TEXT: 1
  FROZEN
  WHISPERS
  A Short Adventure for Four 
  3rd-Level Player Characters
  CREDITS
  Design:
  James Jacobs
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Cartography:
  Todd Gamble
  Web Production
  Julia Martin
  Web Development:
  Mark A. Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
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  Frozen Whispers is a short D&D adventure for four
  3rd-level player characters (PCs). The scenario is set
  mostly in and near a remote hunter’s lodge in a snowy
  forest. 
  The scenario can be placed in any cold area of your
  campaign world that features a remote tract of wood-
  land—a copse of trees near the arctic circle, a swath of
  taiga near the treeline on a high mountanside, or even a
  normally temperate forest caught in the grip of an
  unnaturally snowy winter. As always, feel free to adapt
  the material presented here as you see fit to make it
  work with your campaign.
  PREPARATION
  You (the DM) need the D&D core rulebooks, including
  the Player’s Handbook, the Dungeon Master’s Guide,
  and the Monster Manual to run this adventure. The
  wendigo template appears in the Fiend Folio, and
  although that book is also helpful, full statistics are pro-
  vided for the wendigo encountered in this adventure.
  To get started, print out the adventure, including
  the maps. Read through the scenario at least once to
  familiarize yourself with the situation, threats, and
  major NPCs. Review the rules for forest terrain (on
  page 87 of the Dungeon Master’s Guide) and cold dan-
  gers (on page 302 of the Dungeon Master’s Guide),
  since both play a major role in Frozen Whispers. Text
  that appears in shaded boxes is player information that
  you can read aloud or paraphrase for the players at the
  proper times.
  ADVENTURE
  BACKGROUND
  Despite the bitter cold that reigns here nine months of
  the year, the Timberway Forest has long been a source
  of prosperity for civilized folk who live nearby. Many
  trappers and hunters spend the better part of the year
  within its borders, stockpiling furs and meat to trade in
  the frontier towns to the south, where they spend their
  winters. Most feel that the value of these commodities
  makes braving the Timberway Forest worth the risk.
  Recently, though, a small group of trappers and
  hunters led by a human ranger named Aaron Korigard
  has awakened a terrible new menace in the forest.
  Based in a remote hunter’s abode called the Bluerock
  Lodge, Aaron’s men hunted the animals of the woods
  more out of a deep-seated desire to be cruel than a need
  to feed themselves. In particular, they focused their
  hateful attention on the local Timberway lion popula-
  tion. Timberway lions are rather small (more like leop-
  ards), but they are known for being lithe and wary.
  
  2
  Still, the trappers had the advantage of intelligence and
  tools, and before long they had slaughtered the entire
  pride save for its leader. As the winter worsened and
  game grew ever more scarce, this last surviving lion
  began to starve.
  At this point, the darker forces of nature took
  notice. When the starving lion’s tormentors settled
  into their lodge to wait out a sudden blizzard, the big
  cat transformed into a wendigo—a terribly fey spirit
  born of starvation and cold. It took the lion wendigo
  only three days to hunt down and slaughter the most of
  the trappers, but Aaron himself escaped death. The
  canny ranger realized that he was in over his head and
  set off toward civilization, even though he had been
  horribly wounded by the lion wendigo and had lost
  most of his supplies. He didn’t get far before he col-
  lapsed of exhaustion and became a wendigo himself.
  The two one-time enemies—lion and human—
  have now entirely forgotten their prior lives. Com-
  pletely consumed by the supernatural forces of eternal
  hunger and frozen hatred, they stalk the Timberway
  Forest separately, searching for living beings to slay.
  In the intervening weeks, a new group of hunters
  has come to Bluerock Lodge. Keller, a rogue wanted in
  another city for stealing a ring belonging to a noble,
  came hunting with this new group to avoid capture.
  Since their arrival, Aaron has stalked and wounded a
  few members of the group, including Keller, who later
  killed the companions left at the lodge with him. If he
  is not cured or slain soon, he too will become a
  wendigo and join Aaron in his endless hunt.
