TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at beldred@midsouth.rr.com.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  YEO6-06 
   
   
   
  Howl at the Moon 
  A One-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Adventure 
  Version 1.1 
   
  by G. Havard Albright, Jr. 
  Reviewer: Yeomanry Triad  
  Circle Reviewer: Steven Conforti 
  Playtesters: Greg Fox, Jr., David R. Joyner, William Newell, Donald Ward III  
   
   
   
  Something is wrong in the small hamlet of Woodsend—the people stay indoors and the crops go untended while 
  carcasses of livestock lay here and there showing signs of scavengers about. Can the characters face the menace that 
  threatens this town, or will they, too, fall to these fell creatures? A Yeomanry regional tale of horror in 5 acts for APLs 2-
  8, and Part 1 of the Sins of Our Fathers series. 
   
  Note: This adventure will be of particular interest to fighter-heavy and outdoor-skilled parties close to the APL. It is not 
  intended for play by any character above 9th level, as these characters will significantly reduce the challenge the party 
  faces. It is playable by characters up to 11th level as per standard rules, however. 
   
   
  
  YEO6-07 Howl at the Moon 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  YEO6-07 Howl at the Moon 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  the Yeomanry.  Characters native to the Yeomanry pay 
  one Time Unit per round, all others pay two Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  ABOUT THE YEOMANRY 
  The Yeomanry is situated in a valley between the Jotens 
  and the Tors in the southwest corner of the Sheldomar 
  Valley. The moderately sized realm is nearly surrounded 
  by the Crystalmists and its spurs, though its eastern 
  border with Keoland is generally regarded as the eastern 
  bank of the Javan across from the county of Cryllor. Its 
  border continues south to where the great river enters 
  the Hool Marshes and the lands of the Sea Princes. The 
  climate is hot nearly year-round in the central valley, 
  though the temperature moderates as one approaches the 
  foothills, particularly in late fall and winter. The 
  Yeomanry is a land populated primarily by freemen 
  farmers, who are mostly a Suel-Flan mix. 
  The Yeomanry is one of the few representative 
  democracies in the Flanaess. Any citizen of majority, who 
  has carried the spear for the nation, either now or in the 
  past, is eligible to elect a spokesman on his behalf from 
  his community who serves in the Council of Common 
  Grosspokesmen in Loftwick.   
  The people of the Yeomanry are rural, cloistered folk 
  with little exposure to either foreigners or magic. They 
  are religious and superstitious, yet reservedly friendly to 
  travelers. Many Yeomen have served in the Militia and 
  are stout defenders of their homes. 
  You can learn more about the Yeomanry at its official 
  website: http://www.yeomanry.org. 
  REGION/CITY/LOCATION 
  Woodsend (hamlet): conventional; AL LG; 100gp limit; 
  Assets 900gp; population 183; mixed (79% human, 9% elf, 
  5% halfling, 3% gnome, 2% dwarf, 1% half-elf, 1% half-orc). 
  Authority Figure: Mayor, male elf Ari2. 
  Important Characters: Captain Wells, Constable, male 
  human War3; Shandra Tacklebagger, shopkeeper female 
  human Com3; Oswald Rockridge, Priest of Fortubo, male 
  dwarf Clr3. 
  Woodsend is a logging camp that sends timber on to 
  Loftwick while trying to not anger the druids and elves of 
  the Sylvan Woods. They have established a strongly 
  ecologically-based system of replanting, and occasionally 
  work in conjunction with some of the Old Faith druids of 
  the area (much to the chagrin of the local Co7F Priest) 
  occasionally to insure their continued prosperity. 
  Forgotten by all but the most aged of scholars, sages, and 
  Hillman speakers, Woodsend was an ancient Flan 
  settlement where the Flan met and interacted with the 
  elves millennia ago. Then, it was little more than a 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  YEO6-07 Howl at the Moon 
   
  Page 3 
  clearing where the two cultures would meet. Later, 
  Hillmen tribes settled the open area under the same 
  name. Finally, the Yeomanry found the clearing 
  fortuitous as well and built a logging village in it. (Note: 
  There is a more detailed description of the actual 
  buildings in Act One, Scene Four, as well as a map, DM 
  Aid: Map#1- Woodsend Map). 
  BACKGROUND 
  The evil druid, who has yet to be named or revealed, has 
  been traveling the wilds of the Yeomanry’s borders for 
  some time now, gathering forces and slaughtering those 
  who will not follow him. Along the way and quite some 
  time ago, he encountered a Canomorph (from the Fiend 
  Folio) that was on another mission of mayhem. When the 
  druid captured the Canomorph, it was offered a choice: 
  serve or die. The canomorph, no fool, agreed and joined 
  the evil druid’s growing army of monsters. 
   
  Some time has passed and the Canomorph is now a 
  trusted lieutenant, who leads packs of wild dogs and 
  wolves. Content with his growing forces, the evil druid 
  has dispatched his skirmisher force to do what damage it 
  may. At first, the dogs simply attacked travelers and 
  wagons, gathering strength in numbers as the traveled 
  through forests, recruiting any canine they found that 
  would join, and killing any other creatures.  
   
  Now, they’ve set their sights on the village of Woodsend, 
  and have begun a campaign of terror. At first, they 
  attacked small outlying farms in small numbers, but as 
  they forced the concentration of people into the heart of 
  the village, they’ve gotten much bolder. Some of the 
  furthest houses have been set on fire now, and the 
  families have been torn apart as they left. At night, any 
  who go outside are quickly overwhelmed by the large 
  packs of hounds of all types: Chihuahuas and Poodles, 
  great Danes and Labradors, Collies and Rotweillers, and 
  Fellhounds most of all. Any who try to travel the road out 
  of town and any horses have likewise been attacked, 
  cutting off the village from outside contact. The dogs 
  now take their time, attacking and sacking one house 
  each night and terrorizing anyone caught outside the 
  village’s feeble perimeter.  
   
  The villagers are at a loss and have given up hope. Most, 
  those with enough sense, have retreated to the church 
  and the inn to sleep at night, whole families packed in as 
  the dogs scratch at the doors and bay at the moon, 
  running the streets with abandon. 
  ADVENTURE SUMMARY 
  Note that this adventure is written in Acts and Scenes, 
  not in rigid Encounters. Acts happen in the order 
  written, but internally, the scenes can happen in any 
  order or not at all, depending on the actions of the party 
  and the DM’s decisions of the enemies’ reactions. If a 
  scene must take place at a certain point (see Act I Scene 
  iv, Nobody Home?), it is noted both in the opening notes 
  for that Act and in the notes for that particular scene. As 
  judge, take your time in preparing this adventure, as 
  much of it is left to the decisions of the players and their 
  characters. 
   
  Also, note that under each act are time constraints, both 
  in-character (Days & Nights, the entire adventure lasting 
  just over 4 days) and in-game (with estimations on time 
  to play through the various Acts of the adventure). Pay 
  careful attention therefore to the character’s choice of 
  spells and their spell lists, as days and nights are taken 
  into account for regaining spells. 
   
  Act I- (The Smell of Wet Dogs) 
  Day 1, Concluding with Scene iv at Dusk 
  Play Time: 45 minutes 
   
  Scene I- (Along the way) PCs meet on the road, hearing 
  stories of several attacks by wolves and such, but nothing 
  happens. 
   
  Scene II- (From the Woods) A party of armed men burst 
  from the woods. This is a Free Squire and his entourage. 
  They will identify themselves and will stop and speak 
  with any militia or army personnel present. 
   
  Scene III- (The Chase) Party is engaged by dogs. The 
  party fights them and they flee. The party can see and 
  pursue dogs into town. Dogs outrun them. 
   
  Scene IV- (Nobody Home?) The PCs reach the town. The 
  streets are deserted and the people hide inside. Another 
  pack of dogs will appear, this time bigger. One of the 
  spokesmen of the town will call them into his home 
  hesitantly. He will explain that the town has been 
  overrun by scores of wild dogs. 
   
  Act II- (The First Circling) 
  Night 1 
  Play Time: 30-45 minutes 
   
  Scene I- (Pick Your Poison) That night, the dogs 
  surround the building the PCs are in. They may choose to 
  
  YEO6-07 Howl at the Moon 
   
  Page 4 
  engage, but the dogs will try to force entry into the 
  house, if they do. Once the PCs are securely inside, the 
  dogs will retreat. This will be the first chance for the 
  party to meet the pack in full force. 
   
  Scene II- (Inside the Kennel) PCs get a chance to find out 
  about what’s going on from those who live here. Some are 
  assembled within this building; others are spread out 
  throughout town. 
   
  Act III-(To Heed the Calling) 
  Day & Night 2 
  Play Time: 1 hour 
   
  Scene I- (All in a Day’s Work) PCs have the day to move 
  stealthily about town and try to collect whatever 
  information and supplies they can. Incautious or unlucky 
  characters may encounter the dogs again. 
   
  Scene II- (Night Terrors) Another night of prowling 
  dogs. 
   
  Scene III- (Working Like a Dog) One last chance to 
  develop any defenses… 
   
  Act IV- (Flushing the Reeds) 
  Afternoon to Night 3, Dawn 4 
  Play Time: 1 hour 
   
  Scene I- (Lamb to the Slaughter) Dogs run a child from 
  an outlying farm into town, to draw the PCs out. 
   
  Scene II- (Dog Day Afternoon) Either the dogs will try to 
  burn the people out of the remaining buildings, forcing a 
  massive battle and slaughter, or the party is going after 
  the Canomorph, should the PCs choose to do so. 
   
  Act V- (The Smoldering Ruins) 
  Day 4 
  Play Time: 15 minutes 
   
  Scene I- (Conclusion) The PCs break the dogs’ hold on 
  the village, die trying, or the dogs break and head off into 
  the wilds. 
  PREPARATION FOR PLAY 
  DMs should pay particular attention to the following 
  rules before play begins: 
  • 
  The rules for Trip attacks (PHB, 158) and the 
  special Trip ability of Wolves (MM, 283). 
  • 
  The rules governing grapples (PHB, 155) and 
  the expert grappler ability that mobs possess 
  (MM, Appendix 5). 
  As the adventure begins, DMs are encouraged to pay 
  particular attention to the following aspects of characters 
  who are playing the adventure, as they may come into 
  play: 
  • 
  Character 
  strengths, 
  weights, 
  and 
  encumbrances, as characters may end up trying 
  to pick up and carry wounded comrades, along 
  with their gear. Also note that characters who 
  choose to sleep in their armor suffer the 
  appropriate penalties (PHB, 122). 
  • 
  Character spell selection, as the adventure 
  covers only a handful of days. Characters may 
  quickly expend their spells against the pack or 
  in helping the civilians and be left with sparse 
  magical resources for later encounters in the 
  same day. 
  Is This a Military Adventure? 
   
  This adventure begins without the knowledge of 
  Yeoman officials. As such, inform the players that it is 
  NOT a military adventure. However, in the aftermath of 
  the adventure, officials will inform the adventurers that 
  their time does qualify, and they can count the TUs spent 
  on this adventure toward any annual TU commitment 
  required by their enlistment. 
  Is This a Dustdigger Adventure? 
   
  Similar to military considerations, the Dustdiggers 
  have no advance knowledge of the actions of the 
  adventurers. It has no bearing on the areas of concern to 
  the Academy of Lore and as such, this adventure will NOT 
  count toward any annual TU commitment required by 
  their enlistment.  
  Is this a Promotion Worthy Adventure? 
   
  Heroic deeds in the name of the Yeoman military are 
  possible in this adventure, and as such, the possibility for 
  promotion exists. In order for a PC to be considered for 
  promotion at the end of this adventure, the PC must do 
  the following: 
  1. 
  The DM and all Yeomanry military PCs present at 
  the table must unanimously agree that the PC has 
  performed an action and behaved in a manner that 
  would make them a good leader of men in their unit. 
  There must be at least two other military PCs playing 
  the adventure besides the PC up for advancement.  
  
  YEO6-07 Howl at the Moon 
   
  Page 5 
  Only one PC can be nominated for advancement per 
  adventure. 
  2. 
  The player so nominated must then gather the 
  names and email addresses of all Yeomanry military 
  players and the DM at the table. 
  3. 
  The player must then submit a small summary of 
  what happened in the adventure and why he or she 
  should be considered for promotion.  Emailing this 
  information to yeomanry-triad@yahoogroups.com. 
  4. 
  The Triad will then discuss your promotion and 
  determine whether promotion is granted. You will 
  be notified via email, and a promotion certificate will 
  be sent to you via snail mail. 
   
  In order to be considered for promotion, the 
  Yeomanry military character must have spent a 
  minimum of one year of real time at the rank below that 
  being applied for. So in order to be considered for 
  Sergeant, the player must have spent one full year as a 
  Yeoman, and one full year below that as an unranked 
  soldier. 
  HANDLING THE PACK 
  Be aware that the pack functions as one big mob, and, as 
  such, is far beyond the APL in EL, though some 
  (particularly higher level parties or parties with great 
  disparities between actual level and APL) may not find 
  the pack to be that much of a challenge. Keep the 
  following things in mind while adjudicating the pack: 
   
  The pack consists of a number of dogs that all run 
  together. At APL 2, it is a loose collection of dogs. At all 
  other APLs, the number of dogs has reached the level of a 
  mob (called a “mega-pack” to distinguish it from the pack 
  as a whole) of dogs, as outlined in Appendix 5. At APL 8, 
  the number has grown enough to allow for two mobs 
  (mega-packs) of dogs. 
   
  The pack is the same in all encounters. It will retreat if 
  necessary, heal as possible (see the pack information at 
  the beginning of Act Three), and return for later 
  encounters. At all costs, avoid letting the party destroy it 
  utterly in early encounters, allow them to whittle it down 
  some in middle encounters, and maintain a sizable, but 
  not overwhelming, force for the final encounters.  
   
  The DM should attempt to keep the pack alive long 
  enough 
  to 
  provide 
  a 
  significant, 
  though 
  not 
  overwhelming threat in the final encounter. Try to 
  preserve 50 to 60% of the pack for the final encounter. If 
  this means pulling back the mega-pack to keep it alive 
  while using the hellhounds and the scouts  and other 
  dogs to harry the players in later encounters, so be it. 
   
  Persistent players may seek out the pack. If so, try to 
  move the encounter into the forest, where the pack can 
  use the terrain and cover to its advantage. 
   
  The pack is not looking to slaughter the party outright. It 
  is a pack of dogs and will act as such, playing with its 
  prey, chasing it down, and often retreating after taking 
  down one element of a “rival pack” as the pack will view 
  the party.  
   
  If the pack gains the upper hand, it will often take down 
  one or two party members and flee back to the woods, 
  making their point and terrorizing the “rival pack” at the 
  same time. Until the final encounter, the pack will not 
  try to TPK the party. This will force the party to use up 
  resources 
  between 
  encounters 
  and 
  leave 
  them 
  “weakened” the next time the pack attacks. 
   
  All kills made against the pack come out of their final 
  numbers. Damage done to the mobs is unhealed (though 
  the others may be healed as Feyurif is able), and 
  represents attrition of the mob unit as well as damage to 
  individual dogs. The pack leaders, the special dogs that 
  run with the pack, are eliminated not to return. This 
  allows the actions of the party against the pack in the 
  early segments to have an impact on the final battle, 
  which, though set to the EL for the entire pack, will 
  actually function at a lower level because of the packs 
  losses. 
   
  Utilize the pack to terrorize and unless the party makes 
  meaningful strides against it early (taking out all the hell 
  hounds, or some equally visible act), they should almost 
  not realize that they have harmed it. 
   
  ACT ONE- THE SMELL OF WET 
  DOGS 
  Act One involves the introduction of the protagonists 
  (the characters), the antagonists (the dogs), and a slight 
  reference to bigger things (the missing Freeholder). Act 
  One should conclude with the party’s arrival in 
  Woodsend (Act I Scene 4, Nobody Home?). 
  Game Time: Day 1, ending at Dusk 
  Play Time: 45 minutes 
  SCENE 1: ON THE WAY THERE 
  The party meets on the road and can see what they’ve 
  learned so far on their journey. 
  
  YEO6-07 Howl at the Moon 
   
  Page 6 
  Light: Daylight, muted with canopy of leaves from 
  overhanging branches. 
  Sounds: Birds chirping, insects buzzing (No check). 
  Dogs howling over a mile away (DC 40 [hear DC0 at +528 
  for 1 mile away, I figure 40 is fair enough]). 
  Auras: None. 
   
  As the PCs make their way along the Shalehal Road, from 
  Shalehal to Loftwick, they have decided to travel in a 
  group, for safety. There have been several strange reports 
  of wolf attacks and wild dogs, but nothing that a strong 
  party of stout adventurers should be unable to handle. 
  Allow the players to introduce their characters to each 
  other if they do not already know each other.  
  Characters who would like can choose to have asked 
  about the local goings on in the area in the last town. A 
  character receives the information at the result indicated 
  by the roll and the results above that. A sampling of 
  possible information is provided: 
  Check Result 
  Information Gathered 
  10+  
   
  “There be strange howlings some 
  nights, even when there tain’t no 
  moon abouts.” 
  15+  
   
  “Missus Walstrut done lost her mind, 
  saying that pack o’ dogs done got her 
  cat. That thing more’n likely just got 
  treed someplace and nobody’s spied it 
  yet.” 
  20+  
   
  “Word was a merchant and his son got 
  attacked by some wild dogs, too, just 
  outside Loftwick along the Burn road.” 
  25+  
   
  “Word has it that a group of border 
  guards went into the woods just last 
  week with some Free knights. I bet 
  they get to the bottom of all this.” 
  30+  
   
  “One o’ them druid told me its some 
  devil or some such stirring up the 
  animules whats got the woods so 
  crazy.” 
  Also, at this point, have the characters establish their 
  marching order and determine their movement rate. 
  While it is possible and likely that some or all of the party 
  might be mounted, it is equally likely some members 
  maybe on foot or mounted on animal companions or 
  holy mounts. This information will be useful as the Act 
  progresses. 
  SCENE 2: FROM THE WOODS 
  The players meet the Free Squire Jayce Entrigal and his 
  retinue and discover they are searching for some sign of 
  the missing Freeholder on orders of the Acting 
  Freeholder. 
  Light: Daylight, muted with canopy of leaves from 
  overhanging branches. 
  Sounds: Birds chirping, insects buzzing (No check). 
  Soldiers in armor, at least one mount, coming from 60 
  feet into the woods to the West, moving quietly but not 
  stealthily, with trees acting as sound buffers (DC 15 [5 for 
  moving quietly, +6 for 60 feet, +4 for trees as buffers]). 
  Auras: Faint Magic (some of the Free Squire’s gear, and 
  one or two things on the Border Guard Sergeant. 
  This encounter relates to larger plot issues at work in the 
  Yeomanry and does not relate directly to the story at 
  hand. It is included to keep characters aware of the 
  “background movement” occurring in the country even 
  as their adventures take place. Adjust the description and 
  preparations of the party as necessary if they hear the 
  group coming from the woods. 
  As the party moves along the trail, the brush about 
  forty feet in front of you begins to shake. First two, 
  then almost a half-dozen soldiers step out of the 
  woods, their number standing about two mounted 
  figures, one in heavy armor, and one in woodland 
  cloaks. 
  There are eight soldiers in all, six on foot and two 
  mounted. The two mounted are a Free Squire and a 
  Border Guard Sergeant, while the soldiers are three Free 
  Guard and three Border guards. Allow each Yeomanry 
  player a DC 5 Spot check to identify these individuals for 
  who they are before they even speak, each Sheldomar 
  non-Yeomanry character a DC 10 Spot check for the same 
  information, and any non-Sheldomar a DC 15 to make 
  the Spot and realize who they are. 
  Allow the players whatever response they choose, as the 
  Free Squire and the Sergeant will likewise take a moment 
  to assess the party, looking for militia- or army- tabards, 
  or any insignia they recognize. The Free Squire and his 
  Guards will ride forward to interact while the Border 
  Guards stay near the edges of the trail, ready to disappear 
  into the underbrush if battle breaks out. 
  “Stand and be well met,” the rider in heavy armor 
  calls out as he rides forth, three of the footmen at 
  his side with longspears. He himself holds forth his 
  open right palm, void of any weapons, while his left 
  holds his reigns. “I am Jayce Entrigal, Free Squire 
  currently assigned to Free Knight Emory Durell and 
  searching these parts on order of the Free Knights. I 
  would have you identify yourselves and your 
  intentions.” 
  Assuming the party converses peacefully with the Free 
  Squire, they will learn that he and the Border Guard from 
  Fort Kendeen are searching out a rumor regarding the 
  missing 
  Freeholder. 
  Acting 
  Freeholder 
  Melinda 
  Windomere has made searching out all such rumors a 
  priority for the Free Knights, and they have agreed. Jayce 
  Entrigal was sent to investigate a rumor of the Freeholder 
  having been seen in the woods near Whitehurst, but they 
  
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  have turned up no useful information there or in the 
  woods surrounding it. They are on their way back to 
  Shalehal to report, heading back along the road that the 
  party came down already. Assuming a peaceful 
  interaction, the Search Team will take a lunch break with 
  the party. 
  Untiered Encounter (EL 13) 
  � Jayce Entrigal, Male Human Paladin of Delleb 
  11: hp 82; see Appendix 5. 
  � Border Guard Sergeant, Female Half-Elf 
  Barbarian 1/Ranger 8: hp 70; see Appendix 5. 
  � Free Guards, Gender Race Fighter 4(6): hp 36; 
  see Appendix 5. 
  � Border Guards, Gender Race Rogue 3 (4): hp 
  15; see Appendix 5. 
  Developments: Jayce is a good fellow and is always on 
  the lookout for adventurers and explorers who can help 
  sate his curiosity and fulfill his quest for knowledge. He 
  will attempt to interact in a friendly manner with any 
  character who is willing to do so. Those who wish can 
  exchange pleasantries with him and will be presently 
  surprised at his cordiality. 
  Those who are friendly to him will receive the Free 
  Squire’s Friendship.  
  A characters will NOT receive this benefit if: 
  He is rude or dismissive of Jayce. 
  He refuses to give their name or give a false name (for 
  whatever reason). 
  He behaves erratically or strangely, or in any way 
  embarrasses Jayce or his men. 
  It is not necessary for every character at the table, 
  therefore, to receive the benefit. Those who show little 
  interest in interacting with him do not receive it, while 
  those who attempt to befriend him do. 
  SCENE 3: THE CHASE 
  The party is engaged by wild dogs. The party fights them 
  and they flee. The party can see and pursue dogs into 
  town. The dogs outrun them, if possible, and escape. 
  Light: Daylight, muted with canopy of leaves from 
  overhanging branches. 
  Sounds: Snarling and yipping (DC 20 [about as loud as 
  people whispering 15, +5 for distance]) 
  Auras: None (or very slight evil generated by the Worgs 
  or Winter Wolves if they are present, and only detectable 
  once they are visible).  
  If the party hears the dogs ahead, read the following. 
  Somewhere ahead, several dogs growl and yip, as if 
  engaged with something. It is not the sound of play, 
  and it is not loud enough to be combat. 
  If the party does not hear the dogs ahead, or when then 
  turn the bend in the road and see them, read the 
  following. 
  As you turn the bend in the road, you see a pack of 
  wild dogs and wolves tearing and gnawing at the 
  carcass of a dead horse, which lies blocking the road. 
  As they jockey for position and pull at the dead 
  beast’s rotting flesh, the canines growl and snap at 
  each other. Stranger than their behavior is their 
  arraignments—several of the hounds wear cloaks, 
  necklaces, even dangling bracelets worn either tight 
  around legs like an arm cuff or around necks as 
  necklaces. One even has what looks like piece-meal 
  leather barding. 
  Almost as one, the dogs catch the scent of the party 
  and freeze, slowly turning their heads towards you. 
  The largest of the dogs growls, baring it fangs, and 
  charges you, as the others in its pack move to follow. 
  This group of dogs was dispatched by Feyurif to run the 
  perimeter and watch for any one trying to escape. They 
  have stopped for an afternoon snack as the party 
  approaches, and are t0o concerned with dining to hear 
  the clank of the party until they come within sight/scent. 
  Seeing the party, they assume they are a group trying to 
  escape (all two-legs look alike to most dogs) and will 
  engage them. After a few rounds, the dogs will realize 
  these are stronger two-legs than they’ve been facing and 
  will flee back up the road towards the town of Woodsend. 
  APL 2 (EL 2) 
  � Riding Dogs (3): hp 15; Monster Manual, page 
  272. 
  APL 4 (EL 4) 
  � Riding Dogs (5): hp 15; Monster Manual, page 
  272. 
  APL 6 (EL 6) 
  � Worg: hp 36; see Monster Manual, page 256. 
  � Riding Dogs (6): hp 15; Monster Manual, page 
  272. 
  APL 8 (EL 9) 
  � Winter Wolf (2): hp 59; see Monster Manual, page 
  256. 
  � Riding Dogs (6): hp 15; Monster Manual, page 
  272. 
   
