TEXT: NYR1-03
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  Version 1
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  With Assistance of Team Nyrond, the Kingdom of Nyrond Development Team
  As far back as anyone remembers the children on Carpenter’s Street have always played in the branches
  of the Great Oak. You watched them climb and swing in that old tree when you were stationed in Rel
  Mord as part of the militia. Now, none of the children go near the local landmark. Some of the children
  whisper rumors that the old tree is haunted. This is an adventure for character levels 1-6.
  DUN GEO NS & DR AGON S, D&D, G REYHAWK and R PG A are register ed t radem ar ks o f
  Wizar ds o f t he Coast , Inc . LIVIN G G REYHAWK is a t radem ar k o f Wizar ds o f t he Coast ,
  Inc . S cenario d et ail co pyright 2001 b y Wizar ds o f t he Coast , Inc . ALL R IGHT S
  R ESER VED. T his scenar io is int en ded f or t ourn ament use o nly and m ay no t b e
  rep rod uced wit hou t app ro val o f t he R PG A Net wor k.   
  
  Whisper
  Page 2
  Thi s is  a n RP GA® N e tw or k sc e nar io f or  t he 
  D ung eo ns & D ra g ons ® g a m e.  A f our - hour t im e 
  bl ock ha s be e n a llo ca t e d f or  e a ch ro und of t his
  sc e nar io,  but t he a ct ua l pl a yi ng t im e w ill be cl ose r 
  t o t hre e hour s. The re s t of t he t im e is  sp e nt in
  pr e pa ra t io n be f o re g a m e pl a y,  a nd sc ori ng a f te r 
  t he g a m e.  The f oll ow ing g uid el ine s a re he re t o
  he lp y ou w it h bo t h t he pr e pa ra t io n a nd v ot ing 
  se g m e nt of t he g a m e.  Re a d t his pa g e ca r ef ull y so 
  t ha t y ou kno w a nd ca n co m muni ca t e t o y our 
  pl a ye r s t he sp e cia l a sp e ct s of pl a yi ng a n RP GA
  sc e nar io. 
  PPPPrrrreeeeppppaaaarrrraaaattttiiiioooonnnn
  Fir st y ou sho uld pr int t his sc e nar io.  Thi s sc e nari o
  w a s cr e at e d t o sup po rt do ubl e- si de d pr int ing , but 
  pr int ing it si ngl e si de d w ill w ork a s w e ll. The r e is 
  e noug h ro om a lo ng t he ins ide m a rg in t o bi nd t he 
  a dv e nt ure , if y ou de s ire .
  Re a d t his e nt ire a dv e nt ure a t le a st onc e be f o re 
  y ou run y our  g a m e.  B e sur e t o f a mi lia ri ze y our se lf 
  w it h a ny sp e cia l rul es , sp e lls,  or  e qui pm e nt
  pr e se nt e d in t he a dv e nt ure . It m a y he lp t o
  hig hli ght pa r ti cula rl y im po rt a nt pa s sa g e s.
  W he n y ou run a n RP GA D &D a dv e nt ure w e 
  a ss ume t ha t y ou ha v e a cc es s t o t he f oll ow ing 
  bo ok s: t he Pl a ye  r ’s Ha nd  boo  k, t he D  ung eo  n
  Ma s te  r ’s Guid  e  , a nd t he Mo  nst e  r Ma nua l. W e a lso 
  a ss ume t ha t y ou ha v e a se t of di ce (a t le a st one d4 ,
  d6 , d8 , d1 0 , d1 2 , a nd d2 0 ),  so m e sc ra p pa p e r, a 
  pe nc il, a n RP GA sc ori ng pa c ke t , a nd y our  se ns e of 
  f un. It is  a lso a g oo d id e a t o ha v e a w a y t o t ra ck 
  m ov e m e nt dur ing co m ba t . Thi s ca n be a s si mp le a s
  a pa d of g ra p h pa p e r a nd a pe nc il, a s ha ndy a s a 
  v iny l g rid m a p a nd chi ts , or  a s e la bo ra t e a s re s in
  dung e o n w a lls a nd m inia t ure s. 
  Ins tr uct t he pl a ye r s e it he r t o pr e pa re t he ir
  cha r ac t er s now , or  w a it unt il y ou re a d t he 
  int ro duc ti on, de p e nding on t he re q uire m e nt s of 
  t he sc e nar io a s de s cri be d in t he int ro duc ti on.
  Ke e p in m ind t ha t y ou m ust ha v e a t le a st f our 
  pl a ye r s (no t co unt ing t he D M), f or  t he g a m e
  se s sio n t o be a sa nc ti one d RP GA e v e nt . A s w e ll,
  y ou ca nno t ha v e m or e t ha n se v e n pl a ye r s
  pa r ti cip a ti ng in t he g a m e. 
  O nce y ou a re re a d y t o pl a y,  it is  ha ndy t o
  ins tr uct e a ch pl a ye r  t o pl a ce a na m e ta g in f ro nt of 
  him or  he r. The t a g sho uld ha v e t he pl a ye r ’s na m e 
  a t t he bo t to m , a nd t he cha r ac t er’s  na m e , ra c e,  a nd
  g e nde r a t t he t op . Thi s m a ke s it e a sie r  f or  t he 
  pl a ye r s (a nd t he D M) t o ke e p t ra ck of w ho is 
  pl a yi ng w hich cha r ac t er .
  The pl a ye r s a re f re e t o use t he g a m e rul es  t o
  le a rn a bo ut e qui pm e nt 
  a nd w e ap ons  
  t he ir
  cha r ac t er s a re ca r ry ing . Tha t sa id , y ou a s t he D M
  ca n ba r  t he use of e v e n co re rul e bo ok s dur ing 
  ce r ta in t im e s of pl a y.  For  e xa m pl e , t he pl a ye r s a re 
  not f re e t o co nsult t he D ung eo n Ma s te r ’s Guid e 
  w he n co nf ront e d w it h a t ra p or  ha z a rd,  or  t he 
  Mo nst e r Ma nua l w he n co nf ront e d w it h a  m ons te r .
  So m e of t he t e xt in t his sc e nar io is  w rit t e n so 
  t ha t y ou m a y pr e se nt it a s w rit t e n t o t he pl a ye r s,
  w hile ot he r t e xt is  f or  y our  e y e s onl y . Te x t f or  t he 
  pl a ye r s w ill be in g ra y bo xe s . It ’s  st ro ng ly 
  re c om m end e d t ha t y ou pa r a phra s e t he pl a ye r  t e xt 
  ins te a d of re a d ing it a lo ud. So m e of t his t e xt is 
  g e ne ra l a nd m ust be a da p te d t o t he sp e cif ic 
  si tua t io n or  t o a ct io ns of t he pl a ye r  cha r ac t er s.
  SSSSccccoooorrrriiiinnnngggg
  A ft e r t he pl a ye r s ha v e co m ple t e d t he sc e nar io or 
  t he t im e a llo t te d t o run t he sc e nar io ha s run out ,
  t he pl a ye r s a nd D M sc ore t he g a m e.  The RP GA ha s
  t hre e w a ys  t o sc ore it s g a m es . C onsul t y our 
  co nv e nti on co or dina t or  t o de t e rm ine 
  w hich
  m e tho d t o use f or  t his sc e nar io: 
  • 
  N o- v ot e sc ori ng : The pl a ye r s w rit e t he ir na m e s
  a nd RP GA num be rs  on t he sc ori ng pa c ke t g rid .
  You f ill in t he t op of t he g rid . Tha t is  a ll. N o
  one is  ra t e d. Thi s m e tho d is  use d f or  pe o ple 
  w ho a re j ust pl a yi ng f or  f un.
  • 
  Pa r ti a l sc ori ng : The pl a ye r s ra t e t he g a m e
  m a st e r a nd t he sc e nar io on t he ir pl a ye r  v ot ing 
  she e t , a nd pr ov id e pe r sona l  inf or m at io n, but 
  do n’t v ot e f or  ot he r pl a ye r s. The g a m e m a st e r
  ra t e s t he sc e nar io a nd co m ple t e s pe r sona l  a nd
  e v e nt inf or m at io n, but do e s not ra t e t he 
  pl a ye r s a s a t e a m or  v ot e f or  pl a ye r s. Thi s
  m e tho d is  use d w he n t he re is  no co m pe t it ion,
  but t he e v e nt co or dina t or  w a nts  inf or m a t ion
  on how t he g a m e m a st e rs a re pe r fo rm ing , or 
  t he g a m e m a st e r w a nts  f e e dba c k on his  or  he r
  ow n pe r fo rm a nce .
  • 
  V ot ing : Pl a ye r s a nd g a m e m a st e rs co m ple t e 
  t he e nt ire pa c ke t , inc luding v ot ing f or  be s t
  pl a ye r . If t his m e tho d is  use d , be sur e t o a llo w
  a bo ut 1 5 -2 0 m inut e s f or  t he pl a ye r s t o br ie f ly 
  de s cri be t he ir cha r ac t er s t o t he ot he r pl a ye r s,
  a nd a bo ut 5 - 10 
  m inut e s f or  v ot ing . Thi s
  m e tho d is  use d w he n t he pl a ye r s w a nt t o kno w 
  w ho pl a ye d t he “b e st ” a m ong st t he g ro up, or 
  w he n t he a dv e nt ure is  run in t our nam e nt 
  f or ma t w it h w inne rs a nd pr iz e s.
  W he n usi ng v ot ing , ra nk t he pl a ye r s in or de r of 
  y our  v ot ing cho ice w hile t he y a re co m ple t ing t he ir
  f or ms , so t ha t y ou a re not inf lue nce d by t he ir
  co m me nt s on y our  a bi lit ie s. It ’s  a g oo d id e a t o ha v e 
  t he pl a ye r s v ot e w hile y ou de t e rm ine t re a sur e a nd
  e xp e rie nce a w ar ds  f or  t he sc e nar io. 
  A ft e r v ot ing , g iv e t he Sc or ing Pa c ke t t o y our 
  e v e nt co or dina t or .
  