  ADVENTURE SYNOPSIS
  The wendigo that was once Aaron stalks the PCs while
  they make their way through the woods toward the
  Bluerock Lodge. Upon arrival, they find the place a
  charnel house. Initial investigation indicates that the
  last hunters who stayed here succumbed to cabin fever
  and killed each other off, However, it soon becomes
  clear that the creature responsible for their deaths is
  still very much alive. The adventure comes to a climax
  when the PCs must defend themselves against the
  attacks of the deadly wendigo.
  ADVENTURE HOOKS
  As the DM, you must decide how best to involve the
  PCs in the adventure. However, this scenario works
  best if the characters aren’t initially aware of the fact
  that terrible evil spirits are haunting the Timberway.
  Thus, their reasons for traveling into the woodland
  should stem from some other need to reach Bluerock
  Lodge. You can use the following hooks to spur your
  imagination, modifying them as necessary to fit your
  campaign or the characters.
  • While visiting a frontier town near the edge of the
  Timberway, the PCs learn that merchants here pay
  handsomely for the pelts of the elusive Timberway
  lions—up to 50 gp apiece. By asking around town, the
  characters can quickly learn that a group of like-
  minded hunters recently left for Bluerock Lodge, a
  shelter located near the traditional hunting grounds
  of the lions in question. The townsfolk assure them
  that if they wish to try their hand at lion hunting,
  Bluerock is the place to go.
  • If the party’s temperament is more aligned with
  nature, the characters hear of the prices that Timber-
  way lion pelts are currently bringing. Any character
  with ranks in Knowledge (nature) knows that Timber-
  way lions are endangered creatures, and this fact may
  spur the PCs to find Bluerock Lodge and encourage
  the people there to cease their hunting.
  • One of the hunters at Bluerock Lodge isn’t really a
  hunter; he’s a rogue named Keller who joined the
  other hunters after successfully stealing a local noble’s
  magic ring. Hoping to dodge the authorities, Keller
  decided to hide out for the winter in Bluerock, posing
  as a hunter. The noble hires the PCs to track down the
  thief and retrieve the ring he stole. Keller didn’t think
  to disguise himself, so tracking his flight to the fron-
  tier town is a relatively easy matter. When the charac-
  ters arrive, the proprietor of the local trading post
  recognizes the description they provide and tells
  them that the man they seek left a few weeks ago with
  a group of hunters bound for Bluerock Lodge.
  • Bluerock Lodge was built many years ago, but its
  owner perished not long after its completion and left
  no heirs. Since then, the lodge has served as a place for
  hunters to stay free of charge in the woods. A man
  who claims to have inherited the lodge hires the PCs
  to go there and determine whether the place is nice
  enough to claim, or whether he should sell it off.
  Alternatively, one of the PCs could inherit Bluerock
  Lodge, or find the deed to it among the treasure from
  an earlier adventure.
  • The PCs become lost in the Timberway Forest on
  their way to another place. During a snowstorm, they
  accidentally come upon Bluerock Lodge.
  BEGINNING THE 
  ADVENTURE
  Frozen Whispers is an event-based adventure that
  occurs in the Timberway Forest and at Bluerock Lodge.
  
  3
  The encounters provided for each of these sites occur
  in the order given.
  The PCs may spend time gathering information in
  one or more of the frontier towns in the area, if they
  wish. Everyone knows where Bluerock Lodge is and
  what it’s used for, but no one knows about the wendi-
  gos in the forest. The adventure begins when the char-
  acters reach the forested area near Bluerock Lodge. 
  A. THE TIMBERWAY
  FOREST
  Bluerock Lodge is lies deep within the Timberway
  Forest. No regional map is provided of this area, so that
  you can more easily adapt the overland portion of this
  adventure to your campaign. 
  Bluerock Lodge is located about 70 miles from the
  southern edge of the forest. The intervening terrain is
  hilly country covered in dense forest. Although no
  roads penetrate the Timberway, several hunters’ trails
  crisscross its otherwise trackless expanse. Recent
  snows obscure these trails in spots, but all of them lead
  through the wood to the many lodges built within. 