  Tactics: The dogs will look to trip any opponents 
  they can. All the dogs in the pack have been trained by 
  Feyurif and are able to trip as wolves. The dogs will 
  realize after two or three rounds (or after half their 
  number are dispatched, whichever comes first) that they 
  
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  are outmatched and will retreat to the town for 
  protection and safety.  
   
  If the Worg is present, it retreats as soon as it is 
  damaged, but stays where it can observe the party. 
   
  If the Winter Wolfs are present, they attempt to 
  catch as many of the party as they can in their cones of 
  cold and will attempt to trip mounted combatants with 
  their +8 bonus to free action trip attacks. If wounded 
  severely, they retreat. 
   
  Treasure: None. 
   
  Developments: If the animals flee, they should be 
  able to escape. The dogs have a movement of 40 ft.; the 
  wolves, worgs, and winter wolves have a movement of 50 
  ft. When they flee, they will flee in the same direction 
  (roughly Northeast), but they will spread out to try to 
  minimize targets and so that they can’t all be followed. 
   
  If the party insists on chasing them, pay close 
  attention to movement speeds among the party and 
  distances covered. First, the party is about 1/4th of a mile 
  (1320 ft) from the town as the crow flies. Most of the path 
  twists and turns through wooded areas, and the dogs tear 
  straight through the woods. If the party blindly charges 
  after the animals, the smarter dogs (worgs, winter wolves) 
  will look for opportunities to Hide (they can move half 
  their normal distance, 20 or 25 ft depending on canine, 
  and do this without penalty if not being followed; they 
  can move their normal move, 40 or 50 ft, and Hide with a 
  –5 penalty, PHB pg76), slink back along the path, and 
  attack the weaker, slower elements of the party who do 
  not charge head on. The dogs will use the trees for cover 
  and will use their Scent abilities to locate and stalk their 
  prey until either the party backs up and regroups (giving 
  the dogs time to get away), the dogs escape (by simply 
  outmoving the party), or the dogs are beaten. 
   
  When the party has dealt with the dogs, they can 
  regroup and examine the dead horse and any dogs they 
  defeated. With a Heal check (DC 20 [physical cause DC 0, 
  +5 per day, +5 for scavenger damage]) the party can 
  determine the dead horse was killed three days ago, that 
  it was taken down by the legs and crashed to the ground, 
  where it was torn apart. There is no evidence of another 
  body, but it is wearing tack and harness, and has a saddle 
  still dangling about the remains of its innards. Anyone 
  with Track feat who makes a Survival check (DC 20 [Soft 
  Ground 10, Small Creature +1, 3 days +3, 6 hours of rain 
  in there +6]) can surmise that the horse was carrying a 
  rider, likely a small-race or a child, who was thrown some 
  distance forward along the road. The rains and days have 
  destroyed any clearer evidence than an impact crater 
  about the right distance from the front of the horse and 
  signs of a great deal of dog activity around that point as 
  well. 
   
  Examining the dogs/wolves is a different matter. Of 
  the riding dogs, one or two has a bit of barding and one 
  has a riding harness. Another has a cloak fastened around 
  its neck and all of the Riding Dogs have collars. The 
  wolves, while wild and without “garments”, nonetheless 
  have pristine coats except where they are marred by the 
  blood of this battle or by old scar tissue beneath.  
   
  If any Druid or Ranger tries to use their Wild 
  Empathy abilities, they will get the following results. 
  First, if attempted upon seeing the animals, the dogs 
  attack outright, as they are already Hostile and not 
  interested in watching the two-leg’s body movements for 
  a minute. This makes the Wild Empathy DC 35 for a full-
  round action attempt to stave off the fight (DC 25 from 
  Hostile to Indifferent, +10 for the rushed check). If 
  shifted that far or better, the dogs will simply head out 
  into the woods, wanting the new “dog” to come out to 
  them as they do not trust the two-legs that are still there 
  in the party. If the Wild Empathy is applied after the 
  dogs are defeated, the animals are Hostile as long as they 
  are captive and will run if freed. Though they might 
  believe the body language of the druid or ranger that they 
  are not a threat, no captive wild animal will calm down or 
  be passive until it is sure it is safe and can flee if 
  necessary, which these animals will do at first 
  opportunity. 
   
  If any Druid or Ranger uses Charm Animal on any of 
  the dogs or any arcane caster uses Charm Monster on the 
  Worg or Winter Wolves, as they are magical beasts, and 
  then uses speak with animals, they can learn the following:  
  We are members of the pack of Feyurif, who is a fire-
  dog (what other description would a dog have for a 
  hellhound canomorph?). We follow the fire-dog 
  because he trains us and shows us how to rise up 
  against the two-legs. Feyurif moves the pack, but it 
  is easy to find because we can smell it. We are 
  working this town now, and once all the two-legs are 
  dead, then we will gather more to our cause and 
  move on. 
  Any use of Calm Emotions can yield the same result. The 
  dogs show no love for any two-leg that did not charm 
  them or that does not speak directly to them. When the 
  spell wears off (or when the PC stops directing the 
  charmed animal) it will attempt to wander off, seeking to 
  re-unite with the larger tribe. If the one who charmed it 
  insists the animal stay, it will, but it will be saddened that 
  its new friend chooses to stay with the two-legs rather 
  than join the pack of Feyurif. If the party asks the dog to 
  lead them to the pack, he will lead them directly to the 
  ENTIRE pack as outlined below in Scene Three, who will 
  engage the party among the trees full on. If this occurs, 
  adjudicate this as you see fit, with the idea of retreat back 
  to the town of Woodsend as a good hint for the players 
  should things turn rough. 
  SCENE 4: NOBODY HOME? 
  Refer to DM Aid: Map#1- Woodsend Map 
   
  
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  Page 9 
  The party arrives in Woodsend, where they find the town 
  in shambles, what houses there are lying open and 
  deserted. Another pack of dogs will appear, this time 
  bigger. They will begin circling the town at an extreme 
  range. One of the spokesmen of the town will call the 
  party into the inn hesitantly. He will explain that the 
  town has been overrun by scores of wild dogs. 
   
  Light: Daylight, late afternoon with dusk approaching 
  within the hour. 
  Sounds: None. (Once the players enter the town itself, 
  howling of wolves or dogs, DC 5 [DC 0 to hear, -5 for 
  distance], DC 15 to recognize that it comes from all 
  around the village, not one direction [beat DC by 10, can 
  understand words spoken; translated to equivalent 
  knowledge]) 
  Auras: moderate Lawful aura generated by the Church. 
   
  The party enters the map from the Northeast (To 
  Loftwick) and heads southwest into town. The boxed-text 
  assumes they travel into the center of the town where 
  they will find some signs of life. If the party wants to 
  instead start searching from the moment they see 
  buildings, adjust the encounter accordingly. Play up the 
  feeling of the abandoned ghost town as much as possible. 
  The small hamlet of Woodsend has surely seen 
  better days. What appeared to be chimney smoke is 
  revealed to be the still smoldering ruins of several 
  shells of homes and other buildings. Some of the 
  buildings seem to be simply abandoned; others are 
  boarded and shuttered. A low wind disturbs the 
  leaves that litter all the yards and roadways, and 
  somewhere in the distance, a dog howls. Perhaps 
  most telling is the lack of sound from anywhere in 
  the village—it is still early yet as the sun still shines 
  and yet there is no voice, no saw, no laughter or 
  cries.  
  As you follow the paths deeper into the village, 
  towards the inn, you see that there are some lights 
  in its second floor that still shine, as well as in the 
  temple across the road from the inn. Mayhap the 
  town is not as abandoned as it first appeared. Still, 
  no voices call out.  
  Allow the party to move around at this point as they see 
  fit. Use the description of the town below to fill in any 
  gaps. At the first opportunity (either the first place the 
  party goes, or immediately thereafter), one of the shelters 
  will open its doors and call for the party to come within, 
  urging them to seek cover before the pack arrives. If the 
  party refuses, have the first shelter close its doors and let 
  the party see the pack as it moves around at the extreme 
  perimeter of the hamlet. Allow them to search another 
  place and have the pack begin to close in again.  
  As the sun begins to set, you hear the howls from all 
  around you. They start from every direction and 
  begin to gather, though it is hard to judge distance 
  as the sound of the howling is moving and growing 
  louder. Suddenly all is silent for moments and then 
  the howling begins again, closer. 
  Looking down the nearest street, far off, at the other 
  end of the village a large mass of dogs, possibly a 
  score or more, moves down a street before cutting 
  back out of view. And then the howling comes from 
  the other side. This time at least two score canines, 
  some larger than just dogs, charge between side 
  alleys, taunting you, calling you, challenging you. 
  Like the others you encountered before, several of 
  the hounds wear cloaks, necklaces, even dangling 
  bracelets and leather barding and chain barding, in 
  much greater numbers than before. 
  Just as the thoughts of battle lead you to consider 
  strategies, you catch your first glimpse of what you 
  face—several score of dogs, maybe as many as 
  several hundred, move as a group, large masses of 
  them kicking up dust like a herd of horses, and as 
  one begins to howl, they all howl in unison. 
  Have the second shelter open its doors and try to 
  encourage the party to accept their sanctuary. If the party 
  refuses a second time, bring the pack in to engage them 
  as quickly as possible, attempting to quickly overwhelm 
  the party and then retreat back out of town as outlined 
  below (The Pack, Act Two). 
  If, through some miracle, the party is able to drive the 
  pack off (through attrition and the need for the pack to 
  re-appear in later scenes), then adjust the role-playing of 
  the NPCs accordingly. In that case, some of the leaders at 
  either location will come out to see who the party is and 
  to try to get them to help free the village. 
  THE HAMLET OF WOODSEND 
  The actual layouts of the interiors of the buildings are left 
  up to the creativity of the individual DM. Ideas and basic 
  descriptions of several of the more prominent buildings 
  and areas are included to provide details and potential 
  resources about what the town has available during the 
  siege. 
   
  Movement around town should be dangerous and terror-
  filled. Clear streets, once the door is opened, reveal 
  Chihuahuas waiting to sound the alarm. Growls come 
  from under porches. Characters should get the feeling 
  that there are always more dogs about than they can see. 
   
  The Church of Seven Faiths- (masonry stone walls, 
  high[2-story] ceiling, strong wooden door, glass 
  windows, now blocked with wooden planks from pews) 
  
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  Page 10 
   
  This solidly built stone structure houses the local 
  church, consecrated to the Seven Faiths in general and 
  Fortubo in particular. It is manned by Oswald Rockridge, 
  a Dwarf Cleric of Fortubo 3, and his acolyte, Josef ‘Jo’ 
  Wickerson, a human Cleric of Kord 1. Their brother, a 
  third cleric, went to find food from the well 2 days ago 
  and never returned. Since the attacks began, the church 
  started as a shelter and has turned into a sanctuary, so far 
  impervious to the pack’s attempts to break in. Some of 
  the colored-glass windows have been shattered, their 
  shards littering the floor and boards nailed into place 
  with braces nailed across them. In the last few days, some 
  half-dozen families, most broken by the loss of at least 
  one member on the run to the sanctuary, have made their 
  way here. In total, perhaps forty of the town’s surviving 
  residents have sought shelter here. 
   
  ALL APLS (untiered) 
  � Oswald Rockridge, Male Dwarf Cleric of 
  Fortubo3: hp 22; see Appendix 5. 
  � Josef ‘Jo’ Wickerson, Male Human Cleric of 
  Kord1: hp 6; see Appendix 5. 
  � Commoner Type 1 (10): hp 3; see Appendix 5. 
  � Commoner Type 2 (22): hp 2; see Appendix 5. 
  � Commoner Type 3 (5): hp 7; see Appendix 5. 
  � Commoner Type 4 (3): hp 10; see Appendix 5. 
   
  Woodsend Inn- (masonry stone first floor, strong 
  wooden second floor, strong wooden door, good wooden 
  shutters reinforced) 
   
  The Woodsend Inn is a sturdy affair, but the interior 
  has clearly seen better days. A large common room takes 
  up much of the first floor, with a stone hearth and the 
  remnants of a stage (the rest likely burned as firewood) 
  along one wall. A bar runs along the opposite wall, and a 
  door in that wall leads into a kitchen area. The kitchen 
  contains a fireplace in the wall opposite the one in the 
  common room, keeping the Inn nice and toasty even on 
  cold nights.  
   
  That said, the Inn now looks more like a makeshift 
  hospital than an inn. The tables and pieces of chairs have 
  been placed in the windows to reinforce the shutters, the 
  floor of the common room is spread with blankets and 
  goods as families who have sought shelter here stake 
  claims to small areas. The stairs, opposite the main door 
  and above the rear exit, in the back of the common room 
  lead up to eight rooms, 2 of which serve the innkeeper 
  (Efram Peterson), his family, and his staff. Three others 
  are still occupied by the guests who rented them as the 
  horrid business started. The last three have likewise 
  become shelters now, serving two or three families each. 
   
  In total, the Inn holds perhaps sixty of the town’s 
  remaining residents, including several militiamen and 
  their families. The Innkeeper, whose larder was stocked 
  when the siege began, was wise enough to ration what he 
  did have. His foodstuffs have lasted the group so far with 
  one meal a day, despite the grumbling pleas of the 
  townsfolk. The situation has turned for the worse, 
  however, as he has only enough food to last the group 
  perhaps another day, but after that, the already hungry 
  families will begin to starve. Their water situation is 
  much more dire, as they have been without a significant 
  water source for some days now. The barrels in the 
  kitchen have run dry, and only a few reckless or fool-
  hearty souls have risked the run to the well—the last two 
  who tried didn’t make it back from their third shuttle trip 
  with the buckets, which still lie in the commons beside 
  the well. 
   
  ALL APLS (untiered) 
  � Efram Penderson, Male Human Expert2: hp 9; see 
  “Local Expert B”, Appendix 5. 
  � Freya Penderson, Female Human Expert1: hp 5; 
  see “Local Expert A”, Appendix 5. 
  � Commoner Type 1 (16): hp 3; see Appendix 5. 
  � Commoner Type 2 (29): hp 2; see Appendix 5. 
  � Commoner Type 3 (7): hp 7; see Appendix 5. 
  � Commoner Type 4 (5): hp 10; see Appendix 5. 
   
  Inn Stables- (good wooden walls with high ceiling [hay 
  loft in back half], good wooden doors) 
   
  There are no horses left in the stables, it having been 
  left open and the horses becoming early game for the 
  pack, those that didn’t escape. Several of their carcasses 
  lie about in the woods nearby, still providing occasional 
  meals. The stables are made of wood, and have solid 
  wooden doors that, should they be barred, provide a 
  secure shelter. The only problem with this is that the 
  braces for the bar are, as would be expected on stables, on 
  the outside.  
   
  Inside, several stalls lie open and empty and dog 
  droppings show that the pack considers this marked 
  territory. Each stall has a small water trough, mostly 
  empty, and a water barrel in the corner, used to supply 
  the troughs, lies half full (Knowledge (nature) DC 10 will 
  determine that the level is likely as far down as the larger 
  dogs could drink from the barrel). The back half of the 
  stables contains a hayloft, with an opening in the rear 
  wall at the second floor for loading in the hay. Currently 
  the loft is about half-full of hay and some other animal 
  feed, such as oats. 
   
  
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  Page 11 
  Tacklebagger’s Provisioners- (masonry wall one-story 
  building, good wooden door already shattered)  
   
  This is the local general store, and it has been broken 
  into and ransacked repeatedly by the pack. While the 
  shutters are still latched, the front door has been smashed 
  to pieces and the rear door has been unlatched and left 
  open. Within, almost every bag of rice and flour has been 
  torn and leaked onto the common room’s floor. Jars of 
  jams and jellies have been knocked off shelves, and those 
  which busted open have been lapped up by the hounds. 
  Barrels of salted meat overturned and the meat pulled 
  from the salt. All in all, most of what the place contains 
  has been gnawed on, torn, broken, or smashed.  
   
  Much of the rice and flour can be saved, as can some 
  of the vegetables, still hanging in bags from the ceiling, 
  perhaps beyond the reach of the pack. There are no 
  weapons, but there is a great deal of rope (600 hundred 
  feet of it), a number of hammers, saws, awls, and picks 
  (that would function as the simple weapon equivalents 
  with a –1 to damage), blankets (perhaps a dozen), and an 
  almost endless supply of nails. 
   
  The Militia Post-  (hewn stone one-story walls, iron door, 
  strong wooden shutters) 
   
  Those here are in a somber mood. Their leader, 
  Captain Wells, was taken down on the first day when he 
  stood against the smaller pack that the dogs used to draw 
  out the militia. Sarge Terry, the second in command, died 
  from the fire-dogs’ breath the next day. Since then, two of 
  their number have left to get their families and the three 
  who remain have no idea who is still alive and who is 
  dead in the hamlet. The remaining militiamen, Alvan 
  Wark, War2, Brendan Yonkin, Ftr1, and Delmont Zater, 
  War1, are all miserable, but they are also suspicious. They 
  will start as unfriendly to anyone who is not wearing a 
  Yeomanry militia or army tabard, and will have to be 
  convinced that they are not shapechanged dogs trying to 
  get them to open the door. (Diplomacy check DC 15 if in 
  tabard, 25 if not; Bluff DC 15 and Intimidate DC 15 
  checks to convince them they should open the door 
  because you say so and you are someone important that 
  they should listen to-- Bluff since they don’t know you 
  and Intimidate to make them listen, even if they buy that 
  you are who you say you are, and since they are safe 
  where they are.) If the party has not stood against the 
  pack yet, a “run-through” mauling can serve to help 
  convince the militiamen to open the door—after the 
  dogs are clearly gone, of course. 
   
  Once inside, the party will discover that these 
  militiamen have several scores of trail rations stacked in 
  cases (they’ve only eaten some/most of the first case). 
  There are 9 more cases with 10 rations per case, 90 man-
  days worth of food, though the militiamen are not likely 
  to volunteer to carry it anywhere, choosing instead to 
  stay here. 
   
  Also, inside the outpost are a dozen light crossbows, 
  with a score of bolts each, six long spears, and 6 short 
  spears, all of average quality. There are also 4 pairs of 
  medium-sized leather armor and 2 pairs of small-sized 
  leather armor. This is the outpost’s surplus equipment, 
  crafted by members of the Yeomanry Trade and Craft 
  Guild for use by new militia recruits. 
   
  ALL APLS (untiered) 
  � Alvan Wark, Male Human Warrior2: hp 15; see 
  “Local Expert B”, Appendix 5. 
  � Brendan Yonkin, Male Human Fighter1: hp 9; see 
  “Local Expert A”, Appendix 5. 
  � Delmont Zater, Male Human Warrior1: hp 9; see 
  “Militiamen”, Appendix 5. 
   
  The Lumber Yard- (good wooden walls rising twelve feet 
  into the air forming a stockade, open on top). 
   
  This was the busiest spot in town before the pack 
  arrived and set siege to the hamlet. Its floor is hardpacked 
  dirt covered in sawdust, and the same sawdust lies 
  pushed into the corners in heaps more than a foot deep. 
  Lumber from the surrounding forest is hauled here, 
  mostly by sheer manpower and ropes, where it is then cut 
  down to a variety of sizes. Nothing goes to waste, as even 
  the rubbish is used in the locals’ fireplaces and the 
  sawdust in the tavern, inn, stables, and militia yard. Now, 
  several trees, planks, and boards in various stages of 
  cutting lie unattended, and the entire area is cluttered 
  with tools, limbs, and other detritus left behind by 
  fleeing lumberjacks. Several saws and awls can be found 
  here, as well as planks of wood from 2 to 5 feet wide and 
  10 to 15 feet long. 
   
