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Iron DM 2012 -- R2 complete, Finals in Progress
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<blockquote data-quote="Shoe" data-source="post: 5928008" data-attributes="member: 89612"><p><strong>The Ghost Voice Whisperers</strong></p><p></p><p></p><p></p><p><strong><u>The Ghost Voice Whisperers</u></strong></p><p></p><p>The Ghost Voice Whisperers is an adventure for 2nd Level characters in D&D 3.X/Pathfinder, but can be easily adapted to any system with marginal effort.</p><p></p><p><u>Intro:</u></p><p>Among the Tarratur archipelago lies the mostly uninhabited tropical island of Saheela. The only city of note on this Island is a trading hub specializing in foreign fruits such as coconuts and bananas, known as called Kahld. Kahld is home to a single family of noblemen who control almost 100% of the exports of the city. And the the coconut and banana crops are largely tended to by the majority of the city's population. Lately a strange “disease” seems to have affected the townsfolk and <strong>puzzled the nobility</strong> and their healers. Many villagers have been driven to a hollow madness, first becoming distant, then wandering aimlessly… left mostly mindless, and finally wandering off, never to return. Their crops have been poor lately as well, the jungle seems to be dying from the inside out!</p><p></p><p><u>Background:</u></p><p>A Pawn-Broker named Dorigon recently purchased an ancient helm from a shady character that was in a hurry to be rid of the item because he was being chased by pirates (from whom he had stolen the item). The item is an ancient artifact called the <strong>Ghost Voice Helmet</strong>. (See the Ghost Voice Helmet section below). <strong>The Pious Pawn-Broker</strong>, Dorigon is the sect leader of the cult who created the Helm long ago, called the Ghost Voice Whisperers. The Ghost Voice Whisperers have a temple in the center of the Saheela Jungle and they are using the Ghost Voice Helmet to draw spirits out of the local flora, fauna and inhabitants to perform a ritual that will bring about the Apocalypse, purging every one of their tainted fleshy forms, and freeing the spirits of all living things (an unpleasant side effect of which is everyone and everything being dead). The process is slow with just the Ghost Voice Helmet, and can be sped up by focusing the item through a conduit. The conduit must have some sort of interdimensional link (be an outsider with the ability to connect to the ethereal plane). Dorigon has kidnapped a <strong>Blink Dog</strong> to use as a conduit to bring souls through from the ethereal plane and into the material plane. </p><p></p><p><u>Adventure Hooks:</u></p><p></p><p>- <u>Dorigon is being <strong>chased by pirates</strong>:</u> (whom the Ghost Voice Helm was stolen from by the man who sold it to him) and will actively try to hire any adventurers passing through for protection. When the PC’s enter Kahld, Dorigon will hear about it almost immediately, he is a large proponent of gossip and will seek the PCs out within the first 1d4 hours of game time. If they decline to aid him, he will offer money to the tune of 25 gold pieces for each of the heads of the pirate crew (25 men in total) that seeks him out. The pirates will dock by nightfall; 2d4 days after the party has arrived on Saheela. He is aware that the pirates want the Ghost Voice Helm, but will deny knowing what the pirates are after if questioned. If the PC’s interfere, the pirates will be out for them as well. They assume that Dorigon still has the Ghost Voice Helmet (information they received by capturing and torturing the thief who stole it from them and promptly sold it to the pawn shop).</p><p></p><p>- <u>Investigate the Madness that infects Kahld:</u> citizens of Kahld have been slowly but surely going mad. First they seem distant and uncaring, then they seem to space out (as per the Confusion spell), and finally they find themselves wandering off into the jungle at random times never to be heard from again. If the players follow someone with the “disease” when they wander off, they will be led to the temple kept by the Ghost Voice Whisperers in the jungle. </p><p></p><p>If the PC’s inquire further, they find a large pile of dead bodies in front of a cave that houses the Ghost Voice Whisperers’ temple. Their bodies will reanimate within a few days of their death as zombies, but they do not bother to move or stand up unless something living comes near, in which case they will attack. At any given time, there are 2d8 zombies in front of the temple. </p><p></p><p>- <u>Investigate the <strong>dying Jungle</strong>:</u> The jungle is slowly dying off because the souls of the trees and other wildlife are also being drawn out by the Ghost Voice Helmet. The spirits are being drawn to the temple of the Ghost Voice Whisperers in the center of the Saheela jungle. The closer to the temple, the more dead the wildlife and trees. Players are likely to encounter zombie panthers, tigers, monkeys, and even villagers.