TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
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  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
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  adventure author or authors. 
   
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  For questions specific to this document and your region please e-mail your triad point of contact (POC) at smh.lvg@gmail.com.  For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  GEO7-05 
   
   
   
   
  A Whisper of Thunder 
  A One-Round D&D® LIVING GREYHAWKTM  
  Geoff Regional Adventure 
  Version 1.0 
   
  by Leslie Erwin & Sean Hillman 
  Reviewer: Geoff Triad  
  Circle Reviewer: Steven Conforti 
  Playtesters: Jamie Hyssong, Matt Trent, Kenny Watkins, Pat Lowry, Gregg Salter, Dan Dunn 
   
   
   
  Blurb.  The followers of the Ffordd Purdeb, or Path of Purity, are slowly gathering strength, particularly in 
  the wilder cantrevs yet to be fully resettled.  Many yearn for a return to simpler days, and fear that they 
  may have regained their homes only to lose their identities among a sea of foreign mercenaries.  A 
  fragment of ancient druidic lore may lead to the healing so many are seeking, both for the Land and its 
  people… or it may destroy a fragile nation still reeling from a terrible war.  A Geoff Regional Module for 
  APLs 2-10 and Part Two of the Path of Purity 
   
  Note: This adventure will be of particular interest to members of the Brenin’s Fist, Old Lore Bards, Gwyrth 
  Bryn, Rhychdir Rhos, and Old Faith. 
  
  A Whisper of Thunder 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. You’ll also find a LIVING GREYHAWK 
  Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, 
  set in Geoff.  Characters native to Geoff pay one 
  Time Unit per round, all others pay two Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  ADVENTURE BACKGROUND 
  Caswallon the Green was a Druid long before the 
  Giants came. He is older then Gwenllian and 
  could have been Arch Druid.  He was well-known 
  for his affinity with dragons, especially Green 
  Dragons, as well as his opinions that Geoff 
  needed to remain pure, especially in terms of 
  religion. He did not like Owen’s ascension to the 
  position of Brenin, as he was far too influenced by 
  outside forces.  Caswallon was suspicious of any 
  connections with the Fey as well, and he and his 
  group of followers began distancing themselves 
  from other members of the Old Faith.   
  When 
  the 
  war 
  came, 
  everyone 
  believed 
  Caswallon and his followers had succumbed to 
  the Giants.  Instead, they walled themselves inside 
  a series of Steadings in Gwyrth Bryn, near the 
  Barrier Peaks. There, for fifteen years, Caswallon 
  and his people fought Giants and studied the old 
  ways, looking for a way to save Geoff.  In the end 
  they had little impact, but Caswallon and his 
  followers collected lore from all over Geoff and the 
  Sheldomar.  He also began following a path he 
  called the Road of Purity, or Ffordd Purdeb 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  A Whisper of Thunder 
   
  Page 2 
  
  (phonetically: Forth POOR-deb).  It hinged on a 
  quote of Llewellyn the Druid King, where he 
  mentions that the Gyri “…must remain pure and 
  unblemished by the dark world around them…” 
  Slowly Caswallon took this to mean everything 
  non-Flan and non-Human.  It was not and is not 
  an attitude of hate; Caswallon believes that Suel 
  and Oeridians and elves are not bad or worthy of 
  contempt, but that the land calls the Flan and calls 
  for them to be pure.  Only his inner circle knows 
  the full extent the Ffordd Purdeb. Most believe that 
  Caswallon just wants to transform the country.  He 
  does, but in a much larger way.  He takes it as a 
  sign when the Physician’s Cauldron is found in 
  The Ways that this is the time to begin Geoff’s 
  transformation. 
  With the Cauldron in his possession, and the 
  healing of the Land surrounding Greenskin Grove 
  complete when so many other regions still 
  struggle in the wake of the war against the giants, 
  Caswallon is well on his way to proving the validity 
  of his vision.  A handful of supportive adventurers 
  have brought him another fragment of Llywellyn 
  the Druid-King’s wisdom, another clue to reviving 
  the ancient powers of the Land and returning 
  Gyruff to a time of peace and prosperity… but 
  there are those within the Old Faith who do not 
  share his vision.   
  ADVENTURE SUMMARY 
  Introduction: The heroes depart from Gorna with 
  a few wagons of relief supplies intended for the 
  newly-rebuilt village of Afallenchwerw. 
  Encounter One: A group of brigands take 
  advantage of the rumors of fey trickery in the 
  region to enhance their ambush.   
  Encounter Two: The heroes arrive in the village 
  with their supplies, only to find a near-riot in 
  progress.  A young Druid of Winter has been 
  cornered by an angry mob of half-starved ffolk.  
  Once the village is calm (one way or another), the 
  heroes meet with Brialla, scop to Caswallon the 
  Green.  She tells them of the Ffordd Purdeb, and 
  enlists their aid to help her search for the Lost Son 
  of Gyruff.   
  Encounter Three: As the PCs leave the village, 
  the Druid of Winter approaches them with an 
  alternative offer.  
  Encounter Four:  The heroes venture into the 
  Barrier Peaks in search of the Sanctuary of the 
  Druid-King, and must brave a perilous climb 
  through nature’s wrath to reach it.   
  Encounter Five:  Having found the Sanctuary, the 
  heroes must confront the guardian blocking their 
  way to the Voice of the Dead… and then deal with 
  the surprises that await them.     
  Conclusion: The heroes must decide where to 
  deliver the Voice.     
  PREPARATION FOR PLAY 
  Ask the PCs the following information 
  • 
  Meta Orgs 
  • 
  Religious Preference 
  • 
  Home Region 
  • 
  If Human, racial stock they hail from 
  This will affect the opinions of many of the people 
  they meet later in the module. If the PC is a 
  member of the Brenin’s Fist, they will be allowed 
  to consider this ‘military duty’ for purposes of TU 
  expenditure. 
  INTRODUCTION 
  The introductory text will be different in some 
  places depending on the Meta Orgs of the players 
  involved.  
  Read the following to all players: 
  The rebuilding has not gone as smoothly as 
  many hoped.   
   
  In spite of a number of setbacks, Gorna 
  itself seems to be slowly rising from the ashes. 
   Rumors abound of frosts that lingered far too 
  long, seemingly solid granite that crumbled at 
  the first touch of a mason’s chisel, vanishing 
  tools, and haunted worksites.  Still, the people 
  of Gyruff are nothing if not determined, and the 
  reconstruction continues.   
   
  The 
  further 
  one 
  travels 
  beyond 
  the 
  reclaimed capital city, the worse the rumors 
  get.  Farmers in newly-reclaimed steadings 
  claim that their spring crops are stunted and 
  sparse; milk curdles within hours; tools break 
  or go missing without explanation; fully half 
  the spring lambs were stillborn this season.  It 
  promises to be a difficult year, in a land that 
  has already seen far too many difficult years.   
    
   
  The Brenin is not deaf to the troubles of his 
  people.  Grand Duke Owen has sanctioned the 
  distribution of emergency relief supplies to 
  A Whisper of Thunder 
   
  Page 3 
  
  many of the small communities struggling to 
  survive in the newly-reclaimed lands.  With the 
  national treasury already strained by the long 
  war effort, many of the more fortunate citizens 
  of Geoff have stepped forward to contribute 
  what they can.   
   
  One more rumor overshadows all the rest; 
  bandits plague the wilder cantrevi of the west, 
  led by the notorious Gareth Darkhart.  Many of 
  the relief caravans sent into the reclaimed 
  lands have never reached their destinations, 
  and so the Brenin’s Fist has called for 
  volunteers to escort the much-needed supplies 
  through the wild.  Caravan Guard may not be 
  the most exciting and glorious job on Oerth for 
  a young would-be hero, but it seems to be a 
  very necessary one…   
   
  The heroes, whether members of the Brenin’s 
  Fist assigned to the task or freelance operatives 
  who have answered the call, must escort three 
  wagonloads full of food, tools, and cloth goods to 
  the village of [Llanelli] in the northwestern cantrev 
  of Gwyrth Bryn.  Those who claim Gwyrth Bryn as 
  their home, or who bear the title granted them by 
  Llwyr Ilan ap Dyved of Hunters of Gwyrth Bryn 
  (GEO 6-06), are specifically sought out for this 
  assignment.   
   
  Each wagon is pulled by two draft horses, and 
  assigned a driver.  The PCs may ride on the 
  wagons, take their own mounts, or walk alongside 
  as they please.  The wagons are heavily laden, so 
  there is limited space for passengers or extra 
  cargo.   
  ENCOUNTER ONE: FLOWER 
  POWER 
  The precaution of assigning guards seems to 
  have been completely unnecessary in your 
  case.  As you slog northwards along narrow, 
  muddy trails, the closest you come to a violent 
  encounter is with a pair of half-starved goblin 
  scouts – who don’t even get within bowshot 
  before 
  deciding 
  to 
  seek 
  their 
  fortunes 
  elsewhere.   
   
  A chilly, dreary spring has followed the 
  long winter.  Moments of sunshine are few and 
  far between, and certainly not frequent enough 
  to dry out either the fields or the roads.  
  Though many of the fields you pass are now 
  tended, it is clear that the farmers are 
  struggling to keep their infant crops from 
  drowning in both water and weeds.    
   
  On a rare sunny afternoon, the carpet of 
  wildflowers blooming on the surrounding 
  hillsides has an almost magical brilliance to it. 
   Looming thunderclouds to the west and a 
   
  whisper of thunder on the wind indicate 
  that the moment of peace will not last long… 
  but for now, the scene is breathtaking.  
  Perfect.  You can almost hear the haunting, 
  silvery tones of faerie music drifting on the 
  breeze…  
  No, wait, you’re not imagining it…  
   
  A group or “bouquet” of petals – tiny, 
  humanoid fey dressed in garments of leaves and 
  flowers – has settled in this scenic spot.  They 
  mean no harm to mortal travelers, seeking only to 
  provide them with a well-deserved, peaceful 
  slumber… but a number of Gareth Darkhart’s 
  brigands have taken advantage of the strategic 
  location to lay a trap for unwary passersby.   
   
  While the petals attempt to sing the PCs and 
  their wagon drivers to sleep, the brigands lie in 
  wait on the opposite side of the road.  They wait to 
  see if any PCs resist the faerie magic, and if so, 
  what they are going to do as their companions are 
  lifted down from the wagons and divested of their 
  armor and weapons.  The petals pile the gear of 
  sleeping adventurers nearby and begin adorning 
  them in garments of leaves and flowers.  They 
  offer no violence towards any PCs who resist their 
  sleep songs; they’ll giggle and say things like “Tsk 
  tsk, mortals are SO cranky when they don’t get 
  their naps!” and “You really would feel better if 
  you’d just relax and put down that nasty heavy 
  weapon… we mean you no harm, silly!”  The 
  heroes who are still awake may attempt to talk the 
  petals out of “tucking everyone in for a lovely 
  little nap,” perhaps by attempting to distract them 
  with a game or song… like most fey, petals enjoy 
  music and games, so long as they are QUIET 
  games that will not disturbing the nappers.   
   
  If the PCs attack the petals, they scatter in a 
  cloud of fluttering leaves and wildflowers, wailing 
  and crying.  At higher APLs, the nearby thorns 
  who are part of their garden immediately come to 
  their defense.  At this point, the fey will attack the 
  party instead of the approaching brigands, since it 
  is obviously the PCs who are evil-doers.   
   
  The brigands, through the simple expedient of 
  plugging their ears with beeswax (and at higher 
  APLs, taking antitoxin to help with saves vs. 
  thorns’ arrows), are protected from the fey magic.  
  The archers are also carrying cold iron arrows to 
  be used against the fey should they join battle on 
  A Whisper of Thunder 
   
  Page 4 
  
  the side of the PCs.  They wait a few moments to 
  see what happens – if any PCs resist the fey 
  magic, and if so what they do.  Hopefully, the 
  heroes will move away from the wagons while 
  negotiating with or attacking the petals, leaving the 
  brigands with an opportunity to run in and nab one 
  or more of the wagons.   
   
  Once they are noticed, one of the brigands will 
  attempt to Intimidate them into accepting the hold-
  up.   
   
  “Why don’t you run along and play with 
  your little friends?” leers the scruffy, leather-
  clad brigand clambering aboard your wagon, 
  speaking in an unusually loud, deliberate 
  voice.  The dark-bearded man grins and pats 
  the heavy sword sheathed at his side, while 
  his companions keep their bows trained in 
  your direction.  “Might’s well save your breath 
  and enjoy your nap, chumps… can’t hear you.” 
   He reaches up to point at his ear, where a 
  large plug of beeswax is clearly visible.  “Stay 
  where you are and we won’t have to water the 
  pretty flowers with your blood!”   
  APL 2 (EL 5) 
   
  Fey (part 1) 
  Petals (3): hp 5 each; Monster Manual IIIl, 
  page 120; see Appendix One 
   
  Brigands (part 2) 
  Dylan, Male Human Fighter 3: hp 20; see 
  Appendix Two 
  Aldryth, Male Human Ranger 2: hp 18; see 
  Appendix Two 
  Cerys, Female Human Ranger 2: hp 18; see 
  Appendix Two 
  APL 4 (EL 7) 
   
  Fey (part 1) 
  Petals (5): hp 5 each; Monster Manual IIIl, 
  page 120; see Appendix One 
   
  Brigands (part 2) 
  Dylan, Male Human Fighter 4: hp 39; see 
  Appendix Two 
  Aldryth, Male Human Ranger 4: hp 34; see 
  Appendix Two 
  Cerys, Female Human Ranger 4: hp 34; see 
  Appendix Two 
  APL 6 (EL 9) 
   
  Fey (part 1) 
  Petals (7): hp 5 each; Monster Manual IIIl, 
  page 120; see Appendix One 
   
  Brigands (part 2) 
  Dylan, Male Human Fighter 6: hp 57; see 
  Appendix Two 
  Aldryth, Male Human Ranger 6: hp 50; see 
  Appendix Two 
  Cerys, Female Human Ranger 6: hp 50; see 
  Appendix Two 
  APL 8 (EL 11) 
   
  Fey (part 1) 
  Petals (7): hp 5 each; Monster Manual IIIl, 
  page 120; see Appendix One 
  Thorns (1): hp 33 each; Monster Manual IIIl, 
  page 172; see Appendix One 
   
  Brigands (part 2) 
  Dylan, Male Human Fighter 6/ Pious 
  Templar (Nerull) 2: hp 75; see Appendix Two 
  Aldryth, 
  Male 
  Human 
  Ranger 
  7/Beastmaster 1: hp 67; see Appendix Two 
  Cerys, 
  Female 
  Human 
  Ranger 
  7/Beastmaster 1: hp 67; see Appendix Two 
  APL 10 (EL 13) 
   
  Fey (part 1) 
  Petals (7): hp 5 each; Monster Manual IIIl, 
  page 120; see Appendix One 
  Thorns (1): hp 33 each; Monster Manual IIIl, 
  page 172; see Appendix One 
   
  Brigands (part 2) 
  Dylan, Male Human Fighter 6/ Pious 
  Templar (Nerull) 4: hp 113; see Appendix 
  Two 
  Aldryth, 
  Male 
  Human 
  Ranger 
  8/Beastmaster 2: hp 104; see Appendix Two 
  Cerys, 
  Female 
  Human 
  Ranger 
  8/Beastmaster 2: hp 104; see Appendix Two 
  Tactics: Since the brigands can’t hear one 
  another, either, they have standing orders.  Their 
  priority is the wagon; if the PCs offer no 
  resistance, they grab one or possibly two (they 
  don’t have enough men to handle all three) and 
  A Whisper of Thunder 
   
