midnight-howls in the night

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    1Howls in the night

    Product Tie-In: Honor and Shadow

    Author: Eric Olson (Kane)

    Illustrator: Fred Lipari (Dain)

    Editing: Tony Manero (Alwyn)

    Adventure BackgroundAlmost forgotten in the desolate moors northwest of

    Bastion is a partially ruined keep that was home to

    Clan Garna before the fall of the Kingdom of

    Erenland. Clan Garna had a proud history defendingthe Fortress Wall, standing with House Dale during

    the harshest battles of the Second and Third Age.

    The once proud clan suffered greatly during thedecline of the kingdom. In the closing years of the

    Third Age, the clans Mhors did whatever was

    necessary to survive. Rot took hold in the very heartof the clan as patrols turned a blind eye to orc

    movements through Garna territory in return for

    immunity from raids. The Mhors traded in flesh

    with goblin slavers and listened to the whisperedpromises of emissaries from the north. When

    Izrador finally unleashed his hordes, Clan Garnaretreated to their keep and allowed their allies inHouse Dale to be slaughtered.

    Clan Garna did not escape the destruction of House

    Dale unscathed. The spirits of the dead cursed theclans lands, withering crops and sickening herds.

    Clansmen were driven mad, often striking out in

    murderous frenzy. The worst fate fell on the familyof the Mhor. Few of his children survived childbirth,

    and those few who did were either physically

    deformed or mentally addled. In desperation, theMhor turned to an ancient, dark Dorn ritual, brought

    from the frozen lands of lost Pelluria. To strengthen

    his children he merged the spirits of the great winter

    wolves into their deformed bodies. The ritual, cast ata great cost of innocent blood, strengthened the

    bodies of his children and instilled an animalscunning. However, the ritual was not a complete

    success, as some deformities remained.

    Furthermore, under nights of the full moon the

    spirits of the winter wolves would take control,turning his children into feral killers who lusted for

    blood and warm flesh.

    In 99 Last Age, little remains of Clan Garna. The

    late Mhors children have driven off or killed mostof the clansmen. Only the most loyal or those tooweak of limb or will to survive outside the keep

    remain. The Mhors children eagerly await the

    arrival of each full moon, hunting any and all who

    enter their lands. As the season turns with the Arc ofHamud, Clan Garnas greatest hunt will begin.

    Adventure OverviewHowls in the Night is designed for 5th level

    characters of Dorn or Erenlander descent, but can bescaled to higher level or mixed-race parties. The

    adventure places the party in a position where

    cooperation with the Shadow will improve theirchances of survival and help in removing the curse

    that lingers in Garna Keep. The adventure should

    last approximately four hours depending on howlong you want to build the suspense. Combat should

    be limited until the final showdown with the Mhor

    and his sister.

    Secrets of Shadow

    Howls in the Night

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    Adventure HooksGarna Keep is an area thought long pacified by the

    Shadow, and is well off the normal routes from thefrozen North south to Bastion. The area is very

    lightly populated, as those members of House Dalewho did not die fighting were taken as slaves or

    sacrificed to feed the Dark Gods corith. The partyshould not be native to the region or have much

    knowledge of its history. The following are potential

    reasons why the party could be traveling throughthis wasteland:

    -An important resistance courier has gone missing

    in the wilds northwest of Bastion. The courier wascarrying vital information on the movement of orc

    war bands and an impending offensive against the

    Cendaran and other resistance groups near SteelHill. The resistance needs to learn the fate of the

    courier and the information he was carrying. The

    courier was traveling just south of the Fortress Wall,

    and was last seen heading northwest from Bastion.-There are whispered rumors of Shadow patrols

    disappearing in the former House Dale territory near

    the Fortress Wall. Finding the reason for theirdisappearance (e.g., a new resistance group or rival

    Shadow faction) could be crucial to the survival of

    the remaining free Dorn in House Dale lands.-The players have been forced east by Shadow

    patrols hunting the party. Hoping to lose the patrols,

    the party heads east into the wastes and ends up

    facing an evil not of the Shadows making.-A symbol of great significance to House Dale,

    possibly a covenant weapon, was located near the

    Fortress Wall. The item was on its way southwest tothe Redgards when its bearer disappeared. The item

    must be recovered to help rally the remaining House

    Dale clansmen and to prevent the item from beingcorrupted or destroyed by the Shadow.

    Adventure SetupThe party is aware that the Shadow is active in the

    region, as they come across fresh tracks of a largeShadow force of orc infantry accompanied by a

    dozen horses, probably a legate and his personal

    guard. The party is not familiar with the area, andeven if they were Clan Garna is all but forgotten.

    The region has a few abandoned or destroyed

    villages, and nature has completely reclaimed the

    former farmlands. The only permanent population inthe region is the small cluster of hovels around

    Garna Keep.

    Opening SceneThe year is turning and the first century of theShadows dominion is coming to a close. It is late in

    Hamud to be so far north. Early winters frost hangs

    on the trees and turns the fields of sword grass

    brittle to the touch. With each breath, the chill air

    sears your lungs. To the north, dark storm clouds

    are gathering, promising heavy snowfall. The need

    to find shelter is becoming critical, and a fire,

    though a risk with Shadow patrols near, may be

    necessary to survive the upcoming storm. In the

    distance you hear the howls of wolves echo acrossthe barren landscape. At first their howls appear to

    come only from the north, but as you struggle

    further on the howls grow louder and now also

    come from the south and west. The pack is starving;

    its normal prey, the mighty herds of elk and boro,

    having long since migrated south. You are now

    likely their quarry. As the first flakes of the coming

    storm start to fall, a dark shape forms on the

    horizon, a ruined keep with flickers of light barely

    visible shining through shuttered windows.

    By this point the party may/should believe that the

    wolves are herding the party toward the keep. Their

    suspicion is correct. The children of the late Mhorcontrol an unusually large pack of wolves and use

    them like hunting dogs to drive prey into their

    waiting claws. The party has few options to surviveboth the storm and the pack of wolves. If the party

    hesitates and tries to avoid the keep the pack will

    close, and snarling wolves will block their path.

    Trying to fight a large pack of wolves in theapproaching storm would likely be fatal to the party.

    While the party should rightfully believe that

    something evil awaits them inside the keep, at leastit provides the promise of warmth and temporary

    shelter. At worst it provides a measure of defense

    against the wolves.

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    Arrival at the KeepThe gate is closed when you arrive, but after

    frantic minutes of pounding and yelling for

    assistance a small postern opens. An aged Dorn

    clad in heavy furs looks over the party as if

    examining your worth and then motions for you to

    enter. Once inside the still-sturdy gate the worst

    effects of the wind are lessened, and you can almost

    feel the heat coming from the windows of the keep.As you walk across the courtyard you can see

    outbuildings in various states of disrepair, and a

    large stable that appears relatively intact, but

    empty.

    Maintaining the keep is too much for the remainingmembers of Clan Garna. Buildings that see little

    use, like the smokehouse, are slowly falling into

    ruin. The stable sees occasional use from travelersand the very rare mounted Shadow patrol. The agedDorn is Aelud (War4), the keeps gatekeeper and

    sole guardsman. Aelud is the only member of the

    clan outside of the keep. He has been sent to escortvisitors that his master has assured him will shortly

    be arriving. Aelud will remain near the gate as the

    party enters the keep. The old Dorn warrior iswaiting for the Shadow patrol that should arrive in

    the next 2-3 hours.

