TEXT: This adventure is to be played with the 3.5 version of the Dungeons And Dragon rules by Wizards of the 
  Coast. 
  ADP-9-08 
   
   
   
   
   
   
  Frozen Whispers 
  A mini adventure for our Home Greyhawk Campaign  
  Set in Ratik 
  By James Jacobs 
   
  It is cold in the Timberway. Very cold. In this inhospitable forest between the Rakers and Grendep 
  there is a thief named Keller who flees from justice, and maybe there is something worse... 
  A one round adventure set in Ratik for characters levels 2-6 (APL 3). It is not suitable for 1st level 
  characters. 
  
  ADP9-08 Frozen Whispers 
   
  Page 2 
  The Adaptation 
  This adventure is one of the free adventures 
  available from Wizards of the Coast. It needs no 
  conversion for Greyhawk, even the names fit a 
  location already established in Greyhawk. The 
  only “change” required is an introduction to 
  expand on one of the adventure hooks provided. 
  One additional encounter is also provided so the 
  adventure fits nicely into one round. 
  Introduction 
  Use the following introduction: 
  The Timberway divides Ratik and the 
  Frost Barbarians, and by treaty both realms 
  share the wood equally. Snow is on the 
  ground, and the dark evergreen of pines and 
  firs that make up the bulk of the forest is in 
  stark contrast to the white of the snow. 
  You have entered the Timberway looking 
  for a man named Keller. He is a thief who 
  stole the ring of Lord Kent, and the Lord was 
  paying good money for the return of both the 
  ring and the thief. 
  So far the trail has led into the 
  Timberway. Keller does not seem to be 
  hiding his tracks. Up ahead a thin plume of 
  smoke rises into the air. Maybe this is 
  Keller’s camp. 
  Let the PCs introduce themselves to each 
  other. 
  The smoke up ahead comes from a small 
  campfire where a small band of hunters are 
  cooking deer. They are not violent unless the 
  PCs attack them first. The hunters know the 
  following: 
  • 
  They came across Keller traveling north 
  further into the Timberway. 
  • 
  Keller was traveling with another two 
  hunters, Kyle Tanner and Keith Turner. They 
  said they were heading for Bluerock Lodge. 
  • 
  They know the way to Bluerock Lodge, and 
  can describe the trail that leads there. 
  • 
  The Timberway is known for wolves and the 
  famous (but rare) Timberway Lion – a large 
  cat that, when described, is similar to a 
  white leopard. 
   
  The hunters are cooking deer, and are 
  happy to share with the PCs. In the Timberway 
  the great foe is the weather and the forest, not 
  other hunters. 
   
  APL3 (EL-) 
  � Karl, Kurt, and Kole (hunters): hp 5, MM 
  154. 
  A: The Timberway Forest 
  Run this section as written, with an 
  additional encounter (A3). 
  A3. Clothes 
  The wind must be blowing straight off the 
  Griff Mountains, it is so cold. It als stirs the 
  branches of the trees. However, up ahead, a 
  strange irregular thumping sound can be 
  heard. 
  If the PCs approach the thumping sound, 
  continue with the following: 
  A frozen naked body hangs upside down, 
  tied to a tree branch by his feet. The body 
  sways in the wind, occasionally thumping 
  against the tree trunk. A small pile of clothes 
  is partially covered by snow nearby. 
  The thumping sound is the body of Keith 
  Turner, stripped of all his clothing and hanging 
  naked from a large tree branch. The wind cause 
  him to sway sufficiently to hit the trunk – the 
  irregular thump. 
  Although the body is frozen, the cause of 
  death is obvious, a precise stab wound to the 
  back of his neck. 
  Keith was also convinced he was being 
  stalked by the Wendigo. At the time of his death, 
  Keller was still relatively sane. Keith had begged 
  for his own death, and Keller had obliged. 
  However Keith’s spirit does not rest, and has 
  inhabited his clothes, become an undead beast 
  known as a Raiment. If a PC approaches the 
  clothes, the Raiment will attack. 
   
  APL3 (EL1) 
  � Raiment: hp 13, Appendix 1. 
  B: Bluerock Lodge 
  Run this section of the adventure as 
  presented. 
  Conclusion 
  The PCs are considered successful when 
  they return Keller to civilization, regardless of 
  whether they killed the wendigo. 
  