</p><p></p><p><strong><u>The Ghost Voice Helmet:</u></strong></p><p><u>The Ghost Voice Whisper:</u> Any living creature of any type must make a WILL save (DC: 15/moderate difficulty) or become Confused (as the spell Confusion) as long as they are within a 5 mile radius of the Ghost Voice Helmet. Members of the Ghost Voice Whisperers cult have undergone a special ritual that make them immune to the effects of the Helm until they desire to leave their disgusting fleshy shells. After the effected target becomes listless and distant they must succeed another WILL save (DC: 20/ hard difficulty), or they are drawn to the Ghost Voice Helmet. Once they come within 100 yards of the Helmet, the spirit of the creature leaves the body, and the target dies, returning as a Zombie in 1d4 hours. Their spirit becomes a ghost, and haunts the current location of the Ghost Voice Helmet until the Helmet is moved or destroyed. After moving the helmet, the ghost is bound to its current location, and if the helmet is destroyed all spirits removed in this way return to their bodies (as if a True Resurrection were cast on the host body, this works even if the host body is now an undead). This effect is controllable by the wielder if the Helmet is worn.</p><p></p><p><u>Contact Spirits:</u> When the Ghost Voice Helmet is worn, it gives the wearer the ability to contact the spirit of any living or dead creature within speaking distance and communicate with them directly regardless of language or intelligence in a previous life. The wearer can also make physical contact with creatures on the ethereal plane as per the Ghost Touch ability.</p><p></p><p><u>Allegiance:</u> It also seeks out the nearest member of the Ghost Voice Whisperers of the highest level. </p><p></p><p><u>The Temple of the Ghost Voice Whisperers:</u></p><p>Inside the temple, the Ghost Voice Whisperers always have 2 guards just beyond the mouth of the cave. They are 1st level acolytes of the Ghost Voice Whisperers, and have prepared a Darkvision spell so they can see in the cave and outside of it without penalties to their actions. Inside the cave is filled with traps to protect the Ghost Voice Helmet, these traps are magically set and never trigger for a member of the Ghost Voice Whisperer. Whenever a Ghost Voice Whisperer becomes unconscious or dying, their spirit immediately leaves their body and moves to the location of the Ghost Voice Helmet. The Ghost Voice Helmet is on an altar in the center of the Ghost Voice Whisperers’ temple. The room is full of Ghosts (as per the Monster Manual/Bestiary), but they will not attack unless provoked. All they can perceive is the Ghost Voice Helm and it has transfixed them to focus on only it. There are also 2d4+1 Cultists (Level 1 Clerics). If it is after business hours, Dorigon is also here. Dorigon is a 3rd Level Cleric with the Death and Liberation domains. The Blink Dog is also here, trapped in a cage (good lock, DC: 20 strength check or open locks check) with runes of Teleport Trap (as per the spell). If the players free the Blink Dog, he will aid the adventurers in slaying the cultists and continue with them as a loyal companion as long as the party will have him. </p><p></p><p>After the PC’s recover the Ghost Voice Helmet, if the wear the Helmet, they can hear the spirits in the room all begging for the PC’s to destroy the helmet. When the PC’s leave the cave mouth, they will be confronted by the remaining pirates (2d8 Lvl 1 rogues, 1d8 Lvl 2 warriors, and 1 Lvl 2 warrior/Lvl 2 rogue - the captain) who believe the Helmet to be of great value and want to try to sell it. They will confront the party with a volley of arrows that will be a sneak attack all of the rogues ( hidden in the dead foliage) and the warriors will be on foot, swords drawn. </p><p>If the pirates win the combat, they take the Ghost Voice Helmet and any liquid valuables the party has (gold, gems, jewelry, ornate weapons…etc) and flee to their ship. The party may pursue them, but that is beyond the scope of this adventure.</p><p></p><p>If the PC’s defeat the pirates and destroy the Helmet, the island returns to normal. The Puzzled Nobles with offer the PC’s 500 GP per person for solving their problems, and an additional 25 GP for the whole party if they can explain what exactly happened in a manner in which the noblemen can understand.</p></blockquote><p></p>
