TEXT: Mongoose Pub lish ing
  Mongoose Pub lish ing
  www.mongoosepublishing.com
  Blood Moon
  Blood Moon
  Rising
  Rising
  Twice a year in the skies over Sommerlund, Ishir’s face turns a deep, brooding red.
  These nights, the five long nights of the Blood Moon, are rumoured to be when terrible 
  beasts walk the face of Magnamund.
  The wise remain indoors waiting for Kai’s light to banish the monsters once more.
  Those caught outside during the Blood Moon are often never seen again…
  A Lone Wolf, The Roleplaying Game adventure
  for four to six characters of 1st to 3rd level.
  
  2
  LONE WOLF The Roleplaying Game
  Blood Moon Rising
  August Hahn
  Lone Wolf, Blood Moon Rising is ©2005 Mongoose Publishing under license from Joe Dever. All rights reserved. 
  Reproduction of non-Open Game Content of this work by any means without the written permission of the publisher 
  is expressly forbidden.  Lone Wolf, Blood Moon Rising is presented under the Open Game License. See page 55 
  for the text of this licence. With the exception of boxed story text and character names, character creation rules 
  detailing the mechanics of assigning dice roll results to attributes and the character advancement rules detailing the 
  effects of applying experience, all text within Lone Wolf, Blood Moon Rising is declared as open content.
  3 
  Introduction
  5 
  Act One: The Crimson Hunt
   
  6 
  Prologue: The South Trade Road
   
  7 
  Scene One: A Murder of Crows
   
  11 
  Scene Two: Slain Stallion
   
  13 
  Scene Three: A Harrowing Howl
   
  15 
  Scene Four: The Northlands Trading Company Caravan
   
  20 
  Scene Five: A Welcome Horizon
  21 
  Interlude: Toran
   
  22 
  The Guild House of the Crystal Star
   
  24 
  The Boar & Pony Inn
   
  28 
  The Home of Geroyn, Sage of Ancient Lore
  31 
  Act Two: March of the Forgotten Soldier
   
  32 
  Scene One: The Dead Road
   
  34 
  Scene Two: Graves and Shadows
  40 
  Act Three: Final Blood
   
  41 
  Scene One: The Hunt Begins Anew
   
  42 
  Scene Two: Broken Patrol
   
  43 
  Scene Three: Confrontation
   
  45 
  Scene Three: Confrontation
  47 
  Conclusion
  48 
  Appendices
   
  48 
  Appendix I: New Items
   
  49 
  Appendix II: The Shianlune Bow
   
  51 
  Appendix III: New Monsters
   
  53 
  Appendix IV: Player Handouts
  55 
  License
  Source Author
  Joe Dever
  Layout & Design
  Ian Belcher
  Illustrations
  Tony Parker
  Cartography
  Gillian Pearce
  Studio Manager
  Ian Barstow
  Production Director
  Alexander Fennell
  Playtesting
  Mongoose Hall 
  (Ted Chang, Michael Ekon, 
  Wilson Phillips, Bob Roberts, et al.) 
  Proofreading
  Ron Bedison
  
  3
  Introduction
  Introduction
  Blood Moon Rising and 
  Dawn of Destruction
  Those Games Masters who own Dawn of Destruction, 
  or those Players whose characters have survived the 
  events of that adventure, will note several links  between 
  it and Blood Moon Rising.  How far these similarities 
  are coincidence is entirely up to the Games Master.  The 
  modules are designed to act either independently or 
  interactively – the choice is up to you!
  Welcome to Blood Moon Rising, a Lone Wolf, The 
  Roleplaying Game PDF adventure.  Blood Moon Rising 
  takes place entirely in Sommerlund and touches on some of 
  the locales and settings from the first Lone Wolf gamebook, 
  Flight from the Dark.  The similarities are intentional, as this 
  adventure is intended as much as a primer and orientation 
  in all things Lone Wolf as it is a stand-alone scenario.
  The game begins deep in the forest of Western Sommerlund, 
  far south of the Kai Monastery, near one of the main trade 
  roads of the kingdom.  From there, it becomes a race 
  northward to the city of Toran, one of the most important 
  settlements in all of Sommerlund.  That stop introduces 
  the Player Characters to life in Sommerlund, the kinds of 
  townsfolk they might expect in one of the largest kingdoms 
  on Magnamund and prepares the fledgling heroes for the 
  next leg of their adventure – the ancient and forbidding 
  Suukon Crypt at the foot of the Durncrag Mountains. 
  This place holds the secret to the heroes’ survival against 
  the beast that has been stalking them across Sommerlund, 
  a vile Darkspawn of a kind never before seen in the land.  
  Once they wrest this great weapon away from the traps and 
  undead guardians that have kept it hidden for millennia, the 
  heroes must take the final step in their struggle; they must 
  confront their predator and defeat it before it can consume 
  them and steal their souls away to the Darklands for an 
  eternity of torment.
  What does this Adventure offer the Heroes?
  In addition to the usual experience and incidental rewards 
  Players gain by going through a scenario, Blood Moon 
  Rising also provides them with two very important 
  treasures – one intangible, the other very real and material.  
  While Games Masters may have some concern over the 
  potentially unbalancing power of the latter reward, its 
  ability to grow with its bonded hero keeps it from being 
  unreasonably potent at lower levels of play.
  The item in question is described below in full detail – the 
  Shianlune Bow.  An artefact of a bygone age, its power 
  has waned due to its deep entombment and long centuries 
  without the light of the moon that fuels its magic.  The 
  hero that first wields it in battle forges a link to between his 
  soul and the weapon, bonding it to him for life.  While it 
  begins very weak, its special powers are vital to the heroes’ 
  survival in this adventure and it will grow as its bearer does.  
  By the time the wielder of the Shianlune Bow reaches the 
  upper echelons of personal power, this weapon will be a 
  mighty implement of battle, capable of striking down even 
  the darkest of foes.
  The other key reward in Blood Moon Rising is not a physical 
  object but should prove no less valuable in the long run.  
  To discover the location of the Shianlune Bow, the heroes 
  must venture to Toran and consult with a sage by the name 
  of Geroyn.  Geroyn, well versed in ancient history and 
  lore both light and dark, can set them on the path towards 
  the Suukon Crypt for a price.  Heroes that pay this fee in 
  good faith become valued contacts of Geroyn and will 
  find him an incredibly useful source of information about 
  Magnamund’s past and other ancient treasures.
  Dealing with the Harrowing Hound (the creature stalking 
  them since the first act of this adventure) will also mark 
  the Player Characters as potential heroes in a time when 
  Magnamund needs them more than ever.  Geroyn, not that 
  the Player Characters know this, has the ear of the royalty 
  of Sommerlund.  Service to Geroyn means a favourable 
  word given to the most powerful rulers of the land.  How 
  this comes back to benefit the heroes of Blood Moon Rising, 
  only time can tell…
  What does this Adventure offer the Games 
  Master?
  Blood Moon Rising is a full scenario that can by itself provide 
  several evenings of adventure and suspense.  From the 
  initial chase scenes through the Forest of Fehmarn through 
  the disastrous battle at the Northlands Convoy, Players will 
  be treated to danger and high fantasy action.   The act set 
  in Toran offers many opportunities for city-raised heroes to 
  shine and gives every Player ample chance at roleplaying 
  in the world of Magnamund.  The terrors of the ancient 
  Suukon Crypt should satisfy any Player interested in deep 
  dungeons and adventuring through deadly catacombs.  
  Lastly, the final battle with the Harrowing Hound should 
  be an epic combat Players and heroes alike will remember 
  for many sessions to come.
  
