TEXT:  
  1 | Living Arcanis: Whispers of the Gods 
   
  PRESENTS A 
   
  ADVENTURE  
  Whispers of the Gods 
  4-hour Introductory Adventure 
   Intro #4 
  As the val'Tensen of Almeric struggle to crown a rightful king, a mysterious pattern of betrayal and slaughter plays 
  out within the ranks of the young nation's warriors. Knights and soldiers, once brothers in arms, turn on their 
  fellows in a seemingly senseless fashion. Will the Heroes uncover the truth in time, or will they too fall into 
  dissention and betrayal? 
  An Introductory adventure for Tier 1 characters (levels 1 through 3) optimized for 2nd level characters. 
  5e Premier Date: 08/12/16; General Release Date: 08/12/16 
  Version 1.1 03/12/18 
  ARCANIS, SHATTERED EMPIRES, and LIVING ARCANIS are trademarks of Paradigm Concepts, Publishing, LLC. Adventure detail is © 
  Copyright 2016 Paradigm Concepts Publishing, LLC. All rights reserved. Visit us on ParadigmConcepts.com 
   
   
   
  
   
  2 | Living Arcanis: Whispers of the Gods 
   
  Credits 
  Author: Eric Wiener 
  5e Conversion: Pedro Barrenechea  
  Editor:  Maryrita Steinhour, James Zwiers 
  5e Rules Editor: Troy E. Daniel 
  Cartographer: John Bellando 
  Campaign 
  Introduction  
  Campaign Staff 
  Team Paradigm: Henry Lopez, Nelson 
  Rodriguez, Pedro Barrenechea, Jim Beck, and 
  James Zwiers. 
  Author Liaison: Cody Bergman 
  Chief Editor: Joe Cirillo 
  5e Rules Manager: Pedro Barrenechea 
  Living Arcanis Liaison: James Vacca 
  Running an 
  Arcanis Adventure  
  When you run an Arcanis adventure you are 
  charged with brining the world to life. We pride 
  ourselves on delivering a deep world where a 
  player’s actions are just as, if not more, 
  important then their die rolls.  
  We ask our GMs to be familiar with the location 
  the adventure is set in and the cultures the 
  players may encounter.  But we also 
  understand that during convention play some 
  GMs may be forced to run an Arcanis adventure 
  on short notice, as such when cultural details 
  come into play we will do our best to call them 
  out in “Arcanis Cliff Notes” side bars. 
  Beyond that, the important job you have as a 
  Game Master is to make the table as fun as 
  possible by engaging players and drawing them 
  into the story. 
  Pay close attention to the player’s actions (not 
  character’s, players), are they on their cell 
  phone or tablet? Do they seem disengaged? 
  Distracted? Don’t be afraid to engage them or 
  shift the spot light to their character a little. 
  To facilitate this, you are empowered to adjust 
  and modify the adventure in a number of ways: 
  • 
  You may make on the fly adjustments to 
  the adventure if the players find a clever 
  way to tackle a problem, especially when 
  out of combat. As long as the idea is 
  reasonable, run with it! When you must 
  say “no” always try and say “no, but,” This 
  keeps the game moving and makes it fun 
  for everyone,  
  • 
  Don’t be an adversarial GM.  Some tables 
  like to be challenged, but there is a 
  difference between being adversarial and 
  offering a challenge. At the same time, 
  don’t make an adventure so easy that the 
  players become bored. 
  • 
  Keep the pace going in order to keep 
  players engaged. Switch the spot light, 
  have them make some skill rolls, asking 
  them what their character is doing. If the 
  party is stuck nudge them though some 
  skill rolls or improvised details, just keep 
  the game going.  
  • 
  During conventions and game days be 
  aware if you are running short or long on 
  time while running an adventure. If 
  necessary, skip some encounters but try 
  and tell the entire story. Give the players 
  closure, even if you need to fudge the 
  numbers. 
  • 
  Read-aloud text may be adjusted as you 
  see fit, but make sure you give the players 
  the appropriate hints and clues needed to 
  keep the story going. 
    
   
   
  
   
  3 | Living Arcanis: Whispers of the Gods 
   
  Adjusting 
  Encounters 
  Before you begin play you should determine 
  the average strength of the party and compare 
  that to the base level of the adventure.  Each 
  combat encounter has a box titled “scaling the 
  encounter” guiding you on how to adjust the 
  encounter to the party’s power level. 
   
  These adjustments are suggestions; if a party is 
  having an easy or hard time don’t be afraid to 
  adjust the difficulty.   
  To set the adventure difficulty you must first 
  determine your tables Average Party Level. 
  Add up all the levels of all the characters, then 
  divide by the number of players. Round up 
  fractions to the nearest whole number. This is 
  the Average Party Level 
  Consult the table below to set the adventure 
  difficulty based on the APL. 
  Adventure Difficulty   
  This adventure has been optimized for a table 
  of 5 players playing 2nd level characters.  
  #of Players 
  APL to BL 
  Adventure 
  Difficulty 
  3-4 
  Equal to BL 
  Easy  
  3-4 
  Greater than BL 
  Normal  
  5 
  Less/Equal 
  Normal 
  5 
  Greater than 
  Difficult  
  6-7 
  Less/Equal 
  Difficult  
  6-7 
  Greater 
  Perilous  
  Spellcasting  
  Services  
  While in a settlement, town, or city characters 
  may visit a temple or shrine to request spell 
  casting at the cost of a substantial donation. You 
  may only utilize these spell casting services three 
  times per adventure. Any spell casting provided 
  through the story of the adventure, such as an 
  NPC casting a spell for the party, does not count 
  against this limit. 
   Shrines do not house a clergy with which to 
  attend to the needs of the faithful. Instead one or 
  two itinerant priests tend to the shrine and the 
  needs of the people.   
  Temples and churches are larger structures 
  attended by full staffs of the faithful, including 
  Templars. 
  The following spell services are common to all 
  temples, with additional options available at 
  specific temples as noted in each adventures.  
  Shrines, regardless of their deity, may only 
  provide players with cure wounds and lesser 
  restoration.  
  General Spell Services  
  Spell 
  Cost 
  Cure wounds (1st level) 
  10 gp 
  Lesser restoration 
  40 gp 
  Prayer of healing (2nd level) 
  40 gp 
  Greater restoration 
  450 gp 
   
  Initiate of the Gods Background/Acolyte 
  background/divine spellcasters may receive 
  one free spell as long as it is from a church or 
  temple of the same religious faction (Mother 
  Church for example) 
   
  If they worship the same god as a particular 
  temple but are part of another religious 
  faction, they can get a onetime 50% discount 
  instead. 
   
