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The Whispering Woodwind
A Questus Supplement
An Adventure for Four 2nd Level Player Characters
- Table of Contents -
Map of the Trundlefolk Encampment ---------------------------- 18
#6 Bullies at the Bar ------------------------------------------------- 26
Map of Parvue -------------------------------------------------------- 26
#7 Pact with Parvue ------------------------------------------------- 28
#8 The Stable Loft --------------------------------------------------- 30
#9 The Old Crone ---------------------------------------------------- 30
Map of the Lumber Camp ------------------------------------------- 31
#10 Beer Barn of Lorthalonville ----------------------------------- 32
#11 Ambush ----------------------------------------------------------- 35
#12 Mopping Up ------------------------------------------------------ 36
#13 Lorthalon ---------------------------------------------------------- 36
#14 Settling with Parvue and Tardak ---------------------------- 36
Open Game License ------------------------------------------------- 38
Encounter Map of the Questus ------------------------------------- 2
Preface ------------------------------------------------------------------- 3
Overview ----------------------------------------------------------------- 3
Behind the Scenes ---------------------------------------------------- 3
Summary of the Encounters ---------------------------------------- 4
Adjusting the Bar ------------------------------------------------------- 5
Guide to Running NPCs ---------------------------------------------- 5
#1 The Belly of the Beast -------------------------------------------- 5
#2 Hound Hutch of Farmer Lyle --------------------------------- 11
#3 The Town Watch Outpost -------------------------------------- 13
#4 Horse, Bear and Cub -------------------------------------------- 14
#5 The Trundlefolk Encampment -------------------------------- 15
Map of Peddler’s Knoll ---------------------------------------- 17
Designed and Written by Mark Alexander Clover
- The CMG Support Team -
Jason Ambrose, Ron Amorim, Brian P Anderson, Travis Anderson, Jim Atkinson, Darwin Bell, Joshua Bennett, Matthew Blakeley, Mario Bolzoni, Art Braune, Jonathan Brock,
Pat Buckley, Delwin Richard Chafe III, Stephanie Charette, Dennis Cherry, Craig Cochrane, Deathe Davis, Ed Diana (and the NBOS folks), Ed Doherty, Robert Durham,
Curt Duval (GamesPlus), Lars Frehse, Ralph Allyn Gadbois III, Derek Garrison (TalonComics), Dave Gilham, Martin Hackett, Håvard Haagenrud, Lisa Harding,
Benjamin Haynes, Christopher Haynes, Lynn Haynes, Eric Jensen, Chris Kennedy, John Melton, Aaron Morgan, Marc Morgan, Russell Morrissey, Matthew Muth,
Albert Nakano, Cameron Nichols, Eric Noah, Erik Ny, James Clifton Payne III, Maxine Peters, Levi Reynolds, William Ronald, Pieter Rozendaal, Florian Schulz,
Christopher Shepard, Dan Smolinske, Nick Smolinske, Tony Sorenson, Jeff Swegler (GamesPlus), Pierre Therriault, Ian Urbina, Alex Watters, Kent Wayson, Alex Wilson
This document is copyright of Creative Mountain Games 2002. It is intended for personal use and
may not be redistributed or reproduced without express written consent of Creative Mountain Games.
Portions of this document are Open Game Content as outlined in the license included in this
document and those portions may be used according to the terms of the Open Game License.
‘d20 System’ and the ‘d20 System’ logo are trademarks owned by Wizards of the Coast
and are used with permission and according to the terms of the ‘d20 System’ License version 3.0.
A copy of this license can be found at www.wizards.com.
“Requires the use of the Dungeons & Dragons(R) Player’s Handbook, Third Edition,
published by Wizards of the Coast(R)”
“Dungeons & Dragons(R) and Wizards of the Coast(R) are registered Trademarks of
Wizards of the Coast and are used with Permission.”
www.creativemountaingames.com
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Great Mouth Bay
1 2 3
Jalston
4
= Livestock
= Spring Crops
= Winter Crops
= Orchards
= Town/Thorp
= Encounters
5
6-8 + 14
Parvue
The Road from
Jalston to Parvue
9
N
10-13
Approx 15 Miles
Key to the Encounters
The Belly of the Beast ---------------- #1
Hound Hutch of Farmer Lyle ------ #2
The Town Watch Outpost ----------- #3
Horse, Bear and Cub ------------------ #4
The Trundlefolk Encampment ---- #5
Bullies at the Bar ----------------------- #6
Pact with Parvue ---------------------- #7
The Stable Loft ------------------------ #8
The Old Crone ------------------------- #9
Beer Barn of Lorthalonville ------- #10
Ambush ---------------------- ---------- #11
Mopping Up --------------------------- #12
Lorthalon ------------------------------ #13
Settling with Parvue and Tardak --- #14
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Questus - The Whispering Woodwind
Preface
Behind the Scenes
The lives of ordinary people seldom touch our own in sig-
nificant ways until we choose to become involved. It seems
that Contel, the Bard, has quit his day job, skipping out on
a sizable debt. When an astute innkeeper of questionable
pratices enlists the help of heros to cover his losses, it is only
the beginning. The trail leads through a series of encoun-
ters; some germane, others less relevant but still revealing.