  4
  In addition to its value as a scenario, Blood Red Moon 
  also provides several enhancements to Lone Wolf, The 
  Roleplaying Game.  Within these pages, you will find 
  a detailed section of a famous Lone Wolf city (Toran), a 
  lethal dungeon setting (the Suukon Crypt), a new creature 
  for use in your own games (the Harrowing Hound) and a 
  fully described major new artefact (the Shianlune Bow).  
  Beyond all these useful tools and toys, there are also listed 
  scenario hooks to give Games Masters ideas on where to 
  go next with the heroes of this adventure.  The text even 
  describes a new social order in Sommerlund, the Agents 
  of the Star, and offers rules on how Player Characters and 
  Non-Player Characters alike can join their hallowed ranks.  
  Any game set in or involving plot elements concerning 
  Sommerlund will be greatly enhanced with the material in 
  Blood Moon Rising.
  This adventure also offers Games Masters the advantage of 
  being the first in a series of scenarios that interlock and form 
  a sweeping overall plot that can be used as the basis for an 
  entire campaign.  Future Lone Wolf adventures will use the 
  format presented in Blood Moon Rising, allowing Games 
  Masters to quickly assimilate all the needed elements of 
  the scenario’s plot and leap right into play.
  Background – Blood Moon Rising
  This adventure technically begins in the country of Slovia 
  in Northern Magnamund.  Andus, a member of a secret 
  society of Sommerlund called the Agents of the Star, 
  was undercover in the guise of a minor Sommlending 
  diplomat to the Slovian Court.  In reality, he was a spy, 
  sent by the Toran Guild of the Brotherhood of the Crystal 
  Star to covertly investigate rumours of dark magic being 
  perpetrated by the nobles of Suentina.  Whilst investigating 
  the apartments of a noble who had been observed 
  purchasing strange and arcane materials, Andus discovered 
  a sheaf of notes and scrolls concerning evil sorcery and a 
  vile plot to destabilise the Slovian nobility.  Interrupted, he 
  quickly discovered that the noble was in fact a Helghast 
  of considerable strength and a fierce battle, leading to a 
  raging inferno in the noble’s apartments, ensued.  
  Andus, believing he had slain the Helghast, staggered out 
  of the noble’s burning apartments, severely wounded and 
  in some distress.  What he discovered in the loathsome 
  Darkspawn’s apartments gave him reason to risk his life in 
  a desperate flight back to Sommerlund.  The Helghast had 
  planned a political massacre during the Rites of Slovala, 
  a Slovian festival in which every member of the noble 
  lines gathers in the Grand Hall of the High Palace in the 
  capital, Suentina, to receive the current Prince (Ormir’s) 
  favour and present him tribute.  To this end, the Helghast 
  was going to create a Harrowing Hound; by masquerading 
  as a noble, its plan was to unveil the beast to the Prince 
  and his court and then aid in the utter slaughter to follow.  
  With the royal line of Slovia broken, the Helghast could 
  interrogate the captured souls and throw Slovia into chaos 
  within days.  A few footnotes in the text hinted that the 
  Helghast might even contact Vassagonian agents to arrange 
  an attack against Suentina when it was leaderless after the 
  slaughter.
  Andus had found evidence of this ghastly plot, notes 
  detailing the creature, a Harrowing Hound, and some of 
  the dark magic used in its creation.  But he had been able 
  to save little from the fire, just a single sheet concerning 
  the Hound’s creation and abilities.  This he hid on his 
  person.  The possibility of such a beast was news of the 
  utmost importance and had to be returned to Sommerlund 
  immediately.  What little he had divined from the scroll 
  described a creature capable of ensnaring souls and leaving 
  them open to interrogation and torment.  It was not just a 
  blasphemy; it was a security threat of the highest order.  
  What if other Helghasts had created these Hounds in other 
  countries – even Sommerlund!  His masters in Toran had to 
  be informed as soon as possible.
  Unfortunately, it was here that Andus made his second 
  mistake – he believed that the Helghast had not had time to 
  create the Harrowing Hound.  Believing he had personally 
  defeated the threat to Suentina, he simply made his way 
  home to Sommerlund as quickly as possible, riding alone 
  on his faithful Sommlending steed back into Northern 
  Magnamund.  He was within a few days journey from the 
  city of Toran when his doom came upon him at last.  What 
  slew Andus were not his wounds but the deadly talons of 
  a Harrowing Hound.  For not only had Andus failed to kill 
  the Helghast – though wounded by Andus it managed to 
  survive – the vile undead had created a Harrowing Hound.  
  Realising that stopping the Agent was temporarily far more 
  important than its Slovian plans, it released the Harrowing 
  Hound to stalk the Sommlending spy. 
  The Harrowing Hound trailed Andus all the way to 
  Sommerlund.  Under the crimson light of the Blood Moon, 
  the Harrowing Hound finally caught up with Andus and 
  mortally injured him as he rode through the shadowy 
  woods of Fehmarn Forest.  However, the Harrowing Hound 
  was sorely wounded by Andus’ magic dagger in return and 
  fled into the forest to recuperate.
  The adventure opens with the heroes, travelling along the 
  lower trade road of Sommerlund, discovering the torn 
  remains of Andus and the dire news he paid his life to bring 
  back to the kingdom of his birth.  Suggestions are given 
  for working in various kinds of heroes and alternate ways 
  of starting the scenario but once our would-be heroes feel 
  their blood chill at the first howl of the Harrowing Beast, 
  Blood Moon Rising truly begins.
  
  5
  Act One: The Crimson Hunt
  Act One: The Crimson Hunt
  Other Character Classes
  Character classes from Lone Wolf expansions, such as Magic of Magnamund, are generally acceptable in Blood Moon 
  Rising, with a few exceptions.  A local Herbalish Druid may be alerted by his connection to nature that a terrible 
  perversion is approaching and seek out the Harrowing Hound directly – hopefully stumbling into the other Player 
  Characters before the beast itself!  Similarly, a wandering Kundi Mystic may sense a similar disruption in nature’s flow 
  and take it upon itself to investigate the matter.  A Sage of Lyris may simply be travelling toward Toran on an academic 
  quest and stumble upon Act One, Scene Two by accident.  A renegade Wytch Chylde may not be casually wandering the 
  wilderness but perhaps can be found accompanying the Northlands Trading Company Caravan in Act One, Scene Four, 
  heading towards Toran and possible safety from the long hand of Shasarak.  A Vakeros Knight works best in tandem with 
  a Magician of Dessi, as he can act as bodyguard to his more scholarly countryman.
  A single Shianti Sorcerer may be involved in this adventure and can be introduced in a similar manner to the Magician of 
  Dessi.  A Shianti Sorcerer will have an extremely hard time in Blood Moon Rising, though.  The Harrowing Hound will 
  always choose to attack a Shianti Sorcerer in preference to any other Player Character.  Sorcerers of 2nd level or higher 
  will suffer the effects of their Brilliant Soul class feature when the Hound attacks in this manner.
  This PDF adventure is designed for heroes rather than villains and as such Dark Cultists (from The Darklands sourcebook), 
  Shadakine Wytches and Cener Druids are not recommended as Player Characters.
  Synopsis: In this act, the heroes discover the body of 
  Andus, the Helghast’s notes and Andus’ journal.  They also 
  become the Harrowing Hound’s new prey.  They may also 
  discover the hilt of Andus’ jewelled dagger, his slain horse 
  and discarded supplies and learn more about the creature 
  that committed this gruesome murder.  Act One ends with 
  the heroes reaching Toran after a terrifying chase by the 
  Hound, which proves to be effectively invulnerable save for 
  a weakness hinted at on the last page of Andus’ journal.
  Introducing the Characters
  As this adventure takes place entirely in Sommerlund, 
  the heroes need a reason to be in that nation in the first 
  place.  Certain character classes, such as Kai Lords and 
  Sommerlund Knights of the Realm, are easily worked into 
  the plot.  The former is especially simple, as the beginning 
  of the Act is set in the southern part of the same forest as 
  the Kai Monastery.  Knights of the Realm can simply be 
  patrolling the trade road or riding south for reasons of their 
  own.  Either way, both concepts are well supported by both 
  location and plot.
  Brothers of the Crystal Star are also appropriate to the 
  story and can even be given a special place in the scenario.  
  Since Andus was an Agent of the Star, Brotherhood heroes 
  may have been chosen by their guild to meet with Andus 
  along the south road.  This will lead them close to Andus’ 
  final resting place in Act One, Scene One but it will not 
  matter if they miss it, as they will eventually encounter the 
  Agent’s disembowelled steed further down the road in Act 
  One, Scene Two.
  Dwarven Gunners and Shadaki Buccaneers often act as 
  mercenaries and might well be travelling in the area on their 
  way to or from employment.  If this concept does not fit a 
  given member of the class, there could be other reasons for 
  their presence in Sommerlund for this adventure.  Dwarven 
  Gunners are sometimes asked by the Clan Fathers to travel 
  to their allies for news or to deliver messages Bor cannot 
  trust to couriers.  A Buccaneer may be on the run from 
  sea-borne adversaries and so is travelling deep inland to 
  avoid them.
  Magicians of Dessi often possess great powers of Prophecy.  
  Given the seriousness of Andus’ fate and the power of the 
  Harrowing Hound, a child of the Elder Magi might certainly 
  be drawn to Andus’ body in an attempt to forestall the dark 
  omen his death entails.
  Telchos Amazons, while being very location-dependent, 
  are not barred from travelling outside their domain, though 
  they are not prone to do so often.  The Games Master is 
  encouraged to work with the Players of these classes to 
  come up with a good reason why they would be on the 
  road in southern Sommerlund.  Something as simple as a 
  personal grudge to settle with a bandit living in Toran may 
  suffice.
  