  Page 5 
  
  drive off down the road, turning off on a little goat 
  track to the west about a quarter mile later.  If any 
  of the PCs make a threatening move, the brigand 
  archers immediately open fire while the melee 
  fighters board the wagons and try to drive off, 
  defending themselves from any PCs who get close 
  enough to attack them.  At higher APLs, if thorns 
  join the battle beside the PCs, the archers 
  immediately fire their cold iron arrows at the new 
  threat, continuing to ignore the harmless petals.  
  The brigands attempt to flee if reduced to less 
  than half their hit points.    
  Treasure: 
  APL 2: L: 157 gp, C: 100 gp, M: 3x Potion of Cure 
  Light Wounds (4 gp each) 
  APL 4: L: 90 gp, C: 100 gp, M: 3x Potion of Cure 
  Light Wounds (4 gp each), Longsword +1 (192gp), 
  2x Mighty Composite Longbow +1 (200gp each); 
  APL 6: L: 153 gp, C: 100 gp, M: 3x Potion of Cure 
  Serious Wounds (60 gp each), Scythe +1 (191gp), 
  2x Mighty Composite Longbow +1 (200gp each); 
  APL 8: L: 232 gp, C: 100 gp, M: 3x Potion of Cure 
  Serious Wounds (60 gp each), Scythe +1 (191gp), 
  2x Mighty Composite Longbow +1 (200gp each), 
  Mithril Chain Shirt +1 (112gp), Gauntlets of Ogre 
  Power (333gp), Periapt of Wisdom +2 (333gp), 
  Vest of Resistance +1(83gp); 
  APL 10: L: 90 gp, C: 100 gp, M: 3x Potion of Cure 
  Serious Wounds (60 gp each), Scythe +1 (191gp), 
  2x Mighty Composite Longbow +1 (200gp each) 
  3x Mithril Chain Shirt +1 (112gp each), Gauntlets 
  of Ogre Power (333gp), Periapt of Wisdom +2 
  (333gp), 2x Vest of Resistance +2(333gp each), 
  Vest of Resistance +3(750gp); 
  Development: If the PCs drive the brigands off, 
  everything is fine. If not then the people of the 
  village will not have nearly enough food. 
  ENCOUNTER TWO: THE 
  MOB 
   
  A few days after the encounter with 
  Gareth’s ruffians, you arrive on the outskirts of 
  the village of Afallenchwerw (uh-VAL-en-Hoo-
  er-oo, “Bitter Apple Tree” in Flan)… and from 
  the sounds of things, you have arrived none 
  too soon.  The water-logged fields stand 
  empty, and the dissonant roar of an angry 
  crowd rises from the center of the little town…  
   
  The heroes may approach as they wish.  The 
  villagers are all but oblivious to their presence.  
  The crowd forming in the village square, 
  brandishing hoes and shovels, is all too close to 
  becoming a mob.  Allow the players a moment or 
  two to take whatever precautions they wish, but 
  stress that the noise level is rising quickly; if the 
  PCs wish to intervene before an actual riot 
  ensues, they had best act quickly.   
   
  The mob seems to have gathered around 
  the large oak tree at the center of the village 
  green.  A lone figure, barefoot and wearing a 
  simple grey robe, stands beneath the tree.  
  Though you cannot see him well through the 
  press of angry, mud-spattered farmers waving 
  hoes and pitchforks, he seems to be a rather 
  young man, a pale-skinned half-elf with short, 
  rumpled brown hair.   He is not having much 
  luck making his voice heard over the roar of 
  the crowd.   
   
  Towards the back of the crowd, you see a 
  mail-clad warrior with a heavy, blackened two-
  handed sword slung across his back.  He is 
  powerfully built, if not overly tall, and his 
  reddish-brown beard is twisted into a grimace 
  of wry disgust.  One woman in a ragged brown 
  cloak, the hood cast over her face, huddles 
  against the wall behind him.  A second woman, 
  a dark-haired, pretty girl in a well-cut dress of 
  blue wool, pulls frantically at his sleeve to no 
  avail; 
  he 
  shrugs 
  her 
  off 
  almost 
  contemptuously and continues to watch the 
  brewing riot with his arms crossed over his 
  broad chest.  
   
  Desperate, the young woman looks around 
  – and notices you.  “Dank de Gods you’re 
  here!” she coughs as she races towards you, 
  clutching a floppy straw hat fretfully in both 
  hands.  She sniffles and tries to clear her 
  throat, her voice made hoarse by the miserable 
  spring cold she seems to be suffering.  “Dis is 
  gedding oudda hand!  Pleadz, you godda 
  helb!”  
   
  Those who have played GEO 6-06, A 
  Gathering of Storms, will recognize Brialla, the 
  bard serving as scop to Caswallon the Green.  
  She has been doing her best to move among the 
  people, spreading the word of the Ffordd Purdeb 
  or Path of Purity.  The villagers of Afallenchwerw, 
  plagued by nagging illness and failing crops, were 
  all too willing to listen… and a few of the more 
  impulsive among them are prepared to do more 
  than listen.   
   
  The warrior watching the commotion with 
  disdain makes no move to interfere one way or the 
  A Whisper of Thunder 
   
  Page 6 
  
  other, nor will he introduce himself even if asked at 
  this point.  PCs who approach him receive nothing 
  but an irritable glare and the same contemptuous 
  shrug he gave the bard.  Should the mob erupt 
  into violence, he rolls his eyes and walks off to get 
  himself a beer, dragging the cloaked woman with 
  him and easily knocking aside any peasant foolish 
  enough to get in his way.   
   
  The young half-elf surrounded by the angry 
  mob is Ieldon, a Druid of Winter.  These Old Faith 
  druids devoted to the aspect of Nerull, as Old Man 
  Winter, have often been treated warily by the 
  ffolk… but they have always been treated with 
  respect.   
   
  Ieldon, never the most personable of young 
  men, said a few things about the natural cycle of 
  life and death which did not go over very well with 
  the half-starved villagers.  His aloof, cold 
  demeanor is not helping the situation, and he is 
  quite incapable of calming the villagers down 
  without assistance… even if he completely 
  understood why they’re bellowing at him about 
  impurity and violating tradition.   
   
  The first thing the PCs will need to do is get 
  the attention of the mob.  There are a variety of 
  ways they can do this – physically interposing 
  themselves between the druid and the crowd, 
  shooting off a loud, flashy spell overhead, blowing 
  a trumpet, etc.  Let them be creative; simple 
  shouting won’t do anything but add to the chaos.   
   
  Once the heroes have gotten the attention of 
  the mob, they have an opportunity to attempt to 
  defuse the situation.   
  The villagers:   
  “It’s all their fault, it is.  The Land is sick, and it 
  ain’t nuffin we’re doin’… my gran’fer’s gran’fer 
  worked this land, and never a spring bad as 
  this!  You can see the signs clear as day… not 
  half a mile over that hill, there, just past the 
  creek, that’s Gwyrth Bryn over there!  The 
  grass is green and the flowers is bloomin’!  No 
  reason for’t not to be so here, not one!  It’s 
  ‘cuz fellas like this boy here think all’s there is 
  to bein’ a druid is puttin’ on a robe – they ain’t 
  walkin’ no Path!  Our llywress is hirin’ GIANTS, 
  for Beory’s sake - SHE ain’t walking no Path!  
  The Land’s finally done had it with all their 
  consortin’ with foreigners and giants and fey – 
  and so’ve we!”   
  The druid:   
  “This is the most ridiculous nonsense I’ve ever 
  heard.  The Land still bears the scars of war.  
  Time, and only time, will heal them.  It simply 
  cannot support so many so soon, and the 
  more you fools try to force it to do so, the 
  longer the healing will take… and the more of 
  you will die in the process.  It is that simple.  
  Your llwyr does his cantrev a disservice by 
  prolonging your idiocy with his charity; far 
  better that the weak take their proper place as 
  fertilizer for the strong!”    
  It will take a Diplomacy or Intimidate check at DC 
  25+APL to get the mob to disperse (any PC who 
  participates may roll to assist the primary 
  speaker), modified as follows:   
  • 
  Asking to hear more about the Path of 
  Purity +2 
  • 
  Getting Ieldon to shut his mouth +2 
  • 
  Starting to dispense food and drink from 
  the carts +2 
  • 
  Speaking well of the Brenin or of Llywr 
  Ilan ap Dyved +2  
  • 
  Speaking well of some of Llwyress Rhian 
  merch Neirin’s OTHER decisions, or her 
  prowess as a warrior +2 
  • 
  Reminding the villagers of all the reasons 
  they have to trust the wisdom of the Old 
  Faith +2 
  • 
  Mentioning that their orders came from the 
  Brenin’s Fist (a standing army is a foreign 
  concept in Geoff) -2  
  • 
  Pointing out that maybe Llwyress Rhian 
  merch Neirin’s fire giant guards aren’t 
  such bad guys -2  
  • 
  Displaying obvious foreign heraldry or holy 
  symbols -2 
  • 
  Demanding compliance in the name of the 
  Brenin’s Fist or the Knights of the Watch -
  4 
  • 
  Displaying obvious signs of fey influence 
  (Dragon Disciples or other “odd” looking 
  adventurers count here – the ffolk won’t 
  know the difference) -4  
   
  If the heroes are successful, the crowd 
  disperses, amid much grumbling and glaring.  
  Ieldon bows coldly to the PCs, thanks them for 
  their timely intervention, and takes his leave, 
  A Whisper of Thunder 
   
  Page 7 
  
  walking out of the village to the west and quickly 
  disappearing from view.   
   
  If the heroes are unsuccessful (or if they 
  choose to stand aside and do nothing), the mob 
  finally breaks into frenzy, and charges the hapless 
  druid… who squawks in protest, transforms into a 
  raven, and hastily flaps away.   
   
  Once the druid is gone, one way or another, 
  the villagers calm down, and get down to the 
  serious business of distributing the goods the 
  heroes have brought.  Most of the people are 
  more hungry and frightened than anything, and 
  thank the PCs gratefully for bringing the supplies; 
  some are still angry, their gratitude forced and less 
  than sincere… three wagonloads, while better 
  than nothing, will not support a village of this size 
  for more than a month or two.   
   
  It is dusk by the time the PCs finish and retire 
  to the small, half-built, and as-yet-unnamed tavern 
  at the center of the village.  Brialla joins them there 
  as they are settling in.   
   
  The roof over your heads is a canvas tarp, 
  and you must find space to sleep on the 
  rough-hewn tables or on the moldy rushes 
  carpeting the floor.  The only drink here, aside 
  from slightly brackish water from the well, is 
  whatever you brought with you.  Nonetheless, 
  the walls of the tiny, half-finished inn are solid, 
  and a roaring fire has been kindled on the 
  hearth.  A few scraggly chickens and a mangy, 
  scrawny old billy goat have taken shelter here, 
  and are none too pleased about being 
  disturbed.  A thin stew bubbles in a cauldron 
  over the blaze, donated by the grateful 
  villagers from the precious stores you have 
  just brought them.   
   
  Brialla has already taken a seat on a stool 
  by the fire, a rough woolen blanket around her 
  shoulders and a steaming mug of some sort of 
  herbal tea in her hands.  The warrior you 
  noticed earlier sits across from her, scowling; 
  he glances up as you enter and then shakes 
  his head, turning his attention to the flames.  
  The cloaked figure who was hovering behind 
  him in the village square appears to be curled 
  up on a straw pallet in the corner, asleep.     
   
  “Your arrival was well-timed, friends,” 
  Brialla says with a weary smile, her voice still 
  stuffy and raspy but much improved now that 
  she’s not trying to shout.  “In more ways than 
  one.  If you would grant me a moment, I will tell 
  you of the task that Caswallon the Green has 
  set before me… and which, if you would truly 
  help these people, you would do well to help 
  me complete.”   
   
  “A few months ago, during the early stages 
  of reconstruction in Pregmere, a series of 
  ancient tablets were unearthed beneath the 
  foundations of the temple of Allitur.  While the 
  originals were returned to the priests, of 
  course, I carried a copy of the inscription to 
  Caswallon, for I did not have the wisdom to 
  make them out.  Long did he ponder over what 
  the tablets revealed… a fragment of lore 
  possibly carved upon stone by the very hand 
  of Llywellyn the Druid-King himself. The text is 
  incomplete, but it speaks of a place of 
  meditation high in the mountains… where the 
  worthy 
  might 
  hear 
  the 
  voices 
  of 
  their 
  ancestors, and even summon forth their aid in 
  the time of greatest need.”  
   
  “Many might say that our time of greatest 
  need has come and gone with the Sakhut, but 
  Caswallon believes that not to be the case.  
  The dangers that assail us now are quiet, 
  subtle ones, but they may prove no less deadly 
  in the end.  We have warlords aplenty… what 
  Gyruff needs now is healing.  Caswallon 
  believes there is much lore that has been lost, 
  much that this Cavern of Echoes can teach 
  us.”   
   
  “I think I have found the way to the Cavern 
  of Echoes… but the way is long, and I am not 
  well.  I must tell Caswallon what has happened 
  here – please, you must go in my place.”     
   
