Midnight-Howls in the Night
Transcript of 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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3Howls in the night
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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6 Howls in the night
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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10 Howls in the night
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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11Howls in the night
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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12 Howls in the night
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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14 Howls in the night
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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