  This adventure takes place near the end of winter,
  when temperatures in the woods average a brisk 30ºF
  during the day and drop to about 10ºF at night. It hasn’t
  snowed here for a week, but patches of snow still cling
  to the trees and the ground. An unprotected character
  in these conditions must make a Fortitude save each
  hour (DC 15 + 1 per previous check) or take 1d6 points
  of nonlethal damage. A character with ranks in Sur-
  vival may receive a bonus on this saving throw and may
  be able to apply this bonus to other characters as well
  (see page 83 of the Player’s Handbook).
  Most of the hunters in the area choose to traverse
  the forest on foot. Although horses can speed up
  travel along the trails, most of them quickly succumb
  to the cold. 
  The trail to Bluerock Lodge is fairly simple to
  follow; a character need only make a successful DC 10
  Survival check once per hour to avoid wandering off
  the trail. (The characters may take 10 on these checks
  and should be encouraged to do so.) As long as they
  stay on the trail, the characters move at only three-quar-
  ters of their normal rate. A group moving at a speed of
  30 feet can thus cover about 18 miles after 8 hours of
  walking, reaching Bluerock Lodge a couple of hours
  before sundown on their fourth day in the forest.
  Crude shelters, each of which can house up to four
  Medium creatures, are located about every 18 miles
  along the trail, so characters moving at a speed of 30
  feet should be able to sleep in a shelter every night as
  long as they keep up the pace. Slower groups must
  either force march a little in order to reach shelter or
  construct their own.
  Off the trail, things quickly become worse. The
  hilly, forested, frozen terrain reduces movement to
  one-half normal, and someone in the group must make
  a DC 15 Survival check each hour spent off the trail or
  become lost.
  The particularly cruel winter and the depredations
  of the local hunters have dramatically reduced the local
  supply of game. Water is fairly plentiful in the form of
  snow and numerous partially frozen streams, but food
  is hard to come by. A character wishing to hunt and
  forage for food can find food and water for himself
  with a successful DC 18 Survival check, and for one
  other person per 2 points by which this check result
  exceeds 18.
  RANDOM ENCOUNTERS
  Because of the lack of animal life, the forest is unchar-
  acteristically quiet and free of monsters. No random
  encounters occur as long as the PCs remain on the trail.
  If they insist on exploring the trackless woods, the
  chance of an encounter is only 4% per hour. Random
  encounters are with wolverines, wolves, or possibly
  other hunters (usually 1st–3rd-level human experts), at
  the DM’s discretion. Only 5% of such encounters
  should be with Timberway lions (see encounter A1 for
  statistics). Within a day’s travel of Bluerock Lodge,
  there are no random encounters at all.
  A1. A DISTURBING ENCOUNTER (EL 2)
  This encounter occurs early in the PCs’ last day of
  travel to the lodge. Allow each character a DC 15 Spot
  check. If anyone succeeds, read or paraphrase the fol-
  lowing aloud. Otherwise, go to the Creature section
  below.
  The body is that of Kyle Tanner, one of the hunters
  from Bluerock Lodge. A successful DC 15 Heal check
  establishes that he died of blood loss from a terrible
  bite wound on his shoulder. The bite was bandaged,
  but it looks like the man tore the bandage loose and re-
  opened the wound with his own frostbitten hand. A
  brief inspection of the body (Search DC 10) reveals that
  blood seeps from both of the ears, and that both
  eardrums have been ruptured with a sharp object.
  The stark black-and-white of the wintry forest is
  broken by a splash of color in the landscape
  toward the left. A man’s body sits upright but
  slumped against a tree. Around him, the snow is
  stained a brilliant red.
  
  4
  
  5
  Kyle managed to escape from Bluerock Lodge
  three days ago after he was attacked and bitten by the
  rogue Keller, who had sunk into insanity and was well
  on his way to becoming a wendigo. Tanner got this far
  before the maddening whispers of the two wendigos
  in the forest drove him insane. To escape the infuriat-
  ing sounds, he punctured his own eardrums with his
  dagger. Upon realizing that something was still stalk-
  ing him, he killed himself by tearing open his bite
  wound so that he would not become one of the
  wendigos.
  Creature: A lone Timberway lion lurks in the area.
  Though the poor creature is starving, it has not yet
  eaten Kyle’s remains because it can sense the unnatural
  taint of the wendigo on his body. If it hears the PCs
  approaching, the lion quickly hides nearby and gets
  ready to pounce.