  
   
  4 | Living Arcanis: Whispers of the Gods 
   
  Adventure 
  Breakdown 
   
  Scene One:  Wherein the Heroes encounter the 
  two sides of the recent skirmish.  First, they 
  come across the victorious cavalry, who taunt 
  any PCs from Almeric or who look to be 
  Coryani, in an effort to restore their shaken 
  bravado.    
  The Heroes then find Karl’s regiment, in foul 
  spirits and belligerent mood.  A skirmish should 
  arise, but an officer will appear on the scene to 
  break it up.  They should then learn of Karl’s 
  betrayal and death, and his recent journey 
  home. (1 hour) 
  Scene Two:  Wherein the Heroes travel to Karl’s 
  village to uncover the mystery of his 
  unexpected betrayal and unknown sorcery.  
  They learn of the location of the Ritter farm, 
  and find all within dead.  It is at this place that 
  the dark power first makes its presence known, 
  as the Heroes are beset by what appear to be 
  fire spirits.   (1 hour) 
  Scene Three:  Wherein the Heroes take shelter 
  for the night in a nearby manor house to escape 
  a brewing storm.  Once within, they learn that 
  the Knight Protector is ill with fever, and meet 
  his son.  This son appears to be one of the noble 
  cavalry the PCs met in Scene One, but is instead 
  revealed to be his older twin, Yvor.  Felix, the 
  younger twin, returns home and belligerently 
  threatens his family; confronted by his son, the 
  old Knight’s fever worsens.  (45 minutes) 
  Scene Four:  Wherein the Heroes are faced with 
  a choice: to permit Feliks to supplant his 
  brother and perhaps kill his father, or act to 
  stop him. (45 minutes) 
  NOTE TO GMS 
  The roleplaying opportunities with the 
  knights, soldiers, village headman, and the 
  Gauptmann family should be allowed to 
  develop.  Much of the time spent playing this 
  adventure is intended to be spent interacting 
  with Heroes.  Bulldozing from fight to fight 
  will make this a short adventure indeed. 
   
  Adventure 
  Background 
   
  The nascent country of Almeric is torn by war.  For 
  a decade, most great lords (and not a few 
  ambitious lesser lords) of the nation have 
  declared themselves the rightful king of the 
  nation.  The land is awash with self-described 
  “Princes” and petty tyrants. 
  This is truly a land where brother fights brother, 
  as the soldiers of each would-be king frequently 
  have kin in service to his rivals.  So much betrayal 
  occurs as a matter of course that the nefarious 
  powers can work their evil without anyone 
  realizing anything is amiss. 
  This is one such tale. 
  A few weeks ago, a young Almerian legionnaire by 
  the name of Karl Ritter travelled home to visit 
  family.  When he returned, he was angry, and 
  when pressed by his fellows all he would say was 
  “family troubles.”  Within a few days, young Karl 
  became feverish, though not to the point of 
  delirium, and the priest of Hurrian travelling with 
  his century was able to keep the fever in check 
  through the use of minor magic and common 
  healing practices.  Unbeknownst to his fellows, 
  Karl had a long-simmering resentment against his 
  brother that made him vulnerable to influence by 
  a mysterious dark power, and this dark power was 
  the cause of his malady. 
  Shortly thereafter, Karl’s century was assigned to 
  confront a rival force about recent raids, and 
  although Karl was in the midst of a bout of fever, 
  he insisted upon joining his comrades on the field 
  
   
  5 | Living Arcanis: Whispers of the Gods 
   
  of battle.  Karl’s fellows were heartened by his 
  bravery, making the betrayal of his next actions 
  all the more severe.  Once battle was joined 
  with the enemy (a troop of Milandisian-trained 
  cavalrymen), Karl suddenly began to manifest 
  strange powers, bursting into flames and 
  scorching friend and foe alike.  This betrayal 
  from within broke the legionnaires’ morale and 
  they were routed, even as the unearthly fires 
  consumed Karl.  The cavalry did not give chase, 
  as they were also unnerved by the strange 
  display.  The dark power let loose by Karl’s 
  death found purchase within one of the 
  cavalrymen -- a young Knight by the name of 
  Feliks 
  Gauptmann, 
  who 
  harbors 
  similar 
  resentment toward his family.  
  Adventure Related 
  Information   
   
  The Heroes will be travelling the countryside of 
  Almeric and will not have access to urban 
  resources such as temples or Gates of Anshar. 
  Scene One: 
  Perfidy 
   
  Key Concepts: The Heroes reach the Pilgrim’s 
  Way, the most commonly used pathway into 
  the Blessed Lands from the Known Lands in 
  general and battle scarred Almeric in particular 
  and stop at the Emporium of Fine Goods for the 
  Faithful.  
  When ready to continue, please read or 
  paraphrase the following: 
  The young nation of Almeric is gripped by 
  war.  Banditry is rampant, and the common 
  people starve.  Though persons of your 
  relative wealth and capability have little to 
  fear from such mundane troubles, one must 
  take care to avoid becoming embroiled in the 
  local conflicts. 
  Alas, with a mass of knights advancing 
  toward you on the road ahead, avoiding such 
  entanglements may become impossible. 
   