    The doors to the keep open, spilling bright light

    into the courtyard. Two elderly women greet the

    new arrivals with bowls of hot broth and show them

    to chairs near a roaring fire. The two women rarely

    speak, but the few words you hear are in a stilted

    form of old norther. As warmth slowly returns to

    your bones, a booming voice sounds a welcome

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    from the keeps staircase. Turning toward the voice

    you see a tall and broad Dorn male, proudly

    wearing clan colors. As he visibly limps toward the

    party you notice a willowy girl hidden in the giants

    shadow. The girl seems to be a pale reflection of thegiant, but a closer look shows a clear family

    resemblance. While the clansman appears animated

    and visibly happy to see his new guests, the girl

    looks frightened and withdrawn, as if she would

    spook at the slightest sound.

    The two Dorn are the master and mistress of thekeep, Loren and Larisa Garna, the two remaining

    children of the last Mhor of Clan Garna. The brother

    and sister easily fall into their well-rehearsed roles

    of congenial host and frail waif. They enjoy playingwith their prey, spreading terror and false hope,

    before ripping out their victims hearts. Both brother

    and sister have embraced the spirit of the winterwolf, and believe that everyone else is either servant

    or prey. The two Garna siblings have little fear of

    the Shadow, having killed hundreds of the DarkGods servants over the past twenty years, but they

    are not fools. They never leave a witness, and

    carefully dispose of the grisly remains of theirvictims.

    Loren Garna will extend the traditional courtesy of a

    clan lord, offering food and shelter until the stormhas passed and the travelers can continue their

    journey. Larisa will try to remain out of her

    brothers sight, quietly sizing up the party forpotential protectors or dangerous foes. She will

    appear completely cowed by her brother. If the party

    is especially observant they will notice that Larisaseems to be afraid of her brother. If a party member

    can get close to her, they may see bruising near herthroat, almost as if someone had been choking her.The bruises are self inflicted and designed to make

    her appear a victim in need of protection. If Larisa

    notices that someone has seen her bruising, she willcover it with her hands and flee the room.

    Loren will question the party about where they are

    traveling and what clan they are from. His questionswill seem innocent enough, and he will be careful

    not to pry enough to make the party suspicious.

    Loren wants to know if the party will be quicklymissed or if they are part of a powerful clan. His

    smile will broaden if he hears they are travelers

    from a far distance who were driven off course due

    to the storm. He will exclaim that in these dark days,news and visitors from outside his clan hold are a

    rare pleasure.

    The party will be shown to simple but warm

    quarters by more of the keeps elderly servants.

    Allow the players a Spot check (DC 15). If theysucceed they will notice that with the exception of

    Loren and Larisa, all of the keeps occupants are

    elderly. Its late in the evening, so any children mayalready be asleep, but if so, where are their parents?

    If the servants are questioned they will respond thatthe younger clansmen are moving the herds south to

    better pasture for the winter and wont return for atleast an arc. The servants speak an archaic version

    of old norther, and while they can understand

    norther, they will pretend not to understand if thepartys questions become too probing.

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    The KeepGarna Keep reflects the strength of House Dale in

    the Third Age. The walls are thick, dark stone that

    were able to withstand a siege, but not time and

    neglect. These once-strong walls are decaying, large

    cracks have formed, and ivy and weeds grow alongand upon the crumbling stone. Only the gatehouse is

    more or less intact, with a well-weathered but sturdygate. The outer walls, while in obvious disrepair, are

    still a barrier to beasts, but would not stand against

    an assault by men or orcs.

    In the yard of the keep, the decay is even more

    evident. Its clear that the keep has not been well

    maintained in decades. Wooden stairs and fightingplatforms are either long gone or riddled with rot.

    Buildings that once housed guardsmen, smiths, andfletchers are almost completely in ruins, with

    sagging or collapsed roofs and boarded-overwindows and doors. Only the stable, with room for

    almost three dozen horses, is still fully functional.

    Aelud, the aging gatekeeper, lives in the loft andmaintains a few stalls with fresh hay and water. The

    stables door is still sound and can be barred from

    the inside to provide some protection.

    Dominating the yard is the looming clan hold of

    House Garna, an ancient block keep built on thefoundations of an even earlier Second Agestronghold. The original keep is almost perfectly

    square and anchors the southern wall of the fortress.

    The keep was expanded in the later part of the ThirdAge with two squat wings extending to the east and

    west of the original building. As with most House

    Dale fortifications, the keep is more a fortress thanresidence, with three-foot thick outer walls and only

    narrow arrow slits to provide interior light. A single

    door of iron-reinforced oak is the only entry.

    The interior of the main keep is less stark, with

    broad hearths in most rooms and intricately carved

    wood and stonework. Walls are of lighter stone andare adorned with clan crests, murals honoring the

    clans history, or tattered tapestries. Crude rugs or

    rush mats cover the floors to stave off the chillemanating from the stone, and prevent the sound of

    footsteps from echoing through the keep. The newer

    wings are far less elaborate, and were clearly built in

    an era where resources were scarce and functionwas more important than form. The two wings have

    rough stone walls and were designed to house

    servants (west wing) and clan guests or guardsmen

    (east wing). Most of the rooms in the east wing havebeen blocked off or simply abandoned. Now, with

    less than 30 clansmen in residence, the keep feelsmore like a tomb or a moldering monument to a past

    age.

    Like many of the strongholds near the Fortress

    Wall, Garna Keep was constructed to allow for

    sorties outside the walls and into the yard without

    compromising the security of the main gate or thedoor into the keep. Well hidden in the basement of

    the keep is a tunnel that leads to the ruined smithy,and from there outside the wall. The keep also holdsanother secret: there is a hidden passageway along

    the southern wall of the keep that allows the Garnas

    to observe and move unseen between rooms at therear of the keep.

    The Gathering StormAs the party warms themselves by the fire they canhear the wind whistling through the courtyard and

    sleet hitting the shuttered windows. The storm is in

    full force, and its as bad as the party had feared.When the wind finally relents, the only sound thatbreaks the silence is the howl of wolves. The pack is

    very close, and the party should be thankful for the

    protection of the walls. From the howls the partycan tell that the pack is unusually large. If the party

    asks Loren or one of the servants about the wolves,

    they will claim that they have become a majorproblem over the past few years as the great herds of

    boro have been slaughtered to feed the orc armies.

    The clan has had to mount heavy guard on their

    remaining herds and move them much further south.The answers support the story that the younger

    members of the clan are escorting the herds south,

    leaving only the aged or infirm to maintain the keep.The howling wolves should make it clear to the

    party that trying to leave the keep in the middle of a

    storm would be fatal. The party will have to face theevil in the keep if they want to survive the night.

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    The Shadows ArrivalShortly after the party is settled into their rooms,they will hear a commotion in the entry hall: another

    group has arrived. As the party heads toward the

    hall, they will hear a guttural language easily

    identified as black tongue. Peering into the hall, theparty will see a fist of heavily armed orcs, a handful

    of armored Dorn and two legates talking to LorenGarna. Loren is once again playing the congenial

    host, assuring the legates that their horses will be

    properly stabled, and room and food will be found

    for his guards. It appears that the legates have neverbeen to Garna Keep, and like the party were driven

    here by the unnaturally fierce storm and a savage

    pack of wolves that killed two of their pack horses.