  D Timberway Lion: hp 19 (currently has 4 points of
  nonlethal damage from starvation); see Monster
  Manual, page 274 (leopard statistics).
  Tactics: The lion attacks the characters from hiding
  as they walk past it. If reduced to fewer than 10 hit
  points, it flees. As it does so, it leads the PCs past Kyle’s
  body if they have not already noticed it.
  Treasure: Kyle’s masterwork dagger remains at his
  side, and his cold weather outfit can be worn by a
  Medium humanoid.
  A2. CORNER OF THE EYE
  The characters’ movement through the forest eventu-
  ally attracts the attention of one of its supernatural
  residents.
  Creature: As the PCs continue to approach Bluerock
  Lodge, they attract the attention of Aaron, the wendigo
  that now haunts the region. 
  D Aaron Korigard: See encounter B2, below, for
  statistics.
  Tactics: By the middle of the day, when the PCs are
  still about 3 hours away from the lodge, Aaron selects a
  PC to stalk—preferably one who is scouting ahead or
  lagging behind the main group. Aaron uses his wind
  walking ability to stalk the character, and his snowy
  white skin makes him 80% likely to appear as fog
  vapors.
  Thanks to Aaron’s corner of the eye power, the
  chosen PC soon becomes aware that something is stalk-
  ing him. He takes a –2 penalty on all Wisdom-based
  skill checks as he grows more and more nervous and
  paranoid from the glimpses he catches of his pursuer
  out of the corners of his eyes.
  In addition, Aaron targets his victim with his mad-
  dening whisper attack. The targeted PC must make a
  successful DC 13 Will save or take 1d3 points of
  Wisdom damage from the nightmarish whispers he
  (and only he) hears just under the sounds of softly
  blowing wind and snow sloughing off of tree branches.
  Development: If the characters attempt to turn on
  the wendigo and pursue him, Aaron uses his wind
  walking ability to escape them, then returns to harass
  them again later. Should they somehow corner him, go
  to encounter B2.
  B. BLUEROCK LODGE
  Read or paraphrase the following aloud when the PCs
  reach Bluerock Lodge.
  The footprints are Kyle’s. If anyone follows them suc-
  cessfully with a Survival check (DC 8 in the clearing, or
  DC 13 in the forest where snow cover is more sparse),
  the tracks lead to his body (see encounter A1, above).
  Until several days ago, Bluerock Lodge was inhab-
  ited by seven human hunters, but the arrival of the
  wendigo that was once Aaron on the eve of the season’s
  last snowstorm put an end to this arrangement. Aaron
  lured some of the hunters out into the snow and
  attacked them, then let them return to the lodge. Over
  the course of the night, he tormented the men with his
  maddening whispers ability. The next morning, three
  of the unwounded hunters set out for civilization to get
  help, leaving the two wounded ones in the care of their
  two remaining healthy companions. During the next
  few days, the wendigo hunted and killed the three who
  had left, then carried their bodies back and left them
  lodged in the trees below the lodge. In the meantime,
  the more heavily wounded man back at the lodge (the
  rogue Keller) succumbed to madness and attacked the
  others. He killed two of the hunters, but the third
  (Kyle Tanner, the other wounded man) escaped into
  the woods. Aaron stalked Kyle until the latter took his
  own life, then returned to lurk in the Bluerock Lodge
  area to await Keller’s transformation into a wendigo.
  Bluerock Lodge perches atop a steep promontory
  that drops off for 40 feet to the forest below. The
  exposed stone of this cliff has a distinctive blue
  cast to it. The snow in the clearing surrounding
  the lodge looks fresh and is unmarked by foot-
  prints, except for a single set that leads from the
  building’s front door down the trail into the
  woods. Spatters of frozen blood accompany this
  trail, as if the creature that made them was bleed-
  ing as it ran. Despite the chill in the air, the front
  door of the lodge hangs open, and no smoke curls
  up from the chimney on the roof.
  
  6
  Anyone who clambers down the face of the cliff
  (Climb DC 15) to search the forest just below the lodge
  finds the bodies with a successful DC 12 Search check.
  B1. INSIDE THE LODGE (EL 3)
  Read or paraphrase the following when the characters
  get inside the lodge.