  Have the Heroes attempt a DC: 10 Intelligence 
  (History) ability check. Any Hero with the veteran 
  or some other military background receives 
  advantage on their check.  
  Those succeeding know that these men are 
  equipped and outfitted in the style of Milandisian 
  noble cavalry but bear no Milandisian-specific 
  symbols or heraldry.  They number in excess of 
  40. 
  Heroes may attempt a DC: 15 Wisdom (Insight) 
  ability check to sense that the knights are quite 
  shaken.  
  The landscape is bare, so there is little 
  opportunity to hide.  The knights ride up in good 
  order, and not in a hostile posture (there are 
  more than 40 of them, after all, and only a handful 
  of travelers.)  
  The knights ride up to you, and the lead riders stop 
  a few paces away.  A young man who seems to be 
  leading them asks, “What business do you have in 
  the lands of Prince Niklas von Rötehof?” 
  The Heroes are free to provide whatever 
  explanation they want.   As travelers with no 
  obvious affiliations to rivals, they are not going to 
  be attacked or prevented from leaving; however, 
  the knights recently witnessed a terrifying event, 
  and will choose to blow off steam by displaying 
  some bravado.  Heroes from Coryan or the 
  formerly Coryani sections of Almeric are subject 
  to taunting, even as they are permitted to pass.  
  (If no Coryani are present, they will instead insult 
  the Heroes’ ratty clothing, dull armor, etc.)  
  Intimidation will have little impact, as the soldiers 
  outnumber the Heroes six or seven to one. 
  Some sample taunts: 
  
   
  6 | Living Arcanis: Whispers of the Gods 
   
  If a Hero is carrying a short sword or gladius (or 
  other small sword) “Nice sword, when you die 
  can my daughter have it?” 
  “The Gods made snakes, and rats, and 
  Coryani!” 
  “Which manner of Coryani are you?  The kind 
  that makes bribes or the kind that takes 
  them?” 
  “The only good things that come from the 
  south are wine and harlots, so how much for a 
  toss?” 
  These men are really only restoring their 
  bravado, so if a Hero attempts to fight, they will 
  just laugh and ride away.  Also, they really don’t 
  mind creative taunts tossed back at them.  If 
  the Heroes avoid efforts at actual violence, they 
  can learn the following if they ask appropriate 
  questions: 
  • 
  They recently fought troops in service 
  to a rival leader, Princess Gitta, over in 
  the foothills.  They don’t know anything 
  else about Princess Gitta, but will 
  cheerfully disparage her heritage, 
  appearance, and chastity (or lack 
  thereof). 
  • 
  They won the combat. Heroes that 
  succeed on a DC: 15 Wisdom (Insight) 
  skill check will notice that they are 
  putting a bit of extra emphasis on that 
  fact. 
  • 
  The other troops were equipped as 
  Coryani. 
  • 
  The rivals had a sorcerer among them. 
   
  The knights will move along after a few 
  minutes, even if the Heroes want to keep 
  talking. In such a case they will level some other 
  taunt about the Heroes gossiping like a priest’s 
  wife. 
  The knights ride off, and you are free to 
  resume your travels.  After a few hours’ time, 
  the road leads into the foothills of the 
  Paerthian Mountains.  You pass an area 
  where the battle is likely to have occurred, 
  but it appears the other unit has marched off, 
  taking their dead with them. 
  The Heroes should make Perception rolls if they 
  decide to examine the scene.  The exact results 
  are irrelevant to the party’s success.  The two 
  Heroes with the highest result notice that there 
  are some areas that are burned -- not as if from 
  large bursts of fire, but instead in narrow columns 
  about as broad as a man. 
  Once the Heroes move on from the site of the 
  previous battle and continue with their journey. 
  Have the Heroes attempt DC: 15 Wisdom 
  (Perception) ability checks. Any player who 
  specifically stats that he was keeping an eye out 
  for an ambush in the foothills gains advantage.  
  Heroes that fail are surprised. 
  The old Coryani road winds its way through 
  rocky foothills.  Suddenly soldiers rush from 
  hiding, weapons at the ready, battle cries 
  resounding from their throats 
   
  Combat  
  The Heroes may be surprised (see above) 
  Roll Initiative. 
  In all this combat consists of  
  • 
  Six (6) Legionnaires 
   
  See Combat Appendix One for Stats 
  Adventure Difficulty 
  • 
  Easy Mode: Remove 1 legionnaire 
  • 
  Difficult: Add 2 legionnaires 
  • 
  Perilous: Add 4 legionnaires 
   
  Allow the combat to continue until one of the two 
  sides (Heroes or legionaries) are down to half 
  their number. 
  Centurion Gaius Secundus val’Tensen, will then 
  show up with more troops, and yell at his men to 
  
   
  7 | Living Arcanis: Whispers of the Gods 
   
  stand down; assuming the Heroes permit the 
  battle to come to an end, they will do so.  The 
  Centurion has a cleric of Hurrian with him, 
  Gustav Donner, who will tend to any wounded, 
  starting with the soldiers.  If any Heroes aid in 
  the healing, the Centurion will view them more 
  favorably.  Also, if the Heroes specifically noted 
  they are trying not to kill any Legionnaires, then 
  the wounds will be less grievous, and both the 
  Priest and Centurion will notice this – and thus 
  view the Heroes in a better light. 
  The Centurion and Priest will answer questions 
  once the well-being of the men (and the 
  Heroes) is tended to.    
  Gaius Secundus will offer an apology right 
  away.  
  “My apologies, travelers – my men are on 
  edge and acted rashly.  I can assure you that 
  Princess Gitta values all the rules of 
  hospitality and safe conduct.” 
   