  ADP9-08 Frozen Whispers 
   
  Page 3 
  AR Rewards 
  This section should detail how the PCs can 
  earn or lose any favor or access found on the 
  AR.  
  • 
  If the PCs return Keller and lord Kent’s ring, 
  they earn the “Thanks of Lord Kent” AR 
  reward. 
  • 
  If the PCs defeated the wendigo but did not 
  burn the body preventing the wendigo from 
  regenerating, they receive the “It’s All Your 
  Fault” AR reward. 
  • 
  All PCs receive the “Something wrong in the 
  Timberway” AR Reward. 
  Experience Points 
  Each encounter should earn the PCs a 
  number of experience points. The PCs earn a 
  number xp equal to the sum of the challenges 
  they overcame.  
  Encounters grant 30xp per EL faced. 
  Adventures should always grant at least 60% of 
  its xp through combat. 
  Only include encounters that grant the PCs 
  experience. 
  A1: A Disturbing Encounter 
  For defeating the Timberway lion 
  APL3 
  60xp 
  A3: Clothes 
  For defeating the raiment 
  APL3 
  30xp 
  B1: Inside the Lodge 
  For defeating Keller (halves due to the 
  circumstances surround the encounter) 
  APL3 
  45xp 
  B2: Wendigo Attack 
  For defeating the wendigo 
  APL3 
  150xp 
  Discretionary Roleplaying Award 
  APL3 
  70xp 
  Total 
  XP 
  allowed 
  for 
  this 
  adventure 
  Below are the maximum XP that can be 
  awarded per TU spent.  
  Some adventures may penalize PCs with an 
  extra TU cost (for example, getting thrown in 
  jail). Those TUs do NOT give the PC any extra 
  xp. 
  APL3 
  355xp 
  Treasure 
  At the end of every adventure, all the 
  treasure found in the adventure is pawned off 
  and sold off in exchange for gold.  
  Add the cost of the loot found in each 
  encounter and divide it by 12. The result is how 
  much each PC’s share is.  
  Some adventures may penalize PCs with an 
  extra TU cost (for example, getting thrown in 
  jail). Those TUs do NOT give the PC any extra 
  gp. 
  Any gold left beyond the maximum allowable 
  (aka “overcap”) can be used ONLY to obtain 
  NPC spellcasting. 
  Total 
  GP 
  allowed 
  for 
  this 
  adventure 
  Below are the maximum XP that can be 
  awarded per TU spent. A PC may spend an 
  extra TU to obtain 20% more by making a 
  successful Craft, Perform Profession or Sleight 
  of Hand, DC= 10+APL. 
  APL3 
  355gp 
  Special Rewards 
  List here any special favors or enmities the 
  PCs may have earned.  
  Do NOT give any favor that grant a 
  permanent bonus that mimics another class’s 
  abilities permanently (no free smite for life if you 
  are not a cleric or paladin). Any such favors 
  should have a limited number of uses (1, 3 or 5). 
  If not mentioned, assume you can use  once. 
  Thanks of Lord Kent: You returned Keller 
  and Lord Kent’s ring. He is grateful and arranges 
  access to any one items of 3rd level or lower 
  from the MIC that you can buy at a 10% 
  discount. Write the item here ______________. 
  It’s All Your Fault: Stories reach you ears 
  from hunters that have visited Bluerock Lodge. 
  Apparently the creature is still haunting the area. 
  You failed to destroy the creature. 
  Something’s Wrong in the Timberway: 
  There are more stories about creature’s similar 
  to the one you encountered in the Timberway 
  forest. 
  Item Access 
  APL 3: 
  • 
  None 
   
   
  
  ADP9-08 Frozen Whispers 
   
  Page 4 
  Appendix 1: APL 2 
  A3: Clothes 
   
   
   
  RAIMENT* 
  CR 1 
  *Libris Mortis   
  CE Small Undead 
  Init +2; Senses Listen +1, Spot +1; Blindsight 60 ft., 
  Darkvision 60 ft. 
  AC 14, touch 13, flat-footed 12 
   (+1 size, +2 Dex, +1 natural) 
  hp 19 (3 HD); DR 5/magic 
  Immune Mindless, undead immunities 
  Fort +1, Ref +3, Will +4 
  Weakness Mindless 
  Speed 20 ft. (4 squares); 
  Melee 2 coat sleeves +5 (1d2+3) or/and 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +4  
  Atk Options Improved grab, constrict 
  Abilities Str 16, Dex 14, Con --, Int --, Wis 13, Cha 7 
  SQ Blindsight 60ft., mindless, undead traits 
  Constrict (Ex) A raiment deals 1d2+3 points of 
  damage with a successful grapple check against a 
  Large or smaller creature, in addition to the normal 
  1d2+3 points of damage for its regular attack. 
  Because it wraps itself around its victim’s neck, a 
  creature in the raiment’s grasp cannot speak or 
  cast spells that have verbal components 
  Improved Grab (Ex) To use this ability, a raiment 
  must hit a Large or smaller opponent with a coat 
  sleeve attack. It can then attempt to start a grapple 
  as a free action without provoking attacks of 
  opportunity. A raiment is hard to grapple because 
  of it’s body configuration, so it gains a +4 bonus on 
  its grapple checks (already figured into the 
  statistics above). If it wins the grapple check, it 
  establishes a hold and can constrict. 
  Mindless (Ex) A raiment is mindless, so it has no 
  Intelligence score, and no feats or skills. A raiment 
  is immune to mind-affecting spells and abilities. 
   
  
  ADP9-08 Frozen Whispers 
   
  Page 5 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Adaptables/599/ADP9-08 - Frozen Whispers (APL 3)/ADP9-08 - Frozen Whispers.pdf