It is the sound of music that ultimately settles the score.
Twenty years ago, a merchant ship named the Beast was
tossed about in the Great Mouth Bay and severely crippled.
In an attempt to save her crew and cargo, the captain ran the
Beast aground on the shore near the town of Jalston. Even
though many lives and much of the crago were saved, the
ship was irreparable. However, the captain’s misfortune was
to the benefit of an enterprising young man named Tardak.
As part of the effort to save the cargo, he earned the right to
salvage the ship. Convincing the tired workers to help him
drag it further ashore, by plying them with ale, he went about
the task of converting it to an inn and tavern. Not a pretty
sight, it was still an expensive building regardless if it was no
longer seaworthy. In an ironic twist on its name while on the
water, Tardak renamed the vessel the Belly.
The Whispering Woodwind is a World of Revloc Questus
adventure geared to four 2nd-level player characters. Those
who survive have the opportunity to advance to the next
level per the rules outlined in the Players Handbook. Guide-
lines in the section entitled Adjusting the Bar detail ways to
modify this adventure to accomodate higher and lower level
player characters.
Meanwhile, the sentencing of a gang of men who had fallen
afoul of the law was interupted by the events surrounding
the Beast. Seeing the chance to impress his superiors with
his ingenuity, a segeant of the Main Keep Guard pressed
the defendants into service for the recovery operation.
When the task of rescuing the crew and cargo was at an
end, the suspects were regrouped and marched back to the
courtroom, but one person was missing. The leader of the
gang, a young but dangerous man named Lorthalon, had
apparently drowned during the salvage operation, though
his body had not recovered. Sentencing proceeded for the
remaining members of the gang of cutthroats, they were
found guilty of their crimes, and hung by their necks until
dead the following day.
Overview
Prior to using this supplement, it should be read thoroughly
at least twice. There are three types of boxed text within
Creative Mountain Games releases; shaded boxed text
without borders, shaded boxed text with borders, and boxed
text with borders but not shaded. Shaded boxed text without
borders should be read or paraphrased to the players as
each encounter is revealed. When paraphrasing, be sure
to touch on the key points. In most cases, simply listing key
points can give away information that should be less than
obvious to the players, so paraphrasing should be done
judiciously. Shaded boxed text with borders is information
solely for the DM. It is set apart from regular text information
to highlight it as important. Boxed text with borders but not
shaded is Open Game Content and can be reused in other
releases as provided by the Open Game License included
with this supplement.
In unrelated events, a son was born to a wealthy family in
the capitol city of the kingdom. Although quite musically
talented, his parents wished for him to carry on the family
business, even though he was not suited to such endeavors.
After their deaths, he did his best to follow the path they had
set for him but those plans were not to be. As the business
slowly declined, he opted to follow his own dreams and
cashed out of the life his parents had arranged. Purchasing
an expensive and magical flute, he began to tour around the
kingdom, seeking happiness in his music. Unfortunately, the
flute carries a curse. While it increases one’s natural ability
to render beautiful music, it dooms that musician to a life of
poverty and wandering.
NPCs and monsters in this supplement are detailed in the
sections in which they first appear. Their descriptions are
accompanied by statistical blocks that define their abilities
and level of power. The shaded boxed text without borders
will help you to introduce the encounters. Encounters are
set to encounter levels suited to a party of four 2nd-level
player characters for which this adventure is designed.
While reading through this adventure, prior to running it, be
sure to keep in mind the abilities of the player characters that
will be playing and plan for ways to keep it challenging.
This brings us to the present. In the town of Jalston, in
the county of Jals, people are going about their everyday
business. Tardak is sole owner and propietor of the Belly, a
rundown shell of a ship. Known for serving cheap ale to the
indigent of society, he also provides inexpensive lodgings
to those who do not mind sleeping in hammocks stretched
between the rotting timbers in the galley of a shore-bound
vessel. Contel has been seen lately catering to the crowds
in the Belly with his fine flute playing but gleaning only small
rewards for his efforts. Two paths have crossed and fate has
spun a web from the strands of their lives. It only remains to
be seen what other lives might yet be intertwined.
There are additional guidelines for running encounters in-
cluded with CMG supplements; Adjusting the Bar and the
CMG PROSE System . Each is detailed in its own section
but briefly Adjusting the Bar helps you to scale encounters
and the CMG PROSE System assists in the portrayal of
NPCs during interaction. Both will be of great use while run-
ning this adventure.