  Whisper
  Page 3
  This is a LIVING GREYHAWK Adventure. 
  As a
  Living™ adventure, it is expected that players will
  bring their own characters with them. If players
  do not 
  have 
  a LIVING 
  GREYHAWK character
  generated, 
  get a copy of the current 
  LIVING
  GREYHAWK character 
  generation 
  guidelines, 
  a
  character sheet, and a LIVING GREYHAWK log sheet
  from your convention coordinator or the RPGA
  Web site, and then have any players without a
  character create one. Once all players have a
  LIVING GREYHAWK character, play can begin.
  Along with the other materials that you are
  assumed to have in order to run a D&D game, it is
  also recommended that you have a copy of the
  LIVING G REYHAWK Gazetteer.
  LLLL                IIIIVVVVIIIINNN
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  Because players bring their own characters to
  LIVING GREYHAWK campaigns, this adventure is
  tiered. Basically, the challenges in this adventure
  are proportioned to the average character level of
  the characters participating in the adventure. To
  determine the tier that you will use to run this
  adventure, add the character 
  levels of all the
  characters. In addition, add the levels of any
  cohorts or animals according to the values on
  their certificates. Cross-reference the total and
  the number of players participating in the game
  using the chart below to determine the tier used
  for this adventure.
      4        players   
      5        players   
      6       players   
     7       players   
       Lvl      Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4nd
  T2:
  13-22
  14-24
  15-26
  16-28
  6th
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  The level cap indicated is the highest level of
  character 
  allowed 
  to 
  play 
  this 
  adventure.
  Characters of levels higher than the highest level
  shown for the highest tier cannot be played.
  IIIIssss    iiiitttt    aaaa    FFFFuuuullllllll    M
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  Moooooooonnnn????
  Since the hazards of lycanthropy are a current
  part of the LIVING GREYHAWK campaign, it may be
  necessary to determine if this adventure takes
  place during a full moon. For game purposes, the
  full moon lasts three days of each month. For a
  given scenario that does not state the phase of
  the moon, roll 1d10 before play begins. On a
  result of 1, the first day of the scenario is a night
  of the full moon (roll 1d3 to determine where in
  the sequence of three nights it falls).
  LLLLiiiiffffeeeessssttttyyyylllleeee
  At the beginning of every scenario, each PC is
  required to pay upkeep costs matching the level
  of lifestyle they wish to maintain. The lifestyles,
  and the effects that each has on play, are:
  Destitute: You have no living space, and must
  carry all your gear everywhere. You eat poor
  quality food. You wear a peasant outfit, your only
  change of clothes.
  Poor: You sleep in poor accommodations, and eat
  poor quality food. You wear a peasant outfit, and
  have two sets of clothing.
  Common: You have common lodgings, and eat
  common quality food. You have normal clothing
  for your profession (adventuring); nothing fancy.
  You probably have two or three sets of clothing.
  High: You stay in good quality lodgings, and eat
  good quality food. You wear anything in value up
  to courtier’s outfits, and generally buy a new set
  of clothing every two weeks.
  Luxury: You have luxurious 
  accommodations
  (twice the cost of good accommodations), and you
  eat excellent foods. You can throw a banquet for
  your friends every day, and frequently do. You
  wear clothing up to the value of noble’s outfit,
  and buy a new set of clothes every week.
  Lifestyles 
  come with bonuses or penalties 
  to
  Diplomacy, Intimidate, Disguise, and Bluff skill
  checks. These penalties, shown below, should be
  applied 
  at 
  the 
  DM’s 
  discretion, 
  and 
  can
  sometimes backfire—for example, a PC with a
  poor lifestyle would not have a penalty when
  talking to a beggar, but would when talking to a
  city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of
  street thugs, where a PC with a destitute lifestyle
  might not.
  DMs 
  are 
  encouraged 
  to 
  role-play 
  these
  reactions whenever possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  12 gp
   0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
  NNN
  Noooottttiiiicccceeee    ttttoooo    JJJJuuuuddddggggeeeessss    aaaannnndddd    CCCCoooonnnn
  CCCCoooooooorrrrddddiiiinnnnaaaattttoooorrrrssss
  Before for you run this scenario and other Living
  Greyhawk Nyrond Scenarios, please contact the
  Nyrond Triad (NyrondTriad@aol.com) 
  to get a
  copy of the Nyrond Judge’s Kit for the scenario
  you are running. This kit will include additional
  background 
  for 
  the Kingdom’s 
  major 
  NPCs,
  historical 
  data, 
  current 
  events, 
  crime 
  and
  punishment, and other useful information. This
  information will be constantly updated, so it is
  important to get this information with every new
  scenario. It is important to understand that the
  
  Whisper
  Page 4
  Nyrond Judge’s Kit is only for the campaign
  judges and not for player consumption.
  JJJJuuuuddddggggeeee    IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  This is a Kingdom of Nyrond scenario for the
  Living Greyhawk Campaign. It is set in the royal
  province of Just Crown, in the capital city of Rel
  Mord.
  The year is 521 CY and the land is beginning
  to prosper under the wise rule of King Lynwerd I.
  He has restructured the government to cut waste,
  rebuild roads, and reduce taxes. The people begin
  to share his optimism about their future, but not
  everyone is pleased with his rising popularity.
  Exiled 
  Prince 
  Sewarndt, 
  the Betrayer 
  of
  Nyrond who poisoned his own father, 
  King
  Archbold, still covets the thrown, which now
  belongs to his older brother. Though he remains
  in hiding, mustering his forces, he cannot stay
  idle while his brother’s power grows. He spies are
  as unassuming as possible. They quietly gather
  information and strike subtlety whenever they
  can undermine the success of their master’s rival,
  King Lynwerd I.
  One group of spies has gained control of the
  Oak 
  Rocker 
  Orphanage 
  in 
  the 
  Carpenter’s
  District of Rel Mord. They recruit and control
  promising urchins as part of a ring of thieves who
  target couriers. By intercepting and disrupting
  communications they hope to slow the King’s
  progress 
  while 
  gathering 
  information 
  about
  where and when they should strike.
  Unknown 
  to 
  the 
  operatives 
  of 
  Prince
  Sewarndt, the Grey Seer (a powerful diviner who
  works for The Crown) is aware of their efforts.
  Without raising the alarm he has dispatched
  misleading messages along compromised routes.
  He has also directed his own agents into the area
  hoping to discover more about the plans and
  location of the Betrayer of Nyrond.
  Our 
  heroes 
  unknowingly 
  wind 
  up in a
  position to assist agents of the kingdom in their
  efforts.
  IIIIm
  m
  m
  mppppoooorrrrttttaaaannnntttt    JJJJuuuuddddggggeeee    NNN
  Noooottttiiiicccceeee
  The Nyrond Campaign is a dark campaign. Times
  here are hard. The government must be stern in
  order to maintain order. This is a lawful good
  country, with emphasis on lawfulness. PCs may
  learn to understand there are consequences for
  unlawful actions in Nyrond. Characters who step
  out of line will be punished. This includes any
  crime they are caught committing. Information
  about 
  crimes 
  in Nyrond 
  and 
  their 
  specific
  punishment is in the Nyrond Judge’s Kit.
  AAAAddddvvvveeeennnnttttuuuurrrreeee    SSSSyyyynnnnooooppppssssiiiissss
  The Whispering Tree
  A group of orphan children make our heroes
  aware of a “ghostly” voice sounding off at high
  noon at the foot of the great oak just outside the
  Oak Rocker Orphanage. The voice actually relates
  a coded message 
  from Pachio, an apprentice
  undercover spy who is trying to make contact
  with his partner, the woodsman Gruber. He was
  investigating 
  the orphanage 
  to see if recent
  changes in their management were related to the
  rise in courier message thefts in the area.
  Missing Message
  While puzzling over the “ghostly” incident, a
  nearby 
  messenger 
  is pinched 
  by an unseen
  assailant. The courier, dressed in the livery of the
  Royal Messenger Service, cries out for help. Our
  heroes can give chase and try and track to
  investigate.
  Witnesses Nearby
  Investigating the incidents, our heroes interview
  a variety of characters who direct them either to
  The Sewers, The Sun Temple, or The Oak Rocker
  Orphanage.
  Amalia: This old, sick woman cries out if the
  heroes approach. She warns of demonic forces at
  work. Not only are children missing, but she, as
  the former 
  head mistress 
  of the orphanage,
  claims to be under some kind of curse.
  Brother Wicket: A cleric of the church of Pelor,
  he has come to the square three times in the
  last week to cure Amalia of her disease. Each time
  it seems to be successful, but the signs of sickness
  return the next day. He has asked his superiors to
  look into this matter. He has come to take her to
  the temple for examination. He has known her
  for several years and validates her claim to being
  the former 
  head mistress 
  at the orphanage,
  though he cautions that not all her claims can be
  headed since she has had a high fever for days.
  Our heroes will need to join him at the
  temple 
  to 
  get 
  authority 
  to 
  further 
  their
  investigation.
  Gruber: A veteran hunter by appearance, this
  gruff individual has little to say but certainly
  seems interested in the odd events in the square
  as he searches the ground 
  for tracks. He is
  actually an investigator working in the employ of
  the Grey Seer. If pressed, he will point out that
  the tracks of the thief seem to come from the
  sewer 
  grate 
  along 
  the 
  south 
  wall 
  of 
  the
  orphanage. His partner 
  is the source of the
  “ghostly” message heard at the tree. He will show
  great interest if the voice is mentioned, even
  giving the characters a sketch of his missing
  “son.”
  