  The hunters initially boarded up the windows and
  doors to keep the wendigo out, but this plan backfired
  when Keller finally lost his sanity and attacked them.
  Kyle managed to pry the boards off the door and
  escape, but the others were not so lucky. Keller par-
  tially ate both bodies, then hid them under the furs on
  the beds for later.
  The door in the opposite wall opens into a small
  storage room filled with firewood, a few barrels of
  frozen water, and some dried food. A mound of Tim-
  berway lion pelts, most of which were left here by
  Aaron’s group, dominates the center of the room.
  Keller is hiding in this chamber when the PCs
  approach.
  Creature: Keller the rogue lurks in the storeroom,
  watching out the windows for signs of the wendigo (or
  anything else, for that matter) and eating the stored
  food. If he sees or hears the PCs approaching, he hides
  near the door and readies an action to attack anyone
  who enters the room.
  Keller is wild-eyed and frothing at the mouth. His
  clothing is caked with frozen blood, and his skin is cov-
  ered with sores and numerous wounds. Both of his feet
  appear to be horribly frostbitten, but in fact this condi-
  tion is a manifestation of his impending transforma-
  tion into a wendigo and does not affect his speed.
  D Keller: Male human rogue 3; CR 3; Medium
  humanoid; HD 3d6+3; hp 6 (originally 13); Init +6;
  Spd 30 ft.; AC 14, touch 13, flat-footed 14; Base Atk
  +2; Grp +4; Atk +5 melee (1d4+2/19–20, masterwork
  dagger) or +4 melee (1d3+2, unarmed strike [bite]);
  Full Atk +5 melee (1d4+2/19–20, masterwork dagger)
  or +4 melee (1d3+2, unarmed strike [bite]); SA sneak
  attack +2d6; SQ evasion, trap sense +1, trapfinding;
  AL CE; SV Fort +2, Ref +5, Will –4; Str 14, Dex 15,
  Con 12, Int 10, Wis 1, Cha 12.  
  Skills and Feats: Appraise +6, Bluff +7, Diplomacy
  +9, Forgery +6, Hide +10, Intimidate +3, Move Silently
  +10, Open Lock +8, Sleight of Hand +12, Use Rope +10;
  Deft Hands, Improved Initiative, Stealthy.
  Evasion (Ex): If exposed to any effect that normally
  allows him to attempt a Reflex saving throw for half
  damage, Keller takes no damage with a successful
  saving throw.
  Trap Sense (Ex): Keller gains a +1 bonus on Reflex
  saves made to avoid traps and a +1 dodge bonus to AC
  against attacks made by traps.
  Trapfinding: Keller can use the Search skill to locate
  traps when the task has a DC higher than 20. 
  Possessions: Padded armor, masterwork dagger, ring
  of protection +1.
  Tactics: Keller is quite insane, and although he
  has not yet completed his transformation into a
  wendigo, he certainly will before much longer. He
  attacks with his bite, a normal unarmed attack that
  provokes attacks of opportunity. He fights to the
  death, pursuing his enemies to the edge of the
  clearing if necessary.
  Development: A successful DC 12 Search check
  uncovers the hidden bodies in the main room. Both are
  little more than frozen red skeletons, since Keller has
  eaten pretty much everything he could get to in an
  attempt to stave off the supernatural hunger growing
  inside of him. A successful DC 15 Heal check estab-
  lishes that whatever ate the bodies did so with teeth
  like those of a human.
  Treasure: Both of the bows on the floor are master-
  work composite longbows (+3 Str bonus), and the
  hatchet is a masterwork handaxe. Nineteen master-
  work arrows lie scattered around the room as well. A
  successful DC 20 Search check made while examining
  the fireplace uncovers a loose rock in the mantel.
  Behind it is a small hollow space containing two
  potions of cure light wounds and three potions of
  endure elements.
  The storeroom contains eleven Timberway lion
  pelts, each worth 50 gp. Selling these pelts, however,
  could earn characters the wrath of local druids or other
  naturalists.
