D RAGONS game designed by Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
D&D, D UNGEONS & D RAGONS , and D UNGEON M ASTER are registered trademarks owned
by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the
Coast, Inc. All Wizards characters, character names, and the distinctive likenesses
thereof are trademarks owned by Wizards of the Coast, Inc.
ADVENTURE
BACKGROUND
Despite the bitter cold that reigns here nine months of
the year, the Timberway Forest has long been a source
of prosperity for civilized folk who live nearby. Many
trappers and hunters spend the better part of the year
within its borders, stockpiling furs and meat to trade in
the frontier towns to the south, where they spend their
winters. Most feel that the value of these commodities
makes braving the Timberway Forest worth the risk.
Recently, though, a small group of trappers and
hunters led by a human ranger named Aaron Korigard
has awakened a terrible new menace in the forest.
Based in a remote hunter’s abode called the Bluerock
Lodge, Aaron’s men hunted the animals of the woods
more out of a deep-seated desire to be cruel than a need
to feed themselves. In particular, they focused their
hateful attention on the local Timberway lion popula-
tion. Timberway lions are rather small (more like leop-
ards), but they are known for being lithe and wary.
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without the express written permission of
Wizards of the Coast, Inc.
©2004 Wizards of the Coast, Inc.
All rights reserved.
Made in the U.S.A.
This product is a work of fiction.
Any similarity to actual people, organizations, places,
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This Wizards of the Coast game product contains no Open Game Content.
No portion of this work may be reproduced in any form without
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and the d20 System License,
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visit www.wizards.com/dnd
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FROZEN
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Still, the trappers had the advantage of intelligence and
tools, and before long they had slaughtered the entire
pride save for its leader. As the winter worsened and
game grew ever more scarce, this last surviving lion
began to starve.
At this point, the darker forces of nature took
notice. When the starving lion’s tormentors settled
into their lodge to wait out a sudden blizzard, the big
cat transformed into a wendigo—a terribly fey spirit
born of starvation and cold. It took the lion wendigo
only three days to hunt down and slaughter the most of
the trappers, but Aaron himself escaped death. The
canny ranger realized that he was in over his head and
set off toward civilization, even though he had been
horribly wounded by the lion wendigo and had lost
most of his supplies. He didn’t get far before he col-
lapsed of exhaustion and became a wendigo himself.
The two one-time enemies—lion and human—
have now entirely forgotten their prior lives. Com-
pletely consumed by the supernatural forces of eternal
hunger and frozen hatred, they stalk the Timberway
Forest separately, searching for living beings to slay.
In the intervening weeks, a new group of hunters
has come to Bluerock Lodge. Keller, a rogue wanted in
another city for stealing a ring belonging to a noble,
came hunting with this new group to avoid capture.
Since their arrival, Aaron has stalked and wounded a
few members of the group, including Keller, who later
killed the companions left at the lodge with him. If he
is not cured or slain soon, he too will become a
wendigo and join Aaron in his endless hunt.
imagination, modifying them as necessary to fit your
campaign or the characters.
• While visiting a frontier town near the edge of the
Timberway, the PCs learn that merchants here pay
handsomely for the pelts of the elusive Timberway
lions—up to 50 gp apiece. By asking around town, the
characters can quickly learn that a group of like-
minded hunters recently left for Bluerock Lodge, a
shelter located near the traditional hunting grounds
of the lions in question. The townsfolk assure them
that if they wish to try their hand at lion hunting,
Bluerock is the place to go.
• If the party’s temperament is more aligned with
nature, the characters hear of the prices that Timber-
way lion pelts are currently bringing. Any character
with ranks in Knowledge (nature) knows that Timber-
way lions are endangered creatures, and this fact may
spur the PCs to find Bluerock Lodge and encourage
the people there to cease their hunting.
• One of the hunters at Bluerock Lodge isn’t really a
hunter; he’s a rogue named Keller who joined the
other hunters after successfully stealing a local noble’s
magic ring. Hoping to dodge the authorities, Keller
decided to hide out for the winter in Bluerock, posing
as a hunter. The noble hires the PCs to track down the
thief and retrieve the ring he stole. Keller didn’t think
to disguise himself, so tracking his flight to the fron-
tier town is a relatively easy matter. When the charac-
ters arrive, the proprietor of the local trading post
recognizes the description they provide and tells
them that the man they seek left a few weeks ago with
a group of hunters bound for Bluerock Lodge.
• Bluerock Lodge was built many years ago, but its
owner perished not long after its completion and left
no heirs. Since then, the lodge has served as a place for
hunters to stay free of charge in the woods. A man
who claims to have inherited the lodge hires the PCs
to go there and determine whether the place is nice
enough to claim, or whether he should sell it off.
Alternatively, one of the PCs could inherit Bluerock
Lodge, or find the deed to it among the treasure from
an earlier adventure.