  Whisper
  Page 5
  Courier Jontham Briggins: Though he shouted a n
  alarm when his mail bag was pinched, he heads
  off to the nearby tavern after the incident. If
  plied with drink, he reveals that this is the fourth
  bag he has had stolen in the last two weeks and
  that his superiors don’t seem to care.
  The Sewers
  Following leads and/or evidence of a trail, our
  heroes plunge into a sewer, which runs under the
  Oak Rocker Orphanage. They encounter an evil
  guardian and a large locked door.
  Temple of the Sun
  Brother Wicket introduces you to his superior,
  Brother Naflim, who casts divinations on the ill
  Amalia. He discovers a foul curse and provides
  our heroes with a writ, which will allow them to
  investigate the kind of care being given the
  children at the orphanage.
  The Oak Rocker Orphanage
  Questions, maybe even accusations 
  fly as our
  heroes are diplomatically led on a tour of the
  upper floors of the orphanage. They are told that
  the lower floors cannot be toured because of
  renovations. If they insist on seeing the lower
  floors they are taken to Sir Sardon, a minor noble
  and benefactor who has donated some of the
  funds for the renovation.
  Confronting the Benefactor
  Suspicious about the renovation 
  on the lower
  floors our heroes question Sir Sardon to get
  permission to investigate the lower floors of the
  orphanage. 
  He is genuinely 
  appalled 
  by the
  accusations and takes our heroes downstairs to
  speak with the workers. 
  Upon entering 
  the
  construction 
  area, 
  which is actually 
  a small
  armory, a battle erupts and Sir Sardon is one of
  the 
  primary 
  targets 
  of 
  the 
  “construction”
  workers.
  Beneath the Orphanage
  The floor beneath the basement armory is filled
  with pillowed couches and tables covered with
  food. A beautiful woman in a flowing black gown
  drinks a potion and tries to escape. A few children
  are standing near the entrance to the chamber.
  They have a strange glassy look in their eyes. They
  attack at the foul witch’s command.
  Conclusion
  The children should be rescued without being
  harmed. The spy ring should be thwarted. Perhaps
  even the ring leader, Zilotta of the Mystic Sands,
  will be captured. Our heroes, if they protected the
  innocent, will receive minor favors from the
  orphanage and the Church of Pelor. Gruber also
  grants a favor if an individual informs him of the
  “ghostly” message and saves his partner’s life. If
  any individual shows extraordinary skill in guile
  or diplomacy, his or her name is mentioned to
  Gruber’s superiors, who report to the Grey Seer.
  If the witch, Zilotta, is captured the report is
  especially good.
  PPPPllllaaaayyyyeeeerrrr    IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  Walking the streets of Rel Mord brings back
  memories of your service here while a member of
  the militia. Turning a corner you spy the great
  oak tree in Carpenter's Square where the children
  constantly played. Immediately you sense that
  something must 
  be 
  wrong. The 
  sounds of
  children playing are far too distant, and one
  nearby child whimpers softly.
  He looks up at you with big, soulful eyes and
  pleads, “Mister, can you make the ghost go away?”
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111::::    W
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  Whhhhiiiissssppppeeeerrrriiiinnnngggg    TTTTrrrreeeeeeee
  If the players look closely (DC 10 obvious to
  someone paying attention) they notice a faint
  shimmering 
  in the air 
  near 
  the tree. 
  Any
  individual who steps within 5’ of the disturbance
  hears the following message (If a PC moves close
  to listen,[again DC 10 for those close to the effect
  with an increase to DC 15 at 10 ft. and DC 20 at 15
  ft.] so does the boy.):
  A blindfolded fox in a hole has no will of his
  own.
  Coded message translation:
  blindfolded = I do not know exactly where I
  am.
  fox = My cover as an orphan is intact.
  hole = We are somewhere underground.
  no will = Charm/mind influencing magics are
       being used.
  If 
  detect 
  magic is 
  used, 
  the 
  following
  information can be gained:
  - Detect magical aura? . . . 
  yes
  - Number of auras? . . .
  one
  - Strength of aura? . . .
  faint
  - 
  School 
  of 
  magic? 
  (Spellcraft 
  DC 
  17)
  transmutation
  - Identify spell? (Spellcraft DC 22) Whispering
  Wind
  If the young man is questioned (his name is Gnat)
  he has plenty to say. Use the information below
  to answer appropriate questions. He does not
  know the name of the “boy.” He does not know
  where the boy is now. He does not know the
  name of the people who adopted the “boy.” He
  does not know the “boy” was working for the Grey
  Watch (Agents of the Grey Seer):
  -
  “My friends call me Gnat.”
  -
  “There was this new kid at the orphanage.”
  -
  “They say he got adopted.”
  -
  “Kids get adopted we used to have a party.”
  -
  “We didn’t have any party.”
  
  Whisper
  Page 6
  -
  “He was a big kid.”
  -
  “He was quick and stuff.”
  -
  “He won the challenge day.”
  -
  “Challenge day you run and jump.”
  -
  “Sometimes on challenge day we climb rope.”
  -
  “Lots of kids who win get adopted.”
  -
  “We have been having challenges for a full
  moon.”
  -
  “I don’t know the boy’s name.”
  -
  “It was a pretty lady who adopted him.”
  -
  “I don’t know her name.”
  -
  “I don’t know where she took him.”
  -
  “She took another kid who won the
  challenge too.”
  -
  “Maybe she eats them!”
  -
  “Can you save the ghosts of these kids?”
  -
  “Everyone knows there are ghosts.”
  Enjoy playing this orphan. If the players speak
  with him for an extended period of time, Gnat
  will try to apprentice himself to any PC who
  stands out (highest Cha roll with circumstance
  bonuses determined by the GM varying from 1-5).
  He will describe how he wants to be a hero just
  like _____(PC’s name)! Encounter 2 begins with the
  end of their conversation being interrupted.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    M
  M
  M
  Miiiissssssssiiiinnnngggg    M
  M
  M
  Meeeessssssssaaaaggggeeee
  Your 
  conversation 
  with 
  Gnat 
  is 
  suddenly
  interrupted by a cry for help coming from the
  southeast corner of the square. A young man,
  flailing his arms, is shouting, “My pouch has been
  stolen! My pouch has been stolen!” He is dressed
  in the livery of the Royal Messenger Service and
  he appears to be chasing a floating mail pouch. A
  dagger protrudes from a gapping wound in his
  shoulder. As you turn to look the floating pouch
  shoots around the corner into an alley along the
  southeastern wall of the orphanage.
  Our heroes would be expected to give chase and
  to give aid to the frantic courier (At Tiers 2 and 3
  the thief is moving with the aid of an Expeditious
  Retreat spell).
  Helping the Courier: He, 
  Courier 
  Jontham
  Briggins, has a deep wound in the back of his
  right shoulder where the strap to his mailbag was
  cut. 
  A 
  snake-handled 
  dagger 
  (masterwork)
  protrudes from the spot. (Jontham does not want
  the accursed dagger that almost killed him. He
  tells any character who helped him that they can
  have it as payment for their kindness.) When
  studied carefully our heroes note that the dagger
  has an arcane mark on it. A Knowledge Arcana DC
  18 roll (or Bard Knowledge DC 20) reveals it to be
  the mark of the Witches of the Sand, an evil
  coven from the Bright Desert. Though Jontham is
  thankful for help or healing he offers the heroes
  little information if they question him:
  - “The contents of my mail bag are confidential.”
  - “Thank you for your help, good citizens, but
     there is little I can tell you.”
  - “The excitement of this event has made me
     weary.”
  -  “Excuse me, I need some refreshment before I
     continue on my way.”
  Jontham bows and politely leaves our heroes. He
  heads straight for the Pine Tar Tavern. If one or
  more of our heroes go with him, you can continue
  their investigation in Encounter 3: Witnesses
  Nearby.
  Chasing the Message Bag: The heroes who give
  chase round the corner and see a deserted alley
  about sixty feet long. Several adjacent alleys and
  doorways make it difficult to determine which
  way the thief ran. Noise from the surrounding
  city makes it almost 
  impossible 
  to hear his
  footsteps.
  A Spot check (DC 15) or a Tracking roll (DC
  10) will reveal footsteps that are at first easy to
  follow because the assailant has a foul-smelling
  mud on his shoes. As the mud wears off, however,
  (about thirty feet down the alley) the tracks
  become almost impossible to follow (Spot DC 30
  and Track DC 25). By the time our heroes reach
  the end of the alley the tracks our impossible to
  detect on the smooth cobblestones.
  Certainly someone will come to realize that
  the muddy footprints 
  will be quite 
  easy 
  to
  backtrack (Spot DC 10 and Track DC 5). Even
  though 
  the destination 
  of the thief may be
  unknown, our heroes should be able to track him
  to the location where he stepped in this foul mud.
  While doing so, our heroes run into the hunter,
  Gruber, and 
  continue 
  their 
  investigation 
  in
  Encounter 3: Witnesses Nearby
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    3333::::    W
  W
  W
  Wiiiittttnnnneeeesssssssseeeessss    NNN
  Neeeeaaaarrrrbbbbyyyy
  The thief has ignited the square into a flurry of
  activity. Gnat is telling a group of kids about how
  the orphan’s ghost stole the courier’s mail. An old
  woman, sitting up against the outer wall of the
  orphanage shouts about demons and curses.
  Jontham, the courier, strolls purposefully toward
  the Pine Tar Tavern while a cloaked gentleman
  kneels down to examine a pair of 
  muddy
  footprints.
  Most of the NPCs mentioned can give the heroes
  helpful 
  information. 
  The 
  information 
  given
  provides leads into the next three encounters.
  These leads do not need to be followed in any
  particular order, although, the encounter 
  with
  the old woman is necessary to complete 
  the
  adventure.
  The Old Woman: Amalia rants and raves about
  the demon who cursed her and took over the
  orphanage. This old woman is in terrible shape.
  Her forehead 
  is beaded 
  with sweat and her
  