[QUOTE="Shoe, post: 5928008, member: 89612"] [b]The Ghost Voice Whisperers[/b] [B][U]The Ghost Voice Whisperers[/U][/B] The Ghost Voice Whisperers is an adventure for 2nd Level characters in D&D 3.X/Pathfinder, but can be easily adapted to any system with marginal effort. [U]Intro:[/U] Among the Tarratur archipelago lies the mostly uninhabited tropical island of Saheela. The only city of note on this Island is a trading hub specializing in foreign fruits such as coconuts and bananas, known as called Kahld. Kahld is home to a single family of noblemen who control almost 100% of the exports of the city. And the the coconut and banana crops are largely tended to by the majority of the city's population. Lately a strange “disease” seems to have affected the townsfolk and [B]puzzled the nobility[/B] and their healers. Many villagers have been driven to a hollow madness, first becoming distant, then wandering aimlessly… left mostly mindless, and finally wandering off, never to return. Their crops have been poor lately as well, the jungle seems to be dying from the inside out! [U]Background:[/U] A Pawn-Broker named Dorigon recently purchased an ancient helm from a shady character that was in a hurry to be rid of the item because he was being chased by pirates (from whom he had stolen the item). The item is an ancient artifact called the [B]Ghost Voice Helmet[/B]. (See the Ghost Voice Helmet section below). [B]The Pious Pawn-Broker[/B], Dorigon is the sect leader of the cult who created the Helm long ago, called the Ghost Voice Whisperers. The Ghost Voice Whisperers have a temple in the center of the Saheela Jungle and they are using the Ghost Voice Helmet to draw spirits out of the local flora, fauna and inhabitants to perform a ritual that will bring about the Apocalypse, purging every one of their tainted fleshy forms, and freeing the spirits of all living things (an unpleasant side effect of which is everyone and everything being dead). The process is slow with just the Ghost Voice Helmet, and can be sped up by focusing the item through a conduit. The conduit must have some sort of interdimensional link (be an outsider with the ability to connect to the ethereal plane). Dorigon has kidnapped a [B]Blink Dog[/B] to use as a conduit to bring souls through from the ethereal plane and into the material plane. [U]Adventure Hooks:[/U] - [U]Dorigon is being [B]chased by pirates[/B]:[/U] (whom the Ghost Voice Helm was stolen from by the man who sold it to him) and will actively try to hire any adventurers passing through for protection. When the PC’s enter Kahld, Dorigon will hear about it almost immediately, he is a large proponent of gossip and will seek the PCs out within the first 1d4 hours of game time. If they decline to aid him, he will offer money to the tune of 25 gold pieces for each of the heads of the pirate crew (25 men in total) that seeks him out. The pirates will dock by nightfall; 2d4 days after the party has arrived on Saheela. He is aware that the pirates want the Ghost Voice Helm, but will deny knowing what the pirates are after if questioned. If the PC’s interfere, the pirates will be out for them as well. They assume that Dorigon still has the Ghost Voice Helmet (information they received by capturing and torturing the thief who stole it from them and promptly sold it to the pawn shop). - [U]Investigate the Madness that infects Kahld:[/U] citizens of Kahld have been slowly but surely going mad. First they seem distant and uncaring, then they seem to space out (as per the Confusion spell), and finally they find themselves wandering off into the jungle at random times never to be heard from again. If the players follow someone with the “disease” when they wander off, they will be led to the temple kept by the Ghost Voice Whisperers in the jungle. If the PC’s inquire further, they find a large pile of dead bodies in front of a cave that houses the Ghost Voice Whisperers’ temple. Their bodies will reanimate within a few days of their death as zombies, but they do not bother to move or stand up unless something living comes near, in which case they will attack. At any given time, there are 2d8 zombies in front of the temple. - [U]Investigate the [B]dying Jungle[/B]:[/U] The jungle is slowly dying off because the souls of the trees and other wildlife are also being drawn out