  Some example questions and answers: 
  Why are your men on edge?   
  “We recently fought a battle against some 
  knights and were betrayed by one of our 
  own.” 
   
  Betrayed? How? 
  “The traitor was a sorcerer, though none of 
  us knew it, and he turned his power on us in 
  the midst of battle.” 
   
  What kind of power? 
  “He could set men aflame with a touch.” 
   
  There was no sign of treachery on his part? 
  “No, I thought Karl was an exceptional 
  soldier and loyal to a fault, until this 
  morning.” 
   
  So he didn’t act strangely? / Did he behave 
  strangely recently? 
  “He was upset about some trouble at home, or 
  at least that is what he said.  The lad wasn’t 
  feeling well so I didn’t press him.” 
  Not feeling well?  How so? 
  “He had a fever, you will have to ask Gustav 
  about that.” 
   
  How long was he sick? / When did he get sick? / Is 
  anyone else sick? 
  “Just the past few days, I think he caught the 
  fever when he visited his family.” 
   
  Where is his family? 
  “In a farming village west of here.” 
   
  Had he ever mentioned trouble at home before? 
  Hm… well, several years back, he got a letter 
  from home, and I remember he crumpled it up 
  and threw it in the fire and walked off into the 
  woods. Got a reprimand when he came back, 
  which is why I recall it, but he wouldn’t say a 
  word about it, not even to Gustav. 
   
   (Note: do not reveal this last piece of information 
  unless the Heroes specifically ask further about 
  Karl’s relationship with his family.) 
  Basically, Gaius and Gustav will have the following 
  relevant info:  Karl was sick, he set people on fire, 
  and he visited home last week. 
  Heroes who are proficient in Arcana or Psionics 
  and ask about the fire magic will be able to puzzle 
  out that it sounds more like psionics than any 
  other variety of magic, but Karl Ritter is not a Val.  
  Gustav knows where the village is and will give 
  directions if asked.  The village is only a few 
  houses in size and will not appear on any maps; if 
  the Heroes insist on a name, you can call it 
  
   
  8 | Living Arcanis: Whispers of the Gods 
   
  Brockton. The Heroes are told to ask for the 
  Ritter farm once they arrive. 
  It is near nightfall and the Heroes are permitted 
  to share the soldiers’ camp if they wish. 
  Development:  If the Heroes decide to just 
  ignore the mystery and move on, go to 
  Conclusion A.  If the Heroes decide to travel to 
  the Ritter farm, Proceed to Scene Two. 
  Scene Two:  
  Seeds of Hate 
  Presumably the Heroes will seek to travel to the 
  Ritter farm to unravel the mystery. After all, if 
  they could leave well enough alone, they 
  wouldn’t be Heroes.  They reach the village 
  sometime around mid-morning. 
  Read or paraphrase the following: 
  Finding the village is easy. A market path 
  leads directly to it, just as Gustav said it 
  would.  It is a modest affair, just four houses 
  and a chapel to Saluwé, though the buildings 
  are in disrepair and the fields need work.  
  Your arrival seems to stir some fright, and a 
  dozen old men and young boys muster up 
  with various weapons and farm implements 
  to greet you.  A rheumy-eyed old man calls 
  out, "We ain’t got nothing worth the 
  stealing!"  
   
  If the Heroes declare their lack of larcenous or 
  violent intentions, the villagers look relieved, 
  but still wary.  It will take more than just a few 
  words to put them at ease during this age of 
  strife.  If the Heroes make an effort to calm the 
  villagers and talk to them, eventually they are 
  satisfied that bandits wouldn’t bother and will 
  share some information. 
  The old man is Egon Bauer, the de facto 
  headman of the village and caretaker of the 
  chapel.  The chapel has lacked a priestess since 
  bandits killed her and stole the relics.  Princess 
  Gitta couldn’t spare the soldiers to hunt the 
  thieves down.  He is a shameless gossip and it 
  takes very little to get him talking.  He will hint, 
  and not subtly, that he could stand for a drink. 
  If the Heroes tell him that Karl is dead he will be 
  legitimately saddened and will curse them as liars 
  if they speak of his treachery against his fellows.  
  If they loosen his tongue with drink or some coins, 
  he will talk about how poor Karl lost out on the 
  love of a woman to his brother and ran off to join 
  the army.  He will also share lots of useless 
  information about wives that are cheating while 
  their husbands are gone, this guy being a drunk, 
  someone’s daughter being a harlot, etc. 
  He will also tell them where to find the Ritter 
  farm; it is a few miles north of the village.  If the 
  Heroes want to learn that information right away, 
  and don’t bother to talk to Egon, then they don’t 
  learn about his brother.   
  When the Heroes set out for the Ritter farm, read 
  or paraphrase the following: 
  After an hour’s walk, the Ritter farm comes 
  into view.  Everything is still; although it is 
  daylight, nobody is tending the fields.  As you 
  approach, you hear pigs squealing and see 
  them pressing against the pen looking at you 
  eagerly. 
   
  The farm appears abandoned. Any Heroes 
  proficient in Animal Handling will know that the 
  pigs are crying for food.  Any calls by the Heroes 
  will be met with silence.  If the Heroes investigate 
  the farmhouse, read or paraphrase the following: 
  The large farmhouse is well maintained; it is 
  obvious that the Ritters are a family of some 
  means.  Nobody answers your greetings, and 
  once you move to the door, the smell of smoke 
  and cooked meat is strong. 
   
  If the Heroes go inside continue: 
  
   
  9 | Living Arcanis: Whispers of the Gods 
   
  A grim sight awaits.  The corpses of an entire 
  family lay on the floor: a man, a woman and 
  4 children.  They are burned horribly, yet 
  curiously only their flesh is burned while their 
  clothes are unaffected. 
   