  6
  The sun set more than an hour ago and the road ahead looks like a river of black ink under the baleful light of 
  the Blood Moon.  This is supposed to be a night of violence, of baleful omens and deeds done in the dark.  The 
  forest to the west is dense and forbidding, a mass of shadows with branches like skeletal fingers reaching up to 
  the cold, crimson sky.
  All Player Characters will start on the southern trade road, 
  a wide beaten track that winds from Toran to Holmgard, 
  skirting around the edges of Fehmarn Forest.  Even if all 
  the characters are starting off separately, the Games Master 
  will need to segregate them into two broad groups – those 
  travelling north and those travelling south.  The southbound 
  Player Characters will encounter Act One, Scene One 
  first.  The northbound Player Characters will encounter 
  Act One, Scene Two first. 
  Allow the Players to take a little time to roleplay at this 
  point, interacting with them to describe their journey 
  along the trade road.  If the Player Characters are not all 
  in one group, move from one group or individual to the 
  other quickly, give everyone a few minutes to establish 
  themselves and their attitudes.  Experienced Games masters 
  can switch between the characters involved in Scene One 
  and those involved in Scene Two, building up the tension 
  in two separate locales until the two groups finally meet.
  Note that there is no ‘correct’ order; Player Characters do 
  not need to progress through Scenes One, Two or Three 
  in any particular sequence.  Only Scenes One and Three 
  are vital to the adventure.  Player Characters that do not 
  find Andus’ horse in Scene Two will not miss out on any 
  essential information or plot points, though those that 
  do investigate the dead steed will find more interesting 
  information about Andus and his nemesis.
  Act One, Prologue: The South Trade Road
  1.1
  1.1
  1.2
  1.2
  1.3
  1.3
  1.4
  1.4
  1.5
  1.5
  Interlude
  Interlude
  2.1
  2.1
  2.2
  2.2
  3
  
  7
  Act One, Scene One
  Crowsign
  A few hundred feet into the woods, there is a low racket 
  of croaking birds.  Crows, dozens of them, perch in 
  the branches of a stout Sommerlund oak, their bright 
  eyes reflecting an eerie red in the moonlight.  The 
  cacophony of their constant droning caws grates on 
  your nerves as the road you follows comes closer to 
  them.  Occasionally, one or two of them descend 
  down into the canopy only to come back up a few 
  moments later with something shiny in their beaks.
  Clearing
  A trail of ragged grass and black stains crosses this 
  clearing to the foot of a wide Sommerlund oak.  At its 
  base, sprawled on his back, is a blood-covered man in 
  torn riding leathers and a dark cloak.  As you break 
  the tree line to witness this gruesome sight, the ravens 
  on the body and the many others perched above you 
  hurtle into the air.  A terrible chorus of bird cries and 
  beating wings erupts above you as they scatter to the 
  winds.
  This scene is the primary introduction for Player Characters 
  that are either patrolling the south road (such as Kai Lords 
  and Sommerlund Knights of the Realm) or travelling 
  southwards upon it (such as Brothers of the Crystal Star).  
  When it is appropriate, read or paraphrase the Crowsign 
  text to the southbound heroes.  They should all be fairly 
  close to the site of the fallen Agent of the Star and the 
  racket of the crows as they fly out of Andus’ tree should 
  easily catch their attention (Perception check, DC 8).
  The suggestion of treasure will likely be enough to 
  attract most adventurers to investigate the tree of crows.  
  Characters with the Survival or Animal Handling skills 
  will also note on a skill check (DC 12) that so many crows 
  typically indicates a large kill nearby or something direly 
  injured.  Any character with the ability to actually speak to 
  these animals will overhear the crows repeating the same 
  thing over and over again – ‘Man!  Man!  Man!’
  Despite the apparent danger of the forest, it is actually 
  quite safe to enter.  No special skills will be needed to find 
  the tree of crows as it is quite close to the road.  As soon as 
  the heroes enter the clearing where Andus’ body lies, the 
  crows will set up a terrible racket, circle around their tree 
  twice and then scatter.  If the Player Characters are likely 
  to need a hint to find the Agent’s fallen horse, make a point 
  of describing several of the crows flying off in a smaller 
  flock to the west.  Again, those capable of understanding 
  the annoying birds will make out the word, ‘Horse!’ as 
  the crows wing away.  Once the southbound heroes have 
  converged on the clearing to investigate, read or paraphrase 
  the Clearing text as a description of what they find.  If some 
  Player Characters arrive later, you can refer them to what 
  you told the first ones on the scene or describe the area 
  again in your own words.
  Those that examine the body of poor Andus will be able 
  to determine quickly that he was human – approximately 
  5’ 8” in height, of lean build and had dark blonde hair.  
  Enough of his face remains from where the crows have 
  been feasting that any Player Character with a reason to 
  know of Andus (such as a Brotherhood wizard ordered 
  to rendezvous with him) will recognize him despite the 
  haggard condition of his corpse.  Further examination will 
  reveal a number of minor wounds over his body, including 
  a carefully bandaged but wicked wound on his side (this 
  came from his fight with the Helghast in Suentina) and a 
  long scar over his upper chest (an old wound from a battle 
  in his much younger days).  None of these looks severe 
  enough to have killed him, though his left leg is brutally 
  torn and looks burned as well.  This leg has a torn piece 
  of shirt cloth tied tight above the knee as some kind of 
  makeshift tourniquet.
  The Corpse
  Any hero wishing to make a Heal check on Andus’ body 
  can reveal the following information.  High skill checks 
  will reveal the appropriate category and all entries for lower 
  checks found on the Andus’ Body table.  Each hero may try 
  once; retries are not possible without much better facilities, 
  lighting and better working conditions – commodities the 
  Player Characters are not likely to have.
  Act One, Scene One: A Murder of Crows
  