  The interior of the lodge is a single, large, open
  room that has seen better days. The numerous
  tables and chairs have been battered apart, and the
  lumber salvaged from them has been nailed over
  all of the tightly shuttered windows. A pile of
  rubble near the open door indicates that it too was
  once similarly barricaded, but the boards were
  subsequently torn out. Several low beds against
  the far wall are in complete disarray. The beds,
  some ruined tables, and even the walls bear
  scorch marks and quite a few bloodstains. A large
  fireplace dominates the center of the room, but no
  fire burns inside, though the walls bear numerous
  burn marks. Two composite longbows, a blood-
  soaked hatchet, and nearly two dozen arrows lie
  scattered about the room. In the wall opposite the
  main entrance is a single door.
  
  7
  
  8
  Ad-Hoc Experience Award: Since Keller is wounded
  and insane, award only 50% of the normal experience
  points if the characters defeat him.
  B2. WENDIGO ATTACK (EL 5)
  Aaron continues to stalk the PCs for as long as they
  remain in the area, hoping to reduce his chosen
  victim’s Wisdom score as much as possible. At any time
  the victim is alone, the wendigo attacks.
  Aaron is a dangerous creature that can be devastat-
  ing against an unprepared group of 3rd-level charac-
  ters. Before the attack takes place, be sure that the
  PCs have had ample clues about his presence and
  abilities. Many of the encounters in this adventure
  provide subtle information about the wendigo, but
  the greatest weapon the PCs can use against him is
  fire. The hunters in the lodge figured out his weak-
  ness, but the only remnants of their discovery are the
  charred walls inside the lodge and the burn scars on
  Aaron’s face. 
  You can drop additional hints for the PCs if they
  haven’t yet realized what they’re up against. Before the
  wendigo attacks, allow a character who studies the
  clues a DC 25 Knowledge (nature) check to realize that
  their enemy might be a wendigo (assuming she has
  ranks in the skill). Once Aaron attacks, each PC who
  has ranks in the skill can make a new DC 15 Knowl-
  edge (nature) check to learn this information. If the
  check result is 25 or higher, the PC also realizes that
  fire is a potent weapon against the monster.
  Creature: The wendigo was once Aaron Korigard, a
  bitter and hateful human male trapper. Now he appears
  as a feral, wild-eyed, and supernaturally quick mockery
  of his former self. His eyes shine with a cold, hateful,
  blue light, and his mouth is full of sharp, tangled teeth.
  His most disturbing feature, though, is his legs, which
  now end in charred, bloody stumps. A partially healed
  burn festers on the left side of his face.
  D Aaron Korigard: Male wendigo human ranger 3;
  CR 5; Medium fey (cold); HD 3d6+12; hp 22; Init +5;
  Spd fly 120 ft. (perfect); AC 21, touch 17, flat-footed 16;
  Base Atk +3; Grp +7; Atk +7 melee (1d6+6, bite); Full
  Atk +7 melee (1d6+6, bite); SA disease, maddening
  whispers, ravenous bite; SQ corner of the eye, favored
  enemy (animals +2), immunity to cold, regeneration 5,
  vulnerability to fire, wild empathy +5, wind walk; AL
  CE; SV Fort +7, Ref +8, Will +1; Str 18, Dex 20, Con 19,
  Int 12, Wis 10, Cha 14.  
  Skills and Feats: Climb +10, Hide +21, Knowledge
  (geography) +7, Knowledge (nature) +9, Listen +6,
  Move Silently +21, Spot +6, Survival +14; Combat
  Reflexes, Endurance, Stealthy, Track, Weapon Focus
  (longbow).
  Disease (Su): A creature hit by Aaron’s bite must suc-
  ceed on a DC 15 Fortitude save or become infected
  with his hunger. The incubation period is 1d3 days, and
  the disease deals 1d3 points of Wisdom damage. Each
  day that a victim takes Wisdom damage from this dis-
  ease, it must succeed on a DC 13 Will saving throw or
  become overwhelmed with an insatiable hunger for
  the flesh of its own race. A victim that successfully
  feeds on such flesh retains no memory of it. A victim
  reduced to a Wisdom score of 0 immediately trans-
  forms into a wendigo and races off into the sky at such
  a speed that its feet burn away from its body, leaving
  bloody, charred stumps.