  Brialla will answer any questions she can, 
  both about the teachings of Caswallon and what 
  she knows of the Cavern of Echoes.   
  Q: What is the Ffordd Purdeb? 
  A: It is a road upon which all Gyruff may soon 
  walk. The body of Gyruff is sick just as the 
  children here are sick. It suffers from the influence 
  of so many outsiders. It is one thing to accept a 
  helping hand; it is quite another to be forced to 
  dance to an ally’s tune. The Giants found us weak 
  and divided, too obsessed with chaotic change 
  and far from our natural roots.  
  So we must purify ourselves. We must clean from 
  our branches those notions that are not pure, not 
  of the Old Ways. We have long forgotten lessons 
  learned and we must re-learn them.  
  I know this makes us sound as if we despise all 
  that is not of Gyruff, but this is not true. We may 
  A Whisper of Thunder 
   
  Page 8 
  
  admire other cultures and peoples, but still have 
  no wish to be like them. What is good for the Suel 
  or Bakluni is not necessarily good for the Flan. We 
  have compromised too much. We have lost our 
  way. 
  Q: What sorts of things should Gyruff change? 
  What changes would need to be made? 
  A: Such things as ridding ourselves of Invader 
  Gods. The notion of clerics is also alien to us, 
  except perhaps those of Pelor. And our reliance 
  on so many arcane magics… It is one thing to 
  have bards among us, quite another to have 
  world- wrecking magicians throwing their magicks 
  around. And why are there giants here? Why are 
  these invaders welcome here, now that we have 
  defeated them? 
  Q:  What about the Greenman?  Where does 
  the spirit of the Land fit into the Ffordd 
  Purdeb?   
  Bah.  The fey.  There are parallels between our 
  world and the realm of Faerie, certainly, and 
  power aplenty… but the Greenman and the Land 
  are NOT the same.  The Greenman is a fey spirit, 
  an echo… but It is of Faerie, not Gyruff.  This 
  infusion of faerie magic into the rituals of the Old 
  Faith is one of the most insidious of the many 
  changes that led us astray from the Path… it was 
  not always so.  
  Q:  Do you think violence may be necessary if 
  the “impurities” are to be removed from the 
  Land?   
  I certainly hope not – and I would not broach that 
  topic of conversation within the hearing of many.  
  A 
  certain 
  llywress 
  employing 
  fire 
  giant 
  mercenaries comes to mind, for instance.  I hope 
  that, by helping Caswallon find conclusive proof of 
  the deception, the corruption that has crept into 
  the Old Faith, we can prevent such violence… but 
  the foreign influence may be too great to be 
  purged with anything other than blood.  The near-
  riot you just witnessed is clear indication of the 
  trouble brewing just beneath the surface, the 
  unrest amongst the ffolk… and this is precisely 
  why I must seek Caswallon’s wisdom sooner 
  rather than later.  He will know what to do.   
  Q.  What can you tell us of Llywellyn, the 
  Druid-King?   
  Llywellyn was the first to unite the Flan tribes of 
  the Sheldomar valley against the giants, some 
  hundred years before the Standing Stones were 
  erected upon the Isle of Rhun, before the Gyri 
  even knew of the existence of the gnomes, before 
  the first dwarves came to our mountains.  Almost 
  three thousand years ago, now.  Though Iorweth 
  the Far-Sighted was the first to claim the modern 
  title, a mere five hundred years ago, in many ways 
  Llywellyn was the first true Brenin, the first king 
  among kings to unite the Gyri.  He was both a 
  great leader of men and a wise and powerful 
  druid, beloved of the Earth-Mother… in some of 
  the ancient legends, quite literally Her beloved.  It 
  is said that the confederacy of Gyri tribes began to 
  splinter when the last of his line perished, and it is 
  also said that the open feuds between the druids 
  of Ehlonna and Obad-Hai began when the 
  followers of the Earth-Mother suddenly dwindled 
  and Beory withdrew from the affairs of men…  
  Q.  What more can you tell us of the Cavern of 
  Echoes?   
  Brialla pauses at this, and glances at the 
  motionless warrior seated nearby.  He lets out a 
  disdainful snort, and without turning away from the 
  fire, finally speaks.   
  “Waste of time, that’s what it is,” he scoffs.   
  The bard sighs, and launches into a more detailed 
  explanation…  
  There is a small river valley emerging from the 
  Barrier Peaks, between the llywr’s seat at Dersyth 
  and the home of Clan Stonereaver in Moradinth 
  Mor.  Branching upwards from this is an even 
  smaller ravine, far too steep and narrow to allow a 
  giant to pass… leading up to a bare spire of rock 
  overlooking the hills of Gyruff.  It is isolated, 
  difficult to reach save through the ravine, and has 
  little to recommend it, for there are other, loftier 
  perches which are far more easily obtained.   
  The ravine I have found, and the path up into the 
  mountains, exactly as Caswallon described them 
  from his studies… but a spring storm sent torrents 
  of water rushing down from the heights and 
  prevented my passage, not to mention saddling 
  me with this miserable cold!  Of the Cavern itself, I 
  know only what little was recovered from the 
  tablet:   
  Small and crawling things alone climb 
  The channel to a place both lofty and deep 
  Beloved of the Earth-Mother 
  Beware the whisper of thunder 
  A mother’s tears are too great 
  For small crawling things to bear 
  A Whisper of Thunder 
   
  Page 9 
  
  Yet a father’s sight may hide the quiet 
  place 
  Where the small and wise might enter  
  With the blessing of the Voice of the Dead 
  Q.  Voice of the Dead?  That sounds 
  ominous… 
  Other than what was set down in rhyme (see 
  above), I know very little for certain.  Despite all 
  the references to whispers and death, it comes 
  from a time more than a thousand years before 
  the Whispered One walked Oerth, so we may rest 
  assured that it is no relic of his evil make.  
  Caswallon has a theory…  
  She glances over at the warrior again.   
  It’s a foolish one, he grumbles.  I’m not dead.  That 
  cave was empty then, and it’ll be empty now.  
  Long walk up a steep hill for nothing. But I gave 
  my word, so if these idiots want to hike all the way 
  out there in your place, I’ll lead them there.      
  The bard shrugs and looks back at you.   
  Whether the verse refers to the voice of one who 
  has been long lost to us, or to some forgotten relic 
  within the cave, I know not.  Nonetheless, the 
  journey will be far easier with a guide… 
  Q.  (To the warrior)  Who are you?    
  A.  You can call me Madoc, or General.  I owe a 
  druid a favor.  I’ve been to this Cavern before, a 
  long time ago, so I guess I’m your guide if you 
  intend to go through with this.  That’s all you really 
  need to know.   
  Q.  General?  I don’t remember you from the 
  war…  
  A.  There have been other wars, and I’ve been 
  away from home for a very long time.  Much has 
  changed…  
  Looks like most people thought I was dead, but I 
  get that a lot.   
  Q.  (Indicating sleeping woman)  Who is she?   
  A.  She’s no concern of yours, and she has no 
  wish to converse with you. She is in mourning, let 
  her be.   
  ENCOUNTER THREE: A 
  PLEA FOR REASON 
   
  The heroes may make whatever preparations 
  they wish before departing the village in the 
  morning, although there is little here that can be 
  spared if they find themselves in need of resupply. 
  Brialla, too, gathers her meager belongings and 
  departs at first light, bound for Greenskin Grove 
  and Caswallon the Pure.  The General packs light; 
  he is prepared to depart at dawn.  His nameless 
  companion is nowhere in sight and if asked, he 
  says she is ‘staying with a friend’ until he returns. 
   
  It seems that the gods have chosen to 
  favor your journey, for the morning dawns soft 
  and clear.  Brialla takes her leave at first light, 
  for her path lies to the north and east, while 
  yours must take you westward for the better 
  part of two days.  A few of the villagers, 
  already rousing themselves for the day’s work, 
  wave and wish you well on your travels.  The 
  scruffy billy goat dislodged from the half-
  finished inn by your presence the night before 
  trails behind you as you leave, bleating pitifully 
  as if determined to acquire at least some 
  scraps of breakfast in payment for his 
  discomfort.   
   
  The moment the fields are out of sight 
  behind you, the billy goat vanishes, its outline 
  blurring into the silhouette of a young man – 
  Ieldon, the druid faced by the mob yesterday 
  afternoon.   
   
  “I would walk with you a while, that I might 
  speak with you,” he says without preamble or 
  greeting.  “Much that was said yesterday 
  troubles me… both before the trouble in the 
  square and afterward.  I know of your mission, 
  and I ask you to carefully consider the 
  repercussions of your actions.  Any lore that 
  should be found within this Cavern of Echoes, 
  or from this Voice of the Dead, should not be 
  taken to Caswallon or the poison that has 
  seeped into this village will spread.  Llwyress 
  Rhian merch Neirin sent me to discover what 
  evils continue to trouble her land and those 
  who have returned to settle here, while her 
  neighbors in Gwyrth Bryn seem to prosper… 
  and as you saw, I have discovered more than I 
  expected.  Do not assist this lunacy further.  If 
  this Cavern truly exists, bring what you find to 
  the llwyress and the Old Faith in Pregmere.”   
   
  Ieldon will answer questions up to a point, but 
  remains cold and distant.  If pressed or challenged 
  too far, he will simply depart and abandon the PCs 
  to their own devices.   
  Q.  Why do you call the Ffordd Purdeb evil?  
  A Whisper of Thunder 
   
  Page 10 
  
  A.  They seek to unlearn all that we as a people 
  have learned over the course of millennia.  They 
  seek to divide us now that our common enemy 
  has fallen, to profit from the weariness and 
  confusion of those who only wish to return home 
  at last.  They seek death and unrest when the time 
  has come for life and renewal.   
  Q.  That seems a strange attitude for a Druid of 
  Winter…  
  A.  I know the place of Winter in the cycle, and my 
  place in serving it.  Do you understand yours?   
  Q.  What will the Llwyress and the Old Faith do 
  with this knowledge, or this Voice of the Dead, 
  if we bring it to them?  
  A.  That is for wiser heads than mine, or yours, to 
  decide.  Something other than foment resentment 
  and rebellion amongst the ffolk, I assure you.   
  Q.  Why don’t you try being a little nicer to 
  people?  
  A.  I am no diplomat, and have never claimed 
  otherwise.  I was sent because I understand 
  Winter and Death, and know the signs of their 
  waxing and waning in the Land.   If the ffolk have 
  grown so impatient and foolhardy that they no 
  longer heed the words of the Old Faith, no matter 
  how harsh to their ears, that is their misfortune 
  and none of my own.    
  If the PCs agree:  
  “You have chosen wisely, and shall be rewarded 
  for fulfilling your duty to the Brenin and the Land.  I 
  shall tell the llwyress to expect you in Pregmere.”   
  If the PCs disagree, refuse to commit, or 
  otherwise argue with the druid beyond his 
  limited patience:   
  “As you wish.  It is not the place of a Druid of 
  Winter to turn fools aside from their folly… but 
  when the time comes, to see to it that they serve 
  the Cycle at least in death, if they fail to serve it in 
  life.  I will say no more.”   
   
  Whether he departs with their promise or 
  without it, Ieldon transforms into a raven once 
  again and flies off in the direction of the llwyress’s 
  seat in Pregmere.   
  ENCOUNTER FOUR 
   
  The heroes journey through the wilds of 
  Gwryth Bryn, making their way across the Olve 
  Water and into the foothills of the Barrier Peaks.  
  As promised by Brialla, the ravine is extremely 
  narrow; PCs must travel in single file, so the GM 
  should be sure to establish the marching order 
  before they set out.   
   
  Though thunder continues to rumble in the 
  distance, on the far side of the towering Barrier 
  Peaks before you, the weather remains clear 
  for the two days it takes you to reach the river 
  valley. The climb up into the mountains is slow 
  and difficult, but you find the ravine Brialla 
  described late in the afternoon of the second 
  day.  The uneven floor of the narrow cleft in 
  the rock climbs steeply upward; there is barely 
  room enough for a strongly-built man to walk 
  without scraping his shoulders against the cliff 
  walls.  All lies in shadow here, and the storm 
  winds gathering to the west begin to whistle 
  eerily through the ravine as you climb.  The 
  strange keening of the wind could easily be the 
  moan of lost souls wandering in the heights, 
  just as the distant thunder reminds you of 
  wardrums and the tramping of armies… a 
  fitting place for this Voice of the Dead, if it is 
  truly here.   
   
  As 
  the 
  sky 
  darkens 
  and 
  scattered 
  raindrops begin to pelt you from above, it is 
  likewise not difficult to imagine the onslaught 
  of water that will course through this narrow 
  ravine into the tributary of the Olve Water 
  behind and below, should the storm break…  
   
  The PCs must succeed at three Climb checks 
  before they reach the safety of the Sanctuary.  If 
  they brought ropes or climbing gear and have 
  already thought to employ them, the benefits apply 
  as normal; if they wish to stop at any point and 
  unpack special equipment or cast spells, the GM 
  should proceed immediately to the next step in the 
  sequence and repeat it a second time before 
  allowing the party to advance.  The players may 
  choose to retreat or dig in without immediate 
  penalty during Check One or Check Two (see 
  Waiting Out the Storm, below), but retreat is no 
  longer an option by the time they reach Check 
  Three.  
  *Note: The General has a +12 to both his Balance 
  and Climb skills, and has no difficulty with the 
  climb.  He does not wait for the PCs, and will not 
  assist them in any fashion, focusing all his 
  attention on ensuring that the cloaked woman 
  accompanying him stays beside him.   
  Check One:   
   
  The 
  occasional 
  fat 
  raindrop 
  has 
  transformed into a steady downpour.  What 
  A Whisper of Thunder 
   
  Page 11 
  
  had been a relatively easy scramble upward is 
  suddenly complicated by rocks that grow slick 
  under hand and boot…  
   
  Up until this point, the steep slope and 
  uneven, rounded rocks have made the climb 
  strenuous but manageable, a mere DC 0.  As the 
  rain makes the rocks slippery, the DC increases to 
  5.   
  If the heroes succeed at the DC 5 check but 
  choose to continue at a steady, careful pace, 
  proceed immediately to Check Two.   
  If the heroes succeed at the DC 5 check and 
  choose to accelerate their pace (i.e. they stop 
  taking 10), they may make another check at DC 
  10.  If they succeed at this check, and at the 
  accelerated Check Two, they may skip Check 
  Three.   
  If the heroes fail the DC 5 check, they fail to make 
  significant progress.  They must repeat Check 
  One, and then proceed immediately to Check 
  Three and complete it twice before advancing.    
  Check Two:  
   
  Rivulets of water now course between the 
  slippery 
  stones 
  underfoot, 
  churning 
  the 
  reddish earth to mud.  The steady rain has 
  become a grey curtain of almost solid water 
  cascading from above, soaking you to the 
  bone and obscuring your vision…  
   
  Players must make an immediate DC 6 
  Strength or Balance check, or fall prone.  They do 
  not slide backwards down the ravine at this point, 
  but the length of time it takes them to complete 
  this Climb Check doubles.  The DC for this Climb 
  check is now DC 12.    
   
  If the players succeed at the DC 12 check and 
  continue at a steady and careful pace, proceed 
  immediately to Check Three.   
   
  If the players wish to move at an increased 
  pace (i.e. they stop taking 10), have them make a 
  second Strength or Balance check at DC 12.  If 
  everyone succeeds, they may make one final 
  Climb Check at DC 12 and proceed to Encounter 
  Five.   
   
  If the players fail the standard Check Two 
  (either the Strength/Balance check or the DC 12 
  Climb) they fail to make significant progress.  
  Players must immediately make another Strength 
  or Balance check at DC 12, and proceed 
  immediately to Check Three.  Those who fail this 
  secondary Strength/Balance check will begin that 
  stage while prone.   
   
  If players attempt the accelerated Check Two 
  (having successfully completed the accelerated 
  Check One) and fail it, proceed immediately to 
  Check Three.   
  Check Three:   
  The storm has broken with a vengeance.  
  Thunder crashes overhead, but it is barely 
  audible over the roar of the water rushing 
  down the ravine.  Turning back is no longer an 
  option, or at least not a safe one, but there is 
  no end to the climb within the limited range of 
  your sight.  Any moment now, you are sure to 
  be plucked from the mountainside and cast 
  down from the heights like a broken twig… 
   
  Players must immediately make a Strength or 
  Balance check at DC 12, or fall prone.  Characters 
  who fall are swept backwards down the ravine.  
  Roll 1d4; that number x10 is the distance in feet 
  that they are pushed back downhill before they 
  manage to stop their slide, and also the number of 
  d4s of damage they take from being battered 
  against the sides and floor of the cliff.   
   
  Depending on their place in the marching 
  order, dislodged characters may crash into those 
  behind them.  The PC immediately behind one 
  who is washed away may attempt one of two 
  actions. They may catch the sliding hero by 
  succeeding at a DC 15 Climb check, thus negating 
  any damage their companion might have suffered 
  (see PHB p.69); or, they may choose to simply 
  hang on, in which case they immediately take 1d4 
  bludgeoning damage and must make a second 
  Strength or Balance check at DC 12 or be 
  knocked over.  PCs further down the chain may 
  likewise choose to catch one (and only one!) 
  sliding hero, or hold on and avoid contact entirely.  
   
  Any characters still on their feet, or regaining 
  their feet after having fallen, must succeed at a 
  Climb check at DC 15 in order to advance to 
  Encounter Five. 
   