  8
  Andus’ Body
  Heal 
  Check 
  Result
  Information Gained
  9 or less
  This man is dead.  Really, really dead.  He has 
  been dead for about half an hour.
  10–14
  As above, and this man bled to death from the 
  wound in his leg.  None of his other wounds 
  were fatal but his leg wound never stopped 
  bleeding and it killed him.  Also, there is a 
  star-shaped tattoo on his inner arm – those 
  succeeding a Knowledge (arcana) check at DC 
  15 will identify that Andus is an Agent of the 
  Star.
  15–20
  As above, and the wound that killed him 
  was made with a claw of some kind.  It was 
  also somehow on fire because the wound is 
  thoroughly burned inside and out.  Despite this 
  flame damage, the wound did not cauterise.
  21 or 
  more
  As above, and the wound smells foul, as if 
  it has rotted in an incredibly short amount 
  of time.  There are also sections of flesh 
  immediately around the wound that appear 
  frostbitten, as if the fire that seared it also 
  somehow froze it instantly.
  Heroes with the ability to detect magic will sense a 
  fading radiance from the wound.  If they can discern 
  more information about magical auras, they will be able 
  to determine that Right-Handed Magic was involved in 
  making the wound and while it is too dim to learn more, 
  it was very powerful in its original state.  Whatever tore 
  through the man’s leg was incredibly keen and deadly but 
  it was also the product of very foul magic. 
  No amount of Survival or Knowledge will discern the 
  source of the wound, as it is not a beast that has ever been 
  seen in the lands of Magnamund before.  On the incredibly 
  rare chance that a hero might have access to Shianti lore, 
  there is a very slim possibility (Knowledge (history) skill 
  check at DC 30) that he or she might be able to liken the 
  wound to those reported on the victims of Ice Demons.  It 
  is not important that the heroes learn this on their own, as 
  the relevant information is literally right in front of them 
  within Andus’ journal.
  When the heroes search Andus, they will find very little of 
  value on him.  He has a belt with an empty dagger sheath, a 
  pouch with 15 Gold Crowns (19 more lie scattered around 
  the clearing and up in the tree limbs because of the crows), 
  a rune-inlaid bronze ring, a small bark-bound book and a 
  fine cloak.
  The Ring
  The ring was a gift of the Borese for aid given in a trade 
  dispute years ago and is pretty but practically worthless 
  (1 Gold Crown in value, 10 GC to a Dwarf) and non-
  magical.
  The Sheath
  The empty dagger sheath is actually important but only as 
  a clue to a missing weapon, part of which can be found in 
  Act One, Scene Two.
  The Cloak
  Anyone examining the cloak must make a Perception check 
  and compare the result to the Andus’ Cloak table.
  Andus’ Cloak
  Perception 
  Check 
  Result
  Information Gained
  13 or less
  This is a pretty cloak.
  14–15
  It is woven of a resilient, dark fabric and 
  has tiny metal threads worked into its outer 
  surface.  Under direct light, the fibres 
  glimmer, making the cloak look like the 
  night sky.
  16–17
  Of far more interest is the fact that it has 
  a concealed pocket hidden between the 
  shoulder blades.  There appears to be a 
  scroll inside… (Anyone reaching for the 
  scroll will be slashed by a hidden blade for 
  1d4 Endurance damage)
  18 or more
  The concealed pocket is trapped by a clever 
  thin blade built into the seam that will slash 
  the hand of anyone trying to open it.  A 
  Disable Device check (DC 12) can bypass 
  this and gain access to the pocket safely.
  The pocket contains a tattered scroll of pale leather 
  (preserved and oiled human flesh). The scroll is part of a 
  much longer roll of parchment that was ruined in the battle 
  Andus fought with the Helghast in Slovia.  This scrap, all 
  he could salvage, details part of the creation of a terrible 
  beast.  Unfortunately, most of the fragment is written in 
  Darkling and is obscured in places by Right-Handed 
  cantrips of confusion.  An Occult check (DC 20) will 
  note the purpose of the document and decipher the name 
  ‘Harrowing Hound’ but reveals nothing else.  While it is 
  useful to the Player Characters, this scroll is not essential 
  – as long as they eventually deliver the cloak to Toran, 
  Geyron or the Brotherhood will be able to safely recover 
  the document.
  
  9
  Act One, Scene One
  The Book
  The book is filled with encrypted writings, many of which 
  are scribed in a personal code that died with Andus.  The 
  last few small pages were written more hastily and can 
  be read freely as Andus did not have time to cipher them 
  properly.  These correspond to Player Handout A – The 
  Journal of Andus, Agent of the Star.
  The cover of the blood-spattered book has the word ‘Andus’ 
  upon it and a sigil of the Brotherhood of the Crystal Star.  
  Inside, the writing is largely indecipherable – with the 
  writer dead, the code is lost and the entries will likely never 
  be deciphered.  However, the last page slips out of code and 
  looks to have been written in the same handwriting, but in 
  a rushed and .  The handwriting matches and the two drops 
  of blood on the page might explain the haste…
  Andus’ Journal – Final Entry
  The first paragraph that moves out of Andus’ personal 
  code does not do so immediately.  It is still partly ciphered 
  and therefore largely incomprehensible.  Those with 5 or 
  more ranks in Knowledge (history), and thus access to the 
  special decipher script ability, may make a Knowledge 
  (history) check against DC 22 to decode the first garbled 
  paragraph:
  I have managed to piece together enough of the villain’s 
  scroll to understand the rest of its plan.  Now I understand 
  why the [smeared] purchased a heavy steel cage in the 
  market place.  He… no, it intended to actually create one 
  of these horrible things and turn it loose on the Slovian 
  court.  Imagine this new horror destroying the entire ruling 
  lines of Slovia in one fell stroke!
  The rest of Andus’ last entry moves entirely out of code and 
  is easily read:
  Fortunately, I believe I have the only copy the Helghast 
  possessed and I do not believe it had time to create 
  the monstrosity.  The scroll’s vile language called it a 
  Harrowing Hound, though I have never seen or heard of 
  its like before.  I studied the scroll as long as I dared but 
  my skills are better suited to obtaining such documents 
  rather than reading them.  Already some of the symbols 
  and glyphs burn my eyes and [smeared].  I cannot stay here 
  in Suentina.  I have begged my leave of Prince Ormir – I 
  must return to Sommerlund!
  The Brotherhood will know what to do with this scroll 
  and the dark lore scrawled upon it in fouled blood.  I need 
  to speak to Geroyn as well.  Toran is a long way from 
  here but I have to make it to him.  He has studied the old 
  histories and some of the words on this scroll sound like 
  they come from the tongue of the Ancients I have heard 
  him speak.  I have no time to recuperate from the filthy 
  wound the Helghast inflicted upon me.  I must press on, 
  wounds or no.
  If I am right, Sommerlund… no, all the world, may be in 
  terrible danger.  If the Helghast believed just one of these 
  Harrowing Hounds could slaughter the Slovian Court, 
  bodyguards and all, I must get news of them back home.  
  Perhaps Old Geroyn can find a weakness in their making 
  or the Brotherhood will know of them from some text I 
  have not seen.  Either way, I cannot fail.  I ride at dawn.
  Some heroes may wonder why, if the information Andus 
  was carrying is so important, the Agent did not go directly 
  to Holmgard.  This is especially perplexing as the capital 
  of Sommerlund is much closer to the southern road Andus 
  had to have ridden up from Slovia than Toran.  Others 
  might be suspicious that Andus did not encode the last 
  page of his journal when he clearly had time to consult 
  with the High Prince before leaving.  Andus did not cipher 
  his final journal entry intentionally because he knew there 
  was a chance he would not survive his trip home and he 
  wanted those who found him to be able to complete his 
  mission.  As for his ignoring Holmgard in favour of Toran, 
  the answer to that riddle will be found with Geroyn when 
  the heroes speak with him during the Interlude.
  There is little more that can be done here, though heroes 
  may wish to give the body a proper burial or camp for the 
  night.  Survival-skilled characters will know that camping 
  in a blood-soaked clearing is a good way to be attacked 
  by predators and wise heroes might suspect that whatever 
  attacked and killed this man might still be around.  Others 
  may wish to press on immediately to follow up on the 
  information in Andus’ journal and there is the possibility 
  for tracking back Andus’ tortured path to seek more 
  information.
  If the heroes wish to camp here or dig a grave for Andus on 
  the site, turn to Act One, Scene Three.
  If the heroes wish to press on north towards Toran, turn to 
  Act One, Scene Three.
  If the heroes want to backtrack over the bloody trail left by 
  Andus, turn to Act One, Scene Two.
  
