Guide to Running the Whispering Cairn
Reference Material
- Official Web and Handout Supplement
- I have not found a way to purchase a PDF. You can certainly find copies online, but I mostly worked from my hard copy.
- Diamond Lake Player's Guide
- Age of Worms Guide on the Giant in the Playground forums.
- I uses monsters from dnd 2024 when possible, and supplement with months from the Monster Manual Expanded I, II, and III
Whispering Cairn Background
- Uluvant was the last explorer of the Whispering Cairn, 60 years ago. Uluvant was a member of the seekers, unscrupulous treasure seekers.
- The Whispering Cairn was the final resting place of Zosiel, a Wind Duke who died in the Battle of Pesh against the forces of elemental evil led by Miska the Wolf Spider. The Wind Duke Nardoc architected his tomb.
- Many youths dared each other to enter the cave, but most quit after a girl disappeared in the cave 6 years ago
Adventure Flowchart
- Characters meet up at the old mining office to plan their exploration of the Whispering Cairn.
- Characters explore the Cairn until they meet Alastor Land's ghost.
- Characters go to the Land homestead and find that the Land's family remains were victims of grave robbing.
- Characters go to The Feral Dog to find the graverobbers to learn that the bodies are at the observatory.
- Characters go to the observatory, defeat Filge the necromancer, and gather the Land's remains to inter.
- With his family’s remains at rest, Alastor retreats, but not before opening the way to the actual tomb.
- The party explores the real tomb.
- Adventure epilogue.
Whispering Cairn, Part 1: Before the False Tomb
- Coward’s Rest
- Summary: The ruined entrance of an ancient tomb, with horizontal bands of scrollwork.
- Checks:
- Wisdom (Survival) DC 9 to identify the trail of wolves that frequently visit the caves.
- Intelligence (Investigation) DC 9 to remember that the bedroll might have belonged to a girl who disappeared from the Cairn years ago. Advantage on the check if the character is less than 20 years old and from Diamond Lake.
- Intelligence (Investigation) DC 12 to notice small holes in the scrollwork that make the whistling sound.
- Transport Alcolve
- Summary: An alcove that contains the ruins of a transportation device.
- Checks:
- Intelligence (Investigation) DC 9 to find chunks of stone around the device that might be valuable.
- Intelligence (Arcana) DC 10 to identify the glyphs on the device are associated with teleportation magic.
- Keep the DCs listed in the adventure for determining information about the glyphs.
- Threats: Wolves in area 4 might hear the characters if they make a lot of noise.
- Treasure: The chunks of stone are worth up to 20 gp to the right buyer.
- Collapsed Passage
- Summary: Collapsed passage conceals a functioning teleporter that the characters can’t access right now.
- Threats: Wolves in area 5 might hear the characters if they make a lot of noise.
- Hall of Honor
- Summary: The words on the wind in Auran are stronger here. A partially collapsed passage leads to the wolf den in area 5. The main path ahead is covered in cobwebs and leads to area 7.
- Threats: Wolves in area 5 will likely hear characters here unless they are stealthy.
- Wolf Den
- Summary: A den for three wolves with an important item. Characters have to crawl beneath the partially collapsed tunnel to get to it.
- Checks:
- DC 9 Intelligence (Investigation) check to find an old leather backpack with an Indigo lantern that is useful for Area 7.
- DC 12 Intelligence (Investigation) check to find an elven armband.
- DC 15 Intelligence (Investigation) check to find a broken marble finger, formerly attached to the sarcophagus lid in area 7.
- Threats: 3 wolves. One is bigger than the others and has maximum hit points.
- Treasure: The elven armband is worth 75 gp, or 100 gp to an elf.
- Gallery of Seven Lanterns
- Summary: Fresco with a clue about how to get past the door in area 8.
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