  A character who falls twice in this stage, 
  without being stopped by a companion, is washed 
  all the way back to the base of the ravine.  He or 
  she must then make a DC 15 Swim check upon 
  landing in the raging river below.  The character 
  takes no further damage, but is in very real danger 
  of drowning.  In any event, that character is 
  effectively out of play until the storm passes.   
  Waiting Out the Storm:   
  A Whisper of Thunder 
   
  Page 12 
  
   
  The heroes may decide that they are in no 
  particular hurry, and choose to dig in somehow to 
  wait for the danger to pass.  If they have some sort 
  of climbing equipment or other means of 
  assistance, they may do so in the ravine itself; 
  allow them to be creative.  Feel free to scare them 
  a bit with the boxed text, and describe how muddy 
  and wet they get even after the rain has passed, 
  but otherwise proceed on to Encounter Five.  
  *** If the heroes decide to wait in the relative 
  safety of the river valley, cowardice may prove to 
  be its own reward.  Parties who agreed to help 
  Ieldon and the Old Faith (whether they actually 
  intend to follow through or not) may proceed to 
  Encounter Five none the worse for wear; the 
  General and his companion, soaked and even 
  more grouchy than usual, will still be there.  
  Parties who openly snubbed Ieldon will reach the 
  top to find the Cavern of Echoes empty, except for 
  a raven’s feather and a wooden holy symbol – the 
  circle of the Old Faith, with the skull of Nerull 
  prominently displayed in the center. The General 
  and his mysterious companion are gone.  These 
  players still receive the Favor of Caswallon for 
  their efforts, however unsuccessful, and the 
  Enmity of the Old Faith; as the module ends here, 
  they do not receive full experience or treasure 
  access.   
  Magically Circumventing the Climb: 
   
  Higher APL parties may be able to use magic 
  to circumvent the entire uncomfortable climb, 
  which is perfectly fine.  If they choose to fly or 
  windwalk the entire party over the rushing water in 
  the middle of a thunderstorm, award them suitably 
  by selecting the player wearing the most shiny 
  metal and/or carrying the longest polearm, and 
  zap them with a 5d6 lightning bolt, Reflex save DC 
  20 for half damage.  Proceed on to Encounter 
  Five.   
  ENCOUNTER FIVE 
   
  In the midst of the howling storm, you 
  almost miss it.  In fact, if not for the chance 
  illumination of a bolt of lightning and the 
  General’s aid, you may well have passed by 
  the narrow crack in the mountain’s face, and 
  continued past this level space where the 
  rainwater has gathered in a foaming pool.   
   
  But you do see it, and quickly squeeze up 
  and through the small opening, struggling with 
  your sodden packs.  By the flickering of the 
  lightning outside, and whatever illumination 
  you have managed to bring with you through 
  the deluge, you see a small, round chamber 
  with a smooth stone floor.  On the wall to your 
  right, quite invisible from outside the cave, you 
  see a faint, crude symbol etched into the stone 
  and outlined in dark paint… the rounded figure 
  of a woman.  Beory, the Earth-Mother.   
   
  Otherwise, the small cave is completely 
  empty.  “See?” the General says.  “Told you 
  so.”  He shakes out his cloak and slouches to 
  the ground against one wall.  “That was fun.  
  We’ll leave in the morning.”   
   
  There are no obvious exits to this room.  The 
  General and his companion do not assist in any 
  search, but will grudgingly move out of the way so 
  the PCs may examine the entire cave.   
   
  A Search (DC 12+APL) of the wall to the 
  north, where the mark of Beory is carved, reveals 
  the outline of a secret door, but no efforts of the 
  PCs will dislodge it.   
   
  If the heroes begin breaking out tools or 
  weapons in order to bash their way through, the 
  General finally speaks up.  “I wouldn’t do that if I 
  were you.  Gods know what sort of curses are 
  on this place.”  He settles more firmly into his 
  damp cloak, and begins muttering under his 
  breath in Flan… <<Try hopping up and down on 
  one leg while chanting Open Sesame…>>  
   
  Though the General was clearly being 
  sarcastic, as soon as he says the word “open” in 
  Flan – whether at the prompting of the PCs or by 
  accident – the secret door slides to one side.  No 
  one is more surprised by this than the General. 
   
  Beside this symbol, a tunnel slopes 
  gradually up and away into darkness… though 
  the roar of the storm outside is now muted, the 
  deep, hollow moan that echoes down that 
  passageway chills the blood...   
   
  The heroes have reached the Cavern of 
  Echoes, sanctuary of the Druid-Kings.  There is no 
  way to proceed but through the tunnel.  Once the 
  party has passed beyond the entrance chamber, 
  the cave is utterly dark.   
   
  That in itself is not surprising, but the General 
  quickly finds that neither he nor his companion 
  can pass beyond the threshold.  Some sort of 
  invisible barrier prevents him from moving forward, 
  and actually seems to cause him physical pain.  
  He tries a few times more, though his companion 
  only needs to be shocked with freezing fire once 
  before she takes the hint… but nothing he or any 
  A Whisper of Thunder 
   
  Page 13 
  
  of the PCs attempt will allow him to pass the 
  doorway.   
   
  “Wonderful.  Maybe I really am dead.  Look, 
  you lot go ahead, and we’ll wait out here.  At 
  least until morning.  Have fun.”   
   
  The General and his companion may not be 
  the only members of the party unable to enter the 
  Cavern of Echoes.  The entire cave complex has 
  been warded to prevent Outsiders from entering.  
  Any PC with a template, curse, or other game 
  effect altering their effective creature type to 
  “outsider” is likewise trapped outside the cavern.   
   
  The effect may be dispelled normally; it was 
  put in place by a 20th level caster.  As the entire 
  cavern is warded, they will have to repeat the 
  process each time an Outsider passes into a new 
  chamber; failure means the offending Outsider is 
  immediately teleported to the entrance chamber.   
   
  The tunnel leads into a large circular 
  chamber, too perfectly round to be entirely 
  natural.   
  Half way down the hallway, there is an area where 
  several traps have been placed as a last line of 
  defense. 
  APL 2 (EL 3) 
  Javelin Trap (2): Search DC 20; Mechanical; 
  location trigger; see Appendix Four. 
  APL 4 (EL 6) 
  Poison Javelin Trap (2): Search DC 23; 
  Mechanical; location trigger; see Appendix Four. 
  APL 6 (EL 8) 
  Poison Javelin Trap (4): Search DC 25; 
  Mechanical; location trigger; see Appendix Four. 
  APL 8 (EL 10) 
  Poison Spear 
  Trap (2): Search DC 27; 
  Mechanical; location trigger; see Appendix Four. 
  APL 10 (EL 12) 
  Poison Spear 
  Trap (4): Search DC 29; 
  Mechanical; location trigger; see Appendix Four. 
  Once the PCs move past the traps, continue 
  reading: 
  Another tunnel on the opposite side of the 
  room slopes further upward and curves off to 
  the right; another symbol is etched over it, this 
  one a crude sunburst. While there was once a 
  winding stair leading upwards through this 
  tunnel, it has collapsed beneath the long 
  weight of centuries and the near-constant 
  battering of harsh mountain storms.    
   
  Nestled in the curve of the northern wall, 
  between the two tunnels, is a pool of dark, still 
  water.  Looming out of the pool, melded into 
  the smooth stone of the wall itself, is a dark 
  and ominous carving.  Though there is little to 
  it but a long cloak with a deep cowl, the figure 
  points into the chamber with one skeletal 
  hand… which seems to follow you no matter 
  where you stand.   
   
  As soon as any living being comes within 10’ 
  of the edge of the pool, the guardian storm 
  elemental bound within the water is awakened 
  from its long slumber…  
   
  Suddenly a dark, ominous vapor erupts 
  from the surface of the water as the still pool 
  boils to life.  Blue and orange flickers of 
  lightning crackle through the mist as it rushes 
  up to fill the cavernous ceiling overhead, 
  coalescing into a looming, vaguely humanoid 
  shape… with the fury of the storm raging in its 
  eyes.   
  APL 2 (EL 3) 
  Storm Elemental, Small (1): hp 11; Monster 
  Manual IIIl, page 48-49; see Appendix Three 
  APL 4 (EL 5) 
  Storm Elemental, Medium (1): hp 26; 
  Monster 
  Manual 
  IIIl, 
  page 
  48-49; 
  see 
  Appendix Three 
  APL 6 (EL 7) 
  Storm Elemental, Large (1): hp 68; Monster 
  Manual IIIl, page 48-49; see Appendix Three 
  APL 8 (EL 9) 
  Storm Elemental, Large (2): hp 68 each; 
  Monster 
  Manual 
  IIIl, 
  page 
  48-49; 
  see 
  Appendix Three 
  APL 10 (EL 11) 
  Storm Elemental, Huge (2): hp 168 each; 
  Monster 
  Manual 
  IIIl, 
  page 
  48-49; 
  see 
  Appendix Three 
   
  Tactics: The storm elemental is trapped here 
  by the same wards preventing any other outsiders 
  or extraplanar creatures from entering.  It has no 
  other choice but to fight until it is destroyed.  Note, 
  at certain APL’s there are two creatures. In reality 
  it is one creature but it has been weakening with 
  A Whisper of Thunder 
   
  Page 14 
  
  age and thus appears as two weaker creatures 
  instead of one. 
   
  Treasure: Allow the PCs a Spot check, DC 20 
  to see that the water level has lowered and there 
  are objects there now.  The objects are in a few 
  sealed earthen containers. They are not trapped 
  but are sealed to keep water out.  At lower APLs 
  some of the containers are broken and empty. 
  Otherwise, if the PC’s search, a DC 20 Search 
  Check reveals the items as well but the Voice (see 
  below) will not reveal the existence of the items. 
  APL 2: L: 0 gp, C: 0 gp, M: Feather Token: 
  Swan Boat (37 gp); Feather Token: Bird 
  (25gp); Horn of Fog (166gp); Ioun Stone: 
  Clear (333gp). 
  APL 4: L: 0 gp, C: 0 gp, M: Feather Token: 
  Swan Boat (37 gp); Feather Token: Bird 
  (25gp); Horn of Fog (166gp); Ioun Stone: 
  Clear (333gp). 
  APL 6: L: 0 gp, C: 0 gp, M: Feather Token: 
  Swan Boat (37 gp); Feather Token: Bird 
  (25gp); Horn of Fog (166gp); Ioun Stone: 
  Clear (333gp); Figurine of Wondrous Power: 
  Bronze Griffin (833gp); Ioun Stone: Dusty 
  Rose (416gp). 
  APL 8: L: 0 gp, C: 0 gp, M: Feather Token: 
  Swan Boat (37 gp); Feather Token: Bird 
  (25gp); Horn of Fog (166gp); Ioun Stone: 
  Clear (333gp); Figurine of Wondrous Power: 
  Bronze Griffin (833gp); Ioun Stone: Dusty 
  Rose (416gp). 
  APL 10: L: 0 gp, C: 0 gp, M: Feather Token: 
  Swan Boat (37 gp); Feather Token: Bird 
  (25gp); Horn of Fog (166gp); Ioun Stone: 
  Clear (333gp); Figurine of Wondrous Power: 
  Bronze Griffin (833gp); Ioun Stone: Dusty 
  Rose (416gp); Drums of Panic (2500gp); 
  Figurine of Wondrous Power: Ivory Goats 
  (1750gp). 
   
  Development: Once the PCs have defeated 
  the storm elemental, read the following:   
   
  As the last whispers of thunder die, the 
  carved idol in the center of the northern wall 
  swings out into the now-quiet pool.  Behind 
  the statue rests a tall harp carved of darkwood, 
  with intricate ivory inlays yellowed by the 
  passage of centuries.  The silvery strings 
  ripple to life as fresh air stirs them once 
  more… and a dark, cold, hollow voice 
  emanates from the ancient instrument.   
   
   “Many long years have passed since 
  mortals came to hear my wisdom.  Much have I 
  heard in the darkness.  Speak, living ones… 
  what would you ask of the Voice of the Dead?”  
  Q.  You’re the Voice of the Dead?  
  A.  <dark laughter> Is there an echo in here?  
  Perhaps you should have thought of some better 
  questions before you made that climb…  
  Q.  What do you do, exactly?   
  A.  I listen, and I remember.  All that have passed 
  into the Winter King’s embrace in this Land, I have 
  heard in their slumber… all that they dreamed, 
  before they returned once again to the realm of 
  the living, I recall.  For those with the strength of 
  heart to face the cost, I can call forth the power 
  and wisdom of those bound to me… for those 
  without the strength, I call forth naught but 
  oblivion.   
  Q.  What do you mean by “those bound to 
  you?”  
  A.  Those who have called upon my gifts in the 
  past become my gifts in the future.  They remain 
  as they were, never to return to the Cycle, never 
  to touch the mortal world… just a Voice in the 
  darkness.   
  Q.  What do you mean by “those without the 
  strength?”   
  A.  Those who reach for great power, and have 
  not the will to direct it, are utterly destroyed by it.  
  Gone.  Poof.   
  Q.  What power and wisdom are you talking 
  about?   
  A.  If you have to ask, probably power and wisdom 
  beyond your comprehension.  Sound me if you 
  dare; that’s the only way you’ll find out.   
  Q.  What can you tell us about the Three 
  Tenants of Llywellyn the Druid-King?  
  A.  I can tell you that there are more than three, for 
  one thing.  Purity of Body, Purity of Tradition, 
  Purity of Vision… these were the guiding stars of a 
  great leader of men and ruler beloved of the Earth-
  Mother at the height of his glory.   
  Patience of Hand, Patience of Heart, Patience of 
  Thought… these were the wisdom of a great man 
  in his elder years, as he watched all that he had 
  built wither and die under the folly of lesser men.  
  Those who followed, and who became Voices in 
  the darkness in their turn, did not heed his words, 
  A Whisper of Thunder 
   
  Page 15 
  
  and Beory turned Her face away from Her 
  children.  
  Q.  There are many who would benefit from 
  your wisdom.  Would you journey with us back 
  into the mortal world?   
  A.  Aye, if that is your wish.  I have made such 
  journeys before, when Gyruff’s need was great.  
  Carry me where you would; you have won the 
  right.   
  Be warned, though, that not all who hear the Voice 
  of the Dead wish to listen…  
   
  The Voice of the Dead eventually tires of 
  answering questions directly.  If the PCs venture 
  beyond the basic outline of questions detailed 
  above, the harp lapses into playing long-forgotten 
  laments, and lets the heroes draw whatever 
  conclusions they like from the lyrics.  While the 
  songs may be of limitless interest to bards and 
  other historians (who may spend TUs to query the 
  Voice of the Dead further), there is an immediate 
  decision to be made.   
   
  Are the PCs going to remove the Voice of the 
  Dead from the Cavern of Echoes, and if so, where 
  are they taking it?   
   
  If asked for his opinion, when the PCs emerge 
  from the Cavern, the General frowns thoughtfully.  
  He is silent for a long time, and then finally shakes 
  his head.   
   
  “This is no longer the Gyruff of my youth.  
  Much has changed in my absence, and I am no 
  longer certain where wisdom lies.  You have 
  done well, to come so far in such trying 
  circumstances, and to find what I could not so 
  many years ago… the decision must lie with 
  you.  I will help you carry the Voice of the Dead 
  wherever you choose.”       
  CONCLUSION A:  
  CASWALLON 
   
  You are greeted as heroes at Greenskin 
  Grove, the home of Caswallon the Pure.  The 
  kindly, bearded druid smiles broadly at your 
  approach.   
   
  “I knew you would not fail the Land.  Come, 
  friends, be at rest and share my hospitality… I 
  am eager to hear what you have learned.”   
   