  10
  Agents of the Star
  The following information is available to any Brotherhood wizards or those who successfully identify Andus’ cloak or 
  tattoo:
  In the land of Sommerlund where the nobility of the realm and the Brotherhood of the Crystal Star work so well together, 
  there is often a need for those with the ability to speak to both groups and act in their best interests across the face of 
  Magnamund.  These operatives, the Agents of the Star, serve the Brotherhood with distinction, bringing the benefits of 
  mundane skills and physical abilities to the mystical order while receiving training and protection from the powers of 
  magic.
  Agents of the Star are typically charismatic and personally inclined individuals with a love of Sommerlund and a desire 
  to protect their Brotherhood mentors and the people of the realm from threats both within the borders of their homeland 
  and abroad.  They are well acquainted with the truth of the Darklands and know that the Lords of Helgedad do not sleep 
  nearly as deeply as the common folk want desperately to believe.  They know evil still walks the world and in many cases, 
  they are the first line of defence against such foul powers.
  The Order of the Star does not ask its members to do so unprepared.  In return for fealty and a willingness to accept 
  even the most dangerous of assignments, Agents are eligible for some of the most intense and effective magical training 
  available in all of Magnamund.  While this instruction does not make them true mages, it does give them a thorough 
  grounding in the powers of Left-Handed Magic and a small amount of spellpower of their own.  This is combined with 
  martial skills taught by some of the finest warriors in Sommerlund, making each Agent a self-sufficient fighter and 
  spellcaster capable of holding his own against any threat he might encounter in the commission of his duties.  Agents of 
  the Star are expected to deal with any situation quickly and expediently.  They are trusted by the nobility of Sommerlund 
  and the leaders of the Brotherhood of the Crystal Star – a status that brings with it a power all its own.
  Agents of the Star are not numerous but they are a very close-knit order.  There are seldom more than 50 of them iin 
  existence at any one time and they range in abilities from novice members to extremely powerful and affluent individuals 
  at the highest levels of government.  Agents can generally recognize each other by their cloaks and by special starburst 
  pendants of gold they wear.  It is an unspoken law within the Order of the Star that all Agents render aid and hospitality 
  to their fellows if the need is great, no matter what the cost.
  It is possible for a Player Character to become an Agent of the Star through their actions in Blood Moon Rising.  Should 
  this occur, a Games Master may handle advancing as an Agent in one of two ways.  The first is through multiclassing: 
  An Agent of the Star may freely multiclass as a Brother of the Crystal Star, as long as he has the time to train with them 
  in a chapterhouse.  He may never exceed 3rd class level as a Brotherhood wizard, though.  The second method is to take 
  the Agent advanced class as detailed in Magic of Magnamund.
  
  11
  Act One, Scene Two
  Carnage
  The blood stained grass, glowing black under the 
  vermillion moonlight, leads to a scene of carnage.  
  Between a pair of tall trees, a horse lays mangled 
  on its right side.  Its large, dark eye looks sightlessly 
  into the night, its left flank torn open by something 
  incredibly sharp.  Cleft ribs jut out of the open wound, 
  a rent that runs the entire length of its body save for 
  a one foot gap in the middle.  Just a few feet away in 
  the overgrowth, something glimmers in the red light.
  This scene is the primary introduction for Player Characters 
  that are travelling northwards upon it (such as Dwarven 
  Gunners or Telchos Amazons).  When it is appropriate, read 
  or paraphrase the Carnage text to the northbound heroes.  
  No Perception checks are needed to notices the gory sight 
  – the horse was attacked and killed on the road and the 
  Player Characters will have not trouble noticing this.
  This was Andus’ horse, Tyrrus.  A faithful steed, its body 
  took the brunt of the Harrowing Hound’s initial pounce.  
  Tyrrus died almost instantly, while Andus was thrown 
  clear of the rest of the Hound’s attacks.  This saved Andus’ 
  life, though the terrible wound already done to his leg (the 
  reason for the ‘gap’ in the horse’s flank) was already mortal.  
  Tyrrus’ death was not in vain however, as Andus’ supplies 
  may still be of use to the Player Characters.  A Heal check 
  (DC 8) will note that the horse has not been dead long, an 
  hour at the most.
  Found in the horse’s saddlepacks are a sack filled with 
  seven meals, a bedroll, a half-full waterskin and 30 feet of 
  stout, sturdy rope.  There is also a sturdy mace and 11 intact 
  arrows in a quiver mounted to the saddle.  The remaining 
  ten arrows and the bow itself are shattered, broken when 
  Tyrrus crashed forward from the terrible wound in his 
  side.
  The glimmer in the nearby grass is the jewelled handle of 
  Andus’ magical dagger – this is a well-crafted dagger hilt, 
  complete with fine jewels set in its crosspiece and pommel.  
  The hilt bears a celestial crest (Knowledge (arcana) check at 
  DC 10 to note its origins in the Brotherhood of the Crystal 
  Star, Brotherhood wizards succeed automatically) but the 
  blade is missing.  It looks as if the entire edge was broken 
  off at the tang by some incredible and sudden force.
  Warned by his horse spooking at the approach of the 
  concealed Hound, Andus had just enough time to draw it 
  and drive it into the side of the beast before being thrown 
  free by Tyrrus’ sudden death.  The stress proved too much 
  for the dagger and its blade snapped off in the Harrowing 
  Hound.  The hilt fell here.  While it has some little value 
  on its own, as the gems can be sold for 25 GC or more, the 
  heroes can reforge the jewelled dagger by giving it to the 
  sage Geroyn if they bring the hilt and the blade (recovered 
  from the body of the slain Harrowing Hound) to him.
  This scene has little other information to offer the heroes 
  aside from a few clues about the creature that slew Andus.  
  The following chart shows the information that can be 
  gained by a character searching the immediate area and 
  making a Survival check.  Note that skill check results 
  marked with an asterisk (*) are only applicable if the hero 
  making the check possesses the ability to Follow the Trail.
  The Tracks
  Survival 
  Check 
  Result
  Information Gained
  9 or less
  There are some tracks around here but they 
  could have been made by anything.
  10-14
  As above, and the horse’s tracks came from the 
  south (it was heading north).  The rider was 
  thrown a few yards forward and landed heavily, 
  then crawled off to the northeast.  There was 
  something else here but it is impossible to tell 
  what.
  15-20*
  As above, and the creature that attacked the 
  horse came from the southeast and headed 
  back southeast after the attack – it did not 
  chase the crawling rider.
  21-25*
  As above, and the creature is a quadruped 
  the size and weight of a small bear and has 
  long claws on its forelimbs.  The claws leave 
  slightly burned and frozen tracks; these claws 
  are definitely the cause of the horse’s death.  
  26 or 
  more*
  As above, and the tracks from the creature 
  appear from the treeline to the southeast and 
  disappear there as well.  The tracks are only 
  near the treeline and near the horse’s body – 
  there are no tracks between the treeline and the 
  horse!  Also, when the creature left the slain 
  horse, it was limping severely on its left side.
  The reason for the lack of tracks on the Harrowing Hound’s 
  part is its nightstride ability – it nightstrode to the edge 
  of the treeline, spotted Andus upon his steed, nightstrode 
  towards the Agent and then attacked.  When Andus 
  Act One, Scene Two: Slain Stallion
  