• The PCs become lost in the Timberway Forest on
their way to another place. During a snowstorm, they
accidentally come upon Bluerock Lodge.
ADVENTURE SYNOPSIS
The wendigo that was once Aaron stalks the PCs while
they make their way through the woods toward the
Bluerock Lodge. Upon arrival, they find the place a
charnel house. Initial investigation indicates that the
last hunters who stayed here succumbed to cabin fever
and killed each other off, However, it soon becomes
clear that the creature responsible for their deaths is
still very much alive. The adventure comes to a climax
when the PCs must defend themselves against the
attacks of the deadly wendigo.
ADVENTURE HOOKS
As the DM, you must decide how best to involve the
PCs in the adventure. However, this scenario works
best if the characters aren’t initially aware of the fact
that terrible evil spirits are haunting the Timberway.
Thus, their reasons for traveling into the woodland
should stem from some other need to reach Bluerock
Lodge. You can use the following hooks to spur your
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BEGINNING THE
ADVENTURE
Frozen Whispersis an event-based adventure that
occurs in the Timberway Forest and at Bluerock Lodge.
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The encounters provided for each of these sites occur
in the order given.
The PCs may spend time gathering information in
one or more of the frontier towns in the area, if they
wish. Everyone knows where Bluerock Lodge is and
what it’s used for, but no one knows about the wendi-
gos in the forest. The adventure begins when the char-
acters reach the forested area near Bluerock Lodge.
either force march a little in order to reach shelter or
construct their own.
Off the trail, things quickly become worse. The
hilly, forested, frozen terrain reduces movement to
one-half normal, and someone in the group must make
a DC 15 Survival check each hour spent off the trail or
become lost.
The particularly cruel winter and the depredations
of the local hunters have dramatically reduced the local
supply of game. Water is fairly plentiful in the form of
snow and numerous partially frozen streams, but food
is hard to come by. A character wishing to hunt and
forage for food can find food and water for himself
with a successful DC 18 Survival check, and for one
other person per 2 points by which this check result
exceeds 18.
A. THE TIMBERWAY
FOREST
Bluerock Lodge is lies deep within the Timberway
Forest. No regional map is provided of this area, so that
you can more easily adapt the overland portion of this
adventure to your campaign.
Bluerock Lodge is located about 70 miles from the
southern edge of the forest. The intervening terrain is
hilly country covered in dense forest. Although no
roads penetrate the Timberway, several hunters’ trails
crisscross its otherwise trackless expanse. Recent
snows obscure these trails in spots, but all of them lead
through the wood to the many lodges built within.
This adventure takes place near the end of winter,
when temperatures in the woods average a brisk 30ºF
during the day and drop to about 10ºF at night. It hasn’t
snowed here for a week, but patches of snow still cling
to the trees and the ground. An unprotected character
in these conditions must make a Fortitude save each
hour (DC 15 + 1 per previous check) or take 1d6 points
of nonlethal damage. A character with ranks in Sur-
vival may receive a bonus on this saving throw and may
be able to apply this bonus to other characters as well
(see page 83 of the Player’s Handbook).
Most of the hunters in the area choose to traverse
the forest on foot. Although horses can speed up
travel along the trails, most of them quickly succumb
to the cold.
The trail to Bluerock Lodge is fairly simple to
follow; a character need only make a successful DC 10
Survival check once per hour to avoid wandering off
the trail. (The characters may take 10 on these checks
and should be encouraged to do so.) As long as they
stay on the trail, the characters move at only three-quar-
ters of their normal rate. A group moving at a speed of
30 feet can thus cover about 18 miles after 8 hours of
walking, reaching Bluerock Lodge a couple of hours
before sundown on their fourth day in the forest.
Crude shelters, each of which can house up to four
Medium creatures, are located about every 18 miles
along the trail, so characters moving at a speed of 30
feet should be able to sleep in a shelter every night as
long as they keep up the pace. Slower groups must
RANDOM ENCOUNTERS
Because of the lack of animal life, the forest is unchar-
acteristically quiet and free of monsters. No random
encounters occur as long as the PCs remain on the trail.
If they insist on exploring the trackless woods, the
chance of an encounter is only 4% per hour. Random
encounters are with wolverines, wolves, or possibly
other hunters (usually 1st–3rd-level human experts), at
the DM’s discretion. Only 5% of such encounters
should be with Timberway lions (see encounter A1 for
statistics). Within a day’s travel of Bluerock Lodge,
there are no random encounters at all.
A1. A DISTURBING ENCOUNTER (EL 2)
This encounter occurs early in the PCs’ last day of
travel to the lodge. Allow each character a DC 15 Spot
check. If anyone succeeds, read or paraphrase the fol-
lowing aloud. Otherwise, go to the Creature section
below.
The stark black-and-white of the wintry forest is
broken by a splash of color in the landscape
toward the left. A man’s body sits upright but
slumped against a tree. Around him, the snow is
stained a brilliant red.