3
Preface, Overview and Behind the Scenes
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Questus - The Whispering Woodwind
6. Bullies at the Bar: Upon entering the thorp of Parvue,
player characters will find three possible location-based en-
counters. The first, and most obvious, are a pair of bullies
at the local watering hole. They, and the bartender, have
information about the bard but will not willingly give it. This
encounter has the potential to drain some of the party re-
sources depending on their strategy.
Summary
The Whispering Woodwind is a site and event-based adven-
ture requiring the player characters to act swiftly and suc-
cessfully if they are to achieve their goals. Each encounter
will present new opportunities to facilitate success and ex-
pand their goals. Depending on the make up of the group,
some encounters will bring greater or lesser occasion for
the player characters to gain additional tools to help them in
their tasks. The encounters break down as follows-
7. Pact with Parvue: The party will meet a number of the
citizens of Parvue and may begin to suspect that there is
more happening in the scope of this adventure than they
bargained. Having received no recent news from the lumber
camp that supports the thorp, the people of Parvue have be-
come worried. To solve the case that the player characters
have agreed to tackle, it appears now that they may have to
involve themselves in additional affairs.
1. The Belly of the Beast: Here is where the adventure be-
gins. It is important to hook the players into the adventure
during this encounter. Possible player character motivations
are outlined and ways to draw them into the adventure are
suggested.
8. The Stable Loft : Definitive signs of the bard’s passing
can be found in this location.
2. Hound Hutch of
Farmer Lyle: While
some information can
be gained regarding
the current situation.
characters will find
this a potential source
for mounts. Allies, in
the form of tracking
hounds, can also be
acquired from Lyle.
Pacing
9. The Old Crone: This encounter may help the player char-
acters to tie their two mysteries together but mainly serves to
put the party back on track if they have gone astray.
Speed is of vital importance to the
player characters as they move
through the encounters in this ad-
venture. If they dally, or become
sidetracked, they can lose their
chance of success as events move
forward without them. That is not to
say that all is lost.
10. Beer Barn of Lorthalonville: This is the first of the
several location-based encounters of the lumber camp. It
will serve to either lull the party into a false sense of security
(setting up the ambush outlined below) or allow the party to
size up the situation and handle it quickly.
3. The Town Watch
Outpost: The less
time the player char-
acters waste on the
Town Watchman, the
better. This encoun-
ter serves only to
slow down the pursuit
of the bard.
Even if the player characters be-
come diverted, or luck is not with
them in their efforts, they can still
reap some rewards by sticking to
their goals. Ultimately, it is the
flute that is of importance to Tar-
dak. Provided the party brings that
instrument into his possession, he
will be satisfied with the outcome
and they will have fulfilled thier part
of their bargain.
11. Ambush: If the party has become complacent, they will
find themselves marked for death at the hands new danger-
ous foes. A series of battles ensue that find the adventurers
possibly out-matched and fighting for their lives under fright-
ening conditions.
12. Mopping Up: If the party has astutely assessed the na-
ture of the lumber camp, they will still have to contend with
the cutthroats. It will become much easier to handle their
opponents, but intelligent tactics will serve to lessen poten-
tial losses during this phase of the adventure. If they have
the upper hand, a strong show of force will have the greatest
impact on the situation.
4. Horse, Bear and
Cub: The dead horse
in the road is presum-
ably the one stolen by
the bard, but it has
also just been discov-
ered by a hungry bear
and her cub. Acting
swiftly to drive off the
bear and her cub will glean some clues. Killing the bear is
possible, but leaves the young cub with no parent to look
after it and may not sit well with some characters.
In the end, intelligent play, rapid
pacing, and decisive action will
allow the player characters to
achieve the lion’s share of their
goals and benefit from the highest
rewards.
13. Lorthalon: Provided they have removed the threat of
his entourage, the cutthroat Lorthalon will be easier to han-
dle. Moving swiftly against this leader without first tackling
his allies is a double-edged sword. If Lorthalon is beaten
quickly, it can serve to break the morale of his gang. If he is
encountered early and combat is prolonged, he will be sup-
ported by his minions and the player characters might find
that they are severely out-numbered.
5. The Trundlefolk Encampment : This is an optional en-
counter that can delay the player characters but may serve
purpose within an ongoing campaign. There are also a
number of chances to gain experience and rewards from
interaction with the members of the Trundlefolk community.
Overall, it will serve the player characters’ goals best to
move beyond this encounter swiftly.
14. Settling with Parvue and Tardak : Resolving the mys-
tery of the lumber camp can bring closure to the people of
Parvue but little reward is to be gained from them, since they
will need their meager resources to rebuild their lives. Re-
turning to Jalston with the flute for Tardak is the only actual
requirement to achieving the original goal. Overall success
will need to be measured based on individual player’s goals.