  12
  Cowardly Heroes
  It is possible for a group of Player Characters to assiduously avoid locating Andus’ body.  Note that this is hardly the 
  heroic option – the characters would have to ignore all signs near Tyrrus’ body that a wounded victim may still be alive in 
  the forest.  Kai Lords and Sommerlund Knights should be strongly reminded of their duties in this area.  Brothers of the 
  Crystal Star will certainly need to track the rider as he is by all accounts the contact they have been told to look out for.
  Nevertheless, should the Player Characters avoid Act One, Scene One entirely and refuse to be nudged toward it – let 
  them carry on.  But they will be attacked by the Hound, as in Act One, Scene Three, and they will be chased by the 
  creature subsequently.  If they do not kill the creature, they will be attacked again a few hours later.  And again a few 
  hours after that.  The beast will only stop if the Player Characters enter a large urban area, in which case it will abandon 
  its hunt and instead roam the countryside.  It will murder hundreds of Sommlending homesteaders and travellers before 
  it is finally hunted by a vengeful duo of Kai Lords, months later.  Neither the Kai Lords or the beast is ever seen again 
  (the Hound kills them, absorbs their souls and flees over the Durncrag Mountains to the Darklands… with the souls of 
  the two Kai Lord hunters enthralled to it).
  wounded it, it limped for a few feet before nightstriding 
  back to the treeline, reappearing, then nightstriding back 
  into the forest.
  The northbound heroes have three real choices at this 
  juncture; they can attempt to track the Harrowing Hound, 
  as impossible as that seems, by heading into the southeast 
  treeline.  They can follow the trail of blood leading into 
  the northeast treeline in an attempt to find the injured rider 
  – this will lead them to Andus’ corpse in the clearing.  Or 
  they may simply decide to carry on moving north on the 
  road, towards Toran.
  If the heroes attempt to track the Harrowing Hound to the 
  southeast, they will find it impossible to pick up a trail in 
  the dark forest.  If they do not swiftly return to the road 
  they will become lost and end up entering a clearing to the 
  north – turn to Act One, Scene Three.
  If the heroes follow the bloodtrail leading northeast, turn to 
  Act One, Scene One.
  If the heroes ignore both the Hound and the bloodtrail and 
  carry on walking the road northwards to Toran, they will 
  soon discover the crowsign from Act One, Scene One.
  
  13
  Act One, Scene Three
  Howl
  The night air is split by a blood-curdling howl.  The 
  sound is like that of a tortured soul, shrieking its feral 
  rage at the crimson moon overhead.  The forest 
  around you goes still, as if every living thing for miles 
  around has frozen in terror.  The trees themselves and 
  the very wind seem stilled.  Nothing moves, nothing 
  dares to move…
  …until the underbrush nearby explodes forth and a 
  dark, savage beast leaps out at you.  With steaming, 
  burning white claws like shards of living ice and eyes 
  blazing red, the creature is six feet tall at the shoulder 
  and half again as long.  Its bestial jaws open in an 
  almost rictus grin of razor fangs, many of which are 
  stained with blood!
  This scene takes place after Act One, Scene One has taken 
  place.  The Games Master may well still have two parties 
  at this point – those who were originally northbound and 
  those who were originally southbound.   In this case, the 
  two groups will either meet in the woods (very likely in the 
  clearing of Scene One) or on the road (possibly at the site 
  of Scene Two).  They may also further up the road heading 
  toward Toran.  In any case, Scene Three is prompted by 
  the appearance of the Hound rather than arrival at a specific 
  location.  It can serve as a wonderful gelling agent to bind 
  two parties together – a mutual enemy can quickly make 
  even distrustful strangers fast allies.
  Single adventuring parties will probably encounter Act 
  One, Scene Three shortly after one or two of the preceding 
  scenes, preferably after the Player Characters become aware 
  that there is a powerful beast prowling these woods and that 
  Andus’ mission has been interrupted, but before a concrete 
  plan of action has been devised.  The Harrowing Hound 
  has been nursing its painful wound from Andus’ jewelled 
  dagger and while it is not at full health, the presence of the 
  heroes has roused its killing instincts.  It has stalked them 
  away from where they found Andus or his horse and now is 
  prepared to strike! Read the Howl text to the Players.
  Games Masters should keep in mind that this is not a 
  true combat in the sense that it should end with either the 
  monster or the heroes victorious.  This is a plot-setting 
  scene that illustrates that sometimes, combat can be used 
  to move a story forward without requiring a duel to the 
  death or a mad rampage.
  Act One, Scene Three: A Harrowing Howl
  Injured Harrowing Hound
  The Harrowing Hound will attack from a random direction, 
  having nightstrode near to wherever the ambush takes 
  place.  The creature will almost certainly get surprise on 
  the Player Characters but its surprise round action is to 
  howl rather than pounce.  All characters must make a Will 
  save (DC 14) or be shaken for the duration of the combat.
  Injured Harrowing Hound: CR 7; Large Magical Beast 
  (Darkspawn); ED 5d10+25; End 40; Init +3; Spd 40 ft.; 
  AC 18, flat-footed 15; BCS +5; Atk +10 melee (1d6+5, 
  coldfire claw); Full Atk +10/+10 melee (1d6+5, coldfire 
  claw) and +5 melee (1d8+3, coldfire bite); Space/Reach 10 
  ft./5 ft.; SA howl, pounce; SQ DR 15/magic, darkvision, 
  low-light vision, immunity to poison and disease, injured, 
  nightstride, resistance to acid/cold/fire 10, scent, soulsnare; 
  AL Evil; SV Fort +9, Ref +7, Will +1; Str 20, Dex 16, Con 
  20, Int 4, Wis 10, Cha 6
  Skills: Acrobatics +4, Athletics +6, Perception +1, Stealth 
  +4, Survival +5
  Coldfire (Su): A Harrowing Hound’s claw and bite attacks 
  blast its victims with a magical combination of blazing fire 
  and freezing cold.  Only creatures resistant or immune to 
  both forms of energy and physical damage can count their 
  defence against its blows.
  Howl (Ex):  A Harrowing Hound’s frightful presence 
  special quality is not automatic.  Instead, it must howl in 
  order to inflict fear upon its enemies.  A Harrowing Hound 
  may use its terrifying howl once per hour (as a standard 
  action) and when doing so invokes the full power of its 
  frightful presence upon all within earshot.  The DC for Will 
  saves to resist this ability is 14.
  Injured: This Harrowing Hound has been lightly maimed 
  by Andus’ magical dagger blade being lodged in its body.  
  It cannot heal this wound until the blade is removed.  Until 
  then, the Harrowing Hound is suffering from a –2 penalty 
  to its Strength, Dexterity and Wisdom (already figured into 
  its statistics) and cannot heal to more than 40 Endurance 
  total.
  Nightstride (Sp): Three times each hour, the Harrowing 
  Hound can move from one area of darkness to any other 
  large enough to hold its form within 360 feet.  This is 
  instantaneous travel and leaves no traces or creates any 
  sound.  A Harrowing Hound can combine a nightstride 
  with a normal move action, even nightstriding after part 
  of its movement and then resuming the move action to 
  travel the rest of its normal speed (40 feet).  If it uses 
  nightstride at the beginning of a combat, the Harrowing 
  Hound automatically gains surprise unless its opponents 
  are ready and awaiting the attack.  The Harrowing Hound 
  cannot nightstride as part of a pounce attack.
  