  Assuming they investigate further, the Heroes 
  can notice that not only are the belongings of 
  the dead unburned, but the building is also 
  unblemished.  Have the Heroes roll Intelligence 
  (Investigation); the highest result notices that 
  the woman has an amulet of some kind. Tell the 
  Heroes that if she is just rolled over, they can 
  examine it. 
  If any of the bodies are touched, they are warm 
  to the touch and rapidly heat to the point of 
  burning Animate wisps of flame leap forth and 
  accost the Heroes.  Roll Initiative. 
  Combat  
  In all this combat consists of  
  • 
  Four (4) fire spirits  
   
  See Combat Appendix One for Stats 
  Adventure Difficulty  
  • 
  Easy Mode: Remove 1 fire spirit 
  • 
  Difficult: Add 2 fire spirits 
  • 
  Perilous: Add 2 fire spirits and 
  double the hit points of all fire 
  spirits 
   
  During the battle, the spirits will speak.  All they 
  will say is, “You are not the blind one. We seek 
  the blind one.”  And “The master has found 
  another, yes, another among the burned 
  riders.” 
  Once defeated, there is little in the way of 
  clues, but a thorough tossing of the farmhouse 
  will permit a DC: 15 Intelligence (Investigation) 
  or 
  Wisdom 
  (Perception) 
  with 
  success 
  uncovering a small coffer with 10 gp. 
  In the unlikely event that the Heroes are all 
  killed, the spirits do not kill them; instead, the 
  Heroes awake with a fever which weakens them 
  and makes travel impossible.  The fever lifts the 
  next evening during a storm.  Go to Conclusion A. 
  Otherwise Proceed to Scene 3. 
  Scene Three: 
  Accident of Birth 
  One can hope the Heroes will sense that the 
  “burned riders” represent the knights, and head 
  back towards them.  Even if they don’t, they are 
  certain to depart the Ritter farm eventually.  As 
  they travel, read or paraphrase the following: 
  It appears that Hurrian promises his people a 
  storm this evening.  As you seek out a good site 
  to make camp, the heavens open, and a cold 
  driving rain assails you.  The land around the 
  road is liable to flood, so you have little choice 
  but to move onward in a quest for shelter.  
  After perhaps a miserable hour, you catch 
  sight of lantern light in a pair of windows up 
  ahead. 
   
  Assuming the Heroes head for the only offered 
  shelter, continue: 
  As you approach, it becomes clear that the 
  windows are the upper floors of a large hall.  It 
  appears that you have arrived at the local 
  lord’s manor house.  It appears that the door 
  to the hall is on the upper floor, well-worn but 
  sturdy wooden lead up to the heavy bound 
  doors. 
   
  If any Heroes ask for details, the manor house has 
  seen better days, though it appears reasonably 
  well kept.  It is made of stone with a wooden roof.  
  The heroes should probably knock if they are 
  seeking shelter, so continue: 
  The door is answered by an older man who 
  nervously looks out through a view port.  
  “Who comes hither in this storm?” he asks. 
   
  
   
  10 | Living Arcanis: Whispers of the Gods 
   
  The Heroes can make introductions, ask for 
  shelter, etc.  The old man is hesitant to let them 
  in, but after a moment or so: 
  The old man doesn’t seem to want to let you 
  enter, but from behind him you hear a young 
  voice, "Let them in, Thayer; we should not 
  forget the rules of hospitality."  With those 
  words the door opens, revealing an old man 
  with a flour and grease stained tunic.  With 
  him is a young man that you recognize.  He is 
  one of the knights that taunted you. 
   
  If the Heroes say they know the man he says: 
  “You must mean my twin brother Feliks; he 
  rides in service to Niklas.” 
   
  Regardless he introduces himself: 
  “I am Yvor Gauptmann, son of Sir Malger, the 
  Knight Protector of this area.  Please excuse 
  old Thayer there -- he has become nervous, 
  due to the late unpleasantness that afflicts 
  fair Almeric.”   
   
  The hero may have some small talk or 
  questions, here is a sample of what Yvor knows: 
  Some weather we’re having. / Is this storm 
  normal? 
  “Yes, quite unseasonable; this is more like the 
  autumn than spring.” 
   
  Where is your father? 
  “He is unwell.  All he needs is some rest, 
  nothing to be concerned about.” 
   
  Unwell? Does he have a fever? 
  “A mild one; I would expect him to recover 
  shortly.” 
   
  Do you not have guards? 
  “My father, his squire and I are adequate to 
  hold the manor against a small attack, and a 
  large attack, well, what would it matter?” 
   
  How long has your father been ill? 
  “He took ill just this morning. As you may 
  imagine the war makes for a distressing time.” 
   
  Questions about Feliks or the state of the 
  Gauptmann family will get evasive answers that 
  share little.   
  In fact, Feliks was here just this morning and met 
  with Sir Malger.  Feliks demanded half of the 
  estate and a manor of his own.  The knight 
  refused, as the meager revenues of the area 
  would not support two households.  Yvor is the 
  eldest by a matter of minutes, and Malger intends 
  to leave the estate to the elder brother.  Malger’s 
  fever set in shortly thereafter, and Thayer thinks 
  it is due to stress.  Thayer is a fairly accomplished 
  healer and can provide care to any wounded 
  Heroes.  There is no lady of the house as Malger’s 
  wife died birthing the twins.  Some or all of the 
  above can be learned if the Heroes win Yvor’s 
  trust during the events of this scene. 
  Once you are satisfied that the Heroes have 
  learned what they can, continue: 
  After a little while Thayer comes back. "Dinner 
  is prepared, Master Yvor."   
   
  You are guided to the main chamber where 
  there is a raised stage, perhaps for the knight 
  to hold court, and a large table set with 
  wooden plates, pewter knives, and spoons. 
   
  From the doors on the far wall an older man 
  enters, his skin somewhat clammy and pale, 
  his grey hair brushed back and away from his 
  face.  With a nod to each visitor he takes his 
  seat at the head of the table and says, "Eat, 
  my friends. Never let it be said that Sir Malger 
  failed in his duties as a host.” 
   