  Whisper
  Page 7
  clothing is tattered rags dripping of dust. She
  smells foul, like her last bath was years ago. Her
  words to anyone who comes near are along the
  lines of:
  - 
  “The fowl hag cursed me to take away my
  children!”
  -
  “Beauty is sometimes a guise for evil!”
  - 
  “Don’t let her 
  beautiful 
  long black 
  hair
  deceive you!”
  - 
   “Protect my children, I am their head
  mistress!”
  As our heroes are speaking with this sick, old,
  woman a cleric dressed in yellow robes wearing a
  sun disk approaches. He thanks the party for
  helping Amalia.
  The Priest: Brother Wicket is a cleric of Pelor who
  has known Amalia for many years. He confirms
  that she was the head mistress of the orphanage
  up until about a month ago. Her age and recent
  illnesses influenced the leadership at the temple
  to entrust the children to the care of a generous
  benefactor, Sir Sardon.
  Brother Wicket has come to check up on
  Amalia. He has used the blessings of Pelor to cure
  her diseases several times 
  over the last few
  weeks. After a day or so her illness returns. He
  has come today to take her to the temple and have
  his superiors examine her. Perhaps her rantings
  are more than the delusions of her fever. If our
  heroes share any of their concerns about the
  well-being of the children, or of Amalia, Brother
  Wicket invites them to come with him to the
  Temple of the Sun (See Encounter 5: Temple of
  the Sun.)
  If detect 
  magic is used 
  on Amalia, 
  the
  following information can be gained:
  - Detect magical aura? . . . 
  yes
  - Number of auras? . . .
  one
  - Strength of aura? . . .
  moderate
  - School of magic? (Spellcraft DC 19) necromancy
  The Hunter: Gruber, the hunter, 
  is actually
  working as a tracker and spy for the Grey Seer. He
  will not divulge this under any circumstances. He
  is standing near some of the muddy tracks left by
  the thief. If questioned by our heroes, he points
  out that the tracks lead to a sewer grate in the
  alley along the northern side of the orphanage
  (Track DC 5 or Spot DC 10). He will show no
  unusual interest in the events unless one of the
  players mentions something about the “ghostly”
  message under the great oak tree.
  Once 
  the 
  heroes 
  mention 
  the 
  message,
  Gruber tells them his “son” is missing. He will
  show them a sketch of his “son” and ask the PCs
  to help find him.
  - 
  Where did you hear this boy’s voice?
  - 
  What did he say?
  - 
  It is my missing son, Junah, will you help me?
  - 
  Here is a sketch of what he looks like.
  The Courier, Jontham Briggins: If one or more of
  our heroes go with Jontham into the Pine Tar
  Tavern, they could gain more information using
  the Gather Information skill (DC: 10 and 3 gold
  nobles worth of drinks). If they don’t have the
  skill, they can spend 5 gold nobles on drinks and
  make a Charisma check of 20.
  - 
  They don’t really care, you know.
  - 
  I heard ‘em talking when they didn’t see me.
  - 
  I been robbed ‘o messages four times this
  week!
  - 
  When I report the thefts, I don even get
  chewed out no more.
  - 
  When they wuz 
  talken 
  they 
  said 
  them
  dispatches was fake!
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::    TTTThhhheeee    SSSSeeeewwwweeeerrrrssss
  After following the trail of muddy footsteps, you
  come to a loose sewer grate along the northern
  wall of the orphanage. Looking beneath the grate
  there is an intersection with sewer tunnels
  heading East, West, and South.
  (Judge map is provided.)
  Characters trying to sneak around quietly in the
  sewers suffer a –4 circumstance penalty on Move
  Silent checks because of the echoes traveling
  down the tunnels. A +2 circumstance bonus on
  Hide in Shadows checks is also in effect because
  of the numerous shadows cast by the irregular
  walls and protruding joints of the connecting
  sewer tunnels.
  Heading East, our heroes travel about forty
  feet in the foulest, hip-deep (to a human), sewer
  sludge they have ever seen. (The encrusted filth
  and accompanying 
  smell, unless 
  removed 
  by
  bathing 
  or some 
  other 
  method, 
  reduces 
  all
  Charisma and Social skills (such as Diplomacy,
  Bluff, or Perform) by a –3 circumstance penalty.)
  After forty feet the sewer tunnel opens up into a
  collecting pool with large tunnels heading East
  and North. Along the edge of the pool are several
  Dire Rat nests. These vermin will not attack
  unless our heroes venture into the pool.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    2222))))
  Dire Rat (2 groups of 3: Total 6): CR 1/3; Small
  Animal; HD 1d8+1; hp 5; Init +3 (Dex); Spd 40 ft,
  climb 20ft; AC 15 (+1 size, +3 Dex, +1 natural); Atks
  +3 melee (1d4, Bite); Face/Reach 5ft, by 5ft/5ft;
  SA Disease; SD Scent; AL N; Saves Fort +3, Ref +5,
  Will +3
   
  Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4.
  Skills: Climb +11, Hide +11, Move Silently +6,
  Listen +6, Spot +6. Feats: Weapon Finesse (Bite).
  SA: Those hit by a dire rat’s bite must succeed
  at Fortitude save (DC 12) or be infected with a
  plague-like disease with an incubation period of
  1d3+1 days. The initial damage is the loss of 1d4+1
  
  Whisper
  Page 8
  temporary 
  points 
  of 
  Constitution, 
  and 
  the
  secondary damage (after another Fortitude save
  at DC 12 is failed) is a temporary loss of 1d4
  points of Dexterity 
  and an additional 
  1d4+1
  temporary 
  loss 
  of 
  Constitution 
  points.
  Remember these symptoms do
  not take effect until at least 2 days later. Disease
  results may need to be resolved at the end of the
  adventure. Note that it is possible for a low
  Constitution character to die from this plague.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    3333))))
  Dire Rat (4 groups of 3: Total 12): use stats above
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    5555))))
  Dire Rat (2 groups of 3: Total 6): use stats above.
  Hiding along the wall behind the furthest nest of
  Dire Rats (Spot DC 20) is a Grey Ooze concealed
  by the uneven, mucky terrain. It attacks 
  our
  heroes once they engage the Dire Rats near it.
  Grey Ooze: CR 4; Medium Ooze; HD 3D10+10; hp
  26; Init –5 (-5 Dex); Spd 10 ft; AC 5  (-5 Dex); Atks
  +3 Melee (1d6+1 and 1d6 Acid, Slam); face/reach
  5ft, by 5ft/5ft; SA Improved Grab, Acid, Corrosion,
  Constrict (1d6+1 and 1d6 Acid); SD Blindsight,
  Cold and Fire Immunity, Ooze, and Camouflage;
  AL N; Saves Fort +1, Ref –4, Will –4
  Str 12, Dex 1, Con 11, Int -, Wis 1, Cha 1
  At Tier 3 the special attacks of the Grey Ooze
  are noteworthy: Every time it hits with a Slam
  roll a Str contest to see if it has a hold. If it has a
  hold, constriction damage is automatic. Its acidic
  touch does 40 points of damage per round (Watch
  out little wooden boys!) to any wood or metal
  that comes into contact with it. These items,
  including striking weapons, dissolve immediately
  unless our hero makes a Reflex save (DC 19).
  If our heroes battle the Dire Rats and then
  journey beyond the pools into the tunnels, they
  find these tunnels blocked by sturdy iron grates.
  Heading West: The tunnels 
  narrow 
  into
  smaller 
  outlets trickling 
  the foulest 
  smelling
  sludge. (The smell, unless removed by bathing or
  some other method, reduces all Charisma-based
  skills by 3.) Our heroes are forced to turn back
  after about sixty feet.
  Heading South: This large tunnel, 
  though
  filled with the same foul-smelling sludge, adjoins
  another intersection after only thirty feet. (The
  smell, unless removed by bathing or some other
  method, reduces all Charisma-based skills by 3.)
  In this intersection a small chamber is dotted
  with access pipes that drip fresh refuse. The
  western 
  wall, 
  however, 
  is 
  affixed 
  with 
  a
  reinforced door. Growling can be heard (Listen at
  DC 8) echoing in the chamber once our heroes are
  within ten feet. If our heroes move to inspect the
  door, the guardian strikes. It gets surprise against
  heroes who do not make a Spot check (DC: 18).
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    2222))))
  Sentry Shocker Lizard (1): Small Magical Beast;
  HD 2d10+2; hp 13; Init +2 (Dex); Spd 40 ft; AC 16
  (+1 size, +2 Dex, +3 natural); Atk +2 melee (1d4
  bite); SA +3 Stunning Shock; AL N; SV Fort +3, Ref
  +5, Will +1
  Str 10, Dex 15, Con 13, Int 5, Wis 10, Cha 6
  Skills: Climb +12, Hide +10, Move Silent +8,
  Jump +4, Listen +4, Spot +4. Feats: none.
  SA: In addition to bite, the Shocker Lizard can
  deliver a 5 ft ranged touch attack (no AC bonus
  from armor) which deals 2d8 subdual damage
  (half with Ref save of DC 12) once per round.
  TTTTiiiieeeerrrrssss    2222    aaaannnndddd    3333    ((((EEEELLLL    2222))))
  Sentry Shocker Lizard (1): Small Magical Beast;
  HD 3d10+3; hp 19; Init +2 (Dex); Spd 40 ft; AC 16
  (+1 size, +2 Dex, +4 natural); Atk +3 melee (1d4
  bite); SA +3 Stunning Shock; AL N; Saves Fort +4,
  Ref +5, Will +2
  Str 10, Dex 15, Con 13, Int 5, Wis 10, Cha 6
  Skills: Climb +12, Hide +11, Move Silent +9,
  Jump +4, Listen +4, Spot +4. Feats: none.
  SA: In addition to bite, the Shocker Lizard can
  deliver a 5 ft ranged touch attack (no AC bonus
  from armor) which deals 2d8 subdual damage
  (half with Ref save of DC 12) once per round.
  If wounded (4 or more hps of damage) the Sentry
  Shocker Lizard will flee up one of the small pipes
  (10 inches diameter).
   If the Shocker 
  Lizard
  gets 
  away, 
  add him 
  to the final 
  battle 
  in
  Encounter 8: Beneath the Orphanage.
  Upon checking the reinforced doors along the
  western wall, any thief using Disable Device (DC
  15) or Open Lock (DC 13) will discover that these
  extra-heavy doors are locked and barred on the
  other side. Unless they were opened from the
  other side, or magically, 
  they would 
  require
  hours of work, which would also cause structural
  damage to the tunnel around them. (Our heroes
  should know they are somewhere 
  under the
  orphanage simply by noting the facing of the
  tunnels as they entered along the orphanage wall
  above.)
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555::::    TTTTeeeem
  m
  m
  mpppplllleeee    ooooffff    tttthhhheeee
  SSSSuuuunnnn
  Brother Wicket escorts Amalia to the Temple of
  the Sun where he is greeted by an older, gray-
  haired priest wearing yellow robes with white
  trim. He introduces himself as Brother Naflim
  and asks our heroes what interest they have in
  this faithful servant of the Sun. If our heroes
  express interest or relate events that show their
  concern about the safety of the children in the
  orphanage, Brother Naflim will engage them in
  conversation along the following lines:
  