    At this point the party has a critical decision tomake. Short of attacking a large, well-armed

    Shadow patrol, the players have three options: hide,pretend to be members of Clan Garna , or pose as

    warriors from another clan allied to the Shadow that

    took shelter from the storm in Garna Keep. To helpthe party decide, and to preserve the players for their

    hunt, Larisa will approach the party and assure them

    that her brother has no love for the Shadow and willdo whatever is necessary to protect them. She will

    provide assistance and advice in whatever choice of

    action the party takes. Larisa is being truthful whenshe says she and her brother will protect the party.The game has just begun, and it wouldnt be much

    fun if she and her brother didnt have time to play

    with the characters.

    -If the party attempts to hide, Larisa will spirit them

    away to a disused portion of the keep. She willprovide warm blankets, and advise the party to

    ensure that the hearth be shielded to prevent a fires

    light from being visible in either the courtyard or the

    hallway. She assures the party that she will have theservants bring them food and water once the legate

    and his guards are asleep.

    -If the party pretends to be part of Clan Garna,

    Loren will introduce them to the legate as visiting

    clansmen from a southern clan hold who were alsotrapped by the storm. If time allows and the party

    asks, Larisa can provide clan colors for at least a

    few of the characters. The legates will note if the

    party is armed and wearing colors that do not matchthose worn by Loren. No mention will be made by

    the legates until they have had time to determine

    who the party is, and what else Loren may be hiding

    from them.

    -If the party attempts to pose as members of a clanallied to the Shadow, they will need to have local

    knowledge and the appropriate clan colors. A party

    traveling in the region could prepare beforehand, orhave taken clan clothing/colors from a previous

    encounter with the Shadow-aligned clan.

    The Legates in ControlRegardless of the partys actions, the legates will

    take control of the keep and have it searched forcontraband. Two guards will be posted by the gate

    and two more by the door entering the keep. Themain hall will be given over to the fist of orcs and

    the Dorn soldiers, and rooms will be confiscated for

    the two legates and their personal guard. The legateswill demand food for the patrol and wood for fires

    to warm their rooms and dry their clothing. By the

    time the guard is set it is late, nearing 10 PM, andthe legates are tired and frustrated from their travels

    through the storm. With only a few aged Dorn and

    possibly the party to control, the legates will leavethe fist commander in charge of maintaining orderand retire for the night. Each Legate will have a

    personal room with one Dorn guard posted outside,

    and another sleeping in the room. The location ofthe members of the Shadow patrol and the party is

    very important for the coming carnage.

    Locations as of 10 PMSenior Legate (Arald, Male Dorn, Ftr 4, Leg 3,

    SwBro 1): In his room with one guard inside(sleeping) and one guard outside his door (armedand awake).

    Junior Legate (Serwin, Male Erenlander, Ftr 3, Leg2): In his room with one guard inside (sleeping) and

    one guard outside his door (armed and awake).

    Dorn Soldiers: (total of 10):

    -2 outside the legates rooms

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    -2 inside the legates rooms

    -6 trying to sleep in the main hall

    Fist Commander (Male Orc Ftr 3): In command of

    the orcs in the great hall.

    Orcs (total of 18):

    -2 in the courtyard watching the gate-2 on the inside of the door to the keep

    -4 patrolling the inside of the keep and the courtyard

    -10 preparing to sleep in the great hall

    Servants/Clansmen (total of 11):

    -Aelud, relieved of gate duty by the orcs, retires to

    his quarters above the stable-2 cooks/scullery asleep in a small room off the

    kitchen-8 remaining clansmen are in heavily barred roomsin the west wing of the keep. Unless forcibly

    removed, the clansmen will remain in their rooms

    until dawn.

    Party:

    -Scattered in 2-3 rooms in the eastern wing of the

    keep (if hiding) or 2-3 rooms in the third floor of thekeep if they are acting like guests/members of Clan

    Garna.

    Screams in the NightShortly before midnight the keep echoes with the

    sounds of screams in the main keep. Larisa Garna

    has claimed her first victims, slaughtering the twoguards outside the legates rooms. If the party has

    revealed itself to the legates, the party, the orc/Dorn

    guards, and Lorne and Larisa will arrive withinminutes of each other outside the legates rooms.

    The two guards will be lying in a pool of their own

    blood, horribly mutilated. The doors to the legates

    rooms will be splashed in blood, as if the killer waspurposefully marking the two rooms and declaring

    that not even those with the power of the Dark God

    can stop him. If the party is allowed to closelyexamine the wounds, its clear they were made by

    the claws of a beast. The party may make a Spot

    check at DC 20 (wildlanders get +5 bonus to check)to reveal a partial paw print in the blood. The print

    is clearly from a beast and not a man. Whatever

    killed the guardsmen, it was quick, and

    overwhelmed the two warriors before they coulddraw steel.

    Arald will have the bodies decapitated and stored in

    an unused room until they can be burned. Once thebodies are gone, the legate will turn first on the

    Garnas, questioning them on how a beast couldenter the keep. Loren Garna will claim that the only

    way into the keep is through the door guarded by the

    orcs, and that the orcs must have let the beast in. Hewill claim that there has never been a murder in the

    keep, and he will try to cast suspicions back on the

    legates war band. The leader of Clan Garna will

    carefully tread the line between subservience to thelegate and outrage that the legate may have brought

    death to his keep. During the questioning Larisa willhide in the shadow of her brother, and reacts as ifstruck with each question.

    Once the legate is through questioning Loren Garnahe will turn to the party. Arald will want to know

    where they were during the murders and why they

    are actually here at the keep. It will quickly become

    clear that the legate does not believe they aremembers of Clan Garna or a clan allied to the

    Shadow. The questioning will become heated, and

    the orc guards will appear to be readying to seize theplayers. Before blows can be struck the legate will

    tell the orcs to stand down. While the legate believes

    the party is not an ally of the Shadow, he does notbelieve they are responsible for the murder.

    Whatever killed the guards did so to spread terror

    and to provide a warning that these murders were

    just the beginning. If the party is supporting theresistance they would either not stop at killing just

    the two guards, or they would not do anything to

    delay the legates war band from departing the keep.

    If the party has not revealed itself to the legates they

    will need to be careful if they try to investigate thescreams, as the orcs will attack strangers on sight.

    Without investigating on their own, the party will

    not know who has been murdered, and may believethat the orcs are slaughtering the members of Clan

    Garna. The party will remain safe if they stay in the

    east wing and if they are careful to avoid the main

    hall. If the party remains in hiding, Larisa will

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    eventually arrive with news that two of the legates

    guards have been killed by a beast. Larisa willanswer the partys questions about the state of the

    bodies and the reactions of the legate. The party

    may notice (Spot or Sense Motive DC 15) that

    Larisa does not appear to be scared or startled by themurders. If pressed, Larisa will state that this is not

    the first time that a beast has stalked Garna Keep.