  Thayer and an older woman bring in trays of 
  roasted mutton and assorted tubers as well as a 
  
   
  11 | Living Arcanis: Whispers of the Gods 
   
  pitcher of wine.  Sir Malger lets his son do the 
  talking, as it is obvious that he doesn’t feel well.  
  If the Heroes are reluctant to partake, he 
  encourages them to eat well.  He is dignified 
  and a gracious host throughout, but as the 
  dinner wears on he grows even more quiet. 
  It is obvious that the old knight is unwell, and 
  after a while he begins to have trouble 
  breathing.  What starts as a minor labor 
  rapidly becomes a wracking cough.  Yvor 
  rushes to his side, upsetting a platter of 
  vegetables as he does so, and he and Thayer 
  help Malger from the room.  As he leaves, the 
  old man looks back at you, his eyes making 
  the apology that his coughs rob from his lips. 
   
  If any of the Heroes are priests and offer to help 
  ease Malger’s illness, Yvor will be grateful; 
  otherwise he will want his father left alone.  A 
  DC: 10 Wisdom (Medicine) ability check tells 
  the Hero that Malger appears to have a simple 
  fever. A lesser restoration spell or any ability to 
  cure disease will heal the old knight of the 
  fever, but he will remain weak and tired. A 
  check for magical residue with detect magic will 
  reveal none.  
  Regardless, Malger is not really able to provide 
  much information as he almost immediately 
  goes to sleep.  The Heroes are free to either 
  finish eating or turn in for the night 
  immediately. 
  The servants, what few there are, remain 
  steadfastly loyal to Malger and his son and will 
  not say anything that their masters would not 
  want shared.  Their evasive answers will at least 
  confirm everything that Yvor would have told 
  them earlier. 
  The Heroes are provided with bedding and 
  warm water and are invited to wash and sleep 
  in the great hall.  If they have been threatening 
  or rude, Yvor will have Thayer stay in the hall to 
  guard the door to the family apartments. 
  Otherwise, the Heroes are left alone. 
  Shortly after the Heroes wash and prepare to 
  sleep for the evening, a visitor comes: 
  The rain beats upon the roof, but despite 
  that, the hall is warm and cozy.  Distant 
  thunder echoes off the mountains as Hurrian 
  makes his presence known.  Just as you are 
  about to drift off into sleep, you hear a voice 
  over the storm. 
   
  "YVOR!  Yvor, you thief, face me!” 
   
  Yvor and Thayer come in at that point and open 
  one of the shutters to look out upon the visitor.  If 
  the Heroes go to see, Yvor will not stop them, and 
  they will see that it is Feliks.  He is wearing his 
  cuirass and is mounted upon his warhorse, a 
  bastard sword at his side.  Heroes with 
  exceptional night vision may also notice that he 
  looks pale. 
  The Heroes can speak up if they like, and make 
  sure to provide them plenty of opportunity to do 
  so, if not, the conversation goes something like 
  this: 
  Feliks: “Yvor, our father is dying and we will have 
  your oath to serve me.” 
  Yvor: “What is it you would have?” 
  Feliks: “That which should be mine as much as 
  yours -- the lands and house, and your oath as my 
  man.” 
  Yvor: “The estate is father’s to give.” 
  Feliks: “You can hide as the loyal son, you 
  scoundrel.  The accident of birth that set you first 
  makes things yours by custom.  Who is to say that 
  our idiot wet nurse didn’t just mix us up one day?  
  We will have what you have taken from me.  Give 
  your oath to hand it over, or I swear that we shall 
  take it from you.” 
  
   
  12 | Living Arcanis: Whispers of the Gods 
   
  Yvor: “I will respect my father.” 
  Feliks: “He is not just your father. We will take 
  from you what is mine.” 
  Have the Heroes make a DC: 15 (Wisdom) 
  Perception skill check with anyone succeeding 
  noticing that Feliks’ eyes flashed like flames 
  upon this last statement. 
  With that, Feliks wheels his horse and rides 
  off into the storm. 
   
  If any of the Heroes that notice that Feliks 
  seems to go back and forth between ‘we’ and 
  ‘I’, confirm that yes, that is odd. 
  Yvor has an offer and request to the Heroes: 
  "I apologize that the troubles within my 
  family have come forth while you are our 
  guests.  Such matters should be kept quiet, 
  but it appears that Feliks is not concerned 
  with propriety. 
   
  “I would not normally ask such a thing, but I 
  believe that my brother intends murder.  If 
  you could find him and put a stop to this, I 
  can offer only little by way of coin.  Our 
  holdings are modest, but I can offer you 
  sanctuary in times of trouble and if you 
  should find yourself in need of aid, I can fight 
  if it comes to that.   
   
  “I must remain here to protect my father.  I 
  fear not just for him, but for the peasants, if 
  war and banditry are permitted to spread 
  into our lands. 
   
  “Will you aid us?" 
   
  If the PCs refuse and leave the Gauptmann 
  family to its fate, go to Conclusion A. 
  If they are Heroes, continue with Scene Four. 
  Scene Four 
  A Family Affair 
   
  As you set out after Feliks, the storm abates 
  somewhat, but tracking may be tricky given 
  the downpour. 
   