  Maddening Whispers (Su): Aaron may use his mad-
  dening whispers ability once per day on any target
  within 120 feet. This victim—the only one who can
  hear the whispers—must make a DC 13 Will saving
  throw or take 1d3 points of Wisdom damage.
  Ravenous Bite (Ex): Aaron’s bite threatens a critical
  hit on a roll of 18–20 and deals triple damage on a suc-
  cessful critical hit. A wound resulting from a critical
  bite bleeds for an additional 3 points of damage per
  round thereafter; multiple wounds result in cumulative
  bleeding. The bleeding can be stopped only by a suc-
  cessful DC 10 Heal check or the application of magical
  healing.
  Corner of the Eye (Su): When Aaron stalks a victim
  while wind walking, he always seems to lurk just at the
  corner of his chosen victim’s field of vision. This victim
  takes a –2 penalty on all Wisdom-based skill checks as
  long as Aaron stalks it.
  Favored Enemy: Aaron gains a +2 bonus on his
  Bluff, Listen, Sense Motive, Spot, and Survival checks
  when using these skills against animals. He gets the
  same bonus on weapon damage rolls against creatures
  of this type.
  Regeneration 5 (Ex): Fire deals normal damage to
  Aaron.
  Wild Empathy (Ex): Aaron can use body language,
  vocalizations, and demeanor to improve the attitude
  of an animal (such as a bear or a monitor lizard). This
  ability functions just like a Diplomacy check to
  improve the attitude of a person. His bonus on the
  check is +5. The typical domestic animal has a start-
  ing attitude of indifferent, while wild animals are
  usually unfriendly. Aaron and the animal must study
  each other for 1 minute. This ability can also be used
  to influence a magical beast with an Intelligence
  score of 1 or 2, but Aaron takes a –4 penalty on the
  check.
  Wind Walk (Su): Aaron can wind walk at will, trans-
  forming from physical form to incorporeal form or
  back as a move action.
  
  9
  Possessions: +1 leather armor, amulet of natural
  armor +1.
  Tactics: If the PCs attempt to leave the lodge and
  return to civiliziation, the wendigo steps up its plans
  and attacks them an hour after they enter the woods.
  Aaron wants to spread his terrible taint, so he takes
  pains not to kill those he has successfully infected with
  his disease. He retreats to regroup only if threatened
  with fire. Since Aaron regenerates, chances are that if
  the PCs kill him and then leave his body without burn-
  ing it, he will soon rise and attack again.
  CONCLUDING THE 
  ADVENTURE
  The adventure ends as soon as the PCs accomplish their
  specific goals for traveling to Bluerock Lodge and
  escape to civilization (with or without slaying the
  wendigo).
  FURTHER ADVENTURES
  If Aaron survives, he continues to menace the denizens
  of the wood and eventually starts to prey on those
  dwelling in the nearby frontier towns. Even if he is
  slain, the advanced Timberway lion wendigo still lurks
  in the woods, and if Keller lives long enough, he
  becomes a wendigo as well. Tracking down and slaying
  the remaining wendigos before their disease spreads
  further can be the basis for several adventures in this
  region.
  Finally, it’s quite possible that one of the PCs has
  become infected with the disease as well. None of the
  frontier towns near the edge of the woods has a cleric
  capable of casting remove disease, but the characters
  can learn of several options if they ask around. A local
  paladin, cleric, druid, or ranger who can cast remove
  disease lives in the area, but went missing several days
  ago after leaving to investigate the disappearance of
  several local hunters in the nearby woods.
  ABOUT THE AUTHOR
  James Jacobs works at Paizo Publishing as the associate
  editor for DUNGEON Magazine. He’s written several
  adventures and articles for both DUNGEON and DRAGON
  and has contributed to several Wizards of the Coast
  publications, including Monster Manual II, Races of
  Faerun, Fiend Folio, and an upcoming book in which
  the horribly hungry wendigo would feel right at home.
  He also writes the monthly “Far Corners of the World”
  column for the Wizards of the Coast website.
  When he’s not scrambling to finish freelance proj-
  ects, James spends his time watching DVDs, playing in
  one of seven (soon to be eight) ongoing d20 campaigns,
  and looking for Bigfoot.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/WOTC Web Archive/3.5/Frozen Whispers.pdf