
Takasi |

Are your PCs going to buy Fant Manor and work on it? If so, how did they obtain the manor? Are they squatters or do they attempt to buy the land? Do they find a deed? Where do they find it?
Did your players explore the mine instead of the cairn? What would be in the abandoned mine? How did you get them to go to the cairn instead of the mine?
Sorry for all the questions, I'm about to run this and could use some pointers on starting out from scratch. I plan on running the goblin adventure as a starter in the thread "Wormfood as Encounters", but I'd like to hear how others used the manor and the bridge between the manor and the cairn (if there is any).

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The players in my campaign are squatting in the old Fant house. Lazare persuaded them to investigate the Whispering Cairn in secret, before Khellek and his group discover the Stirgenest to be truly empty, and decide to move on to the Whispering Cairn.
Lazare told our players to meet him at the Fant property after they plumb the depths of the cairn. The manor is far enough away from peering eyes and turned ears. That way, they could discuss and look over items from the cairn while not being in the center of town.
Lazare also told the players that he will find out the status of the Fant deed and assist the players in ownership. The players in my AoW group were totally excited to learn about and use the Dragon 333 material. And it is fun to use it as a judge, too.
Happy gaming.
Don Kenneth Brown
Salt Lake City, Utah

Jaws |

Are your PCs going to buy Fant Manor and work on it? If so, how did they obtain the manor? Are they squatters or do they attempt to buy the land? Do they find a deed? Where do they find it?
I had one of the players win the deed gambling at the Able Carter Coaching Inn.
Peace and smiles :)
j.

Jarrod |
I really played up the hometown/High 'n Mighty Adventurers angle to get the PCs into Whispering. "Yeah, those tough guys from the big city think they'll find loot in Stirgenest. Heh. Only thing they'll find is a bunch of initials carved in the wall". One of the PCs stole a map from Smenk in backstory, and once be brought it out it wasn't hard to manipulate them into "And what'll everyone think when we find _actual loot_!"
That, and hinting that Smenk thought the map was important -- note in the margin of "send a team".

Bocklin |

When Khellek started to become too interested in the player's doing, they started to look for a way to keep him out of the Whispering Cairn (at that point Khellek knew they had found a good Cairn but did not know where it was).
They approached Driedik (?; i.e. the map guy) and tried to find out who owned the Manor and the lands around. I ruled that the owner had died without legatories and that there was an obscure waterdhavian law to deal with these cases: whoever repairs an abandonned and ruined building becomes the new owner (and also receives all lands without owner that are within 1/2 mile of the building).
Since the Cairn finds itself within this radius, they could somehow "acquire" the Cairn and the entrance to it by repairing the manor very quickly. So they started running around to find workers and people to help them with the work...
Of course this had the contrary effect: seeing all these movements of people going from and to town with the players arouse Khellek's suspicion and he found the Cairn before the manor was repaired!
I ruled that Khellek, Tirra and Auric slipped in the Cairn without the characters noticing him. At that point the players had explored all rooms except the one behind the brown mold and the True Tomb (they had taken care of Filge, but hadn't yet come back to Allastor). So I had Khellek's group take the spoils from the "brown mold room" and tease the players with it. Since the players had locked away all the lanterns in their manor, I decided to have Khellek's group not find the access to the True Tomb.
We will soon start Three Faces of Evil, and the work on the manor will continue as the characters battle in the temples.
Bocklin