  Whisper
  Page 9
  - 
  Do you feel the children in the orphanage are
  in any danger?
  - 
  Are you licensed adventurers?
  - 
  Did you know the care of the orphans in Rel
  Mord has been relegated to the priests of
  Pelor by King Lynwerd himself?
  - 
  Perhaps you would like to hear more about
  the Light of Goodness.
  - 
  You could be a part of Pelor’s blessings to our
  land.
  - 
  Through 
  your 
  offerings, 
  worship, 
  and
  dedicated deeds you can help us in Pelor’s
  work. Are you interested?
  - 
  Would you be willing to help us investigate?
  (If the majority 
  our heroes 
  are 
  licensed
  adventurers.)
  - 
  Let us first find our why Amalia continues to
  be ill.
  Amalia is escorted into a back room 
  in the
  temple. After twenty minutes, Brother Wicket
  and Brother 
  Naflim emerge. 
  Brother 
  Naflim
  addresses the party:
  “There is indeed something amiss. Some foul
  curse has caused her disease to return. She will
  need to remain here in our care, but I do need a
  group of adventurers to investigate the welfare of
  the orphans at the Old Rocker Orphanage. If you
  are willing I will give you a letter of authority,
  but I also charge you to do nothing that will
  endanger the lives of the innocent. I wish that I
  could spare a few of my brothers to assist you,
  but we are severely taxed in our care for the poor.
  Are you willing to assist these innocents?
  If our heroes embrace this mission move on to
  Encounter 6: The Oak Rocker Orphanage. If not,
  find a way to encourage them to do this.
  If questions 
  about reward are raised, our
  heroes will be offered 25 gold nobles and 1 vial of
  Holy Water each. He will also remind them that
  Pelor is watching and rewards 
  all good deeds
  under the Sun.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666::::    OOOOaaaakkkk    RRRRoooocccckkkkeeeerrrr
  OOOOrrrrpppphhhhaaaannnnaaaaggggeeee
  Our heroes, after they get permission from the
  Temple of the Sun (Encounter 5), can tour the
  orphanage 
  and 
  get 
  permission 
  from 
  the
  headmaster to enter the lower floors which have
  been sealed off for renovation (Encounter 7). If
  they do not have authority from the Temple of
  the Sun they can tour the upper floors, but the
  lower floors are off limits and the head master is
  too busy to see them.
  If they try and force themselves into the
  lower renovation levels the city guard will be
  called and they will be arrested or killed resisting
  arrest.
  Watch Captain (1) with 8 City Guards: Medium
  Humanoid (6’); HD 6d10 +2 (War); hp 48; Init +5
  (Dex and Improved Initiative); Spd 20 ft; AC 19 (+5
  Chainmail, +2 Dex, +2 Large Shield); Atks +9/+3
  melee (1d8+4 (crit 19-20) longsword) or +8 range
  (1-8 (crit 19-20) light crossbow); Face/Reach 5ft, by
  5ft/5ft; AL LG; Saves Fort +7, Ref +6, Will +5
   
  Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 12
  Skills: Climb +4, Diplomacy +5, Listen +5,
  Profession: Officer +5, Ride +4, Search +3, Sense
  Motive +5, Spot +5. Feats: Alertness, 
  Improved
  Initiative, Iron Will, Lightning Reflexes, Weapon
  Focus: Longsword, Weapon Specialization.
  City Guards (8): Medium Humanoid (6’); HD 4d10
  +2 (War); hp 32; Init +5 (Dex and 
  Improved
  Initiative); Spd 20 ft; AC 17 (+5 Chainmail, +2
  Dex); Atks +6 melee (1d8+3 (crit 19-20) longsword)
  or +6 range 
  (1-8 (crit 19-20) light crossbow);
  Face/Reach 5ft, by 5ft/5ft; AL LN; Saves Fort +5,
  Ref +3, Will +3
   
  Str 12, Dex 14, Con 14, Int 10, Wis 10, Cha 10
  Skills: Climb +3, Listen +3, Profession: Guard
  +5, Search +2, Sense Motive +3, Spot +3. Feats:
  Alertness, 
  Improved 
  Initiative, 
  Iron 
  Will,
  Weapon 
  Focus: 
  Longsword 
  ,Weapon
  Specialization.
  Answering the door to the orphanage is Beven.
  He is a tall, lanky gentleman who wears a white
  cotton tunic. He has a friendly manner and will
  try and answer any questions. Conversation with
  Beven follows these guidelines:
  - 
  The Headmaster is Sir Sardon.
  - 
  He is too busy to see you today (No Temple
  Letter).
  - 
  He will be glad to see you (With Temple
  Authority).
  - 
  I have seen a youth which resembles this
  sketch.
  - 
  I don’t remember his name.
  - 
  He was not with us very long.
  - 
  All of our adopted orphans are documented in
  the headmaster’s records.
  - 
  Sir Sardon has lived here in the neighborhood
  for years.
  - 
  He seems to have recently come into some
  money and is helping those in need.
  - 
  He is a very kind and generous man.
  - 
  I have seen many beautiful woman.
  - 
  Women 
  most 
  often 
  come to adopt 
  our
  orphans.
  - 
  All 
  those 
  applying 
  for 
  adoption 
  are
  interviewed by the headmaster.
  (Judge map is provided.)
  The upper floors of the orphanage 
  have no
  unusual 
  features. 
  A central 
  chimney 
  system
  provides exhaust for fireplaces on three floors.
  The fireplaces 
  are 
  located 
  in 
  the 
  sleeping
  quarters. Bunk beds with stuffed mattresses are
  provided 
  for 
  each 
  child. 
  Female 
  and 
  male
  
  Whisper
  Page 10
  children 
  above 
  the age of 
  ten 
  are 
  housed
  separately on the upper floors (2nd male and 3rd
  female). Younger children, ages four to nine, are
  housed together on the first floor. Infants are
  cared for at another site. The first floor has a
  dining hall and a playroom. The two upper floors
  have workrooms and classrooms. (See map for
  further assistance.)
  Once our heroes have temple permission and
  ask to 
  see 
  the 
  headmaster, 
  take 
  them 
  to
  Encounter 7: Confronting the Benefactor.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777::::    CCCCoooonnnnffffrrrroooonnnnttttiiiinnnngggg    tttthhhheeee
  BBBBeeeennnneeeeffffaaaaccccttttoooorrrr
  Sir Sardon, the headmaster, willing meets with
  our heroes 
  (So long as 
  they have received
  authority to investigate from the Temple of the
  Sun).
  The headmaster’s office is furnished with carved
  oak furniture. Behind the large oak desk in the
  center of the room sits a tall, thin, middle-aged
  gentleman. His manner and dress betray his
  upperclass heritage. “Come in gentlemen,” he
  begins. “I am Sir Sardon, how can I help you
  today?”
  If they relate any possible danger to the orphans
  or the orphanage, Sir Sardon will immediately
  lead them to the doors of the lower level which is
  being 
  “renovated.” 
  He 
  answers 
  questions
  according to the following guidelines:
  -
  “We have had about a dozen adoptions in the
  last few weeks.”
  -
  “All of those who adopt are interviewed.”
  -
  (If they show him the sketch of “Junah”) “Yes,
  that young man was adopted by Zilotta. In
  fact her donations are what has enabled us to
  finish renovating the orphanage.”
  “She is a tall, raven-haired, slender woman of
  great beauty."
  “As a matter of fact, she helped hire the workers
  contracted to finish the lower floors.”
  “The lower level construction includes expanding
  storage and fixing plumbing.”
  -
  “We need to take a look at those lower levels
  right now!”
  Sir Sardon leads our heroes to the doorway to the
  lower floors. He pounds on the locked door to the
  stairwell and demands entry. After waiting a few
  minutes with no answer, he removes a key from
  his pocket and opens the door.
  Entering the stairwell, our heroes are met by six
  armed and armored guards. Two of those guards
  immediately lay into Sir Sardon, 
  with range
  crossbows, as he enters in the lead (If a player
  enters in the lead let him take the hits.)
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))
  Guards, War1 (4): CR 1/2; Medium Humanoid (6’);
  HD 1d8 + 1; hp 6; Init +1 (Dex); Spd 30 ft; AC 15 (+3
  Studded leather, +1 Dex, +1 Small Shield); Atks +4
  melee (1d6+2 (crit 19-20) shortsword); Face/Reach
  5ft, by 5ft/5ft; AL NE; Saves Fort +3, Ref +1, Will
  +0
   
  Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10
  Skills: Climb +2, Ride +2, Swim +2. Feats: and
  Point Blank Shot, Weapon Focus: Shortsword.
  Guards with Range Crssobows (2): Medium
  Humanoid (6’); HD 1d8 + 1 (War); hp 6; Init +1
  (Dex); Spd 30 ft; AC 15 (+3 Studded leather, +1
  Dex, +1 Small Shield); Atks +4 melee (1d6+2 (crit
  19-20) shortsword), +2 range (1-8 (crit 19-20) light
  crossbow; Face/Reach 5ft, by 5ft/5ft; AL NE; Saves
  Fort +3, Ref +1, Will +0
   
  Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10
  Skills: Climb +2, Ride +2, Swim +2. Feats: and
  Point Blank Shot, Weapon Focus: Shortsword.
  Sir Sardon: Medium Humanoid (6’); HD 3d8+3
  (Aristocrat); hp 18; Init +2 (Dex); Spd 30 ft; AC 13
  (+1 Padded, +2 Dex); Atk +4 melee (1-6 (crit 18-20)
  rapier); Face/Reach 5 ft, by 5ft/5ft; AL NG; Saves
  Fort +3, Ref +3, Will +5
  Str 10, Dex 14, Con 12, Int 13, Wis 14, Cha 12
  Skills: 
  Diplomacy 
  +6, 
  Intimidate 
  +6,
  Knowledge: 
  Law 
  +8, 
  Listen 
  +6, 
  Profession:
  Administrator +4, Ride +5, Sense Motive +8, Spot
  +6. Feats: Expertise: 
  Rapier, 
  Weapon Finesse:
  Rapier. Note with Expertise Sardon can lower his
  attack by up to two to raise his AC by up to two.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    5555))))
  Guards, War2 (4): CR 1; Medium Humanoid (6’);
  HD 2d8 + 2 (War); hp 12; Init +5 (Dex); Spd 30 ft;
  AC 15 (+3 Studded leather, +1 Dex, +1 Small
  Shield); 
  Atks +5 
  melee 
  (1d6+2 
  (crit 
  19-20)
  shortsword); Face/Reach 5ft, by 5ft/5ft; AL NE;
  Saves Fort +4, Ref +1, Will +0
   
  Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10
  Skills: Climb +3, Ride +3, Swim +2. Feats:
  Improved Initiative, Point Blank Shot, Weapon
  Focus: Shortsword.
  Guards with Range Crssobows (2): Use stats
  above.
  Sir Sardon: Uses stats above.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    7777))))
  Guards, War3 (4): CR 2; Medium Humanoid (6’);
  HD 3d8 + 3 (War); hp 17; Init +5 (Improved
  Initiative and Dex); Spd 30 ft; AC 15 (+3 Studded
  leather, +1 Dex, +1 Small Shield); Atks +6 melee
  (1d6+2 (crit 19-20) shortsword); Face/Reach 5ft, by
  5ft/5ft; AL NE; Saves Fort +4, Ref +2, Will +1
   
  Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10
  
  Whisper
  Page 11
  Skills: Climb +4, Ride +4, Swim +2. Feats:
  Improved Initiative, Point Blank Shot, Weapon
  Focus: Shortsword.
  Guards with Range Crssobows (2): Medium
  Humanoid (6’); HD 2d8 + 2 (War); hp 12; Init +5
  (Improved Initiative and Dex); Spd 30 ft; AC 15 (+3
  Studded leather, +1 Dex, +1 Small Shield); Atks +5
  melee (1d6+2 (crit 19-20) shortsword), +3 range (1-
  8, crit 19-20) light crossbow; Face/Reach 5ft, by
  5ft/5ft; AL NE; Saves Fort +4, Ref +1, Will +0
   
  Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10
  Skills: Climb +3, Ride +3, Swim +2. Feats:
  Improved Initiative, Point Blank Shot, Weapon
  Focus: Shortsword.
  Sir Sardon: Uses stats above.
  The pairs of guards flanking the sides of the
  doorway wait for the initial crossbow attack from
  their colleagues before they engage. The three
  pairs of guards should roll separate initiative and
  if necessary the guards prepared for the initial
  melee will Refocus. After the initial shots all of
  the guards 
  engage in melee 
  with 
  the same
  shortsword skill. (Remember those guards that
  shot crossbows will have to ready shield to get
  shield AC benefits.)
  Looting (presumably 
  after 
  the 
  children 
  are
  rescued) uncovers the armory stock and 3 nobles
  plus 5 silver coins per guard.
  This small armory is stocked with a dozen of
  the following items which Sir Sardon, if he lives,
  will be glad to give to our heroes as part of their
  rightful wages. The equipment used by the guards
  is part of the dozen of each inventory given
  (except light crossbows only 2): studded leather
  armor, short swords, light crossbows, quivers of
  crossbow 
  bolts, 
  daggers, 
  small 
  shields, 
  light
  maces and short spears
  Once our heroes start winning the battle
  against 
  the guards, 
  read the boxed text 
  for
  Encounter 8: Beneath the Orphanage.
  Encounter 8: Beneath the Orphanage
  As your battle comes to an end you can hear the
  sound of loud but brief arcane chanting coming
  from the floor beneath you.
  Pause for PC actions. The spell is a single
  action spell, so they have little time to listen.
  Lifting a hatch in the floor you see a pair of
  children looking up at you. Their eyes are glassy
  and their dagger blades are drawn. From beyond
  your view the melodious voice of a woman cries
  out, “Don’t let them get me, my children.”
  A successful Spellcraft check (DC 16) reveals
  the chanting is a charm person spell.
  If Sir Sardon is still alive and conscious he
  will command our heroes 
  not 
  to hurt 
  the
  children.
  If one of our heroes 
  related 
  news 
  of the
  whispering message to Gruber, then one of the
  children defending the ladder will look familiar
  (Like the sketch Gruber gave to our heroes.) This
  “missing son,” whom he called Junah, is actually
  his partner, Pachio.
  When the PCs look into the room:
  The room is simple in design, having a large
  rectangular 
  chamber 
  with 
  several 
  couches
  covered with pillows. A large kettle bubbles in
  the fireplace on the far side of the room. Its
  contents have a very alluring, almost intoxicating
  smell. A table in front of the couches is strewn
  with many tasty dishes as well as a few bottles
  and goblets of wine. A small desk, its drawers
  strewn about the floor recklessly, is near the
  barred and locked door against the right-hand
  wall.
  As our heroes try and gain access to the room, the
  two children move to bar their way. If they do
  follow any of the characters in their initiative,
  they do start out close enough to the ladder to
  make attacks 
  of opportunity 
  against 
  anyone
  trying to move into the room.
  The 
  distance 
  down, 
  for 
  those 
  bold
  adventurers who might want to jump right in, is
  only 10 ft (1d6 damage).
  AAAAllllllll    TTTTiiiieeeerrrrssss::::
  Child (1): Small 
  Humanoid 
  (4’6”); 
  HD 1d6
  (Commoner); hp 4; Init +2 (Dex); Spd 30 ft; AC 15
  (+2 leather, +2 Dex, +1 Small Size); Atks +3 melee
  (1d4 (crit 19-20) dagger); 
  Face/Reach 
  5ft, by
  5ft/5ft; AL N; Saves Fort +0, Ref +2, Will -2
   
  Str 10, Dex 14, Con 10, Int 12, Wis 6, Cha 12
  Skills: Climb +6, Hide in Shadows +6, Listen
  +4, Move Silently +6, Spot +4, Swim +2. Feats:
  Weapon Finesse: Dagger.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    2222))))
  Pachio, male human, Rog1/Sor1: CR 2; Medium
  Humanoid (6’); HD 1d6 + 1d4; hp 7; Init +5 (+1 Dex,
  Improved Initiative); Spd 30 ft; AC 15 (+3 Studded
  leather, +2 Dex); Atks +2 melee (1d4+1 (crit 19-20)
  dagger); Face/Reach 5ft, by 5ft/5ft; AL NG; Saves:
  Fort +0, Ref +4, Will +3
   
  Str 12, Dex 14, Con 10, Int 14, Wis 12, Cha 14
  Skills: Bluff +6, Climb +3, Concentrate +3,
  Decipher Script +6, Diplomacy +6, Gather Info +6,
  Hide +6, Innuendo +5, Listen +5, Move Silently +6,
  Sense Motive +5, Spellcraft +4, Spot +6, Swim +3.
  Feats: Improved 
  Initiative, 
  Weapon 
  Finesse:
  Dagger, Sneak Attack (+1d6)
  Spells: Cantrips (cast 5): detect magic, d e t e c t
  poison, ray of frost, read magic. 1st level (cast 4):
  comprehend 
  langauges, grease. 2nd level (cast 1):
  whispering wind (precast).
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    3333))))
  Pachio, male human Rog1/Sor1/Rgr1: CR 
  3
  Medium Humanoid (6’); HD 1d6 + 1d4 + 1d10;
  hp 13; Init +5 (+1 Dex, Improved Initiative); Spd
  30 ft; AC 15 (+3 Studded leather, +2 Dex); Atks +3
  
  Whisper
  Page 12
  melee (1d4+1 (crit 19-20) dagger); Face/Reach 5ft,
  by 5ft/5ft; AL NG; Saves: Fort +2, Ref +4, Will +3
   