  Tracking Feliks is initially fairly difficult.  Any Hero 
  making the effort must succeed at a DC: 15 
  Wisdom (Survival) ability check to pick up Feliks’ 
  trail.   
  Felix has not gone far, and the Heroes come upon 
  him talking to himself.  If the Heroes made 
  themselves known during the argument between 
  Yvor and Feliks, then they make out comments 
  related to “interlopers” and “waiting until they 
  leave,” so adapt this into the tirade below. 
  Feliks is possessed by a spirit of fire and entropy; 
  he will see the Heroes’ body heat, and thus is 
  functionally impossible to hide from him short of 
  actual invisibility; he can see even in the confines 
  of a darkness spell. 
  You come across a sheepfold. Though the flocks 
  are not in this time of year, a fire burns within and 
  you hear a conversation. The words are difficult to 
  hear clearly, but you can make out the words 
  ‘thief’ and ‘fool’ and the tone is definitely hostile.  
  As you approach, the horse shies and whinnies 
  and the conversation stops.  Emerging from the 
  fold, you see Feliks, his eyes aflame and his sword 
  drawn.   He looks right at you, darkness having no 
  effect on his ability to perceive you. 
  “My brother sent you then?  Very well, you will 
  face our wrath." 
  Springing from his eyes, dancing creatures of 
  flame dart out, and their malevolent gaze fixed 
  upon your company. 
  Roll Initiative. 
  
   
  13 | Living Arcanis: Whispers of the Gods 
   
  Combat  
  In all this combat consists of  
  • 
  Three (3) fire spirits (CR 1/2) 
  • 
  Feliks Gauptmann (CR 1) 
   
  See Combat Appendix One for Stats 
  Adventure Difficulty  
  • 
  Easy Mode: Remove 1 fire spirit 
  • 
  Difficult: Add 2 fire spirits (5 total) 
  • 
  Perilous: Add 3 fire spirits (6 total) 
   
  If the Heroes survive combat, continue to 
  Conclusion 
  B. 
  Otherwise, 
  proceed 
  to 
  Conclusion A. 
  Conclusions & 
  Endings 
  Conclusion A:  
  Left to Fate 
   
  Tales are told of the death of the Gauptmann 
  family.  As the tale goes, the youngest son 
  came and slew the household.  Inexplicably 
  he set the manor house aflame and died in 
  the blaze. Tragic, but just. Even more deaths 
  to add to the toll of the Almeric war. 
   
  Conclusion B:  
  Why? 
  By the time you return to the manor house, 
  Sir Malger is hale again, and Yvor is secure in 
  his inheritance -- at least, as secure as 
  anyone can be in this land of ceaseless war.  
  The Gauptmann are at once grateful for your 
  aid, yet somewhat saddened by the need.  
  Though manners will prevent them from 
  saying it, you can tell that the memory of 
  what was done has made you no longer 
  welcome to tarry here.   
   
  As for the spirit that found purchase within 
  Karl and Feliks, its motives remain unknown, 
  and the disturbing nature of its psionic power 
  remains unexplained.  Perhaps in the fullness 
  of time you may find the blind one it spoke of, 
  and with the blind one, the truth. 
   
  The End
  
   
  14 | Living Arcanis: Whispers of the Gods 
   
   
   
  
   
  15 | Living Arcanis: Whispers of the Gods 
   
  Adventure 
  Rewards 
  After an adventure make sure players record 
  what experience and treasure they acquire on 
  their adventure chronical, after which check 
  their numbers, mark off any favors, boons, or 
  curses and add any particular game notes 
  before signing the adventure chronical and 
  having it back to the player. 
  Experience Rewards 
  Arcanis Adventures do not necessarily reward 
  experience points for winning combats. 
  Instead, Arcanis Adventures reward experience 
  for achieving particular tasks or reaching 
  important story points. 
  Task, Achievement  
   
  Complete 
  the 
  Adventure 
  (Conclusion B) 
  300 Xp 
       
  Found Items 
  Players may keep any item without an Item 
  Certificate that they find during the adventure. 
  Remember that carrying a flintlock without the 
  right to do so is a crime. 
  When a player keeps an item, the item’s sale 
  value is removed from the shared treasure 
  reward the party splits at the end of the 
  adventure. If the amount removed is greater than 
  a player’s share of the coin, the player in question 
  must make up the difference or the other players 
  can chip in from their shares.  
  The number and distribution of items found in a 
  Living Arcanis adventure is always calculated 
  using the base level of the adventure and a table 
  of 5 players. Even if the party goes through the 
  adventure at a higher difficulty and fights more 
  enemies, any items beyond what is listed here are 
  unsalvageable. This helps the Campaign Staff 
  have a better grasp on campaign economy. 
  Scene Two 
  10 gp (if found) 
  Scene Four 
  Feliks' equipment should be returned to his 
  family, as propriety would suggest. Yvor will gift 
  Feliks' sword to the Heroes, as their father did not 
  provide the weapon.  
  Story Achievements and 
  Special Items 
  Conclusion B: Why? 
  All Heroes who reach this conclusion receive the 
  Favor of the Gauptmann Family story award. 
  Additionally, they will receive Stummtod, Feliks' 
  long sword; and a small bursary reward from the 
  Gauptmann Family of 50 gp each. 
   
   
  
   
  16 | Living Arcanis: Whispers of the Gods 
   
  Fame  
  Arcanis is filled with secret societies and 
  powerful organizations that constantly scream 
  and maneuver behind the scenes. Players may 
  be part of these organizations or even attract 
  the attention of organizations they are not part 
  of, for good or ill.  
  Task, Achievement  
   
  Gaining Favor of the 
  Gauptmann Family 
  Anyone 
  +1  Fame (Almeric) 
       
  Notice of the 
  Harvesters 
  This only pertains to characters who cast 
  Arcane magic, every time during the adventure 
  an arcane caster casts spells in a public place or 
  within sight of common people there is a 
  chance that they had been spotted by a 
  harvester or a harvester informant.  
  Unless the caster goes out of their way to hide 
  such spell casting, news of their abilities will, 
  eventually, reach the ears of the “wrong” 
  people.  
  If the hero was open about their spell casting in 
  public or failed two consecutive attempts to 
  disguise it, they get 1 point of harvester notice. 
   