    The Games BeginLoren and Larisa Garna are cunning and

    experienced killers. They have spent the better partof the past two decades killing travelers and

    clansmen for the thrill of the hunt. The siblings

    could have easily killed the party while it slept oroverwhelmed the legates before reinforcements

    could arrive, but that would spoil their game.Depending on the reactions of the legates and the

    party, the two siblings will choose sides tomanipulate, and eventually betray. As a figure of

    authority Loren will naturally try to ally with the

    legates, while Larisa will seek the protection of theplayer characters. Regardless of how it plays out,

    the siblings should each ally with a different group.

    The key to the game is to slowly reveal, once theyhave ingratiated themselves with their potential

    allies, their belief that the other sibling is possessed,

    and forced to kill.

    Loren Garna will appeal shaken by the recent

    murders and, as if a burden has been lifted from

    him, he will reveal that he has spent his life trying toprotect his sister, who is not what she seems. He

    will tell his temporary allies that after the nights of a

    full moon Larisa will bear strange bruises, and willbe even weaker and more withdrawn then normal.

    He has also found some of Larisas clothing ripped,

    as if it burst apart. As the number of clan deaths

    mounted, he sent his people south to isolate hissister and confirm his fears. With the murder of the

    legates guards his doubts are gone. He has done all

    he can, but now the evil that possesses her must bepurged before more innocents die.

    My sister is not what she appears. On the nights of

    the full moon, her bed is empty, and in the morning

    she is weak, even more withdrawn, and hides

    bruises that were not there the day before. More

    disturbing, I found clothes she has tried to hide that

    are torn apart as if they burst under great pressure.

    I see her look at travelers and even other members

    of our clan with calculating, almost hungry eyes. I

    tried to isolate her to see if my fears were true thatshe is possessed by some great evil. With the

    murders tonight I have no doubts. I could not speak

    the truth in front of her, but these were not the first

    murders on Garna lands. Every victim bore similar

    wounds. I can no longer protect her. Please help me

    end this evil.

    Larisa will be reluctant to talk about her fears, and

    will never look the players in the eye as shewhispers her theory about the murders. She will

    state that Loren was once like her, frail andindecisive. Three years ago Loren was separatedfrom a hunting party for two nights before returning

    to the keep. The next few years saw a remarkable

    change in his appearance and demeanor. During thattime the clan suffered attacks every arc, losing boros

    and experienced warriors to a beast that could not be

    tracked. At her urging the majority of the clan has

    moved south and will not return with the spring.Even with her suspicions, she can not leave her

    brother. If the party noticed her bruising when they

    first entered the keep, Larisa will reveal throughtears that Loren beat her when she confronted him

    with her suspicions.

    My brother is not the man he once was. You see me

    as a pale shadow of my brother, but once we were

    more alike than you would believe. Since an ill-

    omened hunt three years ago, he has grown

    amazingly in size and strength. The murders started

    shortly after that hunt. Yes, Loren lied to all of you;

    the two guards were not the first to be killed on

    Garna lands by a beast that does not feed on its

    kills. Many travelers and even clansmen have died,

    always during the light of the full moon. My

    brothers anger now knows no bounds; he has even

    struck me when Ive opposed his decisions. To

    protect my people and my brother, I advised the

    clan to move south and never return. I can no

    longer ignore what Loren is, what evil he commits.

    Alone I can do nothing to destroy what possesses

    him. I need your help.

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    Both Loren and Larisa Garna are very skilled intheir roles as protector and victim. They have

    assumed the roles so frequently over the past two

    decades that they are like a second skin. Sense

    Motive checks should have a very high DC, andeven if they are successful the result should reveal

    that Lorena and Larisa are hiding something, butthat their stories are essentially true. When they

    reveal that their sibling is possessed and a killer, it is

    a true statement. The siblings will tell partial truthsto gain their allies trust. Once they gain that trust,

    they will try to manipulate their pawns into fighting

    amongst themselves before finally revealing their

    deception and slaughtering both the players and thelegates.

    Wolves in the YardAs the legate completes his questions, the next actbegins.

    Even with the legates order to stand down, the air

    is still thick with suspicion and fear. Before the

    legate can issue new orders, the howls of dozens of

    wolves echo from inside the keeps yard. Peering

    through the keeps narrow windows the scene is

    chaotic, with wolves charging the door to the keep

    and fighting over the remains of orc guards and thefew horses in the stables. The main gate is open, as

    if someone or something invited the wolves to

    enter.

    The legates guards were not the first to die. While

    Larisa was preparing to kill the guards, Loren

    slipped out into the yard, surprised and quietlykilled the two orc guards, then opened the gate to

    allow the pack to enter. Allowing the wolves into

    the yard was a move calculated to increase the sense

    of impending doom and prevent the legates or theplayers from attempting to escape before the game

    could be completed. The open gate will add to the

    suspicion that the beast has an ally inside the keep.

    The Hunt for the KillerWith escape cut off by the wolves, and clearevidence that there is a killer in their midst, Arald

    knows he must take the initiative or the killer will

    isolate and kill everybody one by one. His first

    action is to divide his forces to conduct an armedsearch of the keep, clearing areas and sealing them

    off. Maintaining control of the entry into the keep is

    crucial, so he will detail half of his remaining orcs

    (8) and the fist commander to hold the entry. Theother half of the orcs (8), two of the remaining Dorn

    guards, and the junior legate (Serwin) will start withsearching and sealing the west wing. Arald will task

    the players and six Dorn guards to search and seal

    the east wing. As part of the search the Clan Garnaservants will be taken from their rooms and brought

    to the main hall. Arald will remain in the main hall

    during the search. Once the search begins, Loren

    Garna will ask, and be granted permission to takehis sister to her room.

    Someone or something is inside this keep and it

    intends to hunt us down one by one. I will not wait

    and let this beast choose the time and place for the

    next murder. We will hunt it down and force it to

    fight on our terms. Turning to the players he says,

    Take what weapons you need and search the eastwing. As you clear rooms, seal them off. We will

    drive the killer back into the main keep. Find the

    servants and have them brought here. I want to

    account for every person in this keep. If any resist,

    kill them. We must flush our killer out into the

    open.

    Conducting the hunt is crucial to the success of theadventure. The players will be allowed to take any

    of the clan weapons displayed in the main hall

    (GMs choice but should include Dorn favored

    weaponsbastard and great sword). As the playershave done little to earn the trust of the legates, Arald

    will send six of his Dorn guards with the party to

    ensure the players are properly searching the keep.Cooperation with the legate and his warband is

    essential if the players are to survive. The players

    will either assist the legate, or be disarmed and heldin the main hall. At this point in the adventure,

    fighting between the players and the legates

    warband will only make the Garnas hunt easier.

    The key to the hunt is to build tension. Loren and

    Larisa will toy with their prey, using the secret

    passage along the south wall to bypass attempts to

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    seal off the various wings of the keep. As the

    players are walking through the dark corridors, theywill hear the sound of claws purposefully dragged

    across the stone walls, and low growls seeming to

    come from all directions. Lorena and Larisa will

    never attack together: one will always remain intheir rooms to deflect questions and provide a form

    of alibi as the hunt continues. When attacks occurthey will be hit-and-run: kill one target, and then

    flee. The Garna siblings will not allow themselves

    to be drawn into a prolonged fight.

    As you walk through deserted corridors, searchingrooms thick with dust, you can feel the cloying

    presence of someone or something just out of sight.