  Str 12, Dex 14, Con 10, Int 14, Wis 12, Cha 14
  Skills: Bluff +6, Climb +3, Concentrate +3,
  Decipher Script +6, Diplomacy +6, Gather Info +6,
  Hide +7, Innuendo +6, Listen +6, Move Silently +7,
  Sense Motive +5, Spellcraft +4, Spot +6, Swim +3,
  Wilderness Lore +4. Feats: Improved Initiative,
  Weapon Finesse: Dagger, Sneak Attack 
  (+1d6),
  Tracking, 
  Enemy: Orcs, Ranger 
  Two Weapon
  Fighting.
  Spells: Cantrips (cast 5): detect magic, d e t e c t
  poison, ray of frost, read magic. 1st level (cast 4):
  comprehend 
  langauges, grease. 2nd level (cast 1):
  whispering wind (precast).
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    4444))))
  Pachio, male human Rog1/Sor1/Rgr2: CR 
  4;
  Medium Humanoid (6’); HD 1d6 + 1d4 + 2d10
  (Rogue/Sorcerer/Ranger 2); hp 18; Init +5 (+1 Dex,
  Improved Initiative); Spd 30 ft; AC 15 (+3 Studded
  leather, +2 Dex); Atks +4 melee (1d4+1 (crit 19-20)
  dagger) 
  Fights with 2 daggers at +2 melee;
  Face/Reach 5ft, by 5ft/5ft; AL NG; Saves: Fort +3,
  Ref +4, Will +3
   
  Str 12, Dex 14, Con 11, Int 14, Wis 12, Cha 14
  Skills: Bluff +6, Climb +3, Concentrate +3,
  Decipher Script +6, Diplomacy +6, Gather Info +6,
  Hide +8, Innuendo +5, Listen +7, Move Silently +8,
  Sense Motive +5, Spellcraft +4, Spot +8, Swim +3,
  Wilderness Lore +5 Feats: Improved Initiative,
  Weapon Finesse: Dagger, Sneak Attack 
  (+1d6),
  Tracking, 
  Enemy: Orcs, Ranger 
  Two Weapon
  Fighting.
  Spells: Cantrips (cast 5): detect magic, d e t e c t
  poison, ray of frost, read magic. 1st level (cast 4):
  comprehend 
  langauges, grease. 2nd level (cast 1):
  whispering wind (precast).
  Because Pachio is such a talented beginner, as a
  sorcerer, he is able to cast whispring wind once
  per day. He has already used this to contact his
  friend at the beginning of the scenario.
  Once our heroes begin to move toward the
  ladder down, Zilotta drinks a potion of g a s e o u s
  f o r m (first round after her children are ordered
  to defend the ladder.) Depending on initiative,
  our heroes may not ever even see her. She
  gathered her belongings while the fight ragged
  above and on the second round, right after she
  quaffed the potion, she seeps through the heavy
  locked door to the sewer.
  The heroes should rarely be able to catch her!
  In order to catch her a spellcasting character
  would have to have a high initiative, get down
  into the lower room to see her, and cast a spell to
  hold 
  her 
  while 
  taking 
  a beating 
  from 
  the
  guarding children. Another possibility is if our
  heroes have sent part of their party into the
  sewers to guard against escape. In this event
  Zilotta may still escape because of the gaseous
  form she has taken. Zilotta’s information 
  has
  been included here in case our heroes get close!
  If her pet Shocker Lizard was not encounter
  (Encounter 4: The Sewers) or escaped, he guards
  her exit and follows through a pipe once she is
  safe.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    2222))))
  Sentry Shocker Lizard: Small Magical Beast (3’);
  HD 2d10+2; hp 13; Init +2 (Dex); Spd 40 ft; AC 16
  (+1 size, +2 Dex, +3 natural); Atk +2 melee (1d4
  bite); SA +3 Stunning Shock; AL N; SV Fort +3, Ref
  +5, Will +1
  Str 10, Dex 15, Con 13, Int 5, Wis 10, Cha 6
  Skills: Climb +12, Hide +10,
  Jump +4, Listen +4, Move Silently +8, Spot +4.
  Feats: none.
  SA: In addition to bite, the Shocker Lizard can
  deliver a 5 ft ranged touch attack (no AC bonus
  from armor) which deals 2d8 subdual damage
  (half with Ref save of DC 12) once per round.
  TTTTiiiieeeerrrrssss    2222    aaaannnndddd    3333    ((((EEEELLLL    2222))))
  Sentry Shocker Lizard (1): Small Magical Beast;
  HD 3d10+3; hp 19; Init +2 (Dex); Spd 40 ft; AC 16
  (+1 size, +2 Dex, +4 natural); Atk +3 melee (1d4
  bite); SA +3 Stunning Shock; AL N; Saves Fort +4,
  Ref +5, Will +2
  Str 10, Dex 15, Con 13, Int 5, Wis 10, Cha 6
  Skills: Climb +12, Hide +11, Move Silent +9,
  Jump +4, Listen +4, Spot +4. Feats: none.
  SA: In addition to bite, the Shocker Lizard can
  deliver a 5 ft ranged touch attack (no AC bonus
  from armor) which deals 2d8 subdual damage
  (half with Ref save of DC 12) once per round.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))
  Zilotta, female human, Wit5: CR 4; Medium
  Humanoid (5’); HD 5d4; hp 25; Init +5 (Dex +
  improved initiative); 
  Spd 30 ft; AC 15 (Armor
  Spell, +1 Dex); Atks +2 melee (1d4 (crit 19-20),
  dagger); Face/Reach 5ft, by 5ft/5ft; AL NE; SD
  Damage Reduction 20/+1 while in Gaseous Form,
  Saves Fort +3, Ref +2, Will +7
   
  Str 10, Dex 12, Con 14, Int 12, Wis 12, Cha 16
  Skills: 
  Alchemy 
  +8, 
  Concentration 
  +7,
  Diplomacy +4, Knowledge: Arcana +7, Knowledge:
  Geography +2, Ride +2, Scry +5, Spellcraft 
  +5;
  Feats: Brew Potion, Improved Initiative, 
  Iron
  Will.
  Spells (casts as sorcerer): Cantrips (4 of 6
  left): arcane 
  mark, 
  d aze, 
  detect 
  magic, 
  d e t e c t
  poison, light, read magic. 1st level (3 of 7 left):
  change 
  self, charm person, 
  cure light wounds,
  true strike. 2 nd level (2 of 5 left): invisibility, scare.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    5555))))
  Zilotta, male human Wit6: 
  CR 
  5; Medium
  Humanoid (5’); HD 6d4; hp 30; Init +5 (Dex +
  improved initiative); 
  Spd 30 ft; AC 15 (Armor
  Spell, +1 Dex); Atks +2 melee (1d4 (crit 19-20),
  dagger); Face/Reach 5ft, by 5ft/5ft; AL NE; SD
  
  Whisper
  Page 13
  Damage Reduction 20/+1 while in Gaseous Form;
  Saves Fort +4, Ref +3, Will +8
   
  Str 10, Dex 12, Con 14, Int 12, Wis 12, Cha 16
  Skills: 
  Alchemy 
  +9, 
  Concentration 
  +10,
  Diplomacy +4, Knowledge: Arcana +7, Knowledge:
  Geography +2, Ride +2, Scry +5, Spellcraft 
  +5;
  Feats: Brew Potion, Improved Initiative, 
  Iron
  Will, Silent Spell.
  Spells (casts as sorcerer): Cantrips (4 of 6
  left): arcane 
  mark, 
  daze, 
  detect 
  magic, 
  d e t e c t
  poison, flare, light, read magic. 1st level (3 of 7
  left): 
  change 
  self, 
  charm 
  person, 
  cure 
  light
  wounds, 
  true 
  strike. 2nd level (3 of 6 left):
  invisibility, scare. 3 rd level (3 of 4 left): suggestion.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    6666))))
  Zilotta, female human, Wit7: CR 6; Medium
  Humanoid (5’); HD 7d4; hp 35; Init +5 (Dex +
  improved initiative); 
  Spd 30 ft; AC 15 (Armor
  Spell, +1 Dex); Atks +2 melee (1d4 (crit 19-20),
  dagger); Face/Reach 5ft, by 5ft/5ft; AL NE; SD
  Damage Reduction 20/+1 while in Gaseous Form;
  Saves Fort +4, Ref +3, Will +8
   