The body is that of Kyle Tanner, one of the hunters
from Bluerock Lodge. A successful DC 15 Heal check
establishes that he died of blood loss from a terrible
bite wound on his shoulder. The bite was bandaged,
but it looks like the man tore the bandage loose and re-
opened the wound with his own frostbitten hand. A
brief inspection of the body (Search DC 10) reveals that
blood seeps from both of the ears, and that both
eardrums have been ruptured with a sharp object.
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Kyle managed to escape from Bluerock Lodge
three days ago after he was attacked and bitten by the
rogue Keller, who had sunk into insanity and was well
on his way to becoming a wendigo. Tanner got this far
before the maddening whispers of the two wendigos
in the forest drove him insane. To escape the infuriat-
ing sounds, he punctured his own eardrums with his
dagger. Upon realizing that something was still stalk-
ing him, he killed himself by tearing open his bite
wound so that he would not become one of the
wendigos.
Creature: A lone Timberway lion lurks in the area.
Though the poor creature is starving, it has not yet
eaten Kyle’s remains because it can sense the unnatural
taint of the wendigo on his body. If it hears the PCs
approaching, the lion quickly hides nearby and gets
ready to pounce.
D Timberway Lion: hp 19 (currently has 4 points of
nonlethal damage from starvation); see Monster
Manual,page 274 (leopard statistics).
Tactics: The lion attacks the characters from hiding
as they walk past it. If reduced to fewer than 10 hit
points, it flees. As it does so, it leads the PCs past Kyle’s
body if they have not already noticed it.
Treasure: Kyle’s masterwork dagger remains at his
side, and his cold weather outfit can be worn by a
Medium humanoid.
Wisdom damage from the nightmarish whispers he
(and only he) hears just under the sounds of softly
blowing wind and snow sloughing off of tree branches.
Development: If the characters attempt to turn on
the wendigo and pursue him, Aaron uses his wind
walking ability to escape them, then returns to harass
them again later. Should they somehow corner him, go
to encounter B2.
B. BLUEROCK LODGE
Read or paraphrase the following aloud when the PCs
reach Bluerock Lodge.
Bluerock Lodge perches atop a steep promontory
that drops off for 40 feet to the forest below. The
exposed stone of this cliff has a distinctive blue
cast to it. The snow in the clearing surrounding
the lodge looks fresh and is unmarked by foot-
prints, except for a single set that leads from the
building’s front door down the trail into the
woods. Spatters of frozen blood accompany this
trail, as if the creature that made them was bleed-
ing as it ran. Despite the chill in the air, the front
door of the lodge hangs open, and no smoke curls
up from the chimney on the roof.
A2. CORNER OF THE EYE
The characters’ movement through the forest eventu-
ally attracts the attention of one of its supernatural
residents.
Creature: As the PCs continue to approach Bluerock
Lodge, they attract the attention of Aaron, the wendigo
that now haunts the region.
D Aaron Korigard: See encounter B2, below, for
statistics.
Tactics: By the middle of the day, when the PCs are
still about 3 hours away from the lodge, Aaron selects a
PC to stalk—preferably one who is scouting ahead or
lagging behind the main group. Aaron uses his wind
walking ability to stalk the character, and his snowy
white skin makes him 80% likely to appear as fog
vapors.
Thanks to Aaron’s corner of the eye power, the
chosen PC soon becomes aware that something is stalk-
ing him. He takes a –2 penalty on all Wisdom-based
skill checks as he grows more and more nervous and
paranoid from the glimpses he catches of his pursuer
out of the corners of his eyes.
In addition, Aaron targets his victim with his mad-
dening whisper attack. The targeted PC must make a
successful DC 13 Will save or take 1d3 points of
The footprints are Kyle’s. If anyone follows them suc-
cessfully with a Survival check (DC 8 in the clearing, or
DC 13 in the forest where snow cover is more sparse),
the tracks lead to his body (see encounter A1, above).
Until several days ago, Bluerock Lodge was inhab-
ited by seven human hunters, but the arrival of the
wendigo that was once Aaron on the eve of the season’s
last snowstorm put an end to this arrangement. Aaron
lured some of the hunters out into the snow and
attacked them, then let them return to the lodge. Over
the course of the night, he tormented the men with his
maddening whispers ability. The next morning, three
of the unwounded hunters set out for civilization to get
help, leaving the two wounded ones in the care of their
two remaining healthy companions. During the next
few days, the wendigo hunted and killed the three who
had left, then carried their bodies back and left them
lodged in the trees below the lodge. In the meantime,
the more heavily wounded man back at the lodge (the
rogue Keller) succumbed to madness and attacked the
others. He killed two of the hunters, but the third
(Kyle Tanner, the other wounded man) escaped into
the woods. Aaron stalked Kyle until the latter took his
own life, then returned to lurk in the Bluerock Lodge
area to await Keller’s transformation into a wendigo.
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