  Caswallon personally escorts you all into 
  the long, low red house that is clearly the 
  “great hall” of this large and prosperous 
  steading.  All around you, the ffolk seem happy 
  and healthy, many of them cheering as you 
  pass.  Caswallon has a feast laid before you, 
  roasted 
  venison 
  and 
  pheasant, 
  stewed 
  potatoes and leeks, buttery ears of corn, fresh 
  dark bread, rich plum pudding… if there is any 
  famine or hardship in these lands, the table 
  before you certainly does not show it.   
   
  Caswallon listens attentively to your tale, 
  and looks on the Voice of the Dead in obvious 
  awe.  His expression is solemn when the tale 
  is done.   
   
  “Clearly, I have much to think on, as do we 
  all.  I thank you all for your heroism, and your 
  wisdom in bringing these words to me.  I have 
  no doubt that the learning of our ancestors will 
  provide the light needed to lead us forward out 
  of the darkness into which we have fallen…”  
  Players receive: Favor of Caswallon, Emnity of the 
  Old Faith, and Thanks of the Voice 
  CONCLUSION B: THE OLD 
  FAITH 
   
  A line of brown-robed figures awaits you at 
  the gates of Pregmere (or the Isle of Rhun, or 
  wherever 
  the 
  heroes 
  take 
  the 
  Voice)… 
  somehow, the druids of the Old Faith knew of 
  your coming.  Young Ieldon stands with them, 
  the first smile you have ever seen from him 
  brightening his face.   
   
  “You have chosen well, friends.  Come, be 
  welcome in the place and tell us what you have 
  learned.  It is time for the Voice of the Dead to 
  lead us out of winter’s grasp and into the 
  season of growth and renewal… as it always 
  has been, so shall it always be.”   
  Players receive: Favor of the Old Faith and 
  Thanks of the Voice 
  CONCLUSION C: MISSION 
  FAILED 
   
  Though you have not retrieved the Voice of 
  the Dead, Caswallon or the Old Faith is grateful for 
  your attempt.   
  Depending on who the PC’s report their findings 
  to, they receive either the Favor of Caswallon or 
  the Favor of the Old Faith. 
  A Whisper of Thunder 
   
  Page 16 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter One 
  Defeat the Brigand Attack and get the caravan 
  through safely 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
  Encounter Four 
  Make it up the mountain and through the storm 
  safely. 
   
  APL All: 60 xp 
  Encounter Five: Trap 
  Avoid the trap entirely is possible or minimize the 
  damage it does. 
   
  APL 2: 90 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
  Encounter Five: Storm Elemental 
  Defeat the Storm Elemental. 
   
  APL 2: 90 xp. 
   
  APL 4: 150 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
  Story Award 
  Return the Voice of the Dead to either Caswallon 
  or the Old Faith. 
   
  APL 2: 30 xp. 
   
  APL 4: 60 xp. 
   
  APL 6: 90 xp. 
   
  APL 8: 120 xp. 
   
  APL 10: 180 xp. 
  Discretionary Roleplaying Award 
   
  APL All: 50 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  A Whisper of Thunder 
   
  Page 17 
  
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional 
  adventure, 
  characters 
  may 
  spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so this 
  total may be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter One: 
  APL 2: L: 157 gp, C: 100 gp, M: 3x Potion of 
  Cure Light Wounds (4 gp each) 
  APL 4: L: 90 gp, C: 100 gp, M: 3x Potion of 
  Cure Light Wounds (4 gp each), Longsword 
  +1 (192gp), 2x Mighty Composite Longbow +1 
  (200gp each); 
  APL 6: L: 153 gp, C: 100 gp, M: 3x Potion of 
  Cure Serious Wounds (60 gp each), Scythe 
  +1 (191gp), 2x Mighty Composite Longbow +1 
  (200gp each); 
  APL 8: L: 232 gp, C: 100 gp, M: 3x Potion of 
  Cure Serious Wounds (60 gp each), Scythe 
  +1 (191gp), 2x Mighty Composite Longbow +1 
  (200gp each), Mithril Chain Shirt +1 (112gp), 
  Gauntlets of Ogre Power (333gp), Periapt of 
  Wisdom +2 (333gp), Vest of Resistance 
  +1(83gp); 
  APL 10: L: 90 gp, C: 100 gp, M: 3x Potion of 
  Cure Serious Wounds (60 gp each), Scythe 
  +1 (191gp), 2x Mighty Composite Longbow +1 
  (200gp each) 3x Mithril Chain Shirt +1 (112gp 
  each), Gauntlets of Ogre Power (333gp), 
  Periapt of Wisdom +2 (333gp), 2x Vest of 
  Resistance 
  +2(333gp 
  each), 
  Vest 
  of 
  Resistance +3(750gp); 
  Encounter Five: 
  APL 2: L: 0 gp, C: 0 gp, M: Feather Token: 
  Swan Boat (37 gp); Feather Token: Bird 
  (25gp); Horn of Fog (166gp); Ioun Stone: 
  Clear (333gp). 
  APL 4: L: 0 gp, C: 0 gp, M: Feather Token: 
  Swan Boat (37 gp); Feather Token: Bird 
  (25gp); Horn of Fog (166gp); Ioun Stone: 
  Clear (333gp). 
  APL 6: L: 0 gp, C: 0 gp, M: Feather Token: 
  Swan Boat (37 gp); Feather Token: Bird 
  (25gp); Horn of Fog (166gp); Ioun Stone: 
  Clear (333gp); Figurine of Wondrous Power: 
  Bronze Griffin (833gp); Ioun Stone: Dusty 
  Rose (416gp). 
  APL 8: L: 0 gp, C: 0 gp, M: Feather Token: 
  Swan Boat (37 gp); Feather Token: Bird 
  (25gp); Horn of Fog (166gp); Ioun Stone: 
  Clear (333gp); Figurine of Wondrous Power: 
  Bronze Griffin (833gp); Ioun Stone: Dusty 
  Rose (416gp). 
  APL 10: L: 0 gp, C: 0 gp, M: Feather Token: 
  Swan Boat (37 gp); Feather Token: Bird 
  (25gp); Horn of Fog (166gp); Ioun Stone: 
  Clear (333gp); Figurine of Wondrous Power: 
  Bronze Griffin (833gp); Ioun Stone: Dusty 
  Rose (416gp); Drums of Panic (2500gp); 
  Figurine of Wondrous Power: Ivory Goats 
  (1750gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 157 gp, C: 100 gp, M: 573 gp – 
  Total: 830 gp (450 gp). 
  APL 4: L: 90 gp, C: 100 gp, M: 1165 gp – 
  Total: 1355 gp (650 gp). 
  APL 6: L: 153 gp, C: 100 gp, M: 2581 gp – 
  Total: 2834 gp (900 gp). 
  APL 8: L: 232 gp, C: 100 gp, M: 3442 gp – 
  Total: 3765 gp (1,300 gp). 
  APL 10: L: 90 gp, C: 100 gp, M: 4775 gp – 
  Total: 4965 gp (2,300 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special Items 
  Favor of Caswallon – In gratitude for your efforts 
  to bring the situation in Geoff under control, 
  Caswallon favors you with the items at his 
  disposal. He gives the PCs access to his arsenal 
  of Giant and Orc bane weapons, horded during 
  the war with the Giants to be used by his people. 
  PCs now have access to the Giant bane and Orc 
  bane weapon upgrades. However, they may only 
  be used on Bows, Scythes, Scimitars, Sickles, and 
  Spears.  In addition he gives them a walnut that 
  when cracked (full round action) will cast Summon 
  Nature’s Ally III one time (Caster Level 7th). 
  A Whisper of Thunder 
   
  Page 18 
  
  Favor of the Old Faith – For bringing the Voice of 
  the Dead to the Old Faith instead of Caswallon, 
  they are very grateful.  The Druids will give the PC 
  a half price Reincarnation one time.  In addition, 
  the PC may use the Ways of the World twice to 
  get where they are going faster then before. The 
  favor allows the PC to subtract 1 TU from a Meta 
  Org cost OR from extra TU’s spent on a module 
  each time the favor is used. Once it has been 
  used twice, the PC can no longer use the Ways at 
  will but the Reincarnation price reduction remains. 
  Enmity of the Old Faith – You again took a sacred 
  artifact to Caswallon. All charisma based skill 
  checks against an NPC member of the Old Faith 
  suffers a –4 circumstance penalty. 
  Thanks of the Voice – For rescuing the Voice of 
  the Dead, the PC is granted a 1 time use free 
  Speak with Dead as long as the PC is in Geoff at 
  the time it is to be used. 
  AR Items 
  APL 2 & 4 
  • 
  Feather Token: Swan Boat 450gp DMG 
  • 
  Feather Token: Bird 300gp DMG 
  • 
  Horn of Fog 2,000gp DMG 
  • 
  Ioun Stone – Clear 4,000gp DMG 
  APL 6 & 8 
  • 
  Figurine of Wondrous Power – Bronze 
  Griffin 10,000gp DMG 
  • 
  Ioun Stone – Dusty Rose 5,000gp DMG 
  APL 10 
  • 
  Drums of Panic – 30,000gp DMG 
  • 
  Figurine of Wondrous Power – Ivory 
  Goats 21,000gp DMG 
  A Whisper of Thunder 
   
  Page 19 
  
  APPENDIX 1 – ENCOUNTER 
  1, THE FEY 
  APL 2  
  P E T AL (3) 
  CR  1 
  Female Fey 
  NG Tiny Fey  
  Init +9; Senses Listen +4, Spot +4 
  Languages Common, Sylvan 
  AC 17, touch 17, flat-footed 12 
   (+2 size, +5 Dex) 
  hp 6 (1 HD); DR 5/cold iron 
  Fort +2, Ref +7, Will +2 
  Speed base movement 15 ft. (3 squares), fly 60 ft. 
  (good) 
  Melee dagger +7 (1d2-4/19-20x2)  
  Space 2½ ft.; Reach 0 ft. 
  Base Atk +0; Grp -12 
  Atk Options Sleep song 
  Abilities Str 3, Dex 20, Con 15, Int 15, Wis 10, Cha 18  
  Feats Improved Initiative, Weapon Finesse  
  Skills Craft (flower arranging) +6, Escape Artist +9, 
  Hide +17, Knowledge (nature) +6, Listen +4, Move 
  Silently +9, Spot +4, Tumble +9 
  Sleep Songs (Su): Petals can sing two kinds of songs 
  that deal no damage but can lull a creature into a 
  state of relaxation or sleep.   
  Lullaby: Any creature within a 20’ radius that fails a DC 
  14 Will save is affected as though by a lullaby spell.  
  A creature that successfully saves cannot be affected 
  by that petal’s lullaby song for 24 hours.  The save 
  DC is Charisma-based.   
  Sleep:  This song requires two or more petals separated 
  by no more than 100’ to be singing in unison.  Any 
  creatures within 100’ of either singer that hears the 
  song must succeed on a DC 17 Will save or be 
  affected as though by a sleep spell.  A creature that 
  successfully saves cannot be affected by those 
  petals’ sleep song for 24 hours.  The save DC is 
  Charisma-based.  
  Description  
  Monster Manual III, p. 120 
  APL 4  
  P E T AL (5) 
  CR  1 
  Female Fey 
  NG Tiny Fey  
  Init +9; Senses Listen +4, Spot +4 
  Languages Common, Sylvan 
  AC 17, touch 17, flat-footed 12 
   (+2 size, +5 Dex) 
  hp 6 (1 HD); DR 5/cold iron 
  Fort +2, Ref +7, Will +2 
  Speed base movement 15 ft. (3 squares), fly 60 ft. 
  (good) 
  Melee dagger +7 (1d2-4/19-20x2)  
  Space 2½ ft.; Reach 0 ft. 
  Base Atk +0; Grp -12 
  Atk Options Sleep song 
  Abilities Str 3, Dex 20, Con 15, Int 15, Wis 10, Cha 18  
  Feats Improved Initiative, Weapon Finesse  
  Skills Craft (flower arranging) +6, Escape Artist +9, 
  Hide +17, Knowledge (nature) +6, Listen +4, Move 
  Silently +9, Spot +4, Tumble +9 
  Sleep Songs (Su): Petals can sing two kinds of songs 
  that deal no damage but can lull a creature into a 
  state of relaxation or sleep.   
  Lullaby: Any creature within a 20’ radius that fails a DC 
  14 Will save is affected as though by a lullaby spell.  
  A creature that successfully saves cannot be affected 
  by that petal’s lullaby song for 24 hours.  The save 
  DC is Charisma-based.   
  Sleep:  This song requires two or more petals separated 
  by no more than 100’ to be singing in unison.  Any 
  creatures within 100’ of either singer that hears the 
  song must succeed on a DC 17 Will save or be 
  affected as though by a sleep spell.  A creature that 
  successfully saves cannot be affected by those 
  petals’ sleep song for 24 hours.  The save DC is 
  Charisma-based.  
  Description  
  Monster Manual III, p. 120 
  APL 6  
  P E T AL (7) 
  CR  1 
  Female Fey 
  NG Tiny Fey  
  Init +9; Senses Listen +4, Spot +4 
  Languages Common, Sylvan 
  AC 17, touch 17, flat-footed 12 
   (+2 size, +5 Dex) 
  hp 6 (1 HD); DR 5/cold iron 
  Fort +2, Ref +7, Will +2 
  Speed base movement 15 ft. (3 squares), fly 60 ft. 
  (good) 
  Melee dagger +7 (1d2-4/19-20x2)  
  Space 2½ ft.; Reach 0 ft. 
  Base Atk +0; Grp -12 
  Atk Options Sleep song 
  Abilities Str 3, Dex 20, Con 15, Int 15, Wis 10, Cha 18  
  Feats Improved Initiative, Weapon Finesse  
  Skills Craft (flower arranging) +6, Escape Artist +9, 
  Hide +17, Knowledge (nature) +6, Listen +4, Move 
  Silently +9, Spot +4, Tumble +9 
  Sleep Songs (Su): Petals can sing two kinds of songs 
  that deal no damage but can lull a creature into a 
  state of relaxation or sleep.   
  Lullaby: Any creature within a 20’ radius that fails a DC 
  14 Will save is affected as though by a lullaby spell.  
  A creature that successfully saves cannot be affected 
  by that petal’s lullaby song for 24 hours.  The save 
  DC is Charisma-based.   
  Sleep:  This song requires two or more petals separated 
  by no more than 100’ to be singing in unison.  Any 
  creatures within 100’ of either singer that hears the 
  A Whisper of Thunder 
   