    The air is still, the only sound coming from your

    slow, careful footsteps. As you fight back theimpulse to flee, a slow rasp echoes out of the

    darkness, as if some sharp object was being

    dragged against stone. As you seek the source of

    that sound, it ends, replaced by low, guttural growls

    that seem to come from all sides, mocking you. Its

    clear that you are not the hunters, but the prey.

    Both the players and the orc search team should

    suffer a series of short attacks over the next two

    hours. The Garnas have only one target they feelthey must eliminate: Serwin, the junior legate. The

    Garnas have experience with legates, and believe

    they are the greatest threat to the hunt. If any partymembers show the ability to channel they will also

    be targeted. Warriors and defenders are seen as little

    threat.

    Without warning a figure bursts into the light,claws flashing at incredible speed, seeking to rend

    flesh. In the flickering light, as you struggle to strike

    back you glimpse a figure draped in silver fur.

    Blood splatters the walls as the beast howls in rage

    before racing back into the shadows.

    Responses to Party TacticsThe players actions will determine the pace and

    results of the search. If the party conducts a standardsearch and seal off rooms and hallways after

    ensuring they are cleared, the Garnas will try to

    confuse and spread out the party. Just after a door

    has been sealed, the players will hear clawing on theopposite side as the Garnas taunt them. The goal is

    to make the players uncertain and realize they are

    being hunted.

    If the party tries to hunker down in an area of the

    keep, the Garnas will try to keep them penned inwhile they methodically slaughter the legates and

    the orcs. Able to choose their own time and place of

    attack, the Garnas will be able to slowly whittledown the warbands superior numbers. The players

    will also lose any support from Arald, and if the

    legate survives he will hunt down the party with

    every resource at his command.

    If the players attempt to escape the keep, they eitherhave to force their way through the orcs guardingthe main door or find the secret passage to the old

    smithy in the yard. The Garnas will know that the

    players have fled, and will have their wolves attackthe party until one of the siblings can join in the

    fight. The Garnas will not let their chosen prey

    escape the game.

    Confronting the MhorArald, after several attacks on the hunting parties,

    will call back the searchers to the main hall. Thelegate is not a fool, and he will realize that with theservants and players all accounted for, and no

    intruders found in the search, that the killer must be

    one of the Garnas. Arald will assume that the siblingthat had not allied him or herself to the legate is

    the possessed killer. For example, if Loren has allied

    himself with the legates, Arald will attempt to seizeLarisa. The game will have reached its conclusion.

    Loren will play the role of the remorseful brother

    who reluctantly agrees that his sister is the killer.

    Larisa will scream to her allies that her brother is theactual killer and she is innocent. This will be the

    break point for the players. Do they side with their

    ally, or will they stand aside and let the legatetake Larisa?

    Once either of the siblings begins theirtransformation their subject wolves will attack the

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    outer doors to the keep as a both a distraction and

    potential adversary for the party.

    Before you can react, Larisa lets out a savage

    howl as her body begins a horrific transformation,

    her face distorting and her hands becoming savageclaws. Her brother recoils in disbelief, moving

    quickly away from the beast that has caused so

    many deaths. Just outside the keep, the howls of the

    pack reach a thunderous crescendo as the wolves

    pound their bodies against the doors, seeking to join

    their mistress in the coming slaughter.

    Garna TacticsWhichever Garna is confronted by Brother Araldwill transform into their bestial shape and attempt to

    claw their way through the orcs to attack the legate.

    The remaining Garna will attempt to use the

    confusion to position for a flanking or surpriseattack on the most dangerous player character. The

    Garnas fear spellcasters, and will target a channelerbefore a fighter, wildlander, or defender. Loren and

    Larisa are canny fighters, and will try to leave open

    a route to retreat and prevent being flanked for as

    long as possible. If cut off, they will fight to thedeath. Once one sibling is killed, the other will enter

    a berserk rage (+4 Str, +4 Con, +2 Will save, -2 AC,

    +2 hp/level, +2damage/attack).

    Note both Garnashave the

    wildlander traitMaster Hunter

    (Humans and

    Orcs) giving thema +2 to damage to

    any successful

    attack against anorc or a human.

    The Garnas can

    also use HuntersStrike (doubledamage on a

    successful attack)

    twice per day. Thesiblings will try to

    reserve their

    Hunters Strikesfor the legate or

    most dangerous

    party member. If

    the battle is goingpoorly for the

    Garnas, up to a

    dozen wolvescould break

    through the doors

    of the keep andattempt to save

    their masters.

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    Shadow TacticsArald is prepared to fight a potentially possessed,and certainly lethal Garna, but is not expecting to

    have to fight two extremely dangerous killers.

    Before confronting the Garnas, Arald will castShield of Faith (+3 deflection bonus to his AC) andhave his Black Sword ready. Not fully trusting the

    player characters, Arald will position his remainingtroops to shield him from treachery. Once the battle

    starts, the legate will hold back from the initial

    combat to ensure the players will not aid the Garnas,

    or attempt to use the fight to attack the Shadowpatrol. If the players engage the Garnas, Arald will

    wade into battle, seeking to use his skill to hold at

    least one of the siblings at bay for his troops toeventually surround and bring down. If the party

    does not engage the Garnas, Arald will use his spells(Hold Person, Shatter, Doom) to hinder the party

    and either force them to flee or make them easiertargets for the Garnas.

    GM AdviceThe Garnas damage reduction may be a problem

    for the party. Along the walls of the great hall are

    heirloom weapons from the Garnas long history.

    Several of the weapons could be silvered designed

    to fight the demons and shadowspawn that havecome across the frontier over the past two ages. In

    addition, if the party came to the keep looking forthe House Dale covenant item, it could be used

    against the Garnas. For the purpose of bypassing the

    Garnas damage reduction, covenant items (even ifthey have not achieved their +1 ability) are

    considered a magical weapon.

    The goal of the final combat is to have the Garnas

    defeated after killing a large number of orcs, Dorn,

    and potentially one or more player characters. Theremaining players, Arald, and the remnants of hiswarband should be heavily injured and more

    concerned about binding wounds and burying their

    dead than continuing combat against each other.There should be enough members of the warband

    remaining to make the party think twice about trying

    to kill the legate.

    Honor Amongst theShadowOnce Loren and Larisa are dead, Arald will ensurethat the siblings bodies are burned and their ashes

    spread to the winds. With their masters dead, thewolf pack will leave the yard and disperse, seekingeasier game further south. If the party played an

    active part in the defeat of the Garna siblings, the

    legate will show surprising honor, reverting to Dorntradition. Arald will let the party leave with

    anything they can carry, and will not ask them any

    questions. The party has been honorable allies, andwithout their help the legate would have died.

    Additionally, a great evil not under the Shadows

    control would still lurk in the north. No report will

    be made about the party. They will be listed asGarna clansmen who assisted in killing the

    possessed leaders of their clan. The Sword Brother

    will show that there is still honor in the ranks of theShadow, and may prove to be a valuable NPC in the

    future.

    I care not who you are or what you had planned

    when you arrived at this forsaken keep. All I know is

    that you fought well, and an evil that spilled our

    blood has been destroyed. Take what you can carry

    and go. You need not look over your shoulder; I willnot follow. Know that any debt I have to you ends

    here; I will not stay my hand if our paths cross

    again.