  Woodcutters’ Houses- (good wooden one-story walls, 
  simple wooden doors and shutters)  
   
  These are the houses of the woodcutters, and, based 
  on a steady supply of wood and a great deal of skilled 
  labor, these are sturdily built. Each has three or four 
  rooms, though only perhaps one in three has a chimney. 
  Several of the houses have signs that the dogs have tried 
  to dig under the walls, to no avail as the woodcutters set 
  their walls deeply. Some of these houses have been 
  ransacked by the pack; others hold families of 
  commoners and experts too afraid to leave, for fear that 
  the pack will appear and take them down. 
   
  Farms and farmhouses- (good wooden two-story walls, 
  simple wooden doors and shutters) 
   
  The outlying farmhouses are nicer than the 
  woodcutter’s homes, lavish two story affairs of sturdy 
  
  YEO6-07 Howl at the Moon 
   
  Page 12 
  wood construction. This has made them targets for the 
  packs, who either burn the farmhouse down or tear 
  through the doors and use the building for shelter. There 
  are very few chickens left on any of the farms, as the dogs 
  took them early for sport as much as for food. 
   
  These farmhouses are located some distance away 
  from the center of the village, and the people there are 
  some of the most afraid to try to run, having seen or 
  heard of others who tried and were run down. The dogs 
  tend to leave the families they have not yet taken alone, 
  using them to keep the others in town afraid, and 
  herding them back when they try to leave. 
  Two of the families that have the farms furthest out are 
  the Finabaums and the Darkmantles, both stubborn farm 
  families that didn’t leave their homes when they had the 
  chance and now see no way out of the wooden fire-trap 
  they’ve found themselves in.  
  The DM should select two farms to represent the farms 
  of these two families, and can fill the other farms as 
  he/she sees fit. The following statistics can be used for 
  whichever NPCs the DM decides are relevant to help 
  improve the scene. 
   
  ALL APLS (untiered) 
  � Parents: hp 3; see “Commoner Type 1”, Appendix 5. 
  � Children: hp 2; see “Commoner Type 2”, Appendix 5. 
  � Big Brothers/Sisters/Uncles/Aunts: hp 10 or 9; see 
  either “Commoner Type 4” or “Militiamen”, Appendix 5. 
   
  Spokesman’s House- (strong wooden two-story walls, 
  good wooden doors and shutters shattered, house 
  ransacked) 
   
  This house has been thoroughly ransacked by the 
  pack. The front and rear doors are smashed as to not be 
  securable. Its windows on the first floor have all been 
  shattered out, several apparently blown outward with 
  fire, though the fires seem to have been put out. The 
  furniture has been torn to pieces and piles of it lie in 
  every corner. Remnants of foodstuffs lie strewn about 
  and sickeningly identifiable bones lie here and there. The 
  upstairs is little better. The master bedroom, apparently 
  where the spokesman’s family made its last stand, lies 
  wide open, its door shattered into fragments that hang 
  from the hinges. Within, several blood smears tell the 
  fate of those who made their stand here. Whatever paper 
  documents were around the house are scattered and torn, 
  showing tear marks as much of the furniture does. 
   
  A successful Knowledge (nature) DC 10 will 
  recognize that this is perhaps a regular lair for the dogs, as 
  there is little sign of droppings within the house itself 
  but quite a bit in the surrounding yard. 
   
  It is quite possible, that should the party seek out the 
  pack, they will find them here. In most cases, the pack 
  will surge into any spaces in the house and attempt to 
  overwhelm any two-legs they find within. 
   
  The Brewer’s House & Brewery- (masonry wall one-story, 
  good wooden doors and shutters shattered, house 
  ransacked) 
   
  The Brewery House and the connected brewery 
  were recent constructions, having only been built about a 
  year and a half ago by an enterprising brewer named 
  Boswell Thibbs. His house, located next door, has been 
  ransacked and the furniture destroyed. Any foodstuffs 
  therein have long since been destroyed.  
   
  The brewer’s family, along with his staff and some of 
  the local families, has retreated to the brewery itself, 
  which was built with stone walls instead of the usual 
  wood in case of mishaps. The brewer did however build a 
  well very close to the brewery and there is an ample 
  supply of both water and beer within. Several large casks 
  hold the water, though all but two are down to the dregs. 
  Those two are each half full and currently hold about 20 
  gallons of water apiece. As to beer, there are 
  approximately 20 smaller, 5-gallon casks of beer left. 
  What hops and grains there were the brewer cooked into 
  gruel for the families in the first few days and this group 
  has been without food already for a day when the party 
  arrives in town.  
   
  ALL APLS (untiered) 
  � Boswell Thibbs, Male Human Expert8: hp 30; see  
  Appendix 5. 
  � The Brewer’s Assistant: hp 9; see “Local Expert b”, 
  Appendix 5. 
  � The Brewer’s Aide (2): hp 5; see “Local Expert A”, 
  Appendix 5. 
  � Commoner Type 1 (5): hp 3; see Appendix 5. 
  � Commoner Type 2 (10): hp 2; see Appendix 5. 
  � Commoner Type 4 (2): hp 10; see Appendix 5. 
   
  The Tavern- (charred remains of good wooden walls that 
  rose one-story, doors and shutters little more than ashes) 
   
  What was once “Three Planks to the Wind”, the local 
  tavern is now a burnt-out husk, its smoldering ruins still 
  warm in places as smoke rises from the charred remains 
  and occasional small sparks and flames sputter in 
  attempts to gain a foothold in the ashes. The hearth still 
  partially stands, and it clearly served both the kitchen 
  and the common room. A large cast-iron pot, probably 
  once used for some delicious soups, now sits amidst the 
  dust and ash, immune to the heat. There was no upper 
  
  YEO6-07 Howl at the Moon 
   
  Page 13 
  floor, but the roof caught fire and collapsed inward. A DC 
  20 Spot or Survival check indicates that the fires that 
  burned this building to the ground were set repeatedly, 
  as if the entire structure may not have been destroyed 
  originally but that repeated fires had been set to assure 
  that nothing of the place was left. Skeletal remains of 
  perhaps four bodies, maybe more, lay scatter about, the 
  charred bones dragged from the wreckage and gnawed 
  upon by the dogs. 
   
  Wells- (hewn stone walls, strong wooden winch with 
  good wooden well cover) 
   
  Three common wells exist in town: one outside the 
  lumber yard that the woodcutters use; one behind the 
  inn that the inn and militia post (as well as most 
  travelers) use; and a third that the brewer has recently 
  dug to help him in his enterprises. The farmers each have 
  a well or a stream close enough to their land to provide 
  them with adequate water. 
  Once the party has gotten into one of the shelters and are 
  with some of the townsfolk: 
  As you enter, the door is thrown closed quickly 
  behind the last of you. As your eyes adjust, you see 
  the room filled with people, more than it could 
  reasonably hold. Stout yeoman lumberjacks quickly 
  move benches up against the door as the howls of 
  dogs outside grows noticeably closer. Just as the 
  third bench is propped up and locked in against the 
  first two, something slams into the door hard 
  enough to shake the benches [tables] holding it 
  shut. Howls echo outside in the darkness, and once 
  or twice more the thuds against the door indicate 
  something trying to force its way in.  
  Your host, who had been assisting the lumberjacks 
  in closing off the door, turns to you and smiles 
  warmly, but his eyes show deep concern. “Welcome 
  to Woodsend, folks. Seems like ya might’ve picked a 
  bad time to visit, though.” 
  Developments: It is possible that the party might decide 
  to search some of the first houses they see. These houses 
  will, for the most part, match the descriptions of the 
  houses as listed in the town text above. Adjust this as you 
  see fit and either populate it appropriately with cowering 
  citizens or have the door sufficiently torn apart to allow 
  the pack to have gotten in. 
  If you choose to include other NPCs in an earlier 
  building they search, a good strategy at this point would 
  be to have the NPCs indicate to the party where shelter is 
  that they have been too afraid to try to reach, because of 
  the pack, having the NPC select either the inn or the 
  church as you feel appropriate for the NPC you create. 
  ACT TWO- THE FIRST 
  CIRCLING 
  This Act focuses on the characters gaining information 
  about what has been going on and facing the pack’s fury 
  in full force at night for the first time. After the 
  encounter during the day, the party engages the pack 
  again, beginning to realize the situation they are in. Act 
  Two can take place in either order. Skilled DMs may 
  consider merging the two Scenes into one continuous 
  and seamless Act, having the party learn of the condition 
  of the town both before and after the “Pick Your Poison”. 
  Game Time: Day 1, Night 
  Play Time: 30-45 minutes 
  From this point onwards, the pack is treated as a single 
  unit, moving about as a giant group. Single dogs act as 
  out-runners and scouts, and play no major role in 
  combats but are visible to the party. These scout-dogs are 
  figured into the EL, and they can be used at any point as 
  sentries and singular scouts, hiding nearby where the 
  party holes up. They will try to avoid combat, as they are 
  primarily scouts, and will simply howl for the pack and 
  attempt to flee towards it if attacked. The rest of the 
  “army of dogs” will move together unless stated 
  otherwise specifically or unless tactics require it. 
  Characters who, unwisely, decide to stand against the 
  entirety of the pack, will quickly get taken down, 
  grappled, and shredded (see the pack tactics described in 
  Act Three). However, tactical parties will quickly 
  discover that they can use the buildings (terrain) and 
  equipment at hand (tactics) to fight the superior numbers 
  the dogs possess. 
  THE PACK 
  APL 2 (EL 6) 
  � 
  Feyurif, 
  Male 
  Canomorph 
  (Haraknin) 
  Marshal 1: hp 41; see Appendix 1. 
  � Hell Hound: hp 27; see Monster Manual, page 
  151. 
  � Wolf: hp 15; see Monster Manual, page 283. 
  � Riding Dogs (2): hp 15 each; see Monster Manual, 
  page 272. 
  � Dogs (6): hp 7 each; see Monster Manual, page 271-
  2. 
  APL 4 (EL 10) 
  � 
  Feyurif, 
  Male 
  Canomorph 
  (Haraknin) 
  Marshal 2/Ranger 1: hp 58; see Appendix 2.  
  � Mega-Pack of Wild Dogs: hp 225; see Appendix 5. 
  � Hell Hound: hp 27; see Monster Manual, page 
  151. 
  
  YEO6-07 Howl at the Moon 
   
  Page 14 
  � Dire Wolf: hp 50; see Monster Manual, page 65. 
  � Wolf: hp 15; see Monster Manual, page 283. 
  � Dogs (6): hp 7 each; see Monster Manual, page 271-
  2. 
  APL 6 (EL 12) 
  � 
  Feyurif, 
  Male 
  Canomorph 
  (Haraknin) 
  Marshal 4/Ranger 1: hp 75; see Appendix 3.  
  � Mega-Pack of Wild Dogs: hp 225; see Appendix 5. 
  � Hell Hound (5): hp 27 each; see Monster Manual, 
  page 151. 
  � Winter Wolf (3): hp 59 each; see Monster Manual, 
  page 256. 
  � Dogs (9): hp 7 each; see Monster Manual, page 271-
  2. 
  APL 8 (EL 13) 
  � 
  Feyurif, 
  Male 
  Canomorph 
  (Haraknin) 
  Marshal 4/Ranger 3: hp 91; see Appendix 4. 
  � Mega-Pack of Wild Dogs (2): hp 225 each; see 
  Appendix 5. 
  � Hell Hound (3): hp 27 each; see Monster Manual, 
  page 151. 
  � Winter Wolf (4): hp 59 each; see Monster Manual, 
  page 256. 
  � Dogs (9): hp 7 each; see Monster Manual, page 271-
  2. 
   
   
  Tactics: The pack will use the following tactics 
  throughout the adventure, unless noted otherwise 
  somewhere else. 
   
  Feyurif: Unless there are problems with fliers, 
  Feyurif moves with the pack in hell hound form, his 
  cloak just like those of so many others of the dogs, his 
  bow and other gear secured out in the woods. As he 
  moves, he can attack as the hell hounds do and grants 
  bonuses to all the dogs of the pack. 
   
  At APL 2, he grants all the other pack members a +1 
  to their trip attempts. At APL 4 he grants +1 as well to 
  their attacks. At APL 6, the bonus to trip attempts 
  increases to +3 and he can alter that bonus: either +3 to 
  trip attempts or +3 to AC versus attacks of opportunity—
  a beneficial ability for the mobs to have while they move, 
  though it won’t prevent the heavy fighters from still 
  hitting them. At APL 8, the bonus to trip or AC against 
  attacks of opportunity moves up to +4. 
   
  Mob Tactics: Mob overruns fighters and keeps going 
  (taking AoO but dealing trample), moving over and 
  grappling mages, clerics, bards, rogues, etc. Once it 
  establishes a grapple, using its expert grappler ability, it 
  then moves again, back over the same fighters again, 
  carrying its prey, and ending its turn dealing damage to 
  them again. (The pack grabs someone and pulls him 
  along, nipping and biting the while, and savaging him 
  when they stop. While doing this, they race past the 
  bigger threats, wheeling them around and trying not to 
  stand against big armored knights that they have more 
  trouble hurting and that get more than one swing at 
  them. Archers get chased as much as possible and 
  grappled when caught. Weaker members of the party get 
  caught in the mass and brutally torn to pieces at the full 
  damage each round.)  
   
  Likewise, as predators, the pack takes a perverse 
  pleasure in chasing its food. If the party is not making a 
  full-out stand against the animals and if they do not feel 
  threatened by a creature, the pack will often drop a 
  grappled creature, move over it and away from it, only to 
  chase it again later. (This should give some party 
  members chances to escape the pack early on, should 
  they erroneously think it is incapable of doing them 
  harm.) 
   
  Using the Terrain: The pack has been trained well by 
  Feyurif, who has taught them to use their speed and the 
  natural terrain to their best advantage. Using the mob’s 
  grapple ability, they can carry party members around 
  corners and down streets before depositing them. The 
  pack itself can run around the sides of buildings, getting 
  out of sight of fliers and spell-casters, only to come 
  looping around the other side of the building at a run. 
  Have the pack take as full advantage of the terrain as they 
  possibly can. Houses that are already sacked or burned 
  out likewise can provide shelter and/or cover. The pack is 
  operating both by scent, which each member of the pack 
  has, and by howls and barks, indicating to those who 
  have moved away where the prey is.  
   
  Dealing with Spell-casters: Spellcasters offer the 
  potential of both damage and counter-control and Feyurif 
  thus considers them the greatest threat. Any spell-caster 
  that is identified, whether they are arcane or divine, 
  cleric to warmage, will become the prime target for the 
  more intelligent members of the pack. The hell hounds 
  in particular will attempt to take down these pests as 
  quickly as possible. Feyurif will attempt to overrun the 
  caster, if the mega-pack is present and in a position to do 
  so. If the caster proves resilient or overly courageous, the 
  mega-pack can stop on top of him or her, causing damage 
  simply by presence, and making casting or moving a 
  dangerous affair. Invisible characters will be tracked 
  down by scent. Three dogs will agree to target the scent 
  and then home in on the target square, moving to keep 
  the scent among them. Enchanters and others who try to 
  charm or sway the pack will find themselves the target of 
  the more intelligent dogs as well, as they attempt to force 
  the caster to attack them physically, granting their 
  packmate another saving throw against any controlling 
  effect for watching the attack. Feyurif particularly 
  despises 
  casters 
  and 
  if 
  any 
  prove 
  particularly 
  troublesome, he will stay behind and use his sniper 
  abilities to target the casters from hiding as best he can. 
  
  YEO6-07 Howl at the Moon 
   
  Page 15 
   
  Dealing with Fliers/Elevated Opponents: Perhaps 
  the greatest threat to the dogs will be fliers and 
  opponents who get on rooftops. Though it is possible for 
  someone level 5 to be playing down to APL 2, it is 
  unlikely that fliers will be a problem before APL 4, and 
  then not dramatically so until APLs 6 and 8. (Thus the 
  discouragement to play dramatically off-level or above 9th 
  in the blurb). There are only two real tactics the pack can 
  use against fliers, though some others are added in the 
  description of the town. First, Feyurif is an archer, and 
  his skills increase dramatically as the APLs increase. He 
  will be able to Hide and move, using his archery to attack 
  any fliers (hopefully) without being seen (note Moving 
  Sniper ability of the Woodland Archer feat he has 
  beginning at APL 4). This should discourage them from 
  spending too much time in the air.  
  Second, the dogs can retreat under the cover of the trees, 
  forcing fliers to come down underneath the canopy 
  (within fifteen to twenty feet of the ground) where they 
  can then be subjected to breath attacks from the 
  hellhounds/winter wolves. Characters eager to fire the 
  woods should find strong objections to this among the 
  NPCs and will NOT receive the Favor of the People of 
  Woodsend if they insist on firing the woods. 
  SCENE 1: PICK YOUR POISON 
  That night, the dogs surround the building the PCs are 
  in. The PCs may choose to engage, but the dogs will try to 
  force entry into the house, if they do. Once the PCs are 
  securely inside, the dogs will retreat. This will be the first 
  chance for the party to meet the pack, an untiered 
  encounter, in full force. 
  Light: Night, overcast with heavy clouds, some 
  moonlight or starlight, regular visibility to 15-feet (30-
  feet for low light, regular 60-feet for darkvision) without 
  a light source. 
  Sounds: Insects buzzing (No check). Dogs howling (no 
  check). 
  Auras: None. 
  Any time the party moves, it will be hounded by the 
  dogs, literally. Using their superior movement, they will 
  attempt quick in-and-out attacks, retreating as individuals 
  at the slightest sign of serious harm. The scouts will 
  provide useful distractions at this point, sitting and 
  howling away the party’s every move every time they are 
  spotted or scented. 
  Though the pack is present at this point in force, have 
  them act more hesitant around the party, as the party is as 
  yet a new factor in this equation. This uncharacteristic 
  behavior (Knowledge: Nature DC 10 to realize that packs 
  should challenge another pack that is in their ‘hunting 
  ground’, at least for dominance) may indicate to some 
  more naturally inclined individuals that there may be 
  some higher intelligence at work. 
  Shortly after they have acquired shelter, the pack comes 
  through town. 
  The baying and howling outside grows louder and 
  through cracks in the shutters and door, you can see 
  the pack move through the streets. Perhaps a 
  hundred, perhaps as many as two hundred dogs of 
  all types move through the dusty roads and swarm 
  over porches. Several have their noses to the ground, 
  and have apparently caught the party’s scent, as they 
  move purposefully towards the building within 
  which you have found shelter. The howling starts 
  up, and circles the building, coming from all sides. 
  Allow the party to react as they choose to. The NPCs that 
  share the shelter with the party will become shaken and 
  will seek to hide wherever they might, huddling together 
  in fear of the pack. Once everyone has taken whatever 
  precautionary measures they wish to prepare, continue 
  with the following. 
  The howling continues until you believe it might 
  drive you mad, and then it stops. For a moment, it is 
  silent and still and then it comes again, this time in 
  yips and yowls and barks. Suddenly the doorframe 
  shudders. A window shatters as a gout of fire erupts 
  through the broken glass frame. 
  The pack is making a half-hearted attempt to enter. They 
  will slam into the door with a sizable force, but will not 
  be able to break through any of the strong wooden doors 
  with less than two strength check rolls of natural 20s, the 
  good wooden doors of the villagers on a single roll of 16 
  or better. They will only attempt to break into any shelter 
  6 times during the night—a total of 6 rolls to see if the 
  door gives. The pack does 5d6 bludgeoning damage, and 
  could, on average, slam through even a strong wooden 
  door in two rounds (averaging 17 points of bludgeoning 
  damage a round, with strong wooden doors having a 
  hardness of 5 and 20 hit points). They will take advantage 
  and do some damage to the doors, but they aren’t looking 
  to destroy them yet, unless it happens for them easily. 
  They instead are “calling out” the new “pack” of 
  adventurers that have entered their territory, trying to 
  assess whether they are to be considered rival predators 
  or just more prey. If the party chooses to stay indoors, the 
  pack will spend a good deal of the night whooping it up 
  outside, but will not penetrate inside the building unless 
  the door gives way.  
  If the door gives way, or if the party chooses to step out 
  and engage the pack, either way the results are the same. 
  The pack will attempt to separate and take down the 
  weaker two-legs (most likely the civilians with the party) 
  while herding the rest of the party back towards the 
  village, either by chasing them, luring them, or physically 
  grappling and dragging them (note the special expert 
  grappler ability of the pack). The party, if they chose to 
  engage, will likely take some damage here. As they get 
  closer to some other shelter, have another door creak 
  open to call out to them, offering them a way out of the 
  situation. 
  