  14
  Dealing with the Unexpected – Killing the Hound
  It is extremely unlikely that heroes of the recommended beginning levels (1st to 3rd) for this module could slay the 
  Harrowing Hound without the aid of the Shianlune Bow.  Even so, Players are notorious for being creative and finding 
  ways to overcome even the most difficult of obstacles (especially when they are not supposed to do so).  No amount of 
  forethought or careful planning can withstand the power of determined Players, no matter what game is being played.
  If the Players manage to find a way to legitimately destroy the Harrowing Hound, you should probably allow them to do 
  so.  There are few ways to kill the enjoyment of a game as quickly as making the Players feel the Games Master is being 
  unfair.  If you arbitrarily say, ‘Well yes, that should work, but the module says it will not, so that cannot happen,’ you will 
  probably alienate your Players and have the game end very prematurely.  If they honestly earn the Hound’s demise, allow 
  them to slay the beast and revel in their unlikely but well-fought victory.
  That does not mean the scenario has to end.  You can always go through the rest of the adventure with the heroes 
  continuing to Toran to deliver Andus’ journal and the scroll written on human flesh.  The heroes might still be sent to 
  obtain the Shianlune Bow in case there are ever any more creatures like the Hound created.  This option does mean the 
  Bow will have to be turned over to Geroyn as the heroes have no immediate use for it.  Unless, of course, there is a second 
  Harrowing Hound and it attacks the Player Characters on their way back from the Suukon Crypt…
  Soulsnare (Su): If a Harrowing Hound inflicts enough 
  damage on a sentient creature to take it to -10 Endurance 
  or less, it instantly draws that creature’s soul into one of the 
  glowing gemstone spines that extend up out of its muscular 
  back.  These gemstone spines hold the souls indefinitely, 
  preventing any special ability that might otherwise allow 
  life to be returned to the slain victim.  Each time the 
  Harrowing Hound absorbs a soul this way, it regains 1d6 
  Endurance points for every character level or ED possessed 
  by the fallen opponent.
  Regardless, its incredible speed still makes it likely that the 
  beast will get the first attack in this combat.  As the Games 
  Master, have the Harrowing Hound strike the hero most 
  likely to withstand its initial onslaught.  Remember; this 
  is a plot-driven encounter –  not a license to slaughter the 
  entire party of heroes.  Also keep in mind that during this 
  first attack, the Hound will charge rather than pounce.
  The Harrowing Hound will fight for four rounds against 
  the heroes.  It will use its abilities intelligently but pain 
  and frenzy will also keep it changing targets or attacking 
  moving opponents rather that finishing off downed ones as 
  it normally would.  This is an advantage for the heroes, as 
  it will not likely kill any of them; it will ignore them if they 
  drop to negative Endurance.
  During the battle, make a point of noting that it seems to be 
  limping on its left, rear side.  Observant heroes can try to 
  make a Spot check (DC 14) to see a deep wound just over 
  its rear leg on that side.  If the Spot check result 18 or more, 
  the hero sees a glint of metal sticking out of the wound.  
  This is the blade of Andus’ bejewelled dagger and the 
  reason for the Harrowing Hound’s distraction and agony.  
  It is tightly wedged in the wound and anchored in bone; it 
  will not come out even to powers like Mind over Matter or 
  other forms of telekinesis.  The blade will only come free 
  once the beast is dead.  That is not to say the blade is not 
  immediately helpful to the heroes.  The pain it causes the 
  Hound will drive it away from combat and force it to find 
  somewhere to heal after just four full rounds of combat.  A 
  Sense Motive check (DC 15) will reveal that the creature 
  is in intense pain and that its flight was likely the result of 
  that torment.  Player Characters are welcome to follow the 
  Hound but it will nightstride as soon as it is back in tree 
  cover and lose them instantly.
  Players will likely be shaken and frustrated at their lack of 
  ability to defend themselves against the Harrowing Hound 
  but they have hope in the form of Andus’ journal.  Its last 
  page mentions the sage Geroyn and a possible weapon 
  to use against the creature.  It should occur to the heroes 
  that all they have to do is survive long enough to make it 
  to Toran and meet with Geroyn.  There is also the matter 
  of Andus’ mission to bring news of the beast back to 
  Sommerlund.  Stalwart heroes of the realm will surely not 
  balk at the thought of completing the Agent’s noble task.  
  Less forthright characters might take more convincing 
  but Lone Wolf is a game of heroes and great deeds.  If the 
  characters are not the sort to do a thing because it is the 
  right thing to do, they might be better off turning west and 
  joining the Second Black Muster…
  When the heroes have successfully driven off the Harrowing 
  Hound and limp on their way, turn to Act One, Scene 
  Four.
  
  15
  Act One, Scene Four
  You have been travelling for hours by the time you 
  reach the next real clearing near the north road.  
  Ahead, you see the glimmer of firelight and the 
  movement of shadows.  Though at first it might 
  have seemed like a bandit or military encampment, 
  the jovial voices and light strains of music reveal the 
  campfires of a travelling caravan.  Wagons are pulled 
  up to the tree line while horses graze on the tender, 
  moonlit shoots of grass at their hooves.  Several 
  figures startle at your approach but none become 
  immediately violent.
  ‘Who goes there?  Mean you to harm us, travellers?’ 
  The speaker is a man standing at the leading edge 
  of the wagons.  His hand rests on the stock of a 
  shouldered crossbow but he has not brought it around 
  to point at you yet.  ‘Show yourselves.  Come into 
  the light.’
  This scene exists to show the true power of the Harrowing 
  Hound and to impress upon the heroes the need to deal with 
  its menace once and for all.  It also acts as a good way for 
  Players to see the difference between heroes and common 
  folk – the gulf of power and responsibility that separates 
  them.  This is written to be a very dark and brutal scene, 
  though the Games Master should certainly feel empowered 
  to change the outcome if the Player Characters make a 
  solid, concerted effort to save some of the good people of 
  the Northlands Trading Company.
  Though every instinct might scream that this is a trap, these 
  are honest folk – the guards and merchants of the Northlands 
  Trading Company.  They have decided to camp slightly 
  off the main road because of increased bandit activity 
  and because the leader of the caravan, Haign, knows the 
  area well and selected the campsite.  They have been here 
  many times in the years they have been in business and feel 
  quite at home in these woods.  Their hometown is actually 
  Searsheld in the south but during spring and summer they 
  range across Sommerlund trading their company goods.  
  They have even travelled to Durenor on occasion and so 
  are far from naïve to the realities of travelling Magnamund.  
  The caravan is currently moving a full load of salted beef 
  from Holmgard to Toran.
  As long as the heroes comport themselves well and do not 
  attack them, the Northlands Trading Company will treat 
  them kindly.  The caravan knows they are not far outside 
  of Toran (their next stop) and can afford to be generous 
  with their food, though the heroes may not trust them well 
  enough to eat it.  If the heroes act rude or hostile, they will 
  not be welcome at the Northlands’ fire.  Otherwise, this is 
  a friendly place to bed down with good conversation, fine 
  food (a fresh rabbit stew with leeks and carrots) and the 
  watchful eye of several guards.
  If the heroes wish to learn of their hosts, assuming they 
  have been allowed to stay, the following information 
  can be gained from the caravan members.  They are not 
  particularly open or forthcoming about themselves but a 
  few hours talking and laughing around the fire will have 
  these folks talking freely and treating the heroes like family.  
  The Northlands Trading Company is a good example of 
  decent, honest Sommlending people.
  Master Haign
  An older man in his late 40s, Haign has black hair shot 
  through with streaks of white and strong shoulders.  His 
  eyes often hold a harsh glare but he warms up to people 
  quickly when not given a reason to stay suspicious.  He 
  does not talk much but he listens very well.  Always 
  mindful of trade and profits, he is the driving force behind 
  his company.
  Master Haign: CR 1; 2nd Level Sommlending Expert; ED 
  2d6+2; End 11; Init -2; Spd 30 ft.; AC 12, flat-footed 12; 
  BCS +1; Atk +3 melee (1d8+3, mastercrafted mace[two-
  handed]) or +0 ranged (1d10/19-20, crossbow); Full Atk 
  +3 melee (1d8+3, mastercrafted mace[two-handed]) or +0 
  ranged (1d10/19-20, crossbow); Space/Reach 5 ft./5 ft.; 
  SA None; SQ Specialist (Appraise, Sense Motive); AL 
  Balance; SV Fort +1, Ref -2, Will +3; Str 12, Dex 6, Con 
  12, Int 13, Wis 10, Cha 13
  Skills: Appraise +7, Diplomacy +5, Gather Information +4, 
  Handle Animal +4, Intimidate +3, Knowledge (geography) 
  +4, Perception +3, Profession (merchant) +6, Sense Motive 
  +7, Survival +4, Speak Duroth, North Speak, Sommlend
  Equipment: 29 bolts, chainmail waistcoat, crossbow, 
  mastercrafted mace, 25 Gold Crowns
  Dame Feira
  Haign’s wife of nearly twenty years, Feira is approaching 
  her mid-thirties with some dread and desperately tries to 
  make herself look younger than she is with creams, youthful 
  clothing and far too much makeup.  These measures are a 
  pity, as she is still a very attractive woman and does not 
  need any of it.  She is very receptive to compliments but 
  shrewd enough to know false praise when she hears it.
  Act One, Scene Four: The Northlands Trading Company Caravan
  