  Str 10, Dex 12, Con 14, Int 12, Wis 12, Cha 16
  Skills: 
  Alchemy 
  +8, 
  Concentration 
  +7,
  Diplomacy +4, Knowledge: Arcana +7, Knowledge:
  Geography +2, Ride +2, Scry +5, Spellcraft +5.           
     Feats: Brew Potion, Improved Initiative, Iron
  Will, Silent Spell.
  Spells (casts as sorcerer): Cantrips (4 of 6
  left): arcane 
  mark, 
  daze, 
  detect 
  magic, 
  d e t e c t
  poison, flare, light, read magic. 1st level (3 of 7
  left): 
  change 
  self, 
  charm 
  person, 
  cure 
  light
  wounds, endure elements, true strike. 2nd level (1
  of 7 left): blindness/deafness, invisibility, 
  scare.
  3rd level (4 of 5 left): suggestion, water breathing
  *** Note that Zilotta (at Tier 3) has precast e n d u r e
  e l e m e n t s for protection against fire, electricity,
  and sound. Also note that even while in gaseous
  form she may use her Silent Spell feat to cast
  blindness (as a 3 rd level spell but with a DC 15) or
  flare (as a first level spell but with a DC 13).
  CCCCoooonnnncccclllluuuussssiiiioooonnnn::::    TTTThhhheeee    AAAAfffftttteeeerrrrm
  m
  m
  maaaatttthhhh
  - 
  Rescued children should be returned to the
  custody and care of Sir Sardon or a priest
  from the Temple of the Sun.
  - 
  The drawers and scattered papers from the
  desk include an interesting note bearing the
  seal of the crest of Nyrond with a golden “S”
  emblazened in red across the center. It reads,
  “Your last batch of notes was far less helpful.
  Beware, for the wily old gray one may be on
  to you.” This letter should be turned over to
  the proper authorities.
  - 
  One of the drawers 
  has a hidden panel
  (Search DC of 20) which contains gems worth
  180 nobles.
  - 
  The contents in the kettle does detect as
  magical 
  (the 
  magic 
  is fading 
  as 
  proper
  precautions for its preservation 
  have not
  been made). If detect 
  magic is used, the
  following information can be gained:
  - Detect magical aura? . . . 
  yes
  - Number of auras? . . .
  one
  - Strength of aura? . . .
  faint
  - 
  School 
  of 
  magic? 
  (Spellcraft 
  DC 
  17)
  transmutation
  - Identify spell? (Spellcraft DC 22) Brew of F o o l s
  (This brew lowers Wis by 1d4+1 for 1 hour per
  level of the caster. It is often used by witches to
  weaken guests or visitors 
  so that they might
  more easily be charmed or enchanted.)
  - 
  If questioned 
  about his whispering 
  voice,
  Junah (whose name is really Pachio) 
  will
  confess that a sorcerer once told him that he
  might one day manifest promising abilities. A
  detect 
  magic will 
  confirm 
  his sorcerous
  nature.
  - 
  If the players question the children about
  their captor, they only remember her as their
  mother and still feel a deep desire to protect
  her. Detect magic reveals that a charm spell
  still lingers on both of them.
  - 
  If our heroes question the guards, most of
  them were hired right here in town 
  to
  provide security. They did not know the name
  of their employer and did not care since she
  paid them well in cold, hard, nobles. Two of
  the guards, however, did travel with the lady.
  They were hired out near the Bright Desert
  by an outcropping of rock known as Death’s
  Finger.
  After our heroes have had a chance to investigate,
  officials from the Temple of the Sun arrive with a
  contingency of the city guard. They receive the
  character’s 
  report and accept any evidence of
  crimes the players turn over to them. If the
  children 
  and 
  orphanage 
  were 
  relatively
  unharmed, our heroes receive their favors and
  commendations. 
  If 
  any child 
  was 
  killed 
  or
  needlessly 
  imperiled, 
  those 
  characters
  responsible 
  are noted 
  by the judge 
  on the
  Adventure’s End questionnaire. Anyone who was
  particularly reckless or callous with regard to the
  safety of the citizens and orphans of Rel Mord,
  may be arrested and investigated.
  For any crimes that may have occurred, please
  refer to the Nyrond Judges Kit
  RRRReeeessssoooollllvvvviiiinnnngggg    DDDDiiiisssseeeeaaaasssseeee    ffffrrrroooom
  m
  m
  m    tttthhhheeee    DDDDiiiirrrreeee    RRRRaaaatttt
  EEEEnnnnccccoooouuuunnnntttteeeerrrr
  Remember a PC could die from this plague!
  A character exhibiting plague symptoms will not
  be allowed to wander the streets of Rel Mord!
  Any character whose Con drops below 10 in the
  initial stage of this disease will be quarantined
  for one week (Cost to character 1 time unit and 5
  nobles. A character who does not want to lose a
  week of play spent in quarantine can pay 150
  nobles for a Remove Disease as outlined below).
  
  Whisper
  Page 14
  A character whose Con drops to 8 or lower in the
  initial stage of this disease 
  will be given a
  Remove Disease spell (Cost to character is 150
  nobles. If the character is unable to pay they
  work off what they could not pay at a rate of 1
  time unit per 10 nobles owed.) Cost of this
  Remove Disease is reduced by 50 (50 per favor if
  other characters chipped in) if our hero earned
  and used their Temple Favor. Remember that
  each time unit is one real week! Characters
  working off a debt or quarantined for disease
  cannot go on another adventure for a number of
  real weeks equal to the time units spent. Note
  this on their character log. 
  The End
  EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the discretionary roleplaying experience
  award. The roleplaying award should be given for
  consistent character portrayal and contribution
  to the fun of the game. You can award different
  roleplaying amounts to different characters.
  Award 
  the 
  total 
  value 
  (objectives 
  plus
  roleplaying) to each character.
  Encounter 1
  Using detect magic on the voice.
  25 xp
  Encounter 2
  Aiding the courier. 
  25 xp
  Trying to pursue or track the thief.
  25 xp
  Discovering the origin of the dagger.
  25 xp
  Encounter 3
  Trying to help Amalia using healing or
  investigating with detect magic.
  25 xp
  Encounter 4
  Discovering the door under the orphanage.
  25 xp
  Defeating the Shocker Lizard.
  50 xp
  Defeating the guards.
  100 xp
  Keeping Sir Sardon alive.
  25 xp
  Encounter 8
  Defeating the children without killing them.
  100 xp
  Total From Above
  425 xp
  Role-playing rewards:
  0-50 xp
  Total Possible for the Adventure (regardless of
  Tier)
  475 xp
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
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  Player 
  characters 
  may keep items 
  from 
  the
  scenario that are listed on the treasure list below
  or which meet the following conditions:
  1. 
  The 
  item 
  must 
  be 
  non-magical 
  and
  specifically listed in the text of the adventure
  (e.g armor on foes). If it is not listed in the
  text, the characters cannot keep it. Items of
  this nature can be sold for 50% of book value,
  or recorded on a log sheet.
  2. 
  Animals, followers, monsters, henchmen, and
  so forth (any living being, basically) may not
  be kept from a scenario for any reason unless
  the 
  treasure 
  summary 
  lists 
  the 
  being
  specifically. 
  It 
  is 
  okay 
  for 
  the 
  player
  characters to form relationships with NPCs,
  but these will not be certed and cannot bring
  material benefit to the character. Contacts
  (sources 
  of extra 
  information) 
  must 
  be
  specifically certed.
  3. 
  Theft is against the law, but may be practiced
  by some player characters. Items which are
  worth more than 250 gp that are of personal
  significance to the owner (including family
  heirlooms), and all magical items, will be
  discovered in the possession of the character
  by one means or another. The character must
  return the item and pay a fine equal to three
  times 
  the value 
  of the item 
  stolen. 
  In
  addition, the PC caught receives campaign-
  decided penalties for being known as a thief.
  For other stolen 
  items 
  which 
  meet 
  the
  criteria in #1 above, use your judgment and
  the 
  circumstances 
  within 
  the 
  game 
  to
  determine whether a PC thief gets away with
  the theft or not.
  Any item retained according to these rules, which
  does not have a certificate, will not ever have a
  certificate issued for it.
  The campaign staff reserves the right to take
  away any item or gold acquired for things which
  it later 
  finds 
  unreasonable 
  but 
  which 
  were
  allowed at the time.
  Encounter 2
  • 
  Masterwork Dagger
  Encounter 5
  Only if they sought payment from the temple:
  • 
  25 Nobles per Hero
  • 
  1 Vial of Holy Water per Hero
  Encounter 7
  Only if the guards are looted:
  • 
  3 Gold Nobles and 5 Silver Coins per guard
  (max 6 guards)
  
  Whisper
  Page 15
  • 
  If they ask for the armory 
  stock which
  includes all the possessions of the guards
  except their coin purses: 12 (except 
  light
  crossbows only 2) of each of the following
  (resale value given in nobles):
  • 
  studded leather armor
  12.5 each 
  resale
  (150)
  • 
  short swords
  5 each resale (60)
  • 
  light crossbows
  17.5 each resale (35)
  • 
  quivers of crossbow bolts  0.5 each (6)
  • 
  daggers
  1 each resale (12)
  • 
  small shields (wood)
  1.5 
  each 
  resale
  (18)
  • 
  light maces
  2.5 each resale (30)
  • 
  short spears
  1 each resale (12)
  • 
  Total = 323 nobles
  Encounter 8
  If found in drawer by Search DC 20:
  • 
  Gems worth 180 Gold Nobles
  • 
  Favor of the Church of Pelor: Clerics of the
  Temple of the Sun owe you a favor.  This favor
  can be redemed by any NPC cleric of Pelor in
  return for a cure light w o u n d s cast upon the
  person of your choice. Up to three favors can
  be spent together: two grants the casting of a
  cure moderate w o u n d s, and three grants the
  casting of a cure serious 
  w o u n d s. The NPC
  cleric must be of significant level to grant the
  spells, and cast them at his or her caster level.
  • 
  Street Knowledge Favor: If Gruber was told
  about the “whisper” of his partner and the
  player characters saved him, the character
  who told 
  Gruber, 
  or the character 
  who
  subdued him will receive a Street Knowledge
  Favor.  This favor can only be used in Rel
  Mord 
  to 
  contact 
  Gruber 
  to 
  Gather
  Information (DC 20 or less) about Rel Mord,
  its history or inhabitants
  
  Whisper
  Page 16
  
  Whisper
  Page 17
  
  Whisper
  Page 18
  JJJJuuuuddddggggeeee’’’’ssss    SSSSuuuum
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  maaaarrrryyyy    SSSShhhheeeeeeeetttt
  The purpose of this summary sheet is to provide information to the Nyrond Triad to see how events in
  this scenario influence future happenings in Nyrond. Return this survey to the event coordinator or
  Steve Hardinger (partdragon@aol.com).  Please give PC names,  players names and RPGA numbers.
  • 
  Did the PCs rescue Pachio? 
  • 
  Zillota’s fate (circle one):  killed     captured     killed by PCs.  Explain if needed.
  • 
  Did Sir Sardon survive?  Was he treated well by the PCs?
  • 
  Did the PCs do anything extraordinary (significantly different from what the scenario implies they
  might do)?
  • 
  List the character and player names for any PCs who contracted the dire rat plague and failed to get
  a cure by the end of the scenario.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Nyrond/NYR1-03 - Whisper.pdf