  Page 20 
  
  song must succeed on a DC 17 Will save or be 
  affected as though by a sleep spell.  A creature that 
  successfully saves cannot be affected by those 
  petals’ sleep song for 24 hours.  The save DC is 
  Charisma-based.  
  Description  
  Monster Manual III, p. 120 
  APL 8  
  P E T AL (7) 
  CR  1 
  Female Fey 
  NG Tiny Fey  
  Init +9; Senses Listen +4, Spot +4 
  Languages Common, Sylvan 
  AC 17, touch 17, flat-footed 12 
   (+2 size, +5 Dex) 
  hp 6 (1 HD); DR 5/cold iron 
  Fort +2, Ref +7, Will +2 
  Speed base movement 15 ft. (3 squares), fly 60 ft. 
  (good)  
  Melee dagger +7 (1d2-4/19-20x2)  
  Space 2½ ft.; Reach 0 ft. 
  Base Atk +0; Grp -12 
  Atk Options Sleep song 
  Abilities Str 3, Dex 20, Con 15, Int 15, Wis 10, Cha 18  
  Feats Improved Initiative, Weapon Finesse  
  Skills Craft (flower arranging) +6, Escape Artist +9, 
  Hide +17, Knowledge (nature) +6, Listen +4, Move 
  Silently +9, Spot +4, Tumble +9 
  Sleep Songs (Su): Petals can sing two kinds of songs 
  that deal no damage but can lull a creature into a 
  state of relaxation or sleep.   
  Lullaby: Any creature within a 20’ radius that fails a DC 
  14 Will save is affected as though by a lullaby spell.  
  A creature that successfully saves cannot be affected 
  by that petal’s lullaby song for 24 hours.  The save 
  DC is Charisma-based.   
  Sleep:  This song requires two or more petals separated 
  by no more than 100’ to be singing in unison.  Any 
  creatures within 100’ of either singer that hears the 
  song must succeed on a DC 17 Will save or be 
  affected as though by a sleep spell.  A creature that 
  successfully saves cannot be affected by those 
  petals’ sleep song for 24 hours.  The save DC is 
  Charisma-based.  
  Description  
  Monster Manual III, p. 120 
  T H O R N 
  CR  4 
  Male Fey 
  NG Small Fey  
  Init +6; Senses Listen +9, Spot +9 
  Languages Common, Sylvan 
  AC 19, touch 13, flat-footed 17 
   (+1 size, +2 Dex, +2 armor, +1 shield, +3 natural) 
  hp 36 (6 HD); DR 5/cold iron 
  Fort +4, Ref +7, Will +5 
  Speed 20 ft. in leaf leather armor (4 squares), base 
  movement 20 ft. 
  Melee thorn longsword +8 (1d6+3/19-20x2)  
  Ranged longbow +6 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +2 
  Atk Options sleep arrows, sneak attack +2d6 
  Abilities Str 16, Dex 15, Con 15, Int 10, Wis 10, Cha 13  
  Feats Improved Initiative, Stealthy, Weapon Focus 
  (longsword)  
  Skills Diplomacy +3, Hide +17, Listen +9, Move Silently 
  +13, Search +9, Sense Motive +9, Spot +9, Survival 
  +0 (+2 following tracks) 
  Sleep Arrows (Ex): Thorns carry the sleep arrows 
  commonly used by pixies.  Any opponent struck by 
  one of these arrows, regardless of Hit Dice, must 
  succeed on a DC 16 Fortitude save or be affected as 
  though by a sleep spell.  The save DC is Charisma-
  based and includes a +2 racial bonus. 
  Sneak Attack (Ex): A thorn can sneak attack as a rogue, 
  gaining an extra 2d6 points of damage on a 
  successful sneak attack. 
  Description  
  Monster Manual III, p. 172 
   
  APL 10 
  P E T AL (7) 
  CR  1 
  Female Fey 
  NG Tiny Fey  
  Init +9; Senses Listen +4, Spot +4 
  Languages Common, Sylvan 
  AC 17, touch 17, flat-footed 12 
   (+2 size, +5 Dex) 
  hp 6 (1 HD); DR 5/cold iron 
  Fort +2, Ref +7, Will +2 
  Speed base movement 15 ft., fly 60 ft. (good) 
  Melee dagger +7 (1d2-4/19-20x2)  
  Space 2½ ft.; Reach 0 ft. 
  Base Atk +0; Grp -12 
  Atk Options Sleep song 
  Abilities Str 3, Dex 20, Con 15, Int 15, Wis 10, Cha 18  
  Feats Improved Initiative, Weapon Finesse  
  Skills Craft (flower arranging) +6, Escape Artist +9, 
  Hide +17, Knowledge (nature) +6, Listen +4, Move 
  Silently +9, Spot +4, Tumble +9 
  Sleep Songs (Su): Petals can sing two kinds of songs 
  that deal no damage but can lull a creature into a 
  state of relaxation or sleep.   
  Lullaby: Any creature within a 20’ radius that fails a DC 
  14 Will save is affected as though by a lullaby spell.  
  A creature that successfully saves cannot be affected 
  by that petal’s lullaby song for 24 hours.  The save 
  DC is Charisma-based.   
  Sleep:  This song requires two or more petals separated 
  by no more than 100’ to be singing in unison.  Any 
  creatures within 100’ of either singer that hears the 
  song must succeed on a DC 17 Will save or be 
  affected as though by a sleep spell.  A creature that 
  successfully saves cannot be affected by those 
  petals’ sleep song for 24 hours.  The save DC is 
  Charisma-based.  
  A Whisper of Thunder 
   
  Page 21 
  
  Description  
  Monster Manual III, p. 120 
  T H O R N  (3) 
  CR  4 
  Male Fey 
  NG Small Fey  
  Init +6; Senses Listen +9, Spot +9 
  Languages Common, Sylvan 
  AC 19, touch 13, flat-footed 17 
   (+1 size, +2 Dex, +2 armor, +1 shield, +3 natural) 
  hp 36 (6 HD); DR 5/cold iron 
  Fort +4, Ref +7, Will +5 
  Speed 20 ft. in leaf leather armor (4 squares), base 
  movement 20 ft. 
  Melee thorn longsword +8 (1d6+3/19-20x2)  
  Ranged longbow +6 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +2 
  Atk Options sleep arrows, sneak attack +2d6 
  Abilities Str 16, Dex 15, Con 15, Int 10, Wis 10, Cha 13  
  Feats Improved Initiative, Stealthy, Weapon Focus 
  (longsword)  
  Skills Diplomacy +3, Hide +17, Listen +9, Move Silently 
  +13, Search +9, Sense Motive +9, Spot +9, Survival 
  +0 (+2 following tracks) 
  Sleep Arrows (Ex): Thorns carry the sleep arrows 
  commonly used by pixies.  Any opponent struck by 
  one of these arrows, regardless of Hit Dice, must 
  succeed on a DC 16 Fortitude save or be affected as 
  though by a sleep spell.  The save DC is Charisma-
  based and includes a +2 racial bonus. 
  Sneak Attack (Ex): A thorn can sneak attack as a rogue, 
  gaining an extra 2d6 points of damage on a 
  successful sneak attack. 
  Description  
  Monster Manual III, p. 172 
   
    
  A Whisper of Thunder 
   
  Page 22 
  
  APPENDIX 2 – ENCOUNTER 
  1, THE BRIGANDS 
  APL 2  
  D Y L AN 
  CR  2 
  Male Human Fighter 2 
  NE medium human (flan) 
  Init +5; Senses Listen +2, Spot +2 
  Languages Common, Flan  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +4 armor, +2 shield) 
  hp 20 (2 HD) 
  Fort +5, Ref +1, Will +2 
  Speed 30 ft. in masterwork chain shirt (6 squares), base 
  movement 30 ft. 
  Melee masterwork longsword +6 (1d8+2/19-20x2) or 
  dagger +4 (1d4+2/19-20x2) 
  Ranged longbow +3 (1d8/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Combat Gear 20 arrows, potion of cure light wounds 
  Abilities Str 15, Dex 13, Con 14, Int 12, Wis 10, Cha 8  
  Feats Improved Initiative, Iron Will, Power Attack, 
  Weapon Focus (longsword)  
  Skills Climb +5, Handle Animal +1, Intimidate +4, Jump 
  +5, Ride +3, Swim -1 
  Possessions 
  combat 
  gear 
  plus 
  3 
  daggers, 
  2 
  masterwork skill kits (listen, spot) 
  Description  
  PHB 
   
  AL D R Y T H  AN D  C E R Y S 
  CR  2 
  Male and female human ranger 2 
  N Medium Human (flan) 
  Init +2; Senses Listen +6, Spot +6 
  Languages Common, Flan 
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 18 (2 HD) 
  Fort +5, Ref +5, Will +1 
  Speed 30 ft. in masterwork chain shirt (6 squares), base 
  movement 30 ft. 
  Melee scimitar +3 (1d6+1/18-20x2) or punch dagger +3 
  (1d4+1/x3) 
  Ranged masterwork mighty longbow +5 (1d8+1/x3) or 
  masterwork mighty longbow +3/+3 (1d8+1/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Atk Options point blank shot, rapid shot 
  Combat Gear 40 arrows, potion of cure light wounds, 10 
  cold iron arrows (each) 
  Abilities Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10  
  Feats Point Blank Shot, Precise Shot, Rapid Shot, 
  Track  
  Skills Handle Animal +3, Hide +6, Knowledge (nature) 
  +1, Listen +6, Move Silently +6, Spot +6, Survival +4 
  Possessions combat gear 
  Wild Empathy (Ex) You can make a check (1d20+2) to 
  improve the attitude of an animal.  You must be within 
  30 ft. of the animal, and it generally takes one minute 
  to perform the action. 
  Favored Enemy You have certain types of enemies that 
  you have extensive information about.  Against these 
  creatures, you gain the listed bonus to Bluff, Listen, 
  Sense Motive, Spot, and Survival checks, as well as 
  weapon damage rolls. 
  Aldryth – humanoid(dwarf) +2 bonus  
  Cerys – humanoid (elf) +2 bonus 
  Description  
  PHB 
   
  APL 4 
  D Y L AN 
  CR  4 
  Male Human Fighter 4 
  NE medium human (flan) 
  Init +5; Senses Listen +2, Spot +2 
  Languages Common, Flan  
  AC 19, touch 13, flat-footed 18 
   (+1 Dex, +4 armor, +2 shield, +2 deflection) 
  hp 39 (4 HD) 
  Fort +6, Ref +2, Will +3 
  Speed 30 ft. in masterwork chain shirt (6 squares), base 
  movement 30 ft. 
  Melee +1 longsword +9 (1d8+3/19-20x2) or dagger +7 
  (1d4+3/19-20x2) 
  Ranged mighty masterwork longbow +6 (1d8+3/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Combat Gear 20 arrows, antitoxin, potion of cure light 
  wounds, potion of shield of faith +2 (used) 
  Abilities Str 16, Dex 13, Con 14, Int 12, Wis 10, Cha 8  
  Feats Cleave, Combat Reflexes, Improved Initiative, 
  Iron Will, Power Attack, Weapon Focus (longsword) 
  Skills Climb +6, Handle Animal +1, Intimidate +8, Jump 
  +6, Knowledge (religion) +3, Ride +3, Swim +0 
  Possessions 
  combat 
  gear 
  plus 
  3 
  daggers, 
  2 
  masterwork skill kits (listen, spot) 
  Description  
  PHB 
   
  AL D R Y T H  AN D  C E R Y S 
  CR  4 
  Male and female human ranger 4 
  N Medium Human (flan) 
  Init +2; Senses Listen +10, Spot +10 
  Languages Common, Flan, Sylvan 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 armor) 
  hp 34 (4 HD) 
  Fort +7, Ref +8, Will +3 
  Speed 30 ft. in masterwork chain shirt (6 squares), base 
  movement 30 ft. 
  Melee scimitar +5 (1d6+1/18-20x2) or punch dagger +5 
  (1d4+1/x3) 
  A Whisper of Thunder 
   
  Page 23 
  
  Ranged +1 mighty longbow +9 (1d8+1/x3) or +1 mighty 
  longbow +7/+7 (1d8+1/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5 
  Atk Options point blank shot, rapid shot 
  Combat Gear antitoxin, 40 arrows, potion of cure 
  moderate wounds, 10 cold iron arrows (each) 
  Ranger Spells Prepared (CL 2nd): 
   1st—Arrowmind 
  Abilities Str 13, Dex 16, Con 14, Int 8, Wis 12, Cha 10  
  Feats Endurance, Point Blank Shot, Precise Shot, 
  Rapid Shot, Track, Weapon Focus (longbow)  
  Skills Handle Animal +3, Hide +9, Knowledge (nature) 
  +1, Listen +10, Move Silently +9, Spot +10, Survival 
  +6 
  Possessions combat gear plus 2 masterwork skill kits 
  (listen, spot) (each) 
  Wild Empathy (Ex) You can make a check (1d20+4) to 
  improve the attitude of an animal.  You must be within 
  30 ft. of the animal, and it generally takes one minute 
  to perform the action. 
  Favored Enemy You have certain types of enemies that 
  you have extensive information about.  Against these 
  creatures, you gain the listed bonus to Bluff, Listen, 
  Sense Motive, Spot, and Survival checks, as well as 
  weapon damage rolls. 
  Aldryth – humanoid (dwarf) +2 bonus  
  Cerys – humanoid (elf) +2 bonus 
  Description  
  PHB 
   
  APL 6  
  D Y L AN 
  CR  6 
  Male Human Fighter 6 
  NE medium human (flan) 
  Init +5; Senses Listen +2, Spot +2 
  Languages Common, Flan  
  AC 19, touch 13, flat-footed 18 
   (+1 Dex, +4 armor, +2 deflection, +2 natural) 
  hp 57 (6 HD) 
  Fort +7, Ref +3, Will +4 
  Speed 30 ft. in mithral chain shirt (6 squares), base 
  movement 30 ft. 
  Melee +1 scythe +11/+6 (2d4+5/x4) or dagger +9/+4 
  (1d4+3/19-20x2) 
  Ranged mighty masterwork longbow +8/+3 (1d8+3/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Combat Gear 20 arrows, antitoxin, potion of cure 
  serious wounds, potion of shield of faith +2 (used), 
  potion of barkskin +2 (used) 
  Abilities Str 16, Dex 13, Con 14, Int 12, Wis 10, Cha 8  
  Feats Cleave, Close Quarters Fighting, Combat 
  Reflexes, Improved Initiative, Iron Will, Power Attack, 
  True Believer, Weapon Focus (scythe) 
  Skills Climb +9, Handle Animal +1, Intimidate +10, 
  Jump +11, Knowledge (religion) +5, Ride +3, Swim 
  +4 
  Possessions 
  combat 
  gear 
  plus 
  3 
  daggers, 
  2 
  masterwork skill kits (listen, spot) 
  Description  
  PHB 
   
  AL D R Y T H  AN D  C E R Y S 
  CR  6 
  Male and female human ranger 6 
  N Medium Human (flan) 
  Init +3; Senses Listen +12, Spot +12 
  Languages Common, Flan, Sylvan 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 armor) 
  hp 50 (6 HD) 
  Fort +8, Ref +9, Will +4 
  Speed 30 ft. in masterwork chain shirt (6 squares), base 
  movement 30 ft. 
  Melee scimitar +7/+2 (1d6+1/18-20x2) or punch dagger 
  +7/+2 (1d4+1/x3) 
  Ranged +1 mighty longbow +11/+6 (1d8+2/x3) or +1 
  mighty longbow +9/+9/+4 (1d8+2/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +7 
  Atk Options multishot, point blank shot, rapid shot 
  Combat Gear antitoxin, 40 arrows, potion of cure 
  serious wounds, 10 cold iron arrows (each) 
  Ranger Spells Prepared (CL 3rd): 
   1st—Arrowmind x2 
  Abilities Str 13, Dex 16, Con 14, Int 8, Wis 12, Cha 10  
  Feats Endurance, Manyshot, Natural Bond, Point Blank 
  Shot, Precise Shot, Rapid Shot, Track, Weapon 
  Focus (longbow)  
  Skills Handle Animal +5, Hide +11, Knowledge (nature) 
  +1, Listen +12, Move Silently +9, Spot +12, Survival 
  +8 
  Possessions combat gear plus 2 masterwork skill kits 
  (listen, spot), vest of resistance +1 (each) 
  Wild Empathy (Ex) You can make a check (1d20+4) to 
  improve the attitude of an animal.  You must be within 
  30 ft. of the animal, and it generally takes one minute 
  to perform the action. 
  Favored Enemy You have certain types of enemies that 
  you have extensive information about.  Against these 
  creatures, you gain the listed bonus to Bluff, Listen, 
  Sense Motive, Spot, and Survival checks, as well as 
  weapon damage rolls. 
  Aldryth – humanoid (dwarf) +4 bonus, humanoid 
  (human) +2 bonus  
  Cerys – humanoid (elf) +4 bonus, humanoid (human) 
  +2 bonus  
  Animal Companions Both rangers have wolves as their 
  animal companions. 
  Description  
  PHB 
   