    If the party acted dishonorably or attempts to attackthe legate after the Garnas are dead, Arald will show

    no remorse. If forced to, he will fight a retreating

    action, and attempt to barricade himself and hisguards in one of the wings until the party escapes, or

    he can regain his strength. Once the party has fled,

    the legate will be a relentless hunter, drawing onwarbands throughout the region to hunt down theparty.

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    The FutureOnce Arald has reported on the events at the keep, itwill be visited by legates seeking the secrets of Clan

    Garna. A ritual room and ancient norther texts will

    be found in a hidden room under the main hall. The

    Shadow will attempt to duplicate the process ofbonding an animals spirit with men and orcs,

    creating abominations that will plague thenorthlands. The keep will be garrisoned to protect

    the legates, and this wild region will have far

    heavier Shadow patrols. Arald will distance himself

    from the keep, disgusted by the actions of his fellowlegates. While a devoted servant of Izrador, Arald

    does not support the creations of abominations that

    will indiscriminately kill his people. The legatebelieves that the Dark God brings order and

    eventual salvation of the Dorns, and only throughloyal service will the Dorn survive in the Last Age.

    Scaling the AdventureLoren and Larisa are designed to be a challenge for

    a party of player characters, two legates, and an orcwarband. For each level the party is above 5th,

    increase Loren Garna one level in Mhor and Larisa

    one level in Rogue. The senior legate, Arald, should

    also remain 3 levels above the party average to

    remain a threat. Scaling the adventure below 5thlevel is more difficult, but should follow the same

    general guidelines, with Loren and Larisa Garna andArald 3-4 levels above the party average. At lower

    levels, you can have a number of orcs killed by the

    wolves prior to their arrival at the keep.

    Awarding ExperienceHowls in the Nightis not a combat-heavy adventure,

    so experience point awards will be limited. If theparty kills the Garna siblings without the aid of the

    legates patrol, they gain full experience for

    eliminating a CR 12 and a CR 11 creature. If theparty kills the Garnas with the aid of the legates

    patrol, the party gains experience for killing one CR

    12 creature. Possible additional awards:

    -Donning Clan Garna colors and posing as Garna

    clansmen: +500 xp

    -Cooperating with Brother Arald in the hunt for the

    Garnas: +1,000 xp-Fighting with the legates patrol against the Garnas

    in the Main Hall: +2,000 xp

    -Not attacking the legates patrol after the Garnas

    are dead: +4,000 xp

    Potential AwardsBesides the experience from killing Loren and

    Larisa, the party will have access to a number of

    masterwork weapons, and possibly armor. If the

    party came in search of a symbol of House Dale, itwill be found in the main hall among the Clan Garna

    trophies. Possibly the most valuable reward is the

    respect of Arald. The legate could prove to be avaluable contact or potential ally against other

    elements in the Order of Shadow.

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    LegatesBrother Arald, Male Dorn Wld 4/Lgt 3/Sbr 1:CR 8; Medium Humanoid; HD 8D8+16; hp 64; Init

    +8; Spd 30 ft; AC 18, touch 13, flat-footed 15; Base

    Atk +7; Grp +10; Atk +12 melee (1d8+5/19-20, +1

    longsword); Full Atk +12/+7 (1d8+5/19-20, +1longsword); Space/Reach 5 ft/5ft; SA spells; SQ

    black blade, Dorn traits, fluid style, rebuke undead,danger sense, hunters strike (1/day), master hunter

    (fell), spells; AL LE; SV Fort +9, Ref +7, Will +7;

    Str 16, Dex 16, Con 14, Int 13, Wis 12, Cha 15.

    Skills: Balance 12, Climb 6, Diplomacy 9,

    Handle Animals 4, Hide 6, Intimidate 10,Knowledge (Northern Marches) 6, Knowledge

    (Nature) 6, Knowledge (Shadow) 9, Move Silently

    6, Ride 7, Search 4, Spot 4, Survival 8, Swim 5,Tumble 8.

    Feats: Combat Expertise, Dodge, ImprovedInitiative, Mobility, Track, Weapon Focus

    (longsword), Weapon Specialization (longsword).

    Languages: Black Tongue, Erenlander,

    Norther.

    Spells Prepared(4/3+1/1+1; base DC = 12 +

    spell level): 0 - cure minor wounds, guidance, light,resistance; 1st - cause fear, doom, inflict lightwounds,* shield of faith; 2nd - hold person,shatter.*

    *Domain spell. Domains: Destruction (smite1/day, +4 bonus to attack and +3 bonus to damage)

    and War (Weapon Focus [longsword]).

    Possessions: Cloth shirt, high-quality black

    woolen cassock with cowl, leather belt, leather

    boots, +1 chain shirt, black blade (+1 longsword),dagger, belt pouch with two days of rations and a

    writ of authorization (allows Brother Arald to

    requisition troops and supplies), holy symbol of

    Izrador (iron).

    Appearance and Personality: Tall, dark,with hair carefully coiled into a warriors queue,

    Brother Arald would be the image of a Dorn

    champion except for the cassock and iron symbol ofIzrador worn proudly around his neck. The sword

    brother moves with grace and an easy motion, ready

    to strike at a moments notice. At his waist is thedreaded black sword, its malevolence almost

    palpable. The legate, even with his devotion to the

    Dark God, is honorable and seeks to spare liveswhenever possible. He sees unquestioned service toIzrador as the only salvation left to his people. He

    respects those who fight honorably and keep their

    word even when most others would betray them.

    Serwin, Male Dorn Ftr 3/Lgt 2: CR 5; Medium

    Humanoid; HD 3D10+2D8+10; hp 39; Init +5; Spd30 ft; AC 16, touch 11, flat footed 15; Base Atk +4;

    Grp +7; Atk +8 melee (1d8+3/19-20, masterwork

    longsword); Full Atk +8 (1d8+3/19-20, masterwork

    longsword); Space/Reach 5 ft/5ft; SA spells; SQDorn traits, rebuke undead, spells; AL NE; SV Fort

    +7, Ref +2, Will +5; Str 16, Dex 13, Con 14, Int 13,Wis 12, Cha 10.

    Skills: Balance 2, Climb 3, Concentration 3,Handle Animals 4, Intimidate 6, Knowledge

    (Shadow) 4, Ride 6, Swim 2, Tumble 2.

    Appendix A:

    NPCs

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    Feats: Cleave, Combat Expertise, Dodge,

    Improved Initiative, Power Attack, Weapon Focus(longsword).

    Languages: Black Tongue, Erenlander,

    Norther.

    Spells Prepared: (4/3+1; base DC 12 + spell

    level): 0 - cure minor wounds, guidance, light,resistance; 1st - cause fear, doom, inflict light

    wounds,* shield of faith.

    *Domain spell. Domains: Destruction (smite

    1/day, +4 bonus to attack and +3 bonus to damage)

    and War (Weapon Focus [longsword]).

    Possessions: Cloth shirt, high-quality black

    woolen cassock with cowl, leather belt, leatherboots, chain shirt, light steel shield, masterwork

    longsword, dagger, belt pouch with two days of

    rations, holy symbol of Izrador (iron).