   
  
   
  17 | Living Arcanis: Whispers of the Gods 
   
  Combat Appendix 1 
  Scene 1 
  In all this combat consists of  
  • 
  Six (6) Legionnaires 
   
   
  Adventure Difficulty 
  • 
  Easy Mode: Remove 1 legionnaire 
  • 
  Difficult: Add 2 Legionaries 
  • 
  Perilous: Add 4 Legionaries 
   
  Allow the combat to continue until one of the 
  two sides (Heroes or legionnaires) are down to 
  half their number. 
  Centurion, Gaius Secundus val’Tensen, will 
  show up with more troops, see adventure 
  page 6
   
  Legionnaires  
  Medium humanoid (human), Any 
  Armor Class 16 (Chain Shirt, Shield) 
  Hit Points 7 (2d6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 
  (+1) 
  12  
  (+1) 
  13  
  (+1) 
  10  
  (+0) 
  10  
  (+0) 
  10  
  (+0) 
  Saving Throws Int +0, Wis +0 
  Senses passive Perception 10 
  Languages Low Coryani (Common) 
  Challenge 1/4 (50 XP) 
  ACTIONS 
  Gladius. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6+1) slashing or piercing damage. 
   
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 
  1) piercing damage, or 6 (1d8 + 1) piercing damage if used 
  with two hands to make a melee attack. 
   
  Reaction 
  Legion Tactics: When the legionaries are adjacent to 
  another legionnaire they may spend a reaction to grant 
  that legionnaire a +2 to AC against a single attack.  
   
   
   
  
   
  18 | Living Arcanis: Whispers of the Gods 
   
  Combat Appendix 2 
  Scene 2 
  In all this combat consists of  
  • 
  Four (4) fire spirits 
   
  See Combat Appendix One for Stats 
  Adventure Difficulty  
  • 
  Easy Mode: Remove 1 fire spirit 
  • 
  Difficult: Add 2 fire spirits 
  • 
  Perilous: Add 2 fire spirits and 
  double the hit points of all fire 
  spirits 
   
  During the battle, the spirits will speak.  All they 
  will say is, “You are not the blind one. We seek 
  the blind one.”  And “The master has found 
  another, yes, another among the burned 
  riders.” 
   
   
  Fire Spirits  
  Medium Undead, chaotic evil 
  Armor Class 12 
  Hit Points 13 (3d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  1 (-5) 
  14  
  (+2) 
  11 
  (+0) 
  8  (-1) 
  12  
  (+1) 
  8  (-1) 
  Saving Throws Wis +2 
  Damage Vulnerabilities Cold 
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks. 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, 
  petrified, 
  poisoned, 
  prone, 
  restrained, 
  unconscious 
  Senses:  See “body heat” even though darkness spells, 
  passive Perception 11 
  Languages Low Coryani (Common) 
  Challenge 1/2 (100 XP) 
   
  ACTIONS 
  Burning Touch. Melee Weapon Attack: +2 to hit, reach 5 
  ft., one target. Hit: 4 (2d4) Fire Damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  19 | Living Arcanis: Whispers of the Gods 
   
  Combat Appendix 3 
  Scene 4 
  In all this combat consists of  
  • 
  Three (3) fire spirits  
  • 
  Feliks Gauptmann 
   
  See Combat Appendix One for Stats 
  Adventure Difficulty  
  • 
  Easy Mode: Remove 1 fire spirit 
  • 
  Difficult: Add 2 fire spirits (5 total) 
  • 
  Perilous: Add 3 fire spirits (6 total) 
   
  Fire Spirit  
  Medium Undead, chaotic evil 
  Armor Class 12 
  Hit Points 13 (3d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  1  
  (-5) 
  14  
  (+2) 
  11 
  (+0) 
  8   
  (-1) 
  12  
  (+1) 
  8   
  (-1) 
  Saving Throws Wis +2 
  Damage Vulnerabilities Cold 
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks. 
  Damage Immunities necrotic, poison 
  Senses passive Perception 10 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious 
  Senses:  See “body heat” even though darkness spells, 
  passive Perception 11 
  Languages Low Coryani (Common) 
  Challenge 1/2 (100 XP) 
  ACTIONS 
  Burning Touch. Melee Weapon Attack: +2 to hit, reach 5 
  ft., one target. Hit: 4 (2d4) Fire Damage. 
   
  Feliks Gauptmann 
  Medium humanoid (human), possessed (Neutral Evil) 
  Armor Class 15 (Breastplate) 
  Hit Points 31 (4d8+8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15  
  (+2) 
  13 
   (+1) 
  14  
  (+2) 
  10  
  (+0) 
  12  
  (+1) 
  14 
  (+2) 
  Saving Throws Wis +2 
  Senses passive Perception 10 
  Languages Low Coryani (Common) 
  Challenge 1 (200 XP) 
  Willingly Possessed.  Feliks is currently a willing vessel 
  for a greater flame spirit. He automatically makes the 
  first 3 saving throws to resist spells and effects that 
  would attempt to sever the bond between them, and 
  gains advantage on all such saving throws thereafter.  
   
  Burning Spirit Within: Feliks has gained strange powers 
  which grant him some spell casting abilities, (spell save 
  DC 13; +4 to hit with spell attacks). Feliks has the 
  following spells at his disposal: 
  • 
  Cantrips (at will): fire bolt, produce flame 
  • 
  1st level (2 slots): burning hands 
   
  ACTIONS 
  Long Sword (two handed). Melee Weapon Attack: +4 to 
  hit, reach 5 ft., one target. Hit: 7 (1d10+2) slashing 
  damage. 
   
  Reaction 
  Lashing Flames. Any time Feliks is attacked by an 
  adjacent creature he may spend a reaction to deal 4 
  (1d8) fire damage to his attacker.  
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Paradigm Concepts/Arcanis 5e Introductory Season/LA Intro 1-4 Whispers of the Gods/LA Intro-1-4 Whispers-of-the-Gods.pdf