4
Summary of the Whispering Woodwind
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Questus - The Whispering Woodwind
Adjusting the Bar
Guide to
Running NPCs
For each encounter that you find in a CMG product there
will also be a shaded, boxed text example of how to adjust
those encounters for various types of gaming groups. CMG
products are written for a baseline of four players, each with
one character and a standard spread of classes at a given
level. However, this may need to vary from group to group.
If the size of your group is greater or less than the standard
four, “Adjusting the Bar” is necessary. Some groups are
new to the rules, or so familiar with the rules that challenging
them can be difficult. Even with a standard group, a game
session can go poorly, or too easily, due to the randomness
of the dice. In those cases, it may be worthwhile to raise
or lower the level of an encounter just to keep the game
interesting. “Adjusting the Bar” will help to keep the game
fun and challenging for any group of players.
One of the most difficult tasks for any DM is to get players
to suspend their disbelief. Doing so helps the players to
roleplay their own characters and be absorbed into the cam-
paign setting. In those brief hours, the gaming table seems
to disappear and the world unfolds before them. There
are few things more engaging than seamlessly introducing
characters with which the players can interact. It is useful to
have pre-generated statistical blocks, a physical description
and some background for the characters that the players
may encounter. It’s of further help to enrich each persona
with a multifaceted perspective of their own.
To help that become an easier task, the CMG PROSE Sys-
tem breaks down the attitude of primary NPCs with the ap-
proach they take to handle any situation. It prioritizes how
they view the world in regard to Politics , Religion , Others ,
Self and Economics . Each area of their PROSE is rated
from one to ten and should be considered as an indepen-
dent rating of how highly they regard each aspect. A high
rating in one aspect does not disallow a high rating in an-
other. High ratings in two aspects simply mean that both are
equally weighed in decisions that are made on a daily basis.
This can be either a conscious or subconscious process for
them. In addition, three Key Words (adjectives or adverbs)
are given to help show how those priorities manifest them-
selves during interaction.
1. Holding Their Hands - You’ve got new players, and
maybe only two total, who still haven’t mastered any of the
rules. Every now and again they surprise you but most of
the time they simply don’t understand the game mechanics.
Alternately, one player has purchased a rule book, and read
part of it, but the rules really have nothing to do with role-
playing to this group. Perhaps another has dice but prefers
to avoid rolling them. In these cases, lower the bar to “1”.
2. Allowing Some Leeway - The players have a basic
understanding of the rules but prefer not to slow down
the game by adhering to the letter of the law. They are
satisfied with your interpretations of the mechanics, and
would rather keep things moving, even if that means that
they overlook some of the details of the rules. Alternately,
one of the players didn’t show up this week and another will
have to leave halfway through the session due to another
commitment. You’d like to get through enough of the session
to have fun but not if this means that a couple of them will be
rolling up new characters next week. Adjust to number “2”.
It should be noted that this system is meant to enhance both
Alignment and Charisma. Alignment is still the strongest
determinant of one’s attitude and Charisma is the ability by
which one expresses oneself from moment to moment.
Politics can play an important role in how one views the
world, and one’s place within it. A high rating in this aspect
doesn’t necessarily mean that someone is active in politics,
though it can be. It can simply mean that they are aware
that politics affects their lives. To a person of noble birth, it
might be a driving force causing them to pursue a high office
or even the crown. To someone of common birth, it might
be the axe they grind, always blaming their lot in life on the
machinations of those in authority. Someone with a low rat-
ing in this aspect is likely to view politics as trivial, believing
that in the long run the petty squabbling of those in charge
means absolutely nothing to their existence.
* Playing by the Book - The group has the standard number
of players, a good cross section of classes and skills, and
the treasures have always been at standard levels. In this
case, ignore “Adjusting the Bar” unless the group’s dice are
falling flat or rolling hot.
3. Bumping a Notch - An extra player or two has shown
up and can’t be sent home without playing. Perhaps the
treasure levels have been a little generous in the past. This
will even out in time but, for now, these players are sitting in
fine fetter. Adjust the bar to number “3”.
Religion is often the guiding force in a person’s life to the
exclusion of all else when this aspect rating is high. They
may view it as a calling or the means by which they need
to govern their lives. They might even perceive daily life as
inconsequential, thinking that come what may, their fate is
predetermined by powers beyond their control. Someone
with a low rating in this aspect is likely to view any religious
views as mindless babble, preferring to believe that daily life
is much more pragmatic and less spiritual in nature.
4. Dialing Way Up - The group has a lot of players, sometimes
with multiple characters, and enjoy having an entourage.
Alternately, this group of players know the rules better than
the writers. They always like to have the best tools for the
job, build their characters to be specialists and spend all of
their treasure to ensure they have the highest advantages.
Adjust the bar right to the top at number “4”.
5
Adjusting the Bar - Guide to Running NPCs
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