  W O L F  ANI M AL C O M P AN I O N  (2) 
  CR  - 
  Male and female wolves 
  N Medium animal 
  Init +7; Senses Listen +5, Spot +5 
  Languages None  
  A Whisper of Thunder 
   
  Page 24 
  
  AC 23, touch 13, flat-footed 20 
   (+3 Dex, +4 armor, +6 natural) 
  hp 54 (6 HD) 
  Resist evasion 
  Fort +8, Ref +8, Will +3 
  Speed 50 ft. in chain shirt barding (10 squares), base 
  movement 50 ft. 
  Melee bite +7 (1d8+2/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +6 
  Atk Options trip 
  Abilities Str 15, Dex 17, Con 16, Int 2, Wis 12, Cha 6  
  Feats Improved Initiative, Improved Natural Attack 
  (bite), Track, Weapon Focus (bite)  
  Skills Hide +1, Listen +5, Move Silently +2, Spot +5, 
  Survival +1 
  Link (Ex) A ranger can handle her animal companion as 
  a free action, or push it as a move action, even if she 
  doesn’t have any ranks in the Handle Animal skill.  
  The ranger gains a +4 circumstance bonus on all wild 
  empathy checks and Handle Animal checks made 
  regarding an animal companion. 
  Share Spells (Ex) See the PHB, p. 36 
  Devotion (Ex) An animal companion’s devotion to its 
  master is so complete that it gains a +4 morale bonus 
  on Will saves against enchantment spells and effects. 
  Trip (Ex) A wolf that hits with a bite attack can attempt 
  to trip the opponent (+1 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the wolf. 
  Skills Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
  Description  
  MM p.283, PHB 
   
  APL 8  
  D Y L AN 
  CR  8 
  Male Human Fighter 6/Pious Templar 2 (Nerull) 
  NE medium human (flan) 
  Init +5; Senses Listen +3, Spot +3 
  Languages Common, Flan  
  AC 24, touch 17, flat-footed 21 
   (+3 Dex, +5 armor, +4 deflection, +2 natural) 
  hp 75 (8 HD) 
  Resist mettle 
  Fort +10, Ref +5, Will +8 
  Speed 30 ft. in +1 mithral chain shirt (6 squares), base 
  movement 30 ft. 
  Melee +1 scythe +14/+9 (2d4+7/x4) or dagger +12/+7 
  (1d4+4/19-20x2) 
  Ranged mighty masterwork longbow +12/+7 (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +12 
  Combat Gear 20 arrows, antitoxin, potion of cure 
  serious wounds, potion of shield of faith +4 (used), 
  potion of barkskin +2 (used), potion of cat’s grace 
  (used) 
  Pious Templar Spells Prepared (CL 2nd): 
   1st—corrupt weapon, cure light wounds 
  Abilities Str 18, Dex 13 (17 with cat’s grace), Con 14, 
  Int 12, Wis 12, Cha 8  
  Feats Cleave, Close Quarters Fighting, Combat 
  Reflexes, Improved Initiative, Iron Will, Power Attack, 
  True Believer, Weapon Focus (scythe) 
  Skills Climb +10, Handle Animal +1, Intimidate +10, 
  Jump +15, Knowledge (religion) +10, Ride +5, Swim 
  +5 
  Possessions 
  combat 
  gear 
  plus 
  3 
  daggers, 
  2 
  masterwork skill kits (listen, spot), gauntlets of ogre 
  power, periapt of wisdom +2 
  Smite (Su) 1/day, +4 to hit, +2 damage 
  Description  
  PHB 
   
  AL D R Y T H  AN D  C E R Y S 
  CR  8 
  Male and female human ranger 7/beastmaster 1 
  N Medium Human (flan) 
  Init +5; Senses Listen +12, Spot +13 
  Languages Common, Flan, Sylvan 
  AC 23, touch 17, flat-footed 18 
   (+5 Dex, +4 armor, +2 deflection, +2 natural) 
  hp 67 (8 HD) 
  Fort +10, Ref +13, Will +4 
  Speed 30 ft. in mithral chain shirt (6 squares), base 
  movement 30 ft. 
  Melee scimitar +9/+4 (1d6+1/18-20x2) or punch dagger 
  +9/+4 (1d4+1/x3) 
  Ranged +1 mighty longbow +14/+9 (1d8+2/x3) or +1 
  mighty longbow +12/+12/+7 (1d8+2/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +9 
  Atk Options multishot, point blank shot, rapid shot 
  Combat Gear antitoxin, 40 arrows, potion of cure 
  serious wounds, 10 cold iron arrows, 2 potions of 
  shield of faith +2 (used), 2 potions of barkskin +2 
  (used), 2 potions of cat’s grace (used) (each) 
  Ranger Spells Prepared (CL 3rd): 
   1st—Arrowmind x2 
  Abilities Str 13, Dex 16 (20 with cat’s grace), Con 14, 
  Int 8, Wis 12, Cha 10  
  Feats Natural Bond, Point Blank Shot, Precise Shot, 
  Rapid Shot, Skill Focus (handle animal), Track 
  Skills Handle Animal +11, Hide +14, Knowledge 
  (nature) +7, Listen +12, Move Silently +15, Spot +13, 
  Survival +8 
  Possessions combat gear plus 2 masterwork skill kits 
  (listen, spot), vest of resistance +1 (each) 
  Wild Empathy (Ex) You can make a check (1d20+4) to 
  improve the attitude of an animal.  You must be within 
  30 ft. of the animal, and it generally takes one minute 
  to perform the action. 
  Favored Enemy You have certain types of enemies that 
  you have extensive information about.  Against these 
  creatures, you gain the listed bonus to Bluff, Listen, 
  Sense Motive, Spot, and Survival checks, as well as 
  weapon damage rolls. 
  A Whisper of Thunder 
   
  Page 25 
  
  Aldryth – humanoid (dwarf) +4 bonus, humanoid 
  (human) +2 bonus  
  Cerys – humanoid (elf) +4 bonus, humanoid (human) 
  +2 bonus  
  Animal Companions Both rangers have wolves as their 
  animal companions. 
  Description  
  PHB 
   
  W O L F  ANI M AL C O M P AN I O N  (2) 
  CR  - 
  Male and female wolves 
  N Medium animal 
  Init +10; Senses Listen +6, Spot +6 
  Languages None  
  AC 32, touch 18, flat-footed 26 
   (+6 Dex, +4 armor, +2 deflection, +10 natural) 
  hp 72 (8 HD) 
  Resist evasion 
  Fort +9, Ref +12, Will +3 
  Speed 50 ft. in mithral chain shirt barding (10 squares), 
  base movement 50 ft. 
  Melee bite +10/+5 (1d8+3/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options trip 
  Abilities Str 17, Dex 18 (22 with cat’s grace), Con 16, 
  Int 2, Wis 12, Cha 6  
  Feats Improved Initiative, Improved Natural Attack 
  (bite), Multiattack, Track, Weapon Focus (bite)  
  Skills Hide +3, Listen +6, Move Silently +4, Spot +6, 
  Survival +1 
  Link (Ex) A ranger can handle her animal companion as 
  a free action, or push it as a move action, even if she 
  doesn’t have any ranks in the Handle Animal skill.  
  The ranger gains a +4 circumstance bonus on all wild 
  empathy checks and Handle Animal checks made 
  regarding an animal companion. 
  Share Spells (Ex) See the PHB, p. 36 
  Devotion (Ex) An animal companion’s devotion to its 
  master is so complete that it gains a +4 morale bonus 
  on Will saves against enchantment spells and effects. 
  Trip (Ex) A wolf that hits with a bite attack can attempt 
  to trip the opponent (+1 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the wolf. 
  Skills Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
  Description  
  MM p.283, PHB 
   
  APL 10 
  D Y L AN 
  CR  10 
  Male Human Fighter 6/Pious Templar 4 (Nerull) 
  NE medium human (flan) 
  Init +5; Senses Listen +3, Spot +3 
  Languages Common, Flan  
  AC 27, touch 18, flat-footed 24 
   (+3 Dex, +5 armor, +5 deflection, +4 natural) 
  hp 113 (10 HD) 
  Resist DR 1/-, mettle 
  Fort +16, Ref +9, Will +12 
  Speed 30 ft. in +1 mithral chain shirt (6 squares), base 
  movement 30 ft. 
  Melee +1 scythe +18/+13 (2d4+11/19-20x4) or dagger 
  +16/+11 (1d4+6/19-20x2) 
  Ranged +1 masterwork longbow +14/+9 (1d8+5/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +14 
  Combat Gear 20 arrows, antitoxin, potion of cure 
  serious wounds, potion of shield of faith +5 (used), 
  potion of barkskin +4 (used), potion of cat’s grace 
  (used), potion of bear’s endurance (used) 
  Pious Templar Spells Prepared (CL 4th): 
   2nd—cure moderate wounds 
   1st—corrupt weapon, cure light wounds 
  Abilities Str 18, Dex 13 (17 with cat’s grace), Con 14 
  (18 with bear’s endurance), Int 12, Wis 12, Cha 8  
  Feats Cleave, Close Quarters Fighting, Combat 
  Reflexes, 
  Improved 
  Critical 
  (scythe), 
  Improved 
  Initiative, 
  Iron 
  Will, 
  Martial 
  Weapon 
  Mastery 
  (piercing), Power Attack, True Believer, Weapon 
  Focus (scythe), Weapon Specialization (scythe) 
  Skills Climb +12, Handle Animal +1, Intimidate +10, 
  Jump +17, Knowledge (religion) +14, Ride +4, Swim 
  +5 
  Possessions 
  combat 
  gear 
  plus 
  3 
  daggers, 
  2 
  masterwork skill kits (listen, spot), gauntlets of ogre 
  power, periapt of wisdom +2, vest of resistance +3 
  Smite (Su) 1/day, +4 to hit, +4 damage 
  Description  
  PHB 
   
  AL D R Y T H  AN D  C E R Y S 
  CR  10 
  Male and female human ranger 8/beastmaster 2 
  N Medium Human (flan) 
  Init +5; Senses Listen +19, Spot +19 
  Languages Common, Flan, Sylvan 
  AC 29, touch 20, flat-footed 24 
   (+5 Dex, +5 armor, +5 deflection, +4 natural) 
  hp 104 (10 HD) 
  Fort +15, Ref +16, Will +6 
  Speed 30 ft. in +1 mithral chain shirt (6 squares), base 
  movement 30 ft. 
  Melee scimitar +12/+7 (1d6+2/18-20x2) or punch 
  dagger +12/+7 (1d4+2/x3) 
  Ranged +1 mighty longbow +17/+12 (1d8+2/x3) or +1 
  mighty longbow +15/+15/+10 (1d8+2/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +12 
  Atk Options multishot, point blank shot, rapid shot 
  Combat Gear antitoxin, 40 arrows, potion of cure 
  serious wounds, 10 cold iron arrows, 2 potions of 
  shield of faith +5 (used), 2 potions of barkskin +4 
  (used), 2 potions of cat’s grace (used) (each) 
  Ranger Spells Prepared (CL 4th): 
  A Whisper of Thunder 
   
  Page 26 
  
   2nd—Bear’s Endurance� 
   1st—Arrowmind x2 
  �Already cast 
  Abilities Str 14, Dex 16 (20 with cat’s grace), Con 14 
  (18 with bear’s endurance), Int 8, Wis 14, Cha 10  
  Feats Alertness, Natural Bond, Point Blank Shot, 
  Precise Shot, Rapid Shot, Skill Focus (handle 
  animal), Track, Weapon Focus (longbow) 
  Skills Handle Animal +11, Hide +16, Knowledge 
  (nature) +7, Listen +19, Move Silently +16, Spot +19, 
  Survival +8 
  Possessions combat gear plus 2 masterwork skill kits 
  (listen, spot), vest of resistance +2, periapt of wisdom 
  +2 (each) 
  Wild Empathy (Ex) You can make a check (1d20+4) to 
  improve the attitude of an animal.  You must be within 
  30 ft. of the animal, and it generally takes one minute 
  to perform the action. 
  Favored Enemy You have certain types of enemies that 
  you have extensive information about.  Against these 
  creatures, you gain the listed bonus to Bluff, Listen, 
  Sense Motive, Spot, and Survival checks, as well as 
  weapon damage rolls. 
  Aldryth – humanoid (dwarf) +4 bonus, humanoid 
  (human) +2 bonus  
  Cerys – humanoid (elf) +4 bonus, humanoid (human) 
  +2 bonus  
  Animal Companions Both rangers have wolves as their 
  animal companions. 
  Description  
  PHB 
   
  W O L F  ANI M AL C O M P AN I O N  (2) 
  CR  - 
  Male and female wolves 
  N Medium animal 
  Init +10; Senses Listen +7, Spot +7 
  Languages None  
  AC 39, touch 21, flat-footed 33 
   (+6 Dex, +4 armor, +5 deflection, +14 natural) 
  hp 110 (10 HD) 
  Resist evasion 
  Fort +12, Ref +13, Will +4 
  Speed 50 ft. in mithral chain shirt barding (10 squares), 
  base movement 50 ft. 
  Melee bite +12/+7 (1d8+4/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +11 
  Atk Options trip 
  Abilities Str 18, Dex 19 (23 with cat’s grace), Con 16 
  (20 with bear’s endurance), Int 2, Wis 12, Cha 6  
  Feats Cleave, Improved Initiative, Improved Natural 
  Attack (bite), Multiattack, Track, Weapon Focus (bite)  
  Skills Hide +3, Listen +7, Move Silently +4, Spot +7, 
  Survival +1 
  Link (Ex) A ranger can handle her animal companion as 
  a free action, or push it as a move action, even if she 
  doesn’t have any ranks in the Handle Animal skill.  
  The ranger gains a +4 circumstance bonus on all wild 
  empathy checks and Handle Animal checks made 
  regarding an animal companion. 
  Share Spells (Ex) See the PHB, p. 36 
  Devotion (Ex) An animal companion’s devotion to its 
  master is so complete that it gains a +4 morale bonus 
  on Will saves against enchantment spells and effects. 
  Trip (Ex) A wolf that hits with a bite attack can attempt 
  to trip the opponent (+1 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the wolf. 
  Skills Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
  Description  
  MM p.283, PHB 
   
