Whistle Ward
- Rooms
- 24
- Foes
- 35, CR 1/8 to 5
- Traps
- 2
- Treasure
- 1,683 gp
At a glance
The threat
Surgeon-Major Varkel, now an undead commander, rules the deepest operating theater in room 19.
Wandering monsters (1d3)
- 1
1d4× Night OrderliesCR 1
When: Every 30 minutes, or when a character rings a bell or makes loud noise in a corridor.A patrol of dead hospital orderlies dragging a squealing supply cart. - 2
Bottle NurseCR 2
When: When a character takes healing supplies from an unattended ward.A drifting specter in a nurse's veil, its hands full of empty medicine bottles. - 3
1d2× Corridor SentriesCR 1
When: When the party spends more than ten minutes in one room or forces a locked door.A pair of skeletal sentries with helmets and bayonets, marching shoulder to shoulder.
Rooms
24Triage Hall
What they see
Read aloud
A cracked sign points toward triage, its painted arrows crowded by layers of later orders. A handbell on the reception desk rings once when anyone enters.
Features
- Triage desk with damp intake cards
- Green emergency lamp
- Four exits lead into the upper wards
What the GM knows
Treasure
Triage Pouch25 gp
A medical pouch containing two healer's kits and a silver service badge.Notes
The north and west doors are locked; picking either requires thieves' tools and a Dexterity check. The bell alerts room 4 after one minute.
1 door: N (normal)
The place
What it is
The Whistle Ward is a buried military hospital whose tiled corridors descend into sealed operating sanctums.
Atmosphere
The upper wards smell of carbolic, wet wool, and old smoke; deeper rooms carry a coppery blood scent.
The threat
Surgeon-Major Varkel, now an undead commander, rules the deepest operating theater in room 19.
History
Military engineers built the hospital during a grinding border war, excavating beneath an older infirmary whose name had worn down into the local word Whistle.
Rumors
1d4- 1A green lamp shines under the hill on nights when distant guns are heard.
- 2The old hospital's pipes carry the voices of soldiers who have been dead for a hundred years.
- 3A brass whistle can make the dead stop moving, though nobody who tried it came back to prove it.
- 4The ward's surgeon was buried alive beneath the operating theater, still holding his instruments.
Plot hooks
3Corridors
3Between rooms 0 and 1
A speaking tube carries faint orders in a dead language whenever a door slams.
Between rooms 6 and 10
Rusting stretchers are chained to the wall; one bears fresh handprints in dust.
Between rooms 14 and 15
A line of cracked porcelain washbasins fills with dark water when the nearby shrines are disturbed.
Media
0 imagesNo images yet.
Turn Whistle Ward into a sheet
A high-res, share-ready sheet you can post or print.