    Appearance and Personality: Tall, with long

    blond hair tied off and tucked beneath his cowl,Serwin is unremarkable except for the look of

    determination in his eyes. Despite wearing the

    trapping of a priest, the legate carries himself withthe assurance of an experienced warrior. His right

    hand rarely strays from the longsword at his hip.The young warrior legate seeks to impress BrotherArald with his devotion and efficiency, seeking

    eventual inclusion in the order of the sword

    brothers. Serwin is overconfident, and believes he isthe equal of any threat posed by Garna Keep. That

    overconfidence will contribute to his death in the

    dark hallways of the keep.

    GarnasLoren Garna, Male Dorn Wld 6/Mhor 3: CR 12;Medium Humanoid; HD 12d8+3d10+46; hp 138;Init +9; Spd 20 ft; AC 14, touch 12, flat footed 12;

    Base Atk +9; Grp +12; Atk +12 melee (1d10 +3,

    bastard sword); Full Atk +12/+7 (1d10 +3, bastardsword); Space/Reach 5 ft/5ft; SA none SQ Alternate

    Form, Danger Sense, Dornish Pride, Hunters Strike

    (1/day), Low Light Vision, Master Hunter (Humans,Orcs), Scent, Wolf Empathy; AL NE; SV Fort +10,

    Ref +5, Will +3; Str 16, Dex 14, Con 14, Int 13, Wis

    10, Cha 15.

    Loren Garna, Spirit of the Winter Wolf form:CR 12; Large Humanoid; HD 12d8+3d10+46; hp

    138; Init +9; Spd 40; AC 16, touch 11, flat footed14; Base Atk +9; Grp +12; +12 bite (1d8 +3); Full

    Atk +12 Bite (1d8 +3), +7 claws (1d6 +3 x2);Space/Reach 5 ft/5ft; SA Trip (+8); SQ Alternate

    Form, Damage Reduction 10/silver or magic,

    Danger Sense, Dornish Pride, Hared Foe (Orcs),Hunters Strike (1/day), Low Light Vision, Master

    Hunter (Humans, Orcs), Scent, Wolf Empathy; AL

    NE; SV Fort +10, Ref +5, Will +3; Str 16, Dex 14,

    Con 14, Int 13, Wis 10, Cha 15.

    Skills: Balance 6, Bluff (CC) 13, Climb 7,Hide 9(11*), Intimidate (CC) 13, Jump 7, Listen7(9*), Move Silently 9(11*), Ride 6, Search 5, Spot

    6, Survival 8(10*), Swim 7.

    *Spirit of the Winter Wolf form.

    Feats: Endurance, Weapon Focus (Bastard

    Sword), Power Attack, Leadership, Track, Improved

    Initiative, Persuasive, Dodge, Mobility.

    Languages: Erenlander, Norther, Trade

    Tongue.

    Possessions: Masterwork kilt in Clan Garna

    colors, fine shirt, leather vest, fur cloak (with theleather vest acts as the equivalent of leather armor),

    leather boots, masterwork dagger.

    Appearance and Personality: Loren is theimage of a great clan lord, heavily built, with hair

    just going grey and a commanding presence. He acts

    with the grace of a noble from an earlier age,following and expecting the courtesies due his rank.

    The Mhor is charming, and has a warmth that in

    ages past would have drawn warriors to him. Evenas he approaches middle age, he is an imposing

    figure. The only thing to mar his image is a

    deformed left foot. The Mhor moves slowly to hidehis affliction.

    In his spirit-possessed form Loren

    transforms into a massive beast that is half man and

    half wolf. His jaws extend and fill with razor-sharp

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    teeth, and his hands grow claws that can rend armor.

    Loren merges the strength and cunning of a winterwolf with the skills and intelligence of a man,

    creating a silver-white beast that has killed hundreds

    over the past twenty years.

    Tactics: Loren disdains combat in his human

    form, preferring to rend his opponents flesh withhis teeth and claws. He relies on his speed and his

    damage resistance to survive encounters. If

    seriously injured he will utilizes his Mobility feat toescape and wait until he can recover from his

    wounds. In combat with his sister, Loren will

    attempt to draw attention to himself to allow his

    sister to flank or gain a sneak attack.

    Larisa Garna, Female Dorn Wld 5/Rog 3: CR 11;Medium Humanoid; HD 11d8+3d6+46; hp 120; Init+8; Spd 30; AC 14, touch 13, flat footed 11; Base

    Atk +7; Grp +9; Atk +9 melee (1d4 +2, masterwork

    dagger); Full Atk +9/+4 (1d4 +2, masterworkdagger); Space/Reach 5 ft/5 ft; SA none; SQ

    Alternate Form, Danger Sense, Evasion, Hated Foe

    (Orcs), Hunters Strike 1/day, Low Light Vision,

    master Hunter (Humans, orcs), Mobility, Scent,Sneak Attack (+2d6), Track, Trapfinding, Wolf

    Empathy; AL NE; SV Fort +7, Ref +8, Will +2; Str

    14, Dex 17, Con 13, Int 13, Wis 10, Cha 15.

    Larisa Garna, Spirit of the Winter Wolf form, CR 11; Medium Humanoid; HD 11d8+3d6+46; hp120; Init +8; Spd 50; AC 18, touch 13, flat footed

    15; Base Atk +7; Grp +9; Atk +9 bite (1d8 +2 bite);

    Full Atk +9 (1d8 +2),+4 claws (1d6 +2 x2);

    Space/Reach 5 ft/5 ft; SA Trip (+8); Alternate Form,Damage Reduction 10/silver or magic, Danger

    Sense, Evasion, Hated Foe (Orcs), Hunters Strike

    1/day, Low Light Vision, master Hunter (Humans,Orcs), Mobility, Scent, Sneak Attack (+2d6), Track,

    Trapfinding, Wolf Empathy; AL NE; SV Fort +7,

    Ref +8, Will +2; Str 14, Dex 17, Con 13, Int 13, Wis10, Cha 15.

    Skills: Balance 8, Bluff 14, Climb 7,Diplomacy 12, Gather Information 12, Hide

    14(16*), Jump 7, Listen 6(8*), Move Silently

    12(14*), Open Lock 8, Search 8, Sense Motive 7,

    Spot 6, Tumble 8.

    * Spirit of the Winter Wolf form.

    Feats: Dodge, Improved Initiative, Mobility,

    Power Attack.

    Languages: Erenlander, Norther, TradeTongue.

    Possessions: Masterwork heavy winter dress

    in Clan Garna colors (acts as padded armor), amber

    brooch, shawl, masterwork dagger.

    Appearance and Personality: Larisa Garna is

    a tall, painfully thin woman with almost unnaturally

    pale skin and dark, sad eyes. She appears fragile andvery nervous, starting at loud noises. Her eyes are

    almost always downcast, looking directly at youonly when she is assured you are looking elsewhere.Like her brother, her hair is slowly going silver, but

    her face does not show her age. In every way she

    appears to be the meek, subservient sister in need ofprotection.

    In her spirit-possessed form she is much

    smaller then her brother. Where Loren is huge and

    heavily muscled, Larisa is sleek and subtle, but noless dangerous. Her claws are equally sharp, and her

    bloodlust easily matches her brothers.