   
  A Whisper of Thunder 
   
  Page 27 
  
  APPENDIX 3 - ENCOUNTER 
  FIVE 
  APL 2  
  S T O R M  E L E M E N T AL 
  CR  2 
  N Small elemental (air, extraplanar) 
  Init +2; Senses Listen +4, Spot +5, darkvision 60 ft. 
  Languages Auran  
  AC 14, touch 13, flat-footed 12 
   (+1 size, +2 Dex, +1 natural) 
  hp 14 (2 HD) 
  Immune elemental traits, see below 
  Fort +1, Ref +5, Will +0 
  Speed 20 ft. (4 squares), fly 40 ft. (perfect) 
  Melee slam +4 (1d4/x2 plus 1d4 electricity)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp -3 
  Atk Options Shock, thunder and lightning 
  Abilities Str 10, Dex 15, Con 12, Int 4, Wis 11, Cha 11  
  SQ Air mastery, darkvision 60 ft., electrical and sonic 
  healing, elemental traits 
  Feats Alertness, Weapon FinesseB  
  Skills Listen +4, Spot +5 
  Air Mastery (Ex):  Airborne creatures take a -1 penalty 
  on attack and damage rolls against a storm 
  elemental.   
  Shock (Su):  Once per round as a free action, a storm 
  elemental can deliver an electrical shock to a single 
  opponent within 10 ft.  This attack deals 1d4 
  nonlethal electricity damage to living opponents (DC 
  12 Fort save for half).  The save DC is Constitution-
  based.   
  Thunder and Lightning (Su):  Once per minute as a full-
  round action, a storm elemental can emit a blast of 
  thunder coupled with a bolt of lightning.   
  The thunder deals 1d6 sonic damage to all creatures 
  within 60 ft of the storm elemental (DC 12 Fort save 
  for half damage).   
  The lightning is a 120 ft line that deals 2d6 electricity 
  damage (DC 12 Ref save for half damage).   
  Electricity and Sonic Healing (Ex): Storm elementals 
  take no damage from electricity and sonic attacks.  
  Instead, any electricity attack or sonic attack used 
  against a storm elemental heals 1 point of damage 
  for every 3 points of damage the attack would 
  otherwise deal. The storm elemental cannot heal hit 
  points by attacking itself.   
  Description 
  Monster Manual III, p. 48 
  APL 4  
  S T O R M  E L E M E N T AL 
  CR  4 
  N Medium elemental (air, extraplanar) 
  Init +5; Senses Listen +5, Spot +6, darkvision 60 ft. 
  Languages Auran  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 natural) 
  hp 32 (4 HD) 
  Immune elemental traits, see below 
  Fort +3, Ref +5, Will +1 
  Speed 30 ft. (6 squares), fly 60 ft. (perfect) 
  Melee slam +5 (1d6+2/x2 plus 1d6 electricity)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options Shock, thunder and lightning 
  Abilities Str 14, Dex 13, Con 14, Int 4, Wis 11, Cha 11  
  SQ Air mastery, darkvision 60 ft., electrical and sonic 
  healing, elemental traits 
  Feats Alertness, Improved Initiative  
  Skills Listen +5, Spot +6 
  Air Mastery (Ex):  Airborne creatures take a -1 penalty 
  on attack and damage rolls against a storm 
  elemental.   
  Shock (Su):  Once per round as a free action, a storm 
  elemental can deliver an electrical shock to a single 
  opponent within 10 ft.  This attack deals 2d4 
  nonlethal electricity damage to living opponents (DC 
  14 Fort save for half).  The save DC is Constitution-
  based.   
  Thunder and Lightning (Su):  Once per minute as a full-
  round action, a storm elemental can emit a blast of 
  thunder coupled with a bolt of lightning.   
  The thunder deals 1d6 sonic damage to all creatures 
  within 60 ft of the storm elemental (DC 14 Fort save 
  for half damage).   
  The lightning is a 120 ft line that deals 2d6 electricity 
  damage (DC 14 Ref save for half damage).   
  Electricity and Sonic Healing (Ex): Storm elementals 
  take no damage from electricity and sonic attacks.  
  Instead, any electricity attack or sonic attack used 
  against a storm elemental heals 1 point of damage 
  for every 3 points of damage the attack would 
  otherwise deal. The storm elemental cannot heal hit 
  points by attacking itself.   
  Description 
  Monster Manual III, p. 48 
  APL 6  
  S T O R M  E L E M E N T AL 
  CR  6 
  N Large elemental (air, extraplanar) 
  Init +4; Senses Listen +7, Spot +8, darkvision 60 ft. 
  Languages Auran  
  AC 16, touch 9, flat-footed 16 
   (-1 size, +7 natural) 
  hp 80 (8 HD); DR 5/- 
  Immune elemental traits, see below 
  Fort +6, Ref +6, Will +2 
  Speed 40 ft. (8 squares), fly 80 ft. (perfect) 
  Melee 2 slams +11 each (1d8+6/x2 plus 1d8 electricity)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +16 
  Atk Options Shock, thunder and lightning 
  Abilities Str 22, Dex 11, Con 18, Int 4, Wis 11, Cha 11  
  SQ Air mastery, darkvision 60 ft., electrical and sonic 
  healing, elemental traits 
  Feats Alertness, Blind-Fight, Improved Initiative  
  Skills Listen +7, Spot +8 
  A Whisper of Thunder 
   
  Page 28 
  
  Air Mastery (Ex):  Airborne creatures take a -1 penalty 
  on attack and damage rolls against a storm 
  elemental.   
  Shock (Su):  Once per round as a free action, a storm 
  elemental can deliver an electrical shock to a single 
  opponent within 10 ft.  This attack deals 4d4 
  nonlethal electricity damage to living opponents (DC 
  18 Fort save for half).  The save DC is Constitution-
  based.   
  Thunder and Lightning (Su):  Once per minute as a full-
  round action, a storm elemental can emit a blast of 
  thunder coupled with a bolt of lightning.   
  The thunder deals 4d6 sonic damage to all creatures 
  within 60 ft of the storm elemental (DC 18 Fort save 
  for half damage).   
  The lightning is a 120 ft line that deals 8d6 electricity 
  damage (DC 18 Ref save for half damage).   
  Electricity and Sonic Healing (Ex): Storm elementals 
  take no damage from electricity and sonic attacks.  
  Instead, any electricity attack or sonic attack used 
  against a storm elemental heals 1 point of damage 
  for every 3 points of damage the attack would 
  otherwise deal. The storm elemental cannot heal hit 
  points by attacking itself.   
  Description 
  Monster Manual III, p. 48 
  APL 8  
  S T O R M  E L E M E N T AL 
  CR  8 
  N Huge elemental (air, extraplanar) 
  Init +3; Senses Listen +11, Spot +12, darkvision 60 ft. 
  Languages Auran  
  AC 17, touch 7, flat-footed 17 
   (-2 size, -1 Dex, +10 natural) 
  hp 192 (16 HD); DR 5/- 
  Immune elemental traits, see below 
  Fort +11, Ref +11, Will +5 
  Speed 50 ft. (10 squares), fly 100 ft. (perfect) 
  Melee 2 slams +20 each (2d6+10/x2 plus 2d6 
  electricity)  
  Space 15 ft.; Reach 15 ft. 
  Base Atk +12; Grp +30 
  Atk Options Shock, thunder and lightning 
  Abilities Str 30, Dex 9, Con 22, Int 6, Wis 11, Cha 11  
  SQ Air mastery, darkvision 60 ft., electrical and sonic 
  healing, elemental traits 
  Feats Alertness, Blind-Fight, Cleave, Improved Initiative, 
  Lightning Reflexes, Power Attack  
  Skills Listen +11, Spot +12 
  Air Mastery (Ex):  Airborne creatures take a -1 penalty 
  on attack and damage rolls against a storm 
  elemental.   
  Shock (Su):  Once per round as a free action, a storm 
  elemental can deliver an electrical shock to a single 
  opponent within 10 ft.  This attack deals 8d4 
  nonlethal electricity damage to living opponents (DC 
  24 Fort save for half).  The save DC is Constitution-
  based.   
  Thunder and Lightning (Su):  Once per minute as a full-
  round action, a storm elemental can emit a blast of 
  thunder coupled with a bolt of lightning.   
  The thunder deals 8d6 sonic damage to all creatures 
  within 60 ft of the storm elemental (DC 24 Fort save 
  for half damage).   
  The lightning is a 120 ft line that deals 16d6 electricity 
  damage (DC 24 Ref save for half damage).   
  Electricity and Sonic Healing (Ex): Storm elementals 
  take no damage from electricity and sonic attacks.  
  Instead, any electricity attack or sonic attack used 
  against a storm elemental heals 1 point of damage 
  for every 3 points of damage the attack would 
  otherwise deal. The storm elemental cannot heal hit 
  points by attacking itself.   
  Description 
  Monster Manual III, p. 48 
  APL 10  
  G R E ATE R  S T O R M  E L E M E N T AL 
  CR  8 
  N Huge elemental (air, extraplanar) 
  Init +4; Senses Listen +14, Spot +14, darkvision 60 ft. 
  Languages Auran  
  AC 22, touch 8, flat-footed 22 
   (-2 size, +14 natural) 
  hp 252 (21 HD); DR 10/- 
  Immune elemental traits, see below 
  Fort +13, Ref +14, Will +7 
  Speed 50 ft. (10 squares), fly 100 ft. (perfect) 
  Melee 2 slams +24 each (3d6+11/x2 plus 2d6 
  electricity)  
  Space 15 ft.; Reach 15 ft. 
  Base Atk +15; Grp +34 
  Atk Options Shock, thunder and lightning 
  Abilities Str 30, Dex 9, Con 22, Int 6, Wis 11, Cha 11  
  SQ Air mastery, darkvision 60 ft., electrical and sonic 
  healing, elemental traits 
  Feats Alertness, Blind-Fight, Cleave, Great Cleave, 
  Improved Initiative, Improved Natural Attack (slam), 
  Lightning Reflexes, Power Attack  
  Skills Listen +14, Spot +14 
  Air Mastery (Ex):  Airborne creatures take a -1 penalty 
  on attack and damage rolls against a storm 
  elemental.   
  Shock (Su):  Once per round as a free action, a storm 
  elemental can deliver an electrical shock to a single 
  opponent within 10 ft.  This attack deals 10d4 
  nonlethal electricity damage to living opponents (DC 
  26 Fort save for half).  The save DC is Constitution-
  based.   
  Thunder and Lightning (Su):  Once per minute as a full-
  round action, a storm elemental can emit a blast of 
  thunder coupled with a bolt of lightning.   
  The thunder deals 10d6 sonic damage to all creatures 
  within 60 ft of the storm elemental (DC 26 Fort save 
  for half damage).   
  The lightning is a 120 ft line that deals 21d6 electricity 
  damage (DC 26 Ref save for half damage).   
  Electricity and Sonic Healing (Ex): Storm elementals 
  take no damage from electricity and sonic attacks.  
  A Whisper of Thunder 
   
  Page 29 
  
  Instead, any electricity attack or sonic attack used 
  against a storm elemental heals 1 point of damage 
  for every 3 points of damage the attack would 
  otherwise deal. The storm elemental cannot heal hit 
  points by attacking itself.   
  Description 
  Monster Manual III, p. 48 
   
  A Whisper of Thunder 
   
  Page 30 
  
  APPENDIX 4: ENCOUNTER 5 
  TRAPS 
   
  APL  2 
  J AV E L I N  T RAP 
  CR  2 
  Description Small pressure plate triggers javelins to fire 
  our of a whole in the wall 
  Search DC 20; Type Mechanical 
  Trigger Pressure Plate, Init +6 
  Effect 1d6+4 Damage to any one target within 10’. Attk 
  +16 
  Duration Instantaneous 
  Destruction n/a 
  Disarm 20 
  Dispel n/a 
   
  APL  4 
  P O I S O N  J AV E L I N  T RAP 
  CR  4 
  Description Small pressure plate triggers javelins to fire 
  our of a whole in the wall 
  Search DC 23; Type Mechanical 
  Trigger Pressure Plate, Init +6 
  Effect 1d6+4 Damage to any one target within 10’. Attk 
  +16; Con Poison DC 15 1d6/1d6 
  Duration Instantaneous 
  Destruction n/a 
  Disarm 23 
  Dispel n/a 
   
  APL  6 
  P O I S O N  J AV E L I N  T RAP 
  CR  4 
  Description Small pressure plate triggers javelins to fire 
  our of a whole in the wall 
  Search DC 25; Type Mechanical 
  Trigger Pressure Plate, Init +6 
  Effect 1d6+4 Damage to any one target within 10’. Attk 
  +16; Con Poison DC 17 1d6/1d6 
  Duration Instantaneous 
  Destruction n/a 
  Disarm 25 
  Dispel n/a 
   
  APL  8 
  P O I S O N  S P E AR  T RAP 
  CR  6 
  Description Small pressure plate triggers spears to fire 
  our of a whole in the wall 
  Search DC 27; Type Mechanical 
  Trigger Pressure Plate, Init +6 
  Effect 1d8+4 Damage to any one target within 10’. Attk 
  +16; Con Poison DC 17 1d6/1d6 
  Duration Instantaneous 
  Destruction n/a 
  Disarm 27 
  Dispel n/a 
  APL  10 
  P O I S O N  S P E AR  T RAP 
  CR  6 
  Description Small pressure plate triggers javelins to fire 
  our of a whole in the wall 
  Search DC 29; Type Mechanical 
  Trigger Pressure Plate, Init +6 
  Effect 1d8+4 Damage to any one target within 10’. Attk 
  +16; Con Poison DC 17 1d6/1d6 
  Duration Instantaneous 
  Destruction n/a 
  Disarm 29 
  Dispel n/a 
   
   
   
  A Whisper of Thunder 
   
  Page 31 
  
  DM AID: MAP #1: AMBUSH (ENCOUNTER ONE) 
   
   
   
  A Whisper of Thunder 
   
  Page 32 
  
  DM AID #2: CAVERN OF ECHOES (ENCOUNTER 5) 
   
   
   
  A Whisper of Thunder 
   
  Page 2 
  
  DM AID: NEW RULES 
   
  Close Quarter Fighting (feat) 
  Prerequisites: Base attack bonus +3 
  Benefit: You gain an attack of opportunity whenever an enemy attempts to grapple you, even if the enemy 
  has a feat or special ability that would normally bypass the attack.  If you deal damage with this attack, 
  the enemy fails to start the grapple unless it has the Improved Grapple feat or a special ability such as 
  improved grab.  If the enemy has such an ability, you may add the damage you deal as a bonus on your 
  opposed check to resist being grappled.  This feat does not give you extra attacks of opportunity during a 
  round or allow you to make an attack of opportunity when you would be denied one for being surprised, 
  helpless, or in a similar situation. 
   
  True Believer (feat) 
  Prerequisites: Must choose a single deity to worship.  Must be within one step of that god’s alignment. 
  Benefit: Once per day when you are about to make a saving throw you may declare that you are using 
  this feat to gain a +2 insight bonus on that saving throw.  This feat also allows you to use a relic of the 
  deity you worship. 
  A Whisper of Thunder 
   
  Page 3 
  
  A Whisper of Thunder 
   
  Page 4 
  CRITICAL EVENT SUMMARY: GEO7-05 A WHISPER OF 
  THUNDER 
  For use only at Fantasci 2007 or Tidecon 2007 
  1.  Did the PCs manage to drive the brigands off? 
   
  Yes 
   
  No 
  2.  Did the PCs manage to gain the Voice of the Dead   
  Yes 
   
  No 
  3. Which faction did the PCs give the Voice of the Dead to:  Pure Path  
  Old Faith 
  Neither 
   
   
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange 
  occurrences, results that may not fit the above, etc): 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Geoff/597/Normal Scenarios/GEO7-05 - A Whisper of Thunder (APL 2-10)/GEO7-05 - A Whisper of Thunder.pdf