by the Ghost Voice Helmet. The spirits are being drawn to the temple of the Ghost Voice Whisperers in the center of the Saheela jungle. The closer to the temple, the more dead the wildlife and trees. Players are likely to encounter zombie panthers, tigers, monkeys, and even villagers. [B][U]The Ghost Voice Helmet:[/U][/B] [U]The Ghost Voice Whisper:[/U] Any living creature of any type must make a WILL save (DC: 15/moderate difficulty) or become Confused (as the spell Confusion) as long as they are within a 5 mile radius of the Ghost Voice Helmet. Members of the Ghost Voice Whisperers cult have undergone a special ritual that make them immune to the effects of the Helm until they desire to leave their disgusting fleshy shells. After the effected target becomes listless and distant they must succeed another WILL save (DC: 20/ hard difficulty), or they are drawn to the Ghost Voice Helmet. Once they come within 100 yards of the Helmet, the spirit of the creature leaves the body, and the target dies, returning as a Zombie in 1d4 hours. Their spirit becomes a ghost, and haunts the current location of the Ghost Voice Helmet until the Helmet is moved or destroyed. After moving the helmet, the ghost is bound to its current location, and if the helmet is destroyed all spirits removed in this way return to their bodies (as if a True Resurrection were cast on the host body, this works even if the host body is now an undead). This effect is controllable by the wielder if the Helmet is worn. [U]Contact Spirits:[/U] When the Ghost Voice Helmet is worn, it gives the wearer the ability to contact the spirit of any living or dead creature within speaking distance and communicate with them directly regardless of language or intelligence in a previous life. The wearer can also make physical contact with creatures on the ethereal plane as per the Ghost Touch ability. [U]Allegiance:[/U] It also seeks out the nearest member of the Ghost Voice Whisperers of the highest level. [U]The Temple of the Ghost Voice Whisperers:[/U] Inside the temple, the Ghost Voice Whisperers always have 2 guards just beyond the mouth of the cave. They are 1st level acolytes of the Ghost Voice Whisperers, and have prepared a Darkvision spell so they can see in the cave and outside of it without penalties to their actions. Inside the cave is filled with traps to protect the Ghost Voice Helmet, these traps are magically set and never trigger for a member of the Ghost Voice Whisperer. Whenever a Ghost Voice Whisperer becomes unconscious or dying, their spirit immediately leaves their body and moves to the location of the Ghost Voice Helmet. The Ghost Voice Helmet is on an altar in the center of the Ghost Voice Whisperers’ temple. The room is full of Ghosts (as per the Monster Manual/Bestiary), but they will not attack unless provoked. All they can perceive is the Ghost Voice Helm and it has transfixed them to focus on only it. There are also 2d4+1 Cultists (Level 1 Clerics). If it is after business hours, Dorigon is also here. Dorigon is a 3rd Level Cleric with the Death and Liberation domains. The Blink Dog is also here, trapped in a cage (good lock, DC: 20 strength check or open locks check) with runes of Teleport Trap (as per the spell). If the players free the Blink Dog, he will aid the adventurers in slaying the cultists and continue with them as a loyal companion as long as the party will have him. After the PC’s recover the Ghost Voice Helmet, if the wear the Helmet, they can hear the spirits in the room all begging for the PC’s to destroy the helmet. When the PC’s leave the cave mouth, they will be confronted by the remaining pirates (2d8 Lvl 1 rogues, 1d8 Lvl 2 warriors, and 1 Lvl 2 warrior/Lvl 2 rogue - the captain) who believe the Helmet to be of great value and want to try to sell it. They will confront the party with a volley of arrows that will be a sneak attack all of the rogues ( hidden in the dead foliage) and the warriors will be on foot, swords drawn. If the pirates win the combat, they take the Ghost Voice Helmet and any liquid valuables the party has (gold, gems, jewelry, ornate weapons…etc) and flee to their ship. The party may pursue them, but that is beyond the scope of this adventure. If the PC’s defeat the pirates and destroy the Helmet, the island returns to normal. The Puzzled Nobles with offer the PC’s 500 GP per person for solving their problems, and an additional 25 GP for the whole party if they can explain what exactly happened in a manner in which the noblemen can understand. [/QUOTE]
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