  16
  Dame Feira: CR 1; 2nd Level Sommlending Expert; ED 
  2d6+2; End 11; Init +1; Spd 30 ft.; AC 11, flat-footed 10; 
  BCS +1; Atk +1 melee (1d6, club); Full Atk +1 melee (1d6, 
  club); Space/Reach 5 ft./5 ft.; SA None; SQ Specialist 
  (Gather Information, Perform); AL Balance; SV Fort +1, 
  Ref +1, Will +2; Str 10, Dex 12, Con 12, Int 13, Wis 8, 
  Cha 14
  Skills: Appraise +6, Bluff +5, Diplomacy +7, Gather 
  Information +8, Handle Animal +3, Perception +4, Perform 
  (acting) +5, Profession (merchant) +5, Sense Motive +4, 
  Sleight of Hand +6, Speak North Speak, Sommlend
  Equipment: Club, 12 Gold Crowns
  Tien and Tomas
  Haign’s twin sons.  These ‘boys’ are in their teens and 
  already nearly as tall as their father.  They are rambunctious 
  and neither has any real desire to take over the family 
  business when Haign is ready to pass it on.  Still, they are 
  loyal and hard-working when the need arises and when the 
  time comes for one of them to inherit, Haign would have a 
  tough time choosing between them.
  Tien and Tomas: CR 1/2; 1st Level Sommlending Expert; 
  ED 1d6+1; End 7; Init +1; Spd 30 ft.; AC 12, flat-footed 
  11; BCS +0; Atk +2 melee (1d8+3/x3, spear); Full Atk +2 
  melee (1d8+3/x3, spear); Space/Reach 5 ft./5 ft.; SA None; 
  SQ Specialist (Handle Animal); AL Balance; SV Fort +1, 
  Ref +1, Will +2; Str 14, Dex 12, Con 12, Int 11, Wis 10, 
  Cha 12
  Skills: Appraise +3, Athletics +4, Bluff +3, Diplomacy +4, 
  Gather Information +4, Handle Animal +5, Perception +4, 
  Profession (merchant) +3, Sense Motive +4, Survival +2, 
  Speak North Speak, Sommlend
  Equipment: Padded armour, spear, 8 Gold Crowns (each)
  Kammi
  A beautiful girl of fourteen summers with a head for 
  business and her mother’s looks, she has so far managed 
  to completely escape her father’s notice where the Trading 
  Company is concerned.  This frustrates her greatly since 
  while her brothers have no interest in taking over the 
  business, she desires it greatly and would be excellent in 
  the role.
  Kammi: CR 1/2; 1st Level Sommlending Expert; ED 
  1d6+1; End 7; Init +1; Spd 30 ft.; AC 11, flat-footed 
  10; BCS +0; Atk +0 melee (1d4-1/19-20, mastercrafted 
  dagger); Full Atk +0 melee (1d4-1/19-20, mastercrafted 
  dagger); Space/Reach 5 ft./5 ft.; SA None; SQ Specialist 
  (Profession (merchant)); AL Balance; SV Fort +1, Ref +1, 
  Will +3; Str 9, Dex 12, Con 12, Int 14, Wis 13, Cha 14
  Skills: Appraise +6, Bluff +6, Diplomacy +6, Gather 
  Information +6, Handle Animal +3, Intimidate +5, 
  Knowledge (geography) +5, Perception +5, Profession 
  (merchant) +7, Sense Motive +5, Speak North Speak, 
  Sommlend
  Equipment: Mastercrafted dagger, 15 Gold Crowns
  Kansen and Ullar Shenson
  These two professional coachmen have a surname because 
  their father was knighted for service to the crown four 
  years before their birth.  This fact is likely to come out 
  during the heroes’ time at the Northlands fire because they 
  talk about little else.  They are proud to handle the wagons 
  for Master Haign and equally proud of their horsemanship 
  and teamster skills.
  Kansen and Ullar Shenson: CR 1/2; 1st Level 
  Sommlending Commoner; ED 1d4; End 4; Init +1; Spd 
  30 ft.; AC 13, flat-footed 12; BCS +0; Atk +2 melee 
  (1d8+3/19-20, sword [two-handed]); Full Atk +2 melee 
  (1d8+3/19-20, sword [two-handed]); Space/Reach 5 ft./5 
  ft.; SA None; SQ Common Role (Profession (coachman)), 
  illiterate; AL Balance; SV Fort +0, Ref +1, Will +0; Str 14, 
  Dex 13, Con 10, Int 11, Wis 12, Cha 10
  Skills: Handle Animal +4, Knowledge (geography) 
  +2, Knowledge (nobility & royalty) +1, Perception 
  +1, Profession (coachman) +4, Speak North Speak, 
  Sommlend
  Equipment: Leather armour, sword, 7 Gold Crowns (each)
  Melloc and the Four Hawks
  The Hawks of Melloc are a mercenary troop out of Holmgard 
  that have been serving the Northlands company for so long, 
  they might as well be married into them.  In fact, Melloc 
  has his eye on Kammi to do just that in another year or two 
  but the girl is wise enough not to want any part of him.  
  While Melloc and the Hawks (Bunsel, Gurran, Faenar and 
  Tallan by name) are decent and trustworthy men, Melloc 
  himself is also a bit of a lout and not very good ‘husband’ 
  material.  Fortunately Haign and Feira know this well and 
  their daughter is in no danger of having to marry him.
  Melloc: CR 4; 4th Level Sommlending Warrior; ED 
  4d8+12; End 33; Init +1; Spd 20 ft.; AC 18, flat-footed 
  17; BCS +4; Atk +7 melee (1d8+3/19-20, sword); Full Atk 
  +7 melee (1d8+3/19-20, sword); Space/Reach 5 ft./5 ft.; 
  SA None; SQ Weapon of Choice (sword); AL Balance; SV 
  Fort +6, Ref +2, Will +2; Str 15, Dex 12, Con 14, Int 10, 
  Wis 12, Cha 11
  Skills: Athletics -1, Handle Animal +2, Intimidate +7, 
  Knowledge (warfare) +3, Ride +3, Survival +2, Speak 
  North Speak, Sommlend
  Equipment: Chainmail, heavy shield, Potion of Laumspur, 
  sword, 42 Gold Crowns
  
  17
  Act One, Scene Four
  Bunsel, Gurran, Faenar and Tallan: CR 4; 2nd Level 
  Sommlending Warrior; ED 2d8+4; End 16; Init +1; Spd 
  20 ft.; AC 17, flat-footed 16; BCS +2; Atk +5 melee 
  (1d8+3/19-20, sword); Full Atk +5 melee (1d8+3/19-20, 
  sword); Space/Reach 5 ft./5 ft.; SA None; SQ Weapon of 
  Choice (sword); AL Balance; SV Fort +5, Ref +1, Will +0; 
  Str 14, Dex 12, Con 14, Int 10, Wis 10, Cha 11
  Skills: Athletics +1, Handle Animal +2, Intimidate +5, 
  Knowledge (warfare) +1, Ride +2, Survival +1, Speak 
  North Speak, Sommlend
  Equipment: Heavy shield, scalemail, sword, 14 Gold 
  Crowns (each)
  The statistics for the Northlands Company are provided 
  mostly for interactive reasons and it is not likely they will 
  be required so long as the heroes keep their heads and do 
  not attack the caravan directly.  The Harrowing Hound’s 
  attack later on does not truly require statistics either, as 
  none of the Northlands group can withstand the beast’s 
  terrible might.
  After an hour or two of relaxing 
  company, the majority of the 