  YEO6-07 Howl at the Moon 
   
  Page 16 
   
  SCENE 2: INSIDE THE 
  KENNEL 
  PCs get a chance to find out about what’s going on from 
  those who live here. Some are assembled within this 
  building; others are spread out throughout town. It is 
  likely that various elements of this scene will play out 
  repeatedly in various forms throughout the adventure. 
  Light: Night, overcast with heavy clouds, some 
  moonlight or starlight, regular visibility to 15-feet (30-
  feet for low light, regular 60-feet for darkvision) without 
  a light source. 
  Sounds: Insects buzzing (No check). Dogs howling (DC 
  10, throughout the night). 
  Auras: None. 
  The party is assumed to have taken shelter with a group 
  of survivors. Adjust what they say according to which 
  group the party encounters, but all of the survivors 
  should be able to convey certain information. Try to work 
  the bullets below into a natural conversation, using these 
  as guideposts for what the people know. Below the 
  general information is information held specifically by 
  three groups of survivors, those at the Inn, the Church, 
  and the Militia Post, as well as some interesting tidbits 
  known by some of the outlying families that are likely in 
  need of rescue. 
  NOTE: It is highly unlikely that the party will rapidly 
  acquire all this information. If anywhere but the Church, 
  the survivors will plead with the adventurers to share 
  their food and water before discussing anything. If the 
  adventurers ever leave any of their gear behind, the 
  villagers will root through the gear, but take only the 
  food and water they find, as they are not thieves, just 
  hungry people. If the adventurers attempt to move 
  around, then use Act Two Scene One: Pick Your Poison 
  to discourage too much movement that first night. If the 
  parties move more than once, or if they begin to plan in 
  relation to the other survivors and the dog pack, proceed 
  on to Act Three and provide this information as it 
  becomes available and necessary. This may provide a 
  chance for the comedic effect several films have when 
  the flat character has information that only comes out 
  when essential, and, when asked “Why didn’t you tell us 
  before?” he responds, “You never asked before!” 
  By no means should the DM simply read off the list of 
  bullets for the location. This is a chance to develop some 
  of the NPCs and to provide the characters with humane 
  incentives for their actions. Hopefully, the party will 
  identify the problems themselves and seek remedies. 
  • 
  “Started a little over a week ago. Dogs came out 
  of nowheres and started attacking the cattle. We 
  drove ‘em off at first, but then they started 
  attacking peoples.” 
  • 
  “There’s some of them wild dogs with them. You 
  know? The kinds what breath fire and such like? 
  Seen one of ‘em with my own eyes.” 
  • 
  “They tore up a whole bunch of the outlying 
  farms first, and got the Spokesman’s house, too. 
  Wouldn’t let nobodies in or out of town neither. 
  Started going after the lumber-cutters, they did, 
  and that’s when the town shut down.” 
  • 
  “About four nights ago, the real craziness 
  started. Some of the houses done caught fire, 
  and some of the peoples got runned through the 
  streets, like the dogs was playing with ‘em.”  
  • 
  “Most folks headed for the Inn or the Church at 
  that point, or back to their homes for their loves 
  ones. That’s when the pack of dogs started 
  taking peoples, carrying some off, just tearing 
  up the others and leaving them for dead.” 
  • 
  “For the last three days, few peoples have had 
  the courage to move about. We’re penned up 
  where we are, and we hope the fire-dogs ain’t 
  with them. Once in a while, someone tries a 
  run, but the dogs show up out of nowheres and 
  tear em down most times.” 
  EVERY PLACE EXCEPT THE CHURCH: 
  • 
  “We been out of food and water, now going on a 
  day or two. Most of us just took enough water 
  for a day or so from the wells. 
  • 
   “We’d all been waiting for a new shipment of 
  provisions and such all to get to Tacklebagger’s 
  when the attacks started…” 
  THE CHURCH OF SEVEN FAITHS 
  • 
  “We lost brother Egbert, we fear. He went to 
  seek food and never returned.” 
  • 
  “Though we can summon water for the 
  populace, we cannot get it to them without 
  risking them or ourselves. And we, and those 
  here with us, are out of food as well.” 
  • 
  “The townsfolk live for the woods. If this threat 
  escapes, I fear the town may die.” 
  THE WOODSEND INN 
  • 
  “We got no rooms, but you can pull up a piece of 
  floor, if ya like.” 
  • 
  “We’s in dire need of water. You got any to 
  spare?” (If the party produces any, they are 
  mobbed 
  before 
  the 
  Innkeeper, 
  Efram 
  Penderson, can push them back and take 
  command, taking whatever is offered and 
  doling it out into waiting cups that are 
  preciously carried back to family blankets.) 
  
  YEO6-07 Howl at the Moon 
   
  Page 17 
  • 
  “I seened the fire-dogs leading them. There’s 
  more than one of them fire-dogs, but I seened 
  one of them barking and turnin’ the pack.” 
  • 
  “I’s in the militia, and I’s telling ya, there’s food 
  in that outpost over yonder. It’s there just for 
  the likes of this.” 
  THE MILITIA POST 
  • 
  “We’d be glad to spare ya some food if ya got any 
  water to spare.” 
  • 
  “All packs have leaders. Whatever is holding 
  this pack together has got to be a damned strong 
  pack-leader. If we can find and take out that 
  dog, we might could break the whole pack.” 
  • 
  “Sarge, before’n he up and died from that fire-
  dog’s breath, he said it was a shape-shifter what 
  done it, but what kind of shape-shifter leads 
  dogs? Like a druid or somethin’ maybes?” 
  THE FAMILIES: 
  THE DARKMANTLES 
  • 
  Jimmy Darkmantle, the youngest: “It was a 
  devil! I know it was! I seen’t it change shape and 
  fire-breath the Sarge and it was a breathing fire 
  and it was a devil! I know it was! Straight out of 
  Hell! A devil, I know it!” 
  • 
  Martha Darkmantle, the mother: “We’d mighty 
  appreciate it if’n you could get us safeways to 
  the Church.” 
  THE FINABAUMS 
  • 
  Old Man Finabaum, the grandfather (or is it 
  great-grandfather?): “Lil’ Miss Clover done told 
  me to be careful if’n I was out in the woods last 
  time she come by. She says there’s some bad 
  followers that’re doing bad things out there 
  with’n them animals. Tarred my chaps to hear it. 
  I’s a like to go out there and whip on em 
  myselfs. I betcha that’s a what’s got into them 
  there dogs. Some bad Faith’ers who ain’t on the 
  right path done somethin’ awful to em.” (The 
  Old Man is a adherent of the Old Faith, and 
  ‘Miss Clover’ is Farmoon Clover, a half-elf druid 
  who comes to town occasionally but plays no 
  role in this adventure.) 
  • 
  Emily Finabaum, the full-figured mother of 
  four: “The Old Faith is alive in these parts, 
  yessiree. I’m a practicer of it myselfs. We goes to 
  that there church sometimes to make them 
  clerics happy and to keep em healing us when 
  we’s sick and all, but the land is our life, and the 
  Faith is the land, ain’t it?” 
  • 
  The Finabaums are too proud to ask to be taken 
  anywhere and will feign surprise at the idea of 
  leaving their home (DC 10 Sense Motive to see 
  that they’ve likely already been talking about 
  it).The Finabaums would prefer to be taken to 
  the Inn rather than the Church, but will not 
  press the issue if the party insist on the church. 
  ACT THREE- TO HEED THE 
  CALLING 
  PCs are encouraged to seek out and aid the remaining 
  townsfolk, gather what supplies are available to them, 
  reinforce whatever place they decide to make their stand, 
  etc. Note that this is primarily a role-playing and mood 
  setting act that, depending on the bloodlust and concern 
  of the characters, some parties might bypass in their urge 
  to confront the pack. Point out the concerns of the 
  surviving citizens, but do not force the party to take 
  action.  
   
  The village uses the oldest communication network ever 
  established to spread word of adventurers here to save 
  them—shouting at the top of their lungs from house to 
  house, trying to see who is still alive and pass word of the 
  heroes come to town. This, unbeknownst to the villagers 
  or the party for that matter, allows Feyurif to listen in on 
  what transpires and plan accordingly. 
   
  Over the following day, night, and day, the party can take 
  whatever actions they feel appropriate to try to confront 
  or tactically outmaneuver the pack, alleviate the suffering 
  of the village, and otherwise secure the shelters and the 
  village against the enemy. Throughout this act, the 
  potential threat of the pack lingers over the party. The 
  dogs are about, their scouts sniffing the air to find out 
  what they can about this new pack that has entered their 
  kill zone. 
   
  Game Time: Day & Night 2, Day 3 
  Play Time: 60 minutes 
   
  SCENE 1: ALL IN A DAY’S 
  WORK 
  Characters have the day to move stealthily about town 
  and try to collect whatever information/ supplies they 
  can. Incautious or unlucky characters may encounter the 
  dogs again. 
  Light: Daylight, bright sun with few clouds. A nice day if 
  the dogs weren’t there. 
  
  YEO6-07 Howl at the Moon 
   
  Page 18 
  Sounds: None. (Sounds of pack howling at various 
  points DC 10, Barking of individual dogs about the 
  village DC 15.) 
  Auras: moderate Lawful aura generated by the Church. 
  There are a large number of needs and issues for the party 
  to confront here. It is almost impossible that they 
  complete all of the tasks before them, both in terms of 
  time and the sheer volume of need. Allow the players to 
  decide what they feel the priorities are and how they 
  should go about completing them. Several potential and 
  likely issues are covered below, though it is impossible to 
  cover every potential. If the characters would like to do 
  something that is not covered below, adjudicate it as you, 
  as the DM, see fit, using the notes covering the actions 
  below as guidelines. 
  At any point, feel free to bring the pack into sight and/or 
  to have it make a pass at the party. They should feel that 
  every time they set foot outside they are on borrowed 
  time, but they should have an opportunity to do some 
  moving about. Allow them to be close to their goal when 
  the pack appears to howl and snarl and scratch at the 
  door. Have them hear the pack coming as they try to 
  hurriedly complete their tasks. Have the pack make a run 
  through, tripping and trampling but otherwise running 
  off, leaving their mark on any they find out. 
  FOOD 
  There are several hungry people about. It is likely that if a 
  divine caster is with the party, the party can create food 
  and water for quite a few of them, but this will require 
  the casting of a spell by a party member. The clerics in 
  the church can create water, but are not advanced enough 
  in their studies to yet create food and drink. 
  There are several other sources of food. First and most 
  efficient is the militia outpost, which has a large number 
  of iron rations, both as emergency supplies and for 
  overnight drills. There are 90-man days of trail rations 
  stored 10 apiece in 9 cases, each case weighing 10 pounds. 
  Carrying cases back and forth from the militia outpost, 
  after the negotiations are made, will take time based on 
  the weight the characters are willing to carry. 
  There is considerable food in Tacklebagger’s store still, 
  though gathering it will take some time. Each 30 minutes 
  rummaging can produce 10-man days of food, but will be 
  full arm-loads. Characters will have to consider 
  themselves encumbered or risk dropping 1d4 man-days 
  worth of food. 
  There are the dogs. Characters with the Survival skill can 
  make a DC 10 check to see if they can salvage any meat 
  from the dead canines. A DC 10 success grants a man-
  day’s worth of meat. For every 4 points by which the 
  check exceeds 10, one more man-days worth of food can 
  be garnered, up to 3 man-days of food per dead canine. 
  (Consider damage against the mega-pack to yield 1d4 
  dead dogs if the pack is only slightly injured, 1d10 if it is 
  severely wounded.) Preparing a dog in this way takes 1d4 
  hours to maximize the potential for meat. 
  WATER 
  It is likely that with a divine caster or two, the party will 
  be able to summon enough water to satisfy those in any 
  shelter they seek. If the party is thinking long-term siege, 
  however, they may decide to do more. 
  There are water barrels in the inn that can hold 50 man-
  days of water each. They are dry at the moment. The 
  buckets to fill them (there are 4 buckets) lie in the 
  commons by the well. Each bucket can carry 2 man-days 
  of water, but weigh 8 pounds apiece when full (a gallon of 
  water weighs about 4 pounds in a wooden bucket). A 
  character cannot effectively carry more than 2 buckets 
  without some creative thinking or creative spell use, 
  though it is possible. Moving with full buckets, 
  regardless of the number, requires the character to move 
  carefully as if encumbered or risk sloshing out a good 
  deal of the water. The trips to fill up the barrels in the inn 
  from the well will take 6 shuttle trips, assuming all four 
  buckets are used and the barrels are filled, taking at least 
  an hour, perhaps more based on movement. 
  There are similar barrels in the stable. Each is half-full. As 
  is, each weighs 100 pounds with the water inside. 
  There are casks of beer in cases in the brewery, though 
  the brewer will not be willing to part with them unless 
  they are paid for: 15gp per case. He’s gouging because he 
  knows they’re adventurers. On an opposed Diplomacy 
  check (he has +7 from ranks and charisma), he can be 
  bargained down to 8gp a cask (he used to charge the inn 
  and tavern 7…). If a character wins the Diplomacy check 
  by more than 15, he agrees that it is in his best interest to 
  simply give the ale to the village. He has about 20 casks; 
  each case holds 5 gallons and weighs about 12 pounds. 
  This might not really alleviate the water problem (alcohol 
  actually can lead to dehydration), but will sure make 
  people happy. 
  CONSOLIDATION OF POPULACE 
  There are several strategic places for the party to 
  withdraw the populace. The church and militia outpost 
  offer solid stone walls, while the inn is stone on the first 
  floor and wood above. Most of the rest of the village is 
  wooden and subject to the fire of the hellhounds. 
  Regardless of the amount of prompting, the villagers will 
  not attempt to make a run for any of these places without 
  the party coming physically to escort them. They are too 
  afraid of the pack, which is clearly still around. Each 
  family will do its best to gather whatever scraps of food 
  they might have left before running in the protection of 
  the party to whatever location the party decides is best. 
  RESCUE OF SOME FAMILIES 
  Some of the outlying families are more in need of rescue. 
  The homes around them have already been burned to the 
  ground and their doors and porches show claw marks of 
  
  YEO6-07 Howl at the Moon 
   
  Page 19 
  the pack’s presence. The Finabaums and the Darkmantles 
  are two of these groups, located at opposite ends of the 
  village. Though afraid for themselves, they will not 
  demand that they be saved. If the party does not move to 
  save either family the first day, one of the two families 
  (DM’s option) will be burned out that night, the smoke 
  from their home visible the next day. If the party saves 
  one, the other is still there the next day, though they will 
  fall victim to the pack as it makes its final run in Act Four 
  Scene 2, Dog Day Afternoon. 
  Escorting these families from the farthest lumberjack 
  homes will take at least an hour each, as they are not 
  ready to leave right away, and have elderly with them. 
  If the party attempts to save one each day, they will be 
  successful without incident. If they try to do both the 
  same day, the pack will arrive to make a strike at them as 
  they try to get the family back to safety. 
  SUPPLIES  
  There isn’t much in the way of supplies that the party can 
  use, but each location has several items that inventive 
  and creative party members might find useful. (McGyver 
  do your best.) 
  At Tacklebagger’s, there is a great deal of rope (600 
  hundred feet of it), a number of hammers, saws, awls, and 
  picks (that would function as the simple weapon 
  equivalents with a –1 to damage), blankets (perhaps a 
  dozen), and an almost endless supply of nails. 
  In the Inn Stables are the normal accoutrements for 
  riding horses (saddles, bit& bridle, etc.) as well as a good 
  deal of hay, perhaps 40ft.-by-40ft. of hay in 5ft.-by-10ft. 
  bales. Each bale weighs about 50 pounds.  
  Inside the Militia Outpost are a dozen light crossbows, 
  with a score of bolts each, six long spears, and 6 short 
  spears. There are also 4 pairs of medium-sized leather 
  armor and 2 pairs of small-sized leather armor. 
  The brewer has all manner of pipes, metal bins, and 
  buckets, though, as before, he would expect payment to 
  part with his supplies. 
  The lumber yard holds several saws and awls, as well as 
  planks of wood from 2 to 5 feet wide and 10 to 15 feet 
  long. 
  Almost every house has an axe, as well as a few blankets. 
  SCOUTING 
  Sneaky types might like to try to stealth around, either 
  invisibly or simply in the shadows. Allow such characters 
  to move about somewhat freely for a while. Have them 
  declare clear objectives for where they want to go and 
  what they want to see. For the most part, they should be 
  able to scout the village itself, but will draw barks if they 
  approach the woods or the outlying farms, as the dogs 
  can smell what they cannot see.  
  Truly courageous characters may push on, and can reach 
  and search the Spokesman’s house if they insist, but they 
  are almost certain to encounter the pack as they exit what 
  is one of their favorite lairs. 
  Allow them to move about the village otherwise as they 
  like, but at some point they will turn the corner on one of 
  the pack scouts, who has already smelled him and is 
  waiting to see what it smells. If it is on two-legs, or is 
  invisible, the dog begins to howl. If the character insists 
  that he killed it before it howled, then another dog, a 
  Chihuahua, that was under the same porch witnesses the 
  death and begins to howl. Either way, at some point, the 
  pack will be alerted and they can be heard coming. If the 
  character(s) retreats at this point, they can beat the pack 
  to safety. If not, they are liable to face it for run through 
  attack. 
  TRACKING THE PACK  
  Aggressive parties might be eager to take the fight to the 
  pack. The pack is not difficult to track. They move 
  through the village from side to side, cutting it apart like 
  spokes of a wheel. They pay little attention to the roads, 
  but do seem to have worn a new trail to the Spokesman’s 
  house, and that trail shows signs of heavy use. Other 
  trails lead out into the woods in all directions, as the pack 
  often loops about in huge swings, claiming a larger tract 
  of territory than even the village. 
  During the day, most of the pack is on the move, as 
  Feyurif runs them to keep them happy and somewhat 
  winded. It prevents them from fighting amongst 
  themselves. If the party follows the pack into the woods, 
  the pack will find them by smell as the party finds the 
  pack by sound. Allow them to pursue this conclusion if 
  they wish. Refer to the earlier tactics section about using 
  the woods to their advantage if the party chooses to fight 
  this fight. 
  STEALING STUFF 
  Some highly morally ambiguous characters might be 
  tempted to take the opportunity to “scavenge” amongst 
  the homes of the dead and the refugees. Any such open 
  statement before the populace will be met with the 
  utmost scorn and contempt and that individual, 
  regardless of other actions, will NOT receive the Favor 
  of the People of Woodsend. If the villagers never find 
  out, the character is treated like all the rest. 
  Such actions will turn up nothing of value worth more 
  than a few silver pieces here and there. Allow whatever 
  industrious thief that wants to take advantage of the 
  situation to find out why the people aren’t there guarding 
  their stuff: thieves encounter the worst luck, finding the 
  pack waiting and ready for them at some point as they 
  exit a residence a nice distance from the party’s chosen 
  shelter. 
  
  YEO6-07 Howl at the Moon 
   
  Page 20 
  IMPROVISED TRAPS 
  If any of the characters have Craft (Trapmaking), they 
  might become industriously employed in designing their 
  own traps to try to hinder/defeat the pack. If so, rules for 
  characters designing traps are covered in the DMG on 
  pages 67-76. If no one has the skill, there is little chance 
  that any kind of real trap can be developed. Craft skills 
  can be attempted untrained, but without the skill, the 
  time to develop a trap based on the rolls of the character 
  (review the rules for crafting traps and for the Craft skill 
  in the PHB on pages 70-71) makes it unlikely that any 
  traps will be created in time. 
  For those with the skill, there are numerous supplies 
  outlined in the section above that could be used in trap 
  design. The character only has a day or two, and has to 
  work under the constant possible attack by dogs. 
  Characters might decide to dig simple pit traps. Such 
  activity would take a man-day of work per 10ft.-by-5ft.-by-
  5ft. cube excavated. It is unlikely that the dogs will fall 
  for any kind of simple covered pit trap (the scent of man 
  will be all over it unless the party has some way to cover 
  its tracks). The pits will act as deterrents to the packs 
  movement as they have to go around them. Also, 
  remember that most of the dogs are good jumpers and 
  could likely clear the pits on a running jump. 
  Assuming any type of activity like this, the pack will 
  show up at least once, if not twice, in an attempt to wear 
  down those who are doing it and to discourage them 
  from finishing. 
  TACTICS FOR CIVILIAN DEFENSE 
  Several of the remaining villagers are members of the 
  militia, but have no desire to stand and fight the pack. 
  They saw what it did to the first group that tried to stand 
  against it, and know that the Sarge is likely dead. They are 
  unwilling to leave shelter unless it is to move to another, 
  sturdier, shelter. They are, however, willing, with the 
  party’s encouragement and cajoling, to help defend 
  whatever sanctuary they have found. It can be assumed 
  that in any sanctuary with only one family, there is a 
  spear (either short or long) and a light crossbow in the 
  home. For any of the places with multiple families 
  seeking sanctuary, there are 3 spearmen and 3 
  crossbowmen who have remembered to pick up their 
  gear before retreating to the shelter. 
  Though these individuals are not interested in heading 
  outside to take on the pack, they can be instructed to 
  cover doors and windows, to fire through an openings 
  that are big enough (though this might draw retaliatory 
  fire from the hellhounds…), and otherwise assist the PCs 
  in keeping the dogs out. If none of the party tell them to 
  do this, however, they will assume the party would rather 
  them stay out of the way and they will remain with their 
  families. If the party asks them to, they can stand 
  watches, handle opening doors for retreating characters, 
  etc. 
  Characters are likely to consider getting up on roofs. 
  With the exception of the inn and the church, all of the 
  homes have only 1-story roofs, making those on the roof 
  only 10-ft. off the ground and still within range of most 
  of the breath weapons from the pack sub-chiefs. These 
  positions are still safe from all but these breathers and 
  Feyurif, if he is in his archer mode. 
  Characters may also attempt to string ropes from roof to 
  roof. This activity will take hours to set up effectively and 
  securely and the only such bridge that would be 
  effectively safe would be the one between the inn and the 
  church. (Hellhounds and Winter Wolves will take a 
  perverse pleasure in waiting for characters to climb out 
  onto lower ropes and then attack the rope, dropping that 
  character in the middle of the street.) Otherwise, such 
  movement is slow, but could be quite safe. 
  SCENE 2: NIGHT TERRORS 
  Another night of prowling dogs. 
  Light: Night, no cloud cover, bright moonlight, regular 
  visibility to 30-feet (60-feet for low light, regular 60-feet 
  for darkvision) without a light source.   
  Sounds: Birds chirping, insects buzzing (No check). 
  Dogs howling (DC 10 throughout the night). 
  Auras: None.  
  Much as occurred the first night, again the pack will 
  come and call out their new enemies under the light of 
  the moon. 
  As the sun begins to set, the howling of the dogs 
  seems to abate for a while, perhaps awaiting the rise 
  of the moon. Barking can be heard throughout the 
  town and it is clear that the pack is about, 
  scavenging in the gathering dusk. A guttural cry of 
  anger and fear, likely that of one of the village’s last 
  cats, can be heard, along with the barking of the 
  pack as they run this game to ground. 
  Allow the characters to decide if they wish to work into 
  the night and adjust the boxed text as appropriate. Those 
  who work through the night are likely to find it very 
  difficult to continue as the dogs will make repeated 
  passes under the cover of darkness. Without flares or 
  light sources set up as a perimeter, the characters will not 
  be able to see the dogs until they are within a single move 
  of them, during the night. 
  Later, as the moon rises, the howling starts in 
  earnest. Not a single howl, or a dozen, but maybe a 
  hundred hounds of all breeds begin to pine for the 
  large white orb, and the sound is enough to set teeth 
  on edge. The villagers huddle together in the shelter 
  for fear. 
  When the howling stops, there is no sign of relief in 
  the eyes of these refugees. It is only the silence of 
  something coming. The slam at the door and the 
  
  YEO6-07 Howl at the Moon 
   
  Page 21 
  barking that comes next take most by surprise and 
  the children start crying, as the pack circles the 
  house yet again. 
  If the party chooses to engage them, the pack will 
  respond as it did in the earlier scene, Act Two Scene 1-
  Pick Your Poison. If the party stands their ground and 
  waits, the pack will go off to find other prey. 
  Minutes pass, but eventually the howling stops and 
  there is no more scratching at the door. A queried 
  glance to one of the locals brings a quick reply, 
  “They’s gone off to get someones else, likely. One of 
  the farms or one of the woodcutters, I’d be bettin.” 
  After this, the night will be relatively tame. If the party 
  did not save either of the two remotest families (the 
  Finabaums or the Darkmantles), then one of those 
  families is burnt out and slain during the night. If one is 
  saved, then the dogs attack the house of some other 
  family. Due to the distance and the presence of walls, 
  hearing the attack on the far-off woodcutter’s house 
  requires a DC 30 Listen check. If the party has posted a 
  guard outside or on a roof, that person can see the flames 
  after a while with but a DC 15 Spot check or hear the 
  screams and barking on a DC 20 Listen check. Either 
  way, by that time, it is too late for the party to save them. 
  The rest of the night passes uneventfully as the party has 
  a chance to recover and prepare for the next day. 
  SCENE 3: WORKING LIKE A 
  DOG 
  One last chance to develop any defenses. 
  Light: Daylight, light clouds A cool breeze. 
  Sounds: Birds chirping, insects buzzing (No check). 
  Dogs howling [DC10]). 
  Auras: None. 
  This scene allows the party to continue whatever actions 
  they undertook the previous day, or to see about 
  completing some of the other tasks that still lie 
  unfinished. Plans in the making continue, as does the 
  saving of the populace. Refer to Act Three, Scene 1-All in 
  a Day’s Work, for more information about specific 
  activities the party might attempt to undertake. 
  ACT FOUR- FLUSHING THE 
  REEDS 
  This act involves pushing the issue to its conclusion, one 
  way or the other. The pack is growing tired of this game 
  and wants a new one. Feyurif senses this and has decided 
  to finish off the town for good. Throughout the day, 
  numerous of the already abandoned woodcutters’ houses 
  are set ablaze by the hellhounds, starting the process of 
  the final decimation. During this time, Feyurif will 
  attempt to draw the party out to engage them first. If it 
  does not succeed, he will retreat to lick his wounds 
  before making a final, all-out attack. If it does succeed, he 
  will finish the business this night. The scenes in this act 
  do occur in the order they are written, as the second 
  scene covers the variety of ways that the adventure might 
  come to its conclusion. 
  DMs are encouraged to allow players to continue with 
  their attempts to save/fortify the village, as the dogs give 
  no indication that this will be the final push until it is 
  upon the party, so it is quite likely that some of the 
  previous scenes may continue to play out throughout this 
  day. 
  Game Time: Afternoon to Night 3, Dawn 4 
  Play Time: 60 minutes 
  SCENE 1: LAMB TO THE 
  SLAUGHTER 
  Dogs run a child from an outlying farm into town, to 
  draw the PCs out. PCs are likely still involved in various 
  activities from the scenes in Act Three. 
  Light: Daylight, late afternoon with dusk approaching 
  within the hour. Spot DC 15 to see smoke coming from 
  the distance, at least 100 yards away, likely one of the 
  woodcutter’s houses. 
  Sounds: None. (Once the pack begins driving its prey, 
  howling of wolves or dogs, DC 5 for distance until in 
  sight range.)  
  Auras: moderate Lawful aura generated by the Church. 
  As the party goes about its preparations or efforts to 
  gather, feed, and protect the citizenry, the pack decides it 
  is time to see what the party is really made of. Choosing 
  an appropriately far-placed woodcutter’s home, the pack 
  breaks in and chases the residents out, setting the place 
  ablaze. After dealing with any big two-legs, the pack 
  begins driving a small boy before it, nipping at his heels 
  but not taking him down until within sight of wherever 
  to party takes refuge. Allow each party member to make 
  the DC 5 Listen check to hear the pack coming, and 
  prepare/respond as they wish. The pack will come into 
  view at the far end of the village from wherever the party 
  has decided to make it stand (likely at least 100 feet when 
  the dogs come into view chasing the boy). 
  You direct your attention towards the howling of 
  the pack—it isn’t hard to tell that they are all 
  coming from the same direction this time. As the 
  pack comes into the view, it isn’t the dogs which 
  first take your notice. It’s the young boy, perhaps 
  nine or ten years old, who runs before them as they 
  nip at his heels. The boy, obviously winded, is doing 
  his best to try to outrun the pack. There is no doubt 
  in your mind however. You know the dogs are faster 
  than you on the ground—there is no way this boy 
  
  YEO6-07 Howl at the Moon 
   
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  can escape. As you watch, the pack swells over him 
  and he disappears amongst the snarling mass. 
  Tactics: At this point, roll initiatives and allow the 
  characters to act. The pack will engage them full force, 
  attempting to do as much damage as they can. Reducing a 
  character to negatives is enough for the pack, and they 
  will leave and dead or dying characters as bait for the 
  other characters, who will attempt to save them.  
  After two full rounds of combat, allow each character a 
  Spot check at DC 20. For any who make the spot check, 
  read the following: 
  Looking down the road from which the boy and the 
  pack came, you see the small boy, standing at the 
  corner of a building, grinning a wide smile before he 
  slips out of view. 
  The “boy” in question was actually Feyurif shape-changed 
  into that form. He played the part of the bait to ensure 
  that the pack didn’t get “anxious” and take the boy down 
  too early. He has held back one of the hell-hounds 
  (assuming one still lives) that carries his bow and he will 
  either move to counter-fire against any archers, if any 
  have moved above the ability of the pack to reach them, 
  or stash his bow and shift into hellhound form, joining 
  the combat with the other hellhound whom he held back 
  in the previous rounds and amplifying the abilities of his 
  pack. 
  The “boy” is easily a double-move away on the other side 
  of the pack, and any who pursue him are likely to turn 
  that same corner and come up facing the hellhound 
  Feyurif held back to cover his movements and carry his 
  bow to him. 
  Development: If the character party is reduced by half 
  its number, the pack will retreat, howling in delight at its 
  victory. If the pack takes significant damage (the loss of 
  more than half of the outrider larger dogs [hellhounds, 
  wolves, etc], or 30% or more of a pack’s hit point damage 
  [about 75 points, assuming a Mob, to either of the mega-
  packs]), the pack will retreat to lick its wounds. 
  It is the pack’s intent at this point to force the issue with 
  the party. Depending on how the encounter goes down, 
  the pack will either retreat until the following day or 
  press the issue that evening, if they feel that they have 
  the upper hand. 
  SCENE 2: DOG DAY 
  AFTERNOON 
  The dogs force the final confrontation, or the party does, 
  but either way, the battle for the village of Woodsend will 
  reach its conclusion here. 
  Light: Night, no clouds, fair moonlight or starlight, 
  regular visibility to 20-feet (40-feet for low light, regular 
  60-feet for darkvision) without a light source. OR 
  Daylight, perhaps an hour after dawn. (DC 24 [DC 20 for 
  distance, +4 for sun in the eyes] to see the pack 
  approaching at 200 feet.)  
  Sounds: None. (Once the pack begins its attack run, 
  howling of wolves or dogs, DC 5 for distance until in 
  sight range.) 
  Auras: None. 
  There are a number of possibilities that could take place 
  in this scene, depending on the decisions made by the 
  party and the pack: 
  THE PACK RETREATS AFTER ‘WINNING’ 
  THE LAMB GAME: 
  If the pack has retreated feeling victorious after baiting 
  the party in the previous scene, then the pack will force 
  the issue that same night, coming in force to the place 
  where the party resides. 
  That night, as you retreat into your sanctuary to heal 
  as you may, there is little rest and some 
  nervousness. This is no natural pack of dogs you 
  face. The hours pass slowly, and the lack of 
  conversation amongst the citizens of Woodsend 
  makes the silence all the more ominous. Just as you 
  begin to settle in and discuss the shifts for the 
  evening’s watches, the howling begins again, this 
  time with an intensified frenzy. 
  Tactics: The pack will circle the party’s location for a few 
  rounds, calling them out in effect (and providing the 
  party time to prepare whatever they can). Go ahead and 
  enter initiative and allow the party two full rounds of 
  actions before the pack begins their assault. The pack will 
  slam itself into any doors into the building, trying 
  alternately to break through and then do damage in 
  rounds repetitively until they have broken in. If there is 
  only one pack, it will stay at one door and some of the 
  other dogs will attempt to break in at the other door 
  following the same procedure. Any openings that the 
  party uses to fire out of at the dogs will become targets for 
  any remaining hounds that have breath weapons. 
  Otherwise, the hell hounds, those that remain, and 
  Feyurif will attempt to use their breath weapons to set 
  whatever building the party has retreated into afire. If the 
  building is one of those that is secure against such threats 
  (the militia outpost, the brewery, the church), they 
  instead attempt to ignite any barricades blocking 
  windows or the like. 
  If the party holds their ground, the pack will enter the 
  buildings to come after them. The combat will be bloody 
  and ferocious, as the pack looks to surge into the building 
  and carry characters out, while the other dogs enter to 
  attack those that remain. Feyurif will maintain hell 
  hound form unless problems require him to do 
  otherwise. 
  If the party comes out to meet the pack, or somehow 
  shifts their location so as to engage the pack from 
  outside, the pack will attempt to split the party apart as 
  
  YEO6-07 Howl at the Moon 
   
  Page 23 
  much as possible. They will attempt to catch and grapple, 
  particularly those they have been successful doing this to 
  before, and then move the character away from 
  companions to where the other dogs in the pack can 
  finish what they start. They will repeat this behavior 
  whenever possible. They will stop on top of armored 
  types, doing the automatic damage and attempting to trip 
  them as often as possible. 
  Development: The pack continues to move in an 
  organized fashion unless Feyurif is taken down, in which 
  case the pack itself continues with its frenzy. The smarter 
  magical dogs might decide at that point that retreat is the 
  better choice and will leave when the opportunity 
  presents itself, lessening the opponents from there out as 
  the battle progresses, both from casualties and desertions. 
  Feyurif will continue to fight with the pack until the 
  mobs are gone (or, at APL 2, all of the tougher dogs are 
  gone, leaving scout dogs and riding dogs), at which point 
  he will attempt to retreat. 
  THE PACK RETREATS AFTER ‘LOSING’ 
  THE LAMB GAME: 
  If the pack has retreated after suffering some damage 
  from baiting the party in the previous scene, then the 
  pack will not force the issue that same night. Instead the 
  attack will come the next day, shortly after dawn. Feyurif 
  realizes that this means some of the spell-casters will have 
  replenished their spells, but the need of the pack to rest 
  and regroup is greater than the need to press the limited 
  advantage they may have. In this case, they will likely 
  attempt to attack some of the outlying shelters and the 
  places the party is not, in order to weaken the opposition 
  and reaffirm the pack’s confidence in itself. 
   
  The pack ran, some of the dogs with their tails 
  between their legs. It is likely a fleeting victory 
  however. You hear their angry calls from the woods, 
  their snarls carrying on the wind. That night, the 
  howling never stops. It goes on throughout the 
  night, making rest difficult, but the sleep does come. 
  Watch after watch, you expect the attack that never 
  comes, and as the sun begins to come up, you hear 
  something you haven’t remembered hearing in 
  days—silence. 
  Allow the party to take any actions they wish. The pack is 
  moving towards them as quickly and quietly as they can. 
  They are coming in from the east side to use the sun to 
  cover their approach as best they may. Starting at about 
  200 feet, allow the party to start making Spot checks (DC 
  24) to see the pack coming. Each round, the pack double 
  moves (60 feet because of the mob’s lessened movement) 
  each round, making the Spot check easier by 6 each 
  round (18, 12, 6) until they are seen or reach the party’s 
  location. Once they do, the pack will follow the tactics 
  and development as outlined above in their attack on the 
  party. 
  THE PARTY DECIDES TO GO AFTER THE 
  PACK: 
  If the party decides to pursue the pack at any point in an 
  attempt to force the engagement, the pack will draw 
  them to the tree line and fight amongst the cover of the 
  trees. The boles of the trees provide the pack with partial 
  cover against ranged attacks and some protection against 
  blast-spells, while maximizing their ability to cut off and 
  decimate the enemy. If the party chooses to fight the 
  creatures where they choose to fight, then it is likely the 
  creatures will use it to the best of their advantage. 
  If the party attempts to reverse the trap of the dogs, 
  baiting them to fight in the middle of the village, the 
  dogs will be hard pressed to resist the trap, charging 
  headlong after any bait the party decides to leave for 
  them. 
  Though the dogs have clearly taken up residence in 
  some of the outlying farmhouses and barns, it’s 
  clear as you move that their howls are centralizing, 
  and gathering, somewhere deeper in the woods. 
  The pack will try to minimize the encounter distance 
  and, using scent, scout dogs, and howls, they will attempt 
  to locate and surround the party, coming at it from all 
  sides. It will be incredibly difficult to surprise the main 
  pack, though surprising the scout dogs might be possible. 
  Either way, the encounter is likely to either start with the 
  dogs charging in on the party from every direction, if the 
  party is moving slowly, or with the party coming upon 
  the mass of the pack head on. Either way, it is highly 
  unlikely either group will be surprised in this encounter. 
  Once combat begins, the dogs realize that this is the final 
  battle for control of this territory, and fight as such. They 
  will follow the tactics and development otherwise as 
  outlined above, but may use some of the other tactics 
  provided to them by the woods (cover, the ability to 
  circle around prey, etc.). 
  Development: When Feyurif is killed, he reverts to his 
  canomorph form, allowing characters to discover who 
  was leading the pack. If he is not killed and the pack is 
  decimated, he will attempt to flee to the woods with the 
  other dogs, attempting to escape still in canine form. 
  Treasure: Feyurif has outfitted the dogs of his pack with 
  a number of trinkets and baubles, some of which are 
  magical and are there as much to throw off the party in 
  attempts to use detect magic to identify him as to enhance 
  the dogs in any way. 
  ACT FIVE-THE 
  SMOULDERING RUINS 
  Act Five consists of only one scene, the conclusion after 
  the party has either successfully defeated the pack or 
  been defeated by it. The PCs break the dogs’ hold on the 
  village, die trying, or the dogs break and head off into the 
  wilds. 
  
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  Page 24 
  Game Time: Dawn & Day 4 
  Play Time: 15 minutes 
  SCENE 1: CONCLUSION 
  There are two possible final conclusions to the battle for 
  the village of Woodsend. 
  Light: Daylight, early afternoon with bright sunlight and 
  light clouds. 
  Sounds: None. (Once the pack is gone, the silence will 
  be almost oppressive until the cheers start. If the party 
  falls, the silence of death is followed by the murmur of 
  priests, in several cases.)  
  Auras: none. 
  IF THE PARTY WINS OUT AND BREAKS 
  THE PACK: 
  If the party succeeds in defeating the pack, the town is 
  endlessly grateful, unless the party, or certain members 
  amongst it, took to firebombing the woods to get to the 
  dogs. If this was the case, then the village will be 
  thankful, but not so thankful as to grant that character or 
  characters the Favor of the People of Woodsend as 
  they have destroyed much of the closest lumber that is 
  their livelihood, both to rebuild and start back to cutting 
  and exporting timber. If so, the DM should adjust the 
  following as they see fit, but the characters involved do 
  NOT get the Favor. 
  With the pack broken and scampering in all 
  directions and the last dog with the courage to stand 
  against you slain, the yelps of the hounds recede 
  into the distance, leaving the town silent. Slowly, 
  cautiously, the villagers start to emerge. Once they 
  see who stands and the corpses of the canines that 
  litter their streets, the cheer goes up and the shouts 
  calling the others out fill the streets with the 
  survivors. This is no time to mourn those who have 
  fallen—there will be much time for that later. This 
  is the time to celebrate being alive and succeeding 
  against so great an evil. The villagers lift those 
  amongst you they can on their shoulders, and you 
  see Boswell Thibbs, the brewer, and his aides, 
  running with casks of what can only be some liquor 
  to start the celebration off right. The townsfolk vie 
  for your attention, each family offering their house 
  to you for the night, if you’ll but stay on for a day or 
  so, so that all can meet you and any stray dogs can be 
  captured and slaughtered. 
  After a day or two the excitement has died down 
  some, but the people, still thankful, approach you 
  with a cash reward. Father Oswald makes the 
  presentation. “It’s not much, but it’s the least we can 
  do at the moment. If it ain’t all the way to your 
  liking, we want you to be satisfied. After next 
  season’s wood sells, we can bring ya more, if ya 
  want.” 
  Each character will be offered the favor of the people of 
  Woodsend, and they will clearly explain that this means 
  that they will give the character double the reward a year 
  from now. Each character must decide either to take the 
  extra money or refuse it before they see the ARs. 
  Depending on each character’s decision, he or she will 
  receive either Favor of the People of Woodsend- 
  Redeemed or Favor of the People of Woodsend- 
  Refused. 
  At this point the adventure is over. Players will receive 
  the following benefits on their ARs based on the 
  requirements as outlined below. 
  In order to earn the Favor of the People of Woodsend- 
  Redeemed- 
  • 
  The character must have been victorious against 
  the dogs. 
  • 
  The character must NOT have participated in 
  firing (either through magical or mundane) the 
  woods. 
  • 
  The character must have chosen to accept the 
  favor at the time it is offered. 
  To receive the Favor of the People of Woodsend- 
  Refused- 
  • 
  The character must have been victorious against 
  the dogs. 
  • 
  The character must NOT have participated in 
  firing (either through magical or mundane) the 
  woods. 
  • 
  The character must have chosen NOT to accept 
  the favor at the time it is offered. 
  Characters involved in the adventure that survive the 
  final battle with the pack will also receive A Dog’s Tale 
  description on their AR. The dogs who survive, when 
  they are interviewed by the evil druid and his other 
  henchmen about what transpired, will report on the 
  party members to the best of their ability. As they are 
  dogs, their descriptions are limited to two words that the 
  dogs would best use to describe the party member. 
  Examples: short/tall, orc/elf/dwarf, stalking (attempts to 
  be sneaky), magic, metal, sharp, arrows, fire, not-there 
  (invisible), etc. It will be some attempt at defining their 
  race and class as best a dog could. Dogs will not be able to 
  distinguish between a rogue and a fighter, not knowing 
  the difference, but a fighter might be thought of as “tall 
  metal” and a rogue as “rolling elf” or similar descriptions, 
  as the DM thinks best fits what the pack witnessed. 
  IF THE PARTY IS DEFEATED AND THE 
  VILLAGE DESTROYED 
  
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  Page 25 
  If this unfortunate turn of events happens, the militia, 
  followed by the army, will arrive to late to be of any help. 
  After the dogs finish off the party, they move on to razing 
  the town, burning down the inn and militia outpost from 
  the inside once they breech the doors. The villagers will 
  be run down and slaughtered. The militia, when it 
  arrives, will identify the body of Oswald Rockridge, the 
  dwarven cleric of Fortubo, upon which they will use 
  Speak with Dead to learn the fate of the village and of the 
  mighty effort put forth by the party in attempting to 
  defeat the pack. Those defeated who are members of the 
  Yeomanry Military (or an Allied military unit), Church of 
  Seven Faiths, Church of Heironeous, and/or Yeomanry 
  Citizens (with citizenship certified) who wish to have 
  Raise Dead  cast on them will find it discounted 20% on 
  the spell component (costing only 4,450 gp instead of the 
  usual 5,450 gp; or 4,000 if cast by another party member) 
  as the military or other appropriate organization sees 
  fitting to kick in to help those who perished trying to 
  save Woodsend.  
  For those of you defeated in Woodsend, you arise 
  some days later in Loftwick, in one of the grander 
  temples of the Church of Seven Faiths [Heironeous 
  for the Heironeans], finding yourself extremely 
  weak and lying on an alter. An elderly priest speaks 
  calmly to you and helps you sit up. Over the next few 
  days as you recover, you cannot forget the howls of 
  the night, and the sight of the moon still sometimes 
  brings a shudder. 
  Though the dogs will do their best to get away, some of 
  the people of the town will still get away, and return to 
  rebuild what is left. Woodsend will continue, though 
  those who end the adventure this way do not receive 
  either of the Favors of the People of Woodsend or the 
  Dog’s Tale, as the People are not as thankful when their 
  entire village has been razed. They appreciated the effort, 
  but can’t really afford to offer any reward. The dogs, on 
  the other hand, consider this individual one of the dead, 
  and thus unworthy of bothering to describe as other than 
  “food”. 
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Act One Scene 3 
  Fighting off the dogs and wolves. 
   
  APL 2: 60 xp. 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 270 xp. 
   
  Encounter Three Scene 1 & 3 
  The village’s needs (food, water, consolidation & defense, 
  saving the two outermost families). 
   
  APL 2: 25 xp per (up to 125 xp). 
   
  APL 4: 30 xp per (up to 150 xp). 
   
  APL 6: 50 xp per (up to 250 xp). 
   
  APL 8: 65 xp per (up to 325 xp). 
   
  Act Four Scene 3 
  Defeating Haraknin and friends. 
   
  APL 2: 180 xp. 
   
  APL 4: 300 xp. 
   
  APL 6: 360 xp. 
   
  APL 8: 390 xp. 
   
  Story Award 
  Surviving the siege of Woodsend. 
   
  APL 2: 30 xp. 
   
  APL 4: 50 xp. 
   
  APL 6: 60 xp. 
   
  APL 8: 65 xp. 
   
  Discretionary Roleplaying Award 
   
  APL 2: 0-55 xp. 
   
  APL 4: 0-55 xp. 
   
  APL 6: 0-50 xp. 
   
  APL 8: 0-75 xp. 
   
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6:  900 xp. 
   
  APL 8: 1,125 xp. 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  
  YEO6-07 Howl at the Moon 
   
  Page 26 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Act Four, Scene 2-Dog Day Afternoon: 
  APL 2: L: 251 gp, C: 0 gp, M: cloak of charisma +2 (333 
  gp), quiver of Ehlonna (150 gp), Quaal’s feather token – 
  whip (42 gp). 
  APL 4: L: 50 gp, C: 0 gp, M: cloak of charisma +2 (333 
  gp), quiver of Ehlonna (150 gp), Quaal’s feather token – 
  whip (42 gp), +1 Baatorian green steel scimitar (276 gp), 
  +1 mithral chain shirt (175 gp), amulet of natural armor 
  +1 (167 gp), potion of greater magic fang +3 (150 gp). 
  APL 6: L: 50 gp, C: 0 gp, M: cloak of charisma +2 (333 
  gp), quiver of Ehlonna (150 gp), Quaal’s feather token – 
  whip (42 gp), +1 Baatorian green steel scimitar (276 gp), 
  +1 mithral chain shirt (175 gp), amulet of natural armor 
  +2 (667 gp), potion of greater magic fang +3 (150 gp), 
  lesser bracers of archery (417 gp). 
  APL 8: L: 50 gp, C: 0 gp, M: cloak of charisma +4 (1,333 
  gp), quiver of Ehlonna (150 gp), Quaal’s feather token – 
  whip (42 gp), +2 Baatorian green steel scimitar (776 gp), 
  +1 mithral chain shirt (175 gp), amulet of natural armor 
  +2 (667 gp), potion of greater magic fang +3 (150 gp), 
  lesser bracers of archery (417 gp). 
  Act Five Scene 1- Conclusion: 
  APL 2: L: 0 gp, C: 75 gp, M: 0 gp. 
  APL 4: L: 0 gp, C: 150 gp, M: 0 gp. 
  APL 6: L: 0 gp, C: 225 gp, M: 0 gp. 
  APL 8: L: 0 gp, C: 300 gp, M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 251 gp, C: 75 gp, M: 525 gp – Total: 851 gp 
  (450 gp). 
  APL 4: L: 50 gp, C: 150 gp, M: 1,293 gp – Total: 1,493 
  gp (650 gp). 
  APL 6: L: 50 gp, C: 225 gp, M: 2,210 gp – Total: 2,485 
  gp (900 gp). 
  APL 8: L: 50 gp, C: 300 gp, M: 3,710 gp – Total: 4,060 
  gp (1,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Free Squire’s Friendship: Jayce Entrigal, Free 
  Squire, has befriended the character, and is willing to 
  lend the character a hand. As a paladin of Delleb, Jayce 
  enjoys research and study, as well as challenging tasks. 
  One time only, he will take the time to track down any 
  one item the character had access (Frequency: 
  Adventure) to within the last 13 TUs, effectively re-
  granting access (Frequency: Adventure) to that item for 
  the cost of 2 additional TUs of research and inquiry to 
  find the item. If the character is a member of the 
  Yeomanry Military or Yeomanry Church of Seven Faiths, 
  Jayce will put in a little more effort: the renewed access 
  (Frequency: Adventure) can be applied to any one item 
  from the last 26 TUs, and still costs only 2 additional TUs 
  to find. 
   
  As Jayce and the character are friends, the character 
  is expected to spend this time with Jayce as well as they 
  hunt for the item. He will only be able to grant this boon 
  for the next 3 adventures (as per normal adventure 
  access). After that, Jayce has been forced to move on to 
  other duties. 
   
  If the friendship benefit is NOT used within 3 
  adventures, it does not go away, but is not usable in this 
  manner again until the character again encounters Jayce 
  Entrigal. After the favor is used, the character owes Jayce 
  a Favor in return.  Mark this favor as USED when it is 
  spent. 
  � Favor of the People of Woodsend – Redeemed: 
  You have accepted the gracious gifts of the people of 
  Woodsend and agreed to allow them to compensate you 
  further. After 52 TUs have been spent by this character, 
  
  YEO6-07 Howl at the Moon 
   
  Page 27 
  the character will again receive the monetary reward 
  offered by the village at the end of the adventure (APL 2 
  – 75 gp / APL 4 – 150 gp / APL 6 – 225 gp / APL 8 – 300 
  gp). The villagers have agreed to seek you out at that time 
  to pay you the remainder of their debt to you. 
  � Favor of the People of Woodsend – Refused: Out 
  of the graciousness of your heart, you have refused any 
  further payment for your deeds defending the village of 
  Woodsend. Though you may accept the reward offered in 
  the adventure, you have refused to accept any further 
  payment. The peoples of Woodsend will not forget this. 
  � A Dog’s Tale: From having encountered the wild 
  pack, straggler dogs have gotten a brief whiff of your 
  scent and can provide a two word description of the 
  character from the perspective of a dog. The two words 
  that were used to describe this character are ____________ and 
  _____________. 
  Item Access 
  APL 2: 
  • 
  Masterwork Baatorian Green Steel Scimitar (Adventure; 
  Fiendish Codex 2) 
  • 
  Mithral Chain Shirt (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Quaal’s Feather Token, Whip (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Quiver of Ehlonna (Adventure; Dungeon Master’s Guide) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  +1 Baatorian Green Steel Scimitar (Adventure; Fiendish 
  Codex 2) 
  • 
  +1 Mithral Chain Shirt (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Potion of Greater Magic Fang +3 (Adventure; Dungeon 
  Master’s Guide) 
   
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  Amulet of Natural Armor +2 (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Bracers of Archery, Lesser (Adventure; Dungeon Master’s 
  Guide) 
   
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  +2 Baatorian Green Steel Scimitar (Adventure; Fiendish 
  Codex 2) 
  • 
  Cloak of Charisma +4 (Adventure; Dungeon Master’s 
  Guide) 
  
  YEO6-07 Howl at the Moon 
   
  Page 28 
  APPENDIX 1 – APL 2 
   
  ACT THREE            
   
   
   
   
  Feyurif, Male Canomorph(Haraknin) Marshal1 
  (Hell 
  Hound 
  Form): 
  Medium 
  Outsider 
  (Evil, 
  Extraplanar, Fire, Lawful, Shapechanger); CR 4; HD 
  4d8+1d8+15; hp 41; Init +6; Spd 50 ft.; AC 17, touch 12, 
  flat-footed 15 (+2 Dex, +5 natural); Base Atk/Grp: +4/+6; 
  Atk +6 melee (1d8+2 plus 1d6 fire, Bite); Full Atk +6 
  melee (1d8+2 plus 1d6 fire, Bite); SA Breath Weapon, 
  Fiery Bite, Marshal Aura; SQ Darkvision 60 ft., immunity 
  to fire, scent, vulnerability to cold, Marshal Aura; AL LE; 
  SV Fort +9, Ref +6, Will +5; Str 15, Dex 14, Con 16, Int 6, 
  Wis 8, Cha 11(13). 
  Feyurif, Male Canomorph(Haraknin) Marshal1 
  (Humanoid): Medium Outsider (Evil, Extraplanar, Fire, 
  Lawful, Shapechanger); CR 4; HD 4d8+1d8+15; hp 41; 
  Init +6; Spd 30 ft.; AC 21, touch 12, flat-footed 19 (+2 Dex, 
  +5 natural, +4 armor); Base Atk/Grp: +4/+6; Atk +7 melee 
  (1d8+3/18-20, masterwork Baatorian green steel scimitar) 
  or +7 range (1d8+2/x3, masterwork composite longbow 
  (+2 Str bonus)); Full Atk +7 melee (1d8+3/18-20, 
  masterwork Baatorian green steel scimitar) or +7 range 
  (1d8+2/x3, masterwork composite longbow (+2 Str 
  bonus)); SA Breath Weapon, Fiery Bite, Marshal Aura; SQ 
  Darkvision 60 ft., immunity to fire, scent, vulnerability to 
  cold, Marshal Aura; AL LE; SV Fort +9, Ref +6, Will +5; 
  Str 15, Dex 14, Con 16, Int 6, Wis 8, Cha 11(13).  
  Canomorph (Haraknin) from Fiend Folio, page 25-29. 
  Marshal Core Class from Miniatures Handbook, page 11. 
   
  Skills & Feats: Diplomacy +6, Hide +16, Jump +15, 
  Listen +6, Move Silently +16, Spot+6, Survival +6*; 
  Improved Initiative, Run, Track, Skill Focus (Diplomacy), 
  Point Blank Shot. 
   
  Marshal Aura (Ex): The marshal exerts an effect on 
  allies in his vicinity. He can learn to produce different 
  effects, or auras, over the course of his career. The 
  marshal may project one minor aura and (starting at 2nd 
  level) one major aura at a time. 
   
  Projecting an aura is a swift action. The aura remains 
  in effect until the marshal uses a free action to dismiss it 
  or activates another aura of the same kind (major or 
  minor). A marshal can have an aura active continually; 
  thus, an aura can be in effect at the start of a combat 
  encounter even before the marshal takes his first turn. 
   
  Activating an aura involves haranguing, ordering, 
  directing, encouraging, cajoling, or calming allies. Unless 
  otherwise noted, a marshal's aura affects all allies within 
  60 feet (including himself) who can hear the marshal. A 
  marshal's aura is dismissed if he is dazed, unconscious, 
  stunned, paralyzed, or otherwise unable to be heard or 
  understood by his allies. 
   
  Minor Aura (Ex): A minor aura lets allies add a 
  marshal’s charisma bonus to certain rolls. Feyurif knows 
  and can select any of the following: 
   
   Art of War: +1 Bonus on disarm, trip, bull rush, and 
  sunder attempts. 
   
  Languages: Common, Infernal. 
   
  Possessions: 
  masterwork 
  Baatorian 
  green 
  steel 
  scimitarFC2, mithral chain shirt, masterwork composite 
  longbow (+2 Str bonus), 40 arrows, cloak of charisma +2, 
  quiver of Ehlonna, Quaal’s feather token (whip). 
   
   
  
  YEO6-07 Howl at the Moon 
   
  Page 29 
  APPENDIX 2 – APL 4 
   
  ACT THREE            
   
   
   
   
  Feyurif, 
  Male 
  Canomorph(Haraknin) 
  Marshal2/Ranger1 (Hell Hound Form): Medium 
  Outsider (Evil, Extraplanar, Fire, Lawful, Shapechanger); 
  CR 4; HD 4d8+2d8+1d8+21; hp 58; Init +6; Spd 50 ft.; AC 
  18, touch 12, flat-footed 16 (+2 Dex, +6 natural); Base 
  Atk/Grp: +6/+8; Atk +8 melee (1d8+2 plus 1d6 fire, Bite); 
  Full Atk +8/3 melee (1d8+2 plus 1d6 fire, Bite); SA Breath 
  Weapon, Fiery Bite, Marshal Aura, Favored Enemy 
  (Human); SQ Darkvision 60 ft., immunity to fire, scent, 
  vulnerability to cold, Marshal Aura, Wild Empathy;  AL 
  LE; SV Fort +12, Ref +8, Will +6; Str 15, Dex 14, Con 16, 
  Int 6, Wis 8, Cha 11(13). 
  Feyurif, 
  Male 
  Canomorph(Haraknin) 
  Marshal2/Ranger1 
  (Humanoid 
  Form): 
  Medium 
  Outsider (Evil, Extraplanar, Fire, Lawful, Shapechanger); 
  CR 4; HD 4d8+2d8+1d8+21; hp 58; Init +6; Spd 50 ft.; AC 
  23, touch 12, flat-footed 21 (+2 Dex, +6 natural, +5 armor); 
  Base Atk/Grp: +6/+8; Atk +9 melee (1d8+4/18-20, +1 
  Baatorian green steel scimitar) or +9 range (1d8+2/x3, 
  masterwork composite longbow (+2 Str bonus)); Full Atk 
  +9/+4 melee (1d8+4/18-20, +1 Baatorian green steel scimitar) 
  or +9/+4 range (1d8+2/x3, masterwork composite 
  longbow (+2 Str bonus)); SA Breath Weapon, Fiery Bite, 
  Marshal Aura, Favored Enemy Human +2; SQ Darkvision 
  60 ft., immunity to fire, scent, vulnerability to cold, 
  Marshal Aura, track, Wild Empathy;  AL LE; SV Fort +12, 
  Ref +8, Will +6; Str 15, Dex 14, Con 16, Int 6, Wis 8, Cha 
  11(13).  Canomorph (Haraknin) from Fiend Folio, pages 25-
  29. Marshal Core Class from Miniatures Handbook, page 11. 
   
  Skills & Feats: Diplomacy +7, Handle Animal +3, 
  Hide +16, Jump +15, Listen +6, Move Silently +16, Spot 
  +7, Survival +8*; Improved Initiative, Run, Track, Skill 
  Focus (Diplomacy), Point Blank Shot, Woodland 
  ArcherRoW. 
   
  Marshal Aura (Ex): The marshal exerts an effect on 
  allies in his vicinity. He can learn to produce different 
  effects, or auras, over the course of his career. The 
  marshal may project one minor aura and (starting at 2nd 
  level) one major aura at a time. 
  Projecting an aura is a swift action. The aura remains in 
  effect until the marshal uses a free action to dismiss it or 
  activates another aura of the same kind (major or minor). 
  A marshal can have an aura active continually; thus, an 
  aura can be in effect at the start of a combat encounter 
  even before the marshal takes his first turn. 
  Activating an aura involves haranguing, ordering, 
  directing, encouraging, cajoling, or calming allies. Unless 
  otherwise noted, a marshal's aura affects all allies within 
  60 feet (including himself) who can hear the marshal. A 
  marshal's aura is dismissed if he is dazed, unconscious, 
  stunned, paralyzed, or otherwise unable to be heard or 
  understood by his allies.  
   
  Minor Aura (Ex): A minor aura lets allies add a 
  marshal’s charisma bonus to certain rolls. Feyurif knows 
  and can select any of the following to have active: 
   
   Art of War: +1 Bonus on disarm, trip, bull rush, and 
  sunder attempts. 
   
  Major Aura (Ex): A major aura lets allies add a 
  marshal’s aura bonus to certain rolls. Feyurif knows and 
  can select any of the following major auras to have active: 
   
   Motivate Attack: +1 Bonus on melee attack rolls. 
   
  Favored Enemy (Ex): This ranger gains the 
  indicated bonus on his Bluff, Listen, Sense Motive, Spot, 
  and Survival checks when using these skills against this 
  type of creature. He gets the same bonus on weapon 
  damage rolls against creatures of this type. 
   
  Wild Empathy (Ex): This ranger can improve the 
  attitude of an animal in the same way a Diplomacy check 
  can improve the attitude of a sentient being. She rolls 
  1d20+7, or 1d20+3 if attempting to influence a magical 
  beast with an Intelligence score of 1 or 2. 
   
  Languages: Common, Infernal. 
   
  Possessions: +1 Baatorian green steel scimitarFC2, +1 
  mithral chain shirt, masterwork composite longbow (+2 
  Str bonus), 40 arrows, cloak of charisma +2, quiver of 
  Ehlonna, Quaal’s feather token (whip), amulet of natural 
  armor +1, potion of greater magic fang +3. 
   
  
  YEO6-07 Howl at the Moon 
   
  Page 30 
  APPENDIX 3 – APL 6 
   
  ACT THREE            
   
   
   
   
  Feyurif, 
  Male 
  Canomorph(Haraknin) 
  Marshal4/Ranger1 (Hell Hound Form): Medium 
  Outsider (Evil, Extraplanar, Fire, Lawful, Shapechanger); 
  CR 8; HD 4d8+4d8+1d8+27; hp 75; Init +6; Spd 30 ft.; AC 
  19, touch 12, flat-footed 17 (+2 Dex, +7 natural); Base 
  Atk/Grp: +8/+10; Atk +10 melee (1d8+2 plus 1d6 fire, 
  Bite); Full Atk +10/5 melee (1d8+2 plus 1d6 fire, Bite); SA 
  Breath Weapon, Fiery Bite, Marshal Aura, Favored 
  Enemy (Human); SQ Darkvision 60 ft., immunity to fire, 
  scent, vulnerability to cold, Marshal Aura, Wild 
  Empathy;  AL LE; SV Fort +12, Ref +8, Will +6; Str 15, 
  Dex 14, Con 16, Int 6, Wis 8, Cha 12(14). 
  Feyurif, 
  Male 
  Canomorph(Haraknin) 
  Marshal4/Ranger1 (Hell Hound Form): Medium 
  Outsider (Evil, Extraplanar, Fire, Lawful, Shapechanger); 
  CR 8; HD 4d8+4d8+1d8+27; hp 75; Init +6; Spd 30 ft.; AC 
  24, touch 12, flat-footed 22 (+2 Dex, +7 natural, +5 armor); 
  Base Atk/Grp: +8/+10; Atk +11 melee (1d8+4/18-20, +1 
  Baatorian green steel scimitar) or +12 range (1d8+2/x3, 
  masterwork composite longbow (+2 Str bonus)); Full Atk 
  +11/+6 melee (1d8+4/18-20, +1 Baatorian green steel 
  scimitar) or +12/+7 range (1d8+2/x3, masterwork 
  composite longbow (+2 Str bonus)); SA Breath Weapon, 
  Fiery Bite, Marshal Aura, Favored Enemy Human +2; SQ 
  Darkvision 60 ft., immunity to fire, scent, vulnerability to 
  cold, Marshal Aura, track, Wild Empathy;  AL LE; SV Fort 
  +12, Ref +8, Will +6; Str 15, Dex 14, Con 16, Int 6, Wis 8, 
  Cha 12(16).  Canomorph (Haraknin) from Fiend Folio, page 
  25-29. Marshal Core Class from Miniatures Handbook, page 
  11. 
   
  Skills & Feats: Diplomacy +9, Handle Animal +5, 
  Hide +16, Jump +15, Listen +7, Move Silently +16, Spot 
  +7, Survival +9*; Improved Initiative, Run, Track, Skill 
  Focus (Diplomacy), Point Blank Shot, Woodland 
  ArcherRoW. 
   
  Marshal Aura (Ex): The marshal exerts an effect on 
  allies in his vicinity. He can learn to produce different 
  effects, or auras, over the course of his career. The 
  marshal may project one minor aura and (starting at 2nd 
  level) one major aura at a time. 
  Projecting an aura is a swift action. The aura remains in 
  effect until the marshal uses a free action to dismiss it or 
  activates another aura of the same kind (major or minor). 
  A marshal can have an aura active continually; thus, an 
  aura can be in effect at the start of a combat encounter 
  even before the marshal takes his first turn. 
  Activating an aura involves haranguing, ordering, 
  directing, encouraging, cajoling, or calming allies. Unless 
  otherwise noted, a marshal's aura affects all allies within 
  60 feet (including himself) who can hear the marshal. A 
  marshal's aura is dismissed if he is dazed, unconscious, 
  stunned, paralyzed, or otherwise unable to be heard or 
  understood by his allies. 
   
  Minor Aura (Ex): A minor aura lets allies add a 
  marshal’s charisma bonus to certain rolls. Feyurif knows 
  and can select any of the following to have active: 
   
   Art of War: +2 Bonus on disarm, trip, bull rush, and 
  sunder attempts. 
   
  Master of Opportunity: +2 Bonus to Armor Class 
  against attacks of opportunity. 
   
  Major Aura (Ex): A major aura lets allies add a 
  marshal’s aura bonus to certain rolls. Feyurif knows and 
  can select any of the following major auras to have active: 
   
   Motivate Attack: +1 Bonus on melee attack rolls. 
   
  Grant Move Action (Ex): Once per day, as a 
  standard action, he may grant an extra move action to any 
  or all of his allies within 30 feet (but not himself). Each of 
  the affected allies takes this move action immediately, 
  acting in their current initiative order. This extra action 
  does not affect the allies initiative count; the round 
  continues normally after the marshal’s turn is over. 
   
   
  Favored Enemy (Ex): This ranger gains the 
  indicated bonus on his Bluff, Listen, Sense Motive, Spot, 
  and Survival checks when using these skills against this 
  type of creature. He gets the same bonus on weapon 
  damage rolls against creatures of this type. 
   
  Wild Empathy (Ex): This ranger can improve the 
  attitude of an animal in the same way a Diplomacy check 
  can improve the attitude of a sentient being. She rolls 
  1d20+7, or 1d20+3 if attempting to influence a magical 
  beast with an Intelligence score of 1 or 2. 
   
  Languages: Common, Infernal. 
   
  Possessions: +1 Baatorian green steel scimitarFC2, +1 
  mithral chain shirt, masterwork composite longbow (+2 
  Str bonus), 40 arrows, cloak of charisma +2, quiver of 
  Ehlonna, Quaal’s feather token (whip), amulet of natural 
  armor +2, potion of greater magic fang +3, lesser bracers of 
  archery. 
   
   
  
  YEO6-07 Howl at the Moon 
   
  Page 31 
  APPENDIX 4 – APL 8 
   
  ACT THREE            
   
   
   
   
  Feyurif, 
  Male 
  Canomorph(Haraknin) 
  Marshal4/Ranger3 (Hell Hound Form): Medium 
  Outsider (Evil, Extraplanar, Fire, Lawful, Shapechanger); 
  CR 10; HD 4d8+4d8+3d8+33; hp 91; Init +6; Spd 30 ft.; 
  AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural); Base 
  Atk/Grp: +10/+12; Atk +12 melee (1d8+2 plus 1d6 fire, 
  Bite); Full Atk +12/7 melee (1d8+2 plus 1d6 fire, Bite); SA 
  Breath Weapon, Fiery Bite, Marshal Aura, Favored 
  Enemy (Human); SQ Darkvision 60 ft., immunity to fire, 
  scent, vulnerability to cold, Marshal Aura, Wild 
  Empathy;  AL LE; SV Fort +13, Ref +9, Will +7; Str 15, 
  Dex 14, Con 16, Int 6, Wis 8, Cha 12(18). 
  Feyurif, 
  Male 
  Canomorph(Haraknin) 
  Marshal4/Ranger3 
  (Humanoid 
  form): 
  Medium 
  Outsider (Evil, Extraplanar, Fire, Lawful, Shapechanger); 
  CR 10; HD 4d8+4d8+3d8+33; hp 91; Init +6; Spd 30 ft.; 
  AC 24, touch 12, flat-footed 22 (+2 Dex, +7 natural, +5 
  armor); Base Atk/Grp: +10/+12; Atk +14 melee 
  (1d8+5/18-20, +2 Baatorian green steel scimitar) or +14 range 
  (1d8+2/x3, masterwork composite longbow (+2 Str 
  bonus)); Full Atk +14/+9 melee (1d8+5/18-20, +2 
  Baatorian green steel scimitar) or +14/+9 or +12/+12/+7 
  range (1d8+2/x3, masterwork composite longbow (+2 Str 
  bonus)); SA Breath Weapon, Fiery Bite, Marshal Aura, 
  Favored Enemy Human +2; SQ Darkvision 60 ft., 
  immunity to fire, scent, vulnerability to cold, Marshal 
  Aura, track, Wild Empathy;  AL LE; SV Fort +13, Ref +9, 
  Will +7; Str 15, Dex 14, Con 16, Int 6, Wis 8, Cha 12(16).  
  Canomorph (Haraknin) from Fiend Folio, page 25-29. 
  Marshal Core Class from Miniatures Handbook, page 11. 
   
  Skills & Feats: Diplomacy +11, Handle Animal +9, 
  Hide +17, Jump +15, Listen +8, Move Silently +17, Spot 
  +8, Survival +11*; Improved Initiative, Run, Track, Skill 
  Focus 
  (Diplomacy), 
  Weapon 
  Focus 
  (Composite 
  Longbow), Point Blank Shot, Rapid Shot, Endurance, 
  Woodland ArcherRoW. 
   
  Marshal Aura (Ex): The marshal exerts an effect on 
  allies in his vicinity. He can learn to produce different 
  effects, or auras, over the course of his career. The 
  marshal may project one minor aura and (starting at 2nd 
  level) one major aura at a time. 
  Projecting an aura is a swift action. The aura remains in 
  effect until the marshal uses a free action to dismiss it or 
  activates another aura of the same kind (major or minor). 
  A marshal can have an aura active continually; thus, an 
  aura can be in effect at the start of a combat encounter 
  even before the marshal takes his first turn. 
  Activating an aura involves haranguing, ordering, 
  directing, encouraging, cajoling, or calming allies. Unless 
  otherwise noted, a marshal's aura affects all allies within 
  60 feet (including himself) who can hear the marshal. A 
  marshal's aura is dismissed if he is dazed, unconscious, 
  stunned, paralyzed, or otherwise unable to be heard or 
  understood by his allies. 
   
  Minor Aura (Ex): A minor aura lets allies add a 
  marshal’s charisma bonus to certain rolls. Feyurif knows 
  and can select any of the following to have active: 
   
   Art of War: +3 Bonus on disarm, trip, bull rush, and 
  sunder attempts. 
   
  Master of Opportunity: +3 Bonus to Armor Class 
  against attacks of opportunity. 
   
  Major Aura (Ex): A major aura lets allies add a 
  marshal’s aura bonus to certain rolls. Feyurif knows and 
  can select any of the following major auras to have active: 
   
   Motivate Attack: +1 Bonus on melee attack rolls. 
   
  Grant Move Action (Ex): Once per day, as a 
  standard action, he may grant an extra move action to any 
  or all of his allies within 30 feet (but not himself). Each of 
  the affected allies takes this move action immediately, 
  acting in their current initiative order. This extra action 
  does not affect the allies initiative count; the round 
  continues normally after the marshal’s turn is over. 
   
  Favored Enemy (Ex): This ranger gains the 
  indicated bonus on his Bluff, Listen, Sense Motive, Spot, 
  and Survival checks when using these skills against this 
  type of creature. He gets the same bonus on weapon 
  damage rolls against creatures of this type. 
   
  Wild Empathy (Ex): This ranger can improve the 
  attitude of an animal in the same way a Diplomacy check 
  can improve the attitude of a sentient being. She rolls 
  1d20+7, or 1d20+3 if attempting to influence a magical 
  beast with an Intelligence score of 1 or 2. 
   
  Combat Style Mastery (Ex): This ranger has 
  selected archery. She gains the Rapid Shot feat without 
  the normal prerequisites. 
   
  Languages: Common, Infernal. 
   
  Possessions: +2 Baatorian green steel scimitarFC2, +1 
  mithral chain shirt, masterwork composite longbow (+2 
  Str bonus), 40 arrows, cloak of charisma +4, quiver of 
  Ehlonna, Quaal’s feather token (whip), amulet of natural 
  armor +2, potion of greater magic fang +3, lesser bracers of 
  archery. 
   
  
  YEO6-07 Howl at the Moon 
   
  Page 32 
  APPENDIX 5 – ALL APLS 
   
  ACT ONE SCENE TWO-THE 
  FREEKNIGHTS 
  Jayce Entrigal, Male Human Paladin11: Size M Type 
  Humanoid; CR 11; HD 11d10; hp 82; Init -1; Spd 20 ft.; 
  AC 20, touch 10, flat-footed 20 (+8 full plate, +2 heavy 
  shield, -1 Dex, +1 Ring of Protection+1); Base Atk/Grp: 
  +11/+13; Atk +15 melee (1d8+3/19-20, Longsword+1) or 
  +12 ranged (1d8+2/x3, Masterwork Composite Longbow 
  [+2 Str bonus]); Full Atk +15/10/5 melee (1d8+3/19-20, 
  Longsword+1) or +12/7/2 ranged (1d8+2/x3, Masterwork 
  Composite Longbow [+2 Str bonus]); SA Smite Evil 
  3/day, Turn Undead 6/day; SQ Aura of Good, Detect Evil, 
  Divine Grace, Lay on Hands, Aura of Courage, Divine 
  Health, Special Mount, Remove Disease 2/week; AL LG; SV 
  Fort +10, Ref +5, Will +8; Str 14, Dex 8, Con 10, Int 12, 
  Wis 14, Cha 16.  
   
  Skills & Feats: Concentration +7, Heal +16, Ride +10, 
  Diplomacy +12, Sense Motive +7, Knowledge (religion) 
  +6, Knowledge (nobility/ royalty) +6; Weapon Focus 
  (longsword), Mounted Combat, Power Attack, Glorious 
  WeaponsCD, Divine VigorCW.  
   
  Smite Evil (Su): Three times per day this paladin 
  may attempt to smite evil with one normal melee attack. 
  He adds +3 to his attack roll and deals 11 extra points of 
  damage. Smiting a creature that is not evil has no effect 
  but uses the ability for that day. 
   
  Turn Undead (Su): As a 8th-level cleric. 
   
  Aura of Courage (Su): This paladin is immune to 
  fear, magical or otherwise. Allies within 10 feet of him 
  gain a +3 morale bonus on saving throws against fear 
  effects. 
   
  Detect Evil (Sp): This paladin can detect evil at will as 
  the spell. 
   
  Divine Grace (Su): This paladin applies his 
  charisma bonus on all saving throws. (This modifier is 
  already figured into the statistics given above). 
   
  Divine Health (Ex): This paladin is immune to all 
  diseases, including magical diseases such as mummy rot 
  and lycanthropy. 
   
  Lay on Hands (Su): This paladin can heal 33 hit 
  points of wounds per day. 
   
  Remove Disease (Ex/Sp/Su): This paladin can 
  remove disease, as the spell, two times per week. 
   
  Languages: Common, Draconic. 
   
  Paladin Spells Known (2/2/0, save DC = 12 + spell 
  level): 1st – Cure Light Wounds, Divine Favor; 2nd – Owl’s 
  Wisdom, Shield Other. 
   
  Possessions: Masterwork Full Plate Armor, Heavy 
  Steel Shield, Longsword+1, Ring of Protection +1, Cloak of 
  Charisma +2, Silver Holy Symbol of Delleb, Masterwork 
  Composite Longbow (+2 Strength bonus). 
   
  Border Guard Sergeant, Female Half-Elf Barbarian 
  1/Ranger 8: Size M Type Humanoid; CR 9; HD 
  1d12+8d8+18; hp 70; Init +3; Spd 40 ft.; AC 19, touch 13, 
  flat-footed 16 (+4 Masterwork Chain Shirt, +1 Amulet of 
  Protection +1, +3 Dex, +1 buckler); Base Atk/Grp: +9/+11; 
  Atk +14 melee (1d6+3, Masterwork Short sword) or +13 
  ranged (1d8+2/x3, Masterwork Composite Longbow [+2 
  Str bonus]); Full Atk +12/+7 and +11/+1 melee (1d6+3, 
  Masterwork Short sword) or +13/+8 ranged (1d8+2/x3, 
  Masterwork Composite Longbow [+2 Str bonus]); SA 
  rage 1/day; SQ Fast Movement, favored enemy giants +4, 
  favored enemy humans +2, Track, wild empathy, 
  Endurance, animal companion swift tracker, woodland 
  stride; AL NG; SV Fort +10, Ref +9, Will +3; Str 16, Dex 
  16, Con 14, Int 10, Wis 12, Cha 8.  
   
  Skills & Feats: Survival +13, Listen +13, Spot +13, 
  Swim+8, Climb +8, Handle Animal +7, Heal +9; Weapon 
  Focus (short sword), Two-Weapon Fighting, Two-
  Weapon Defense, Dodge, Improved Two-Weapon 
  Fighting, Mobility. 
   
  Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, -2 
  to AC for up to 7 rounds. 
   
  Combat Style Mastery (Ex): This ranger has 
  selected two-weapon combat. She gains the Greater Two-
  weapon Fighting feat without the normal prerequisites. 
   
  Favored Enemy (Ex): This ranger gains the 
  indicated bonus on his Bluff, Listen, Sense Motive, Spot, 
  and Survival checks when using these skills against this 
  type of creature. He gets the same bonus on weapon 
  damage rolls against creatures of this type. 
   
  Swift Tracker (Ex): This ranger can Track at normal 
  speed without taking the –5 penalty, or can track at 
  double speed with only a –10 penalty. 
   
  Wild Empathy (Ex): This ranger can improve the 
  attitude of an animal in the same way a Diplomacy check 
  can improve the attitude of a sentient being. She rolls 
  1d20+7, or 1d20+3 if attempting to influence a magical 
  beast with an Intelligence score of 1 or 2. 
   
  Languages: Common. 
   
  Ranger Spells Prepared (1, save DC = 11 + spell level):  
  1st – Entangle. 
   
  Possessions: 
  Masterwork 
  Short 
  sword 
  (x2), 
  Masterwork Chain Shirt, Darkwood Buckler, Amulet of 
  Protection +1, Gauntlets of Ogre Power +2, Masterwork 
  Composite Longbow (+2 Strength bonus). 
   
  Free Guards, Male/Female Human Fighter4: Size M 
  Type Humanoid; CR 4; HD 4d10+8; hp 36; Init +1; Spd 20 
  ft.; AC 18, touch 11, flat-footed 17 (+5 Breastplate, +1 Dex, 
  +1 buckler); Base Atk/Grp: +4/+7; Atk +8 melee 
  (1d8+5/x3, Masterwork Longspear) or +6 ranged (1d8/19-
  20, Masterwork Light Crossbow); Full Atk +8 melee 
  (1d8+5/x3, Masterwork Longspear) or +6 ranged (1d8/19-
  20, Masterwork Light Crossbow); SA --; SQ --; AL LG; SV 
  Fort +6, Ref +2, Will +2; Str 16, Dex 13, Con 14, Int 10, 
  Wis 12, Cha 8. 
  
  YEO6-07 Howl at the Moon 
   
  Page 33 
   
  Skills & Feats: Climb +6, Ride +5, Swim +6, 
  Diplomacy(cc) +1; Weapon Focus (longspear), Power 
  Attack, Quickdraw, Short Haft FlankerPHBII, Vexing 
  FlankerPHBII, Weapon Specialization (longspear).  
   
  Languages: Common. 
   
  Possessions: Masterwork Longspear, Masterwork 
  Breastplate, Heavy Buckler, Masterwork Light Crossbow.  
   
  Border Guards, Male/Female Human Rogue3: Size M 
  Type Humanoid; CR 3; HD 3d6+3; hp 15; Init +6; Spd 30 
  ft.; AC 16, touch 12, flat-footed 14 (+4 chain shirt, +2 
  Dex); Base Atk/Grp: +2/+3; Atk +4 melee (1d8+1/19-20, 
  Masterwork Longsword) or +5 ranged (1d8/19-20, 
  Masterwork Light Crossbow); Full Atk +4 melee 
  (1d8+1/19-20, Masterwork Longsword) or +5 ranged 
  (1d8/19-20, Masterwork Light Crossbow); SA sneak 
  attack +2d6; SQ evasion, trap finding, trap sense +1; AL 
  CG; SV Fort +2, Ref +5, Will +0; Str 12, Dex 15, Con 13, 
  Int 14, Wis 8, Cha 10. 
   
  Skills & Feats: Move Silently +10, Hide +10, Spot +7, 
  Listen +7, Search +8, Disable Device +8, Climb +7, Bluff 
  +6, Sense Motive +5, Tumble +8; Improved Initiative, 
  Alertness, Stealthy.   
   
   
  Evasion (Ex): If this rogue is exposed to any effect 
  which allows her to attempt a Reflex saving throw for 
  half damage, she takes no damage with a successful 
  saving throw. 
   
  Trap Sense (Ex): This rogue has an intuitive sense 
  that alerts her to dangers from traps, granting a +1 bonus 
  on Reflex saves and a +1 dodge bonus to AC against traps. 
   
  Trapfinding (Ex): This rogue can use the search 
  skill to locate traps when the task has a DC higher than 
  20. Finding a non-magical trap has a DC of at least 20, 
  higher if it is well hidden. Finding a magical trap has a 
  DC of 25+ the level of the spell used to create it. Rogues 
  can use the Disable Device skill to disarm magical traps. 
  Disabling a magical trap generally has a DC of 25+ the 
  level of the spell used to create it. A rogue that beats the 
  DC by 10 or more with the Disable Device check can 
  generally study a trap, figure out how it works, and 
  bypass it (with her party) without disarming it. 
   
  Languages: Common, Goblin, Orcish. 
   
  Possessions: Masterwork Long sword, Masterwork 
  Chain Shirt, Masterwork Light Crossbow. 
  ACT TWO-THE VILLAGERS 
   
   
  Commoner 
  Type 
  1, 
  Male/Female 
  Human 
  Commoner1: Size M Type Humanoid; CR 1/2; HD 
  1d4+1; hp 3; Init -1; Spd 30 ft.; AC 9, touch 9, flat-footed 
  10 (-1 Dex); Base Atk/Grp: +0/+1; Atk +1 melee (1d6+1, 
  Club); Full Atk +1 melee (1d6+1, Club); AL LN; SV Fort 
  +1, Ref -1, Will +0; Str 13, Dex 9, Con 12, Int 10, Wis 11, 
  Cha 8. 
   
  Skills & Feats: Craft +7, Profession +4, Handle Animal 
  +3; Skill Focus (craft), Alertness. 
   
  Languages: Common. 
   
  Possessions: Club. 
   
  Commoner Type 2 (children), Male/Female Human 
  Commoner1: Size S Type Humanoid; CR 1/2; HD 1d4-1; 
  hp 2; Init +2; Spd 20 ft.; AC 12, touch 12, flat-footed 11 
  (+1 Dex, +1 size); Base Atk/Grp: +0/-1; Atk non-
  combatant; AL CG; SV Fort -1, Ref +1, Will +0; Str 8, Dex 
  12, Con 9, Int 10, Wis 11, Cha 13.   
   
  Skills & Feats: Listen +6, Spot +6, Swim+3; Improved 
  Initiative, Alertness.   
   
  Languages: Common. 
   
  Commoner 
  Type 
  3, 
  Male/Female 
  Human 
  Commoner2: Size M Type Humanoid; CR 1; HD 2d4+2; 
  hp 7; Init -1; Spd 30 ft.; AC 9, touch 9, flat-footed 10 (-1 
  Dex); Base Atk/Grp: +1/+2; Atk +2 melee (1d6+1, Club); 
  Full Atk +2 melee (1d6+1, Club); AL LN; SV Fort +1, Ref -
  1, Will +0; Str 13, Dex 9, Con 12, Int 10, Wis 11, Cha 8. 
   
  Skills & Feats: Craft +8, Profession +5, Handle Animal 
  +5; Skill Focus (craft), Alertness. 
   
  Languages: Common. 
   
  Possessions: Club. 
   
  Commoner 
  Type 
  4, 
  Male/Female 
  Human 
  Commoner1/Warrior1: Size M Type Humanoid; CR 1; 
  HD 1d4+1d8+2; hp 10; Init +2; Spd 30 ft.; AC 14, touch 
  12, flat-footed 12 (+2 leather armor, +2 Dex); Base 
  Atk/Grp: +1/+3; Atk +3 melee (1d6+2, Short Spear) or +3 
  ranged (1d8/19-20, Light Crossbow); Full Atk +3 melee 
  (1d6+2, Short Spear) or +3 ranged (1d8/19-20, Light 
  Crossbow); AL LG; SV Fort +3, Ref +2, Will +1; Str 15, 
  Dex 14, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills & Feats: Craft +4, Profession +8, Handle Animal 
  +4, Swim +3; Skill Focus (Profession), Alertness. 
   
  Languages: Common. 
   
  Possessions: Leather Armor, Short Spear, Light 
  Crossbow, 20 bolts. 
   
  Militiamen, Male/Female Human Warrior1: Size M 
  Type Humanoid; CR 1/2; HD 1d8+1; hp 7; Init +2; Spd 30 
  ft.; AC 16, touch 12, flat-footed 14 (+4 chain shirt, +2 
  Dex); Base Atk/Grp: +1/+3; Atk +4 melee (1d8+3/x3, 
  Long Spear) or +3 ranged (1d8/19-20, Light Crossbow); 
  Full Atk +4 melee (1d8+3/x3, Long  Spear) or +3 ranged 
  (1d8/19-20, Light Crossbow); AL LG; SV Fort +3, Ref +2, 
  Will +1; Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills & Feats: Handle Animal +5, Climb +4, Jump +4, 
  Intimidate +1, Swim +4; Weapon Focus (long spear), Skill 
  Focus (handle animal). 
   
  Languages: Common. 
   
  Possessions: Chain Shirt, Long Spear, Light Crossbow, 
  20 bolts. 
   
  Alvan Wark, Male Human Warrior2: Size M Type 
  Humanoid; CR 1; HD 2d8+4; hp 15; Init +0; Spd 20 ft.; 
  AC 16, touch 10, flat-footed 16 (+5 chainmail, +1 buckler); 
  Base Atk/Grp: +2/+4; Atk +4 melee (1d8+3/x3, Long 
  Spear) or +2 ranged (1d8+3/19-20, Light Crossbow); Full 
  Atk +4 melee (Dam plus Effects, Short Spear) or +4 melee 
  (1d8+2/19-20, Long Sword) or +2 ranged (1d8/19-20, 
  
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  Light Crossbow); SA --; SQ --; AL LN; SV Fort +2, Ref +0, 
  Will +4; Str 14, Dex 10, Con 15, Int 8, Wis 13, Cha 12. 
   
  Skills & Feats: Skills; Weapon Focus (long spear), 
  Dodge. 
   
  Languages: Common. 
   
  Possessions: Chainmail, Long Spear, Long sword, 
  Buckler, Light Crossbow, 20 bolts. 
   
  Brendan Yonkin, Male Human Fighter1: Size Type; 
  CR 1; HD 1d10+2; hp 9; Init +1; Spd 20 ft.; AC 18, touch 
  11, flat-footed 17 (+5 breastplate, +2 heavy shield, +1 Dex); 
  Base Atk/Grp: +1/+3; Atk +5 melee (1d8+2/19-20, Long 
  Sword) or +2 ranged (1d8/19-20, Light Crossbow); Full 
  Atk +5 melee (1d8+2/19-20, Long Sword) or +2 ranged 
  (1d8/19-20, Light Crossbow); SA --; SQ --; AL CG; SV Fort 
  +4, Ref +1, Will +1; Str 15, Dex 12, Con 14, Int 10, Wis 13, 
  Cha 8.  
   
  Skills & Feats: Ride +5, Climb +6, Jump+6; Weapon 
  Focus (long sword), Power Attack, Dodge. 
   
  Languages: Common. 
   
  Possessions: Breastplate, Masterwork Long sword, 
  Heavy Steel Shield, Light Crossbow, 20 bolts. 
   
  Oswald Rockridge, Male Dwarf Cleric of Fortubo3: 
  Size M Type Humanoid; CR 3; HD 3d8+6; hp 22; Init +2; 
  Spd 20 ft.; AC 16, touch 9, flat-footed 17 (+5 masterwork 
  breastplate, +2 heavy steel shield, -1 Dex); Base Atk/Grp: 
  +2/+4; 
  Atk 
  +5 
  melee 
  (1d8+2/x3, 
  Masterwork 
  Warhammer);  Full Atk +5 melee (1d8+2/x3, Masterwork 
  Warhammer); SA turn undead 3/day; SQ stonecunning, 
  60-ft. darkvision; AL NG; SV Fort +5, Ref +0, Will +5; Str 
  14, Dex 8, Con 14, Int 10, Wis 15, Cha 11.  
   
  Skills & Feats: Heal +7, Knowledge (religion) +5, 
  Diplomacy +2; Toughness, Reach SpellCD. 
   
  Languages: Common, Dwarven. 
   
  X Spells Known (4/3+1/2+1, save DC = 12 + spell 
  level): 0 – Create Water (x4); 1st – Shield of Faith, Protection 
  from Evil, Obscuring Mist, Sanctuary*; 2nd – Aid, Make Whole, 
  Shield Other*.  AbbreviationNon-Core Source of Spell. 
   
  *Domain spell. Domains: Good (You cast good spells 
  at +1 caster level), Protection (You can generate a 
  protective ward as a supernatural ability. Grant someone 
  you touch a resistance bonus equal to your cleric level on 
  his or her next saving throw. Activating this power is a 
  standard action. The protective ward is an abjuration effect 
  with a duration of 1 hour that is usable once per day.). 
   
  Possessions: Masterwork Breastplate, Heavy Steel 
  Shield, Masterwork Warhammer, Silver Holy Symbol of 
  Fortubo, Healer’s Kit. 
   
  Josef ‘Jo’ Wickerson, Male Human Cleric of Kord1: 
  Size M Type Humanoid; CR 1; HD 1d8+1; hp 6; Init –1; 
  Spd 30 ft.; AC 14, touch 9, flat-footed 15 (+5 breastplate, -1 
  Dex); Base Atk/Grp: +0/+2; Atk +2 melee (1d10+3/19-20, 
  Bastard Sword) or -1 ranged (1d4+2/19-20, Dagger); Full 
  Atk +2 melee (1d10+3/19-20, Bastard Sword) or +1 ranged 
  (1d4+2/19-20, Dagger); SA turn undead 4/day; SQ --; AL 
  NG; SV Fort +3, Ref -1, Will +4; Str 14, Dex 8, Con 13, Int 
  10, Wis 15, Cha 12.  
   
  Skills & Feats: Skills; Exotic Weapon Proficiency 
  (Bastard Sword), Endurance. 
   
  Languages: Common. 
   
  Cleric Spells Known (3/2+1, save DC = 12 + spell level): 
  0 – Create Water (x2), Purify Food and Drink; 1st – Shield of 
  Faith, Obscuring Mist, Enlarge Person*. 
   
  *Domain spell. Domains: Luck (You gain the power 
  of good fortune, which is usable once per day. This 
  extraordinary ability allows you to reroll one roll you 
  have just made before the DM declares whether the roll 
  results in success or failure. You must take the results of 
  the reroll, if it is worse than the results of the original 
  roll.), Strength (You can perform a feat of strength as a 
  supernatural ability. You gain an enhancement bonus to 
  strength equal to your cleric level. Activating this power 
  is a free action, the power lasts one round, and it is usable 
  once per day). 
   
  Possessions: Breastplate, Bastard Sword, Silver Holy 
  Symbol of Kord, Healer’s Kit. 
   
  Boswell Thibbs, Male Human Expert8: Size M Type 
  Humanoid; CR 7; HD 8d6-8; hp 30; Init +1; Spd 30 ft.; AC 
  15, touch 11, flat-footed 14 (+4 chain shirt, +1 Dex); Base 
  Atk/Grp: +6/+6; Atk +7 melee (1d8/19-20, Masterwork 
  Longsword) or +7 ranged (1d8/19-20, Light Crossbow); 
  Full 
  Atk 
  +7/+2 
  melee 
  (1d8/19-20, 
  Masterwork 
  Longsword) 
  or 
  +7/+2 
  ranged 
  (1d8/19-20, 
  Light 
  Crossbow); SA --; SQ --; AL CN; SV Fort +1, Ref +3, Will 
  +9; Str 10, Dex 13, Con 9, Int 12, Wis 16, Cha 14. 
   
  Skills & Feats: Craft (beer) +15, Profession (brewer) 
  +14, Use Rope +12, Handle Animal +13, Diplomacy +15, 
  Sense Motive +16, Bluff +15, Spot +14; Skill Focus (Craft 
  [beer]), 
  Weapon 
  Focus 
  (longsword), 
  Negotiator, 
  Persuasive. 
   
  Languages: Common, Dwarven. 
   
  Possessions: Chain Shirt (with pot for helmet), 
  Masterwork Longsword, Light Crossbow, 20 bolts. 
  Local Expert A, Male/Female Human Expert1: Size 
  M Type Humanoid; CR 1/2; HD 1d6+1; hp 5; Init +0; Spd 
  30 ft.; AC 12, touch 10, flat-footed 12 (+2 leather); Base 
  Atk/Grp: +0/-1; Atk -1 melee (1d8/19-20, Longsword) or 
  +0 ranged (1d8/19-20, Light Crossbow); Full Atk -1 melee 
  (1d8/19-20, Longsword) or +0 ranged (1d8/19-20, Light 
  Crossbow); SA --; SQ --; AL LN; SV Fort +1, Ref -1, Will 
  +4; Str 8, Dex 10, Con 13, Int 12, Wis 15 Cha 14. 
   
  Skills & Feats: Craft +8, Profession +6, Use Rope +4, 
  Handle Animal +6, Diplomacy +8, Sense Motive +8, Bluff 
  +6, Spot +6; Skill Focus (Craft), Negotiator. 
   
  Languages: Common. 
   
  Possessions: 
  Leather 
  Armor, 
  Longsword, 
  Light 
  Crossbow, 20 bolts. 
  Local Expert B, Male/Female Human Expert2: Size 
  M Type Humanoid; CR 1; HD 2d6; hp 9; Init -1; Spd 30 
  ft.; AC 12, touch 9, flat-footed 13 (+3 studded leather, -1 
  Dex); Base Atk/Grp: +1/+2; Atk +2 melee (1d8/19-20, 
  Longsword) or +0 ranged (1d8/19-20, Light Crossbow); 
  Full Atk +2 melee (1d8/19-20, Longsword) or +0 ranged 
  (1d8/19-20, Light Crossbow); SA --; SQ --; AL N; SV Fort 
  
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  +0, Ref -1, Will +5; Str 12, Dex 8, Con 10, Int 13, Wis 15 
  Cha 14. 
   
  Skills & Feats: Craft +9, Profession +7, Use Rope +4, 
  Handle Animal +7, Diplomacy +9, Sense Motive +9, Bluff 
  +7, Spot +7; Skill Focus (Craft), Negotiator. 
   
  Languages: Common. 
   
  Possessions: Studded Leather Armor, Longsword, 
  Light Crossbow, 20 bolts. 
  ACT THREE (ALL APLS EXCEPT 2) 
  Mega-Pack of Wild Dogs (Mob of Riding Dogs, 
  trained for war): Size Gargantuan(20ft x 20 ft) Type 
  Animal; CR 8; HD 30d8+60; hp 225; Init +0; Spd 30 ft.; 
  AC 13, touch 8, flat-footed 11 (+2 Dex, +4 Natural, -4 Size, 
  +1 partial leather barding); Base Atk/Grp: +22/+36; Atk 
  Mob 
  (5d6, 
  Bludgeoning); 
  Full 
  Atk 
  Mob 
  (5d6, 
  Bludgeoning) or Trample (2d6+3); SA Expert Grappler, 
  Trample, Trip; SQ Mob Anatomy, Low-light Vision, 
  Scent; AL N; SV Fort +19, Ref +19, Will +8; Str 15, Dex 15, 
  Con 15, Int 3, Wis 9, Cha 6.  DMG2, page 59. 
   
  Skills & Feats: Jump +8. Listen +3, Spot +3, Swim +3, 
  Survival +0*; Improved Bull Rush, Improved Overrun, 
  Alertness, Track. 
   
  *Attack/Full Attack: Mobs don’t make standard 
  attacks. Rather, they are treated similar to swarms in 
  combat. A mob deals 5d6 bludgeoning damage to any 
  creature whose space it occupies at the end of its move, 
  with no attack roll needed. Mob attacks ignore 
  concealment and cover. A mob’s attacks are nonmagical, 
  unless the base creature’s attacks are considered magical. 
  Damage reduction applies to mob attacks. 
   
  Space/Reach: A mob occupies a square 20 feet on a 
  side, but its reach is 0 feet. In order to attack it moves into 
  an opponent’s space, which provokes an attack of 
  opportunity. It can occupy the same space as a creature, 
  because it tramples over and moves around its victim. A 
  mob can move through squares occupied by enemies, and 
  vice versa, without impediment, although a mob 
  provokes an attack of opportunity if it does so. A mob can 
  move through openings large enough for its component 
  creatures. 
   
  Trip (Ex): A wolf [sic] that hits with its bite attack 
  can attempt to trip the opponent (+1 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails the 
  opponent cannot react to trip the wolf [sic]. 
   
  Expert Grappler (Ex): A mob can maintain a 
  grapple without penalty and still make attacks against 
  other targets (normally, attacking other targets while 
  grappling imposes a –20 penalty on grapple checks). A 
  mob is never considered flat-footed while grappling. 
   
  Trample (Ex): A mob that simply moves over a 
  creature and doesn’t end its movement with that creature 
  in one of its occupied squares can trample the creature. A 
  trampled creature takes damage equal to 2d6+3. The 
  victim can either make an attack of opportunity against 
  the mob or make a Reflex save (DC 27) to take half 
  damage. 
   
  Mob Anatomy (Ex): A mob has no clear front or 
  back and no discernable anatomy, so it is not subject to 
  critical hits or sneak attacks. A mob cannot be flanked, 
  tripped, grappled, or bull rushed.  
   
  Unlike standard swarms, mobs are made up of 
  relatively small numbers of individual creatures, so spells 
  or effects that target specific numbers of creatures can 
  have an effect on a mob. Each specific creature that is 
  slain, disabled, or otherwise incapacitated by spells or 
  effects that target specific creatures bestows two negative 
  levels on the mob. A mob that gains negative levels equal 
  to its Hit Dice (30) breaks up as if reduced to 0 hit points. 
  Negative levels gained in this manner are not the result 
  of negative energy (and thus cannot be blocked by death 
  ward or removed by restoration), but never result in 
  permanent level loss. A mob takes half again as much 
  damage (+50%) from spells or effects that affect an area, 
  such as splash weapons and evocation spells.  
  
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  DM AID: MAP #1 – THE HAMLET OF WOODSEND 
    
   
  
  YEO6-07 Howl at the Moon 
   
  Page 37 
  DM AID: NEW RULES 
  NEW ITEMS 
  Baatorian Green Steel (Fiendish Codex II) 
   
  Mined in deep shafts of Avernus, Baatorian green steel is light and harder than normal metal.  The near-continuous 
  fighting on Hell’s first layer makes large scale mining operations difficult, but because this metal is well-suited for use 
  in weaponcrafting, the effort is often worth the price. 
   
  Any slashing or piercing weapon created with Baatorian green steel deals an extra 1 point of damage.  This bonus 
  stacks with enhancement bonuses provided by magic.  A weapon crafted from Baatorian green steel costs an additional 
  1,000 gp. 
   
  Baatorian green steel has hardness 12 and 30 hp per inch of thickness. 
  NEW FEATS 
  Glorious Weapons (Complete Divine) 
   
  You can channel positive or negative energy to imbue your allies’ weapons with an alignment. 
   
  Prerequisite: Ability to turn or rebuke undead. 
   
  Benefit: You can spend a turn or rebuke attempt as a standard action to align the melee weapons (including natural 
  weapons) of all allies within a 60-ft. burst as good (if you channel positive energy) or evil (if you channel negative 
  energy). Such weapons can overcome damage reduction as if they had the appropriate alignment. The effect lasts until 
  the end of your next turn. 
  Divine Vigor (Complete Warrior) 
   
  Prerequisite: Turn or rebuke undead ability. 
   
  Benefit: As a standard action, spend one of your turn or rebuke undead attempts to increase your base land speed 
  by 10 feet and gain +2 temporary hit points per character level. These effects last a number of minutes equal to your 
  charisma modifier. 
  Woodland Archer [Tactical] (Races of the Wild) 
   
  You have honed your archery skill in the wilds of the forest. 
   
  Prerequisite: Point Blank Shot, Base Attack +4 
   
  Benefit: The Woodland Archer feat enables the use of three tactical maneuvers. 
   
  Adjust to Range: To use this maneuver, you must shoot a projectile weapon against a foe and miss. Subsequent 
  shots you take against that foe this round gain a +4 bonus, because you’re able to quickly adjust your aim to 
  compensate. 
   
  Pierce the Foliage: To use this maneuver, you must hit a foe with a ranged attack despite the miss chance caused 
  by concealment. Shots you take against that foe in the next round don’t incur the miss chance because you’re able 
  to exactly duplicate your draw and aim. 
   
  Moving Sniper: To use this maneuver, you must succeed on a sniping attack (see the Hide skill description, page 
  76 of the Player’s Handbook), both hitting your intended target and successfully hiding thereafter. If no one sees you, 
  you can make a sniping attack again in the following round, taking a single move after your attack and before you 
  hide (characters without this feat can only shoot and hide, not move as well). As long as you continue to hit the 
  target and avoid detection from an enemy, you can make a sniping attack on the move each round. 
  Special: A fighter may select Woodland Archer as one of his fighter bonus feats. 
  Short Haft (Players Handbook II) 
   
  You have trained in polearm fighting alongside your comrades in arms, sometimes reaching past them while they 
  shield you, and sometimes shielding them while they attack from behind you. 
   
  Prerequisite: Proficiency with a reach weapon, Weapon Focus with a reach weapon, base attack bonus +3. 
   
  Benefit: As a swift action, you can choose to lose the benefit of wielding a reach weapon other than a spiked chain 
  or a whip. In return, you can use that weapon to attack and threaten spaces adjacent to you. With another swift action, 
  you can give up this feat’s benefit in order to regain the use of your weapon’s superior reach. 
   
  Special: A fighter can select Short Haft as one of his fighter bonus feats. 
  Vexing Flanker (Players Handbook II) 
   
  You excel at picking apart an opponent’s defenses when your allies threaten them. 
   
  Prerequisite: Combat Reflexes. 
   
  Benefit: You gain a +4 bonus on your attack rolls when flanking. 
   
  Normal: Flanking grants a +2 bonus on attack rolls.  
  
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  Special: A fighter can select Vexing Flanker as one of his fighter bonus feats. 
  NEW BASE CLASS 
  Marshal (Miniatures Handbook) 
  Sometimes it is not enough to be a conquering warrior, a champion of all that's right, an experienced 
  sellsword, or an elite foot soldier. Sometimes the circumstances require a solid commander of soldiers and situations. 
  Sometimes the circumstances demand a marshal. 
  Marshals inspire trust in those they lead. They earn that trust by slogging through harsh landscapes, 
  dangerous battlefields, and haunted catacombs along with those under their command. With a look, they can see where 
  to best deploy their resources or come up with a sneaky ruse to fool their enemies. A marshal has a tactician's mind, a 
  cartographer's overview of the disputed landscape (or dungeon warren), and a way with words that can inspire battle-
  hardened fighters to give it their all when melee breaks out. 
  Adventures: Whether leading troops or a company of adventurers, marshals accept commissions in return for 
  their service. Once a commission is accepted, most marshals feel honor-bound to see the contract through to its end. If 
  the choice is between honoring the commission and the survival of his company, though, many a marshal will break the 
  commission and lead his forces to a new patron in distant lands. 
  Characteristics: Trained in the basics of fighting, marshals possess a general knowledge of weapons and 
  armor. Their real strength is their ability to lead those who follow them to success they might not otherwise reach in 
  combat. Marshals make passable warriors themselves, when personal danger finds them. 
  Alignment: Marshals may be of any alignment. Good-aligned marshals are often crusading leaders who seek 
  out and fight evil. Lawful-aligned marshals accept commissions from people who face invasion by foreign aggressors. 
  Chaotic-aligned marshals lead mercenaries to wherever the pay is best. Evil-aligned marshals tend to lead forces of 
  foreign aggressors set on invasion and plunder. 
  Religion: Marshals often worship Heironeous (god of valor) or Kord (god of strength). Some worship St. 
  Cuthbert (god of retribution), Hextor (god of tyranny), or Erythnul (god of slaughter). 
  Background: Marshals come to their profession through study and desire. Most have had formal training in a 
  noble's army, where they were given positions of authority. Others have trained in formal academies, preparing 
  themselves for careers as a military officers. Marshals see others of their class as part of a special group, especially those 
  they have studied with. Even enemy marshals can be afforded some respect, though the enemy's forces must be crushed 
  all the same. 
  Races: Human marshals often follow in the footsteps of their parents, who served as officers in earlier wars, 
  conflicts, or mercenary companies. Dwarf marshals are trained to lead strike teams that protect the underground 
  dwarven kingdoms. Elf marshals rarely enroll in military academies, though half-elves often do. Half-orc marshals fight 
  an uphill battle in trying to garner respect in mixed-race units. 
  Among the brutal humanoids, few manage to enroll in the academies where the elite skills of command are taught. 
  Other Classes: The marshal relies on the other classes in all ways -- it is his job to support a team, magnifying 
  the strengths of each member for success in battles or forays into dangerous cavern complexes. 
  Role: In most adventuring parties, the marshal serves as the lead tactician, while his comrades support him 
  with spells, ranged attacks, and other effects. However, once a plan is in motion, most marshals enter the melee to 
  assure victory. 
   
  Game Rule Information 
  Marshals have the following game statistics. 
  Abilities: Charisma is especially important for marshals because it improves their standing with those they 
  lead, as well as permitting them to magnify the efforts of the group. Constitution is important for a marshal's staying 
  power. Intelligence is important for the many skills required by marshals to complete their commissions. 
  Alignment: Any. 
  Hit Die: d8. 
   
  Class Skills 
  The marshal's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Handle Animal (Cha), 
  Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), 
  Spot (Wis), Survival (Wis), and Swim (Str). 
  Skill Points at 1st Level: (4 + Int modifier) x4.  
  Skill Points at Each Additional Level: 4 + Int modifier. 
   
  Class Features 
  All of the following are class features of the marshal. 
  
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  Weapon and Armor Proficiency: Marshals are proficient with all simple and martial weapons, with all types of armor 
  (heavy, medium, and light), and with shields (except tower shields). 
   
  Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over 
  the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time. 
  Projecting an aura is a swift action (see Chapter 2: Magic). The aura remains in effect until the marshal uses a free action 
  to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; 
  thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn. 
  Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up 
  the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best. 
  Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself) who can hear the 
  marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain 
  the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard 
  or understood by his allies. 
  A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to 
  new auras, as indicated on Table 1-5: The Marshal. 
  All bonuses granted by a marshal's auras are circumstance bonuses that do not stack with each other. 
   
  Minor Aura: A minor aura lets allies add the marshal's Charisma bonus (if any) to certain rolls. 
  • 
  Accurate Strike: Bonus on rolls made to confirm critical hits. 
  • 
  Art of War: Bonus on disarm, trip, bull rush, and sunder attempts. 
  • 
  Demand Fortitude: Bonus on Fortitude saves. 
  • 
  Determined Caster: Bonus on rolls to overcome spell resistance. 
  • 
  Force of Will: Bonus on Will saves. 
  • 
  Master of Opportunity: Bonus to Armor Class against attacks of opportunity. 
  • 
  Master of Tactics: Bonus on damage rolls when flanking. 
  • 
  Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks. 
  • 
  Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks. 
  • 
  Motivate Dexterity: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks. 
  • 
  Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks. 
  • 
  Motivate Strength: Bonus on Strength checks and Strength-based skill checks. 
  • 
  Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks. 
  • 
  Over the Top: Bonus on damage rolls when charging. 
  • 
  Watchful Eye: Bonus on Reflex saves. 
   
  Major Aura: Beginning at 2nd level, a marshal can project a major aura in addition to his minor aura. A major aura 
  lets allies add +1 to certain rolls. This bonus improves by +1 at 7th, 14th, and 20th level. 
  • 
  Hardy Soldiers: The marshal's allies gain damage reduction equal to the amount of bonus the aura provides. 
  For example, if the marshal is 10th level, everyone affected gains DR 2/-. 
  • 
  Motivate Ardor: Bonus on damage rolls. 
  • 
  Motivate Attack: Bonus on melee attack rolls. 
  • 
  Motivate Care: Bonus to Armor Class. 
  • 
  Motivate Urgency: Allies' base land speed is increased by a number of feet equal to 5 x the amount of bonus the 
  aura provides. For example, the allies of a 10th-level marshal (+2 major aura) add 10 feet to their base land 
  speed. 
  • 
  Resilient Troops: Bonus on all saves. 
  • 
  Steady Hand: Bonus on ranged attack rolls. 
   
  Skill Focus (Diplomacy): Because a marshal has a way with people, he gains this feat as a bonus feat. If the 
  marshal already has the feat, he can choose a different one. 
   
  Grant Move Action (Ex): Starting at 4th level, a marshal can direct and motivate his allies to act immediately. 
  Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to 
  himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. 
  This extra action does not affect the allies' initiative count; the round continues normally after the marshal's turn is over. 
  
  YEO6-07 Howl at the Moon 
   
  Page 40 
  (This may mean, for example, that an ally whose initiative count immediately follows the marshal's may get an extra 
  move action from the marshal, followed directly by a full round worth of actions on the ally's turn.) 
  At 8th level, a marshal gains the ability to grant an extra move action to his allies twice per day. The frequency 
  increases to three times per day at 12th level, four times per day at 16th level, and five times per day at 20th level. 
  A character can take only one extra move action per round. (In other words, two marshals can't use this ability 
  on the same ally in the same round.) If an ally chooses not to take the extra move action, it is lost. 
   
  Table 1-5: The Marshal 
  Auras Known 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  Minor 
  Major 
  1st 
  +0 
  +2 
  +0 
  +2 
  Skill Focus (Diplomacy), minor aura 
  1 
  0 
  2nd 
  +1 
  +3 
  +0 
  +3 
  Major aura +1 
  1 
  1 
  3rd 
  +2 
  +3 
  +1 
  +3 
  - 
  2 
  1 
  4th 
  +3 
  +4 
  +1 
  +4 
  Grant move action 1/day 
  2 
  1 
  5th 
  +3 
  +4 
  +1 
  +4 
  - 
  3 
  2 
  6th 
  +4 
  +5 
  +2 
  +5 
  - 
  3 
  2 
  7th 
  +5 
  +5 
  +2 
  +5 
  Major aura +2 
  4 
  2 
  8th 
  +6/+1 
  +6 
  +2 
  +6 
  Grant move action 2/day 
  4 
  2 
  9th 
  +6/+1 
  +6 
  +3 
  +6 
  - 
  5 
  3 
  10th 
  +7/+2 
  +7 
  +3 
  +7 
  - 
  5 
  3 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/YEO (Yeomanry)/YEO6-06 - Howl at the Moon (3E).pdf