    Tactics: In human form, Larisa will fade into

    the shadows, using her knowledge of the keep to

    choose a time and place where she can use her sneakattack. In spirit-possessed form Larisa prefers to

    strike and retreat, relying on her Mobility feat and

    her knowledge of the keep to allow her to escape.

    When fighting with her brother, she will let Lorenattack directly while supporting him with flanking

    or sneak attacks.

    Orc/Dorn SoldiersFist Commander, Male Orc, Ftr 3: CR 3; MediumHumanoid; HD 3d10+9; hp 26; Init +1; Spd 20 ft;

    AC 18, touch 11, flat footed 17; Base Atk +3; Grp

    +7; Atk +8 melee (1d10+4, crafted vardatch) or +4ranged (1d6+4, javelin); Space/Reach 5 ft/5 ft; SA

    none; SQ orc traits; AL NE; SV Fort +6, Ref +2,

    Will +1; Str 18, Dex 12, Con 16, Int 8, Wis 10, Cha8.

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    Skills: Climb -2, Intimidate +4, Jump +2,Knowledge (Northern Marches) +1, Survival +2.

    Feats: Cleave, Improved Sunder, Power

    Attack, Weapon Focus (vardatch).

    Languages: Black Tongue, High ElvinPidgin, Old Dwarven Pidgin, Orcish.

    Possessions: Sturdy breastplate, heavy steelshield, crafted vardatch, large fighting knife, and 4

    javelins.

    Appearance and Personality: The fistcommander bears the scars of many kills in the

    wilds of the Northern Marches and the Kaladrunfoothills. His armor and weapons are well tended.While he serves Brother Arald without question, he

    clearly dislikes the Dorn soldiers that ride with the

    legate. The orc will not panic in a fight, but willrally his warriors to fight as a unit to protect the

    legates.

    Orc Soldier, Male Orc, Ftr 1 (18): CR 1, MediumHumanoid; HD 1d10+3; hp 10; Init +1; Spd 20 ft;

    AC 17, touch 11, flat footed 16; Base Atk +1; Grp

    +5; Atk +5 melee (1d12+4, vardatch) or +2 ranged(1d6+4, javelin); Space/Reach 5 ft/5 ft; SA none;

    SQ orc traits; AL NE; SV Fort +5, Ref +1, Will +1;

    Str 18, Dex 12, Con 16, Int 8, Wis 10, Cha 8.

    Skills: Climb +0, Jump +0.

    Feats: Power Attack, Weapon Focus(vardatch).

    Languages: Black Tongue, High ElvinPidgin, Old Dwarven Pidgin, Orcish.

    Possessions: Serviceable chain shirt, heavysteel shield, vardatch, and 4 javelins.

    Appearance and Personality: These orcs aremore disciplined than the warbands normally found

    in the Northern Marches, and it shows in the quality

    of their equipment. All have at least one kill scar,

    proving they are blooded warriors. They operate as

    a unit and follow instructions quickly. The orcs will

    sacrifice their lives for the legate, but will not go totheir erstwhile allies, the Dorn soldiers.

    Dorn Soldier, Male Human Ftr 2 (10): CR 2;

    Medium Humanoid; HD 2d10+4; hp 16; Init +1;Spd 20 ft; AC 16, touch 11, flat footed 15; Base Atk

    +2; Grp +5; Atks +6 melee (1d10+3, bastard sword)or +5 melee (1d6+3, short spear) or +2 ranged

    (1d6+3, short spear); Space/Reach 5 ft/5 ft; SA

    none; SQ Dornish traits; AL LE; SV Fort +5, Ref+1, Will +1; Str 17, Dex 13, Con 14, Int 8, Wis 12,

    Cha 8.

    Skills: Climb -2, Intimidate +2, Jump -2

    Feats: Cleave, Power Attack, Self Sufficient,Weapon Focus (bastard sword)

    Languages: Erenlander, Norther, Orcish

    Pidgin

    Possessions: Well-worn scale mail, light

    steel shield, armored greaves, knee-high leather

    boots, bastard sword, shortspear, and large fightingknife.

    Appearance and Personality: Dour warriorswearing armor that is just barely serviceable and has

    been repaired many times. They follow Brother

    Arald, and clearly have no desire to work with theorcs that accompany him. These soldiers fight to

    survive, and will seek to obey their orders with the

    least amount of risk.

    Wolf; CR 1; Medium Animal; 2d8+4; hp 13; Init

    +2; Spd 50 ft; AC 14, touch 12, flat footed 12; Base

    Atk +1; Grp +2; Atk +3 Melee (1d6+1, bite);Space/Reach 5ft/5ft; SA Trip; SQ Low light vision,

    scent; AL N; SV Fort +5, Ref +5, Will +1; Str 13,

    Dex 15, Con 15, Int 2, Wis 12, Cha 6.

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    In the Time of Years, the ancestors of the Dorns

    learned how to bind the spirits of the great Winter

    Wolves and Cave Bears into the bodies of speciallychosen warriors. These half-man, half-beasts were

    used to spread terror and shatter enemy armies.

    Cults dedicated to the creation and worship of these

    spirit-bound warriors spread across northernPelluria. Savage and almost uncontrollable, the

    ancient Dorn beast men carved a bloody path

    through the continent of Pelluria. With the rise ofthe Sarcosan Empire, the cults were hunted down

    and killed, and all knowledge of the ritual was

    believed destroyed. However, a handful of cultistsescaped the Sarcosan purge, successfully hiding the

    ritual until it could be carried to a new home in

    Eredane.

    The ritual, Spirit of the Beast, has its origins in thebloody rites of the earliest Dorn when prisoners, the

    malformed, and the maimed were sacrificed toappease tribal totem spirits. These blood sacrifices

    allowed Dorn shamans to channel the strength and

    rage of the most feared hunters in the frozen wastesof northern Pelluria. Over time the ritual was refined

    to take the spirit of a recently slain Winter Wolf or

    Cave Bear and permanently merge it into the body

    of a specially prepared Dorn warrior. The ritual wasan anathema to the early Dorn kings, so the cult

    remained hidden, and the Dorn beast men faded intolegend until they were rediscovered by Clan Garna.

    Casting the ritual requires a live Winter Wolf or

    Cave Bear, a shallow man-sized pit, and humanoidsacrifices at least equal in hit dice to the creature

    whose spirit is to be bound. The ritual begins with

    the construction of a rune-covered pit, designed inthe shape of a shallow grave, symbolizing the

    spiritual death of the chosen warrior. The warrior,

    naked, bearing only a razor-sharp bone knife, enters

    the pit, while the humanoid sacrifices are forced tokneel around him. A bound Winter Wolf or Cave

    Bear is suspended over the pit. The chosen warrior

    then cuts open the beast, carving out its heart while

    bathing in its blood. With the heart still warm in hishands, the humanoid sacrifices are killed to appease

    the spirit of the beast and prove the worth of the

    warrior. If the sacrifice is accepted, the animalsspirit is merged with the warrior, creating a being

    that is neither man nor beast.

    GM NoteThe ritual uses the Werewolf Lord as a template

    which adds 6d8+30 to HP and adds damage

    reduction 10. The Garna curse can not betransmitted through bite (damage).

    Appendix B:

    True Ritual - Spirit of the Beast

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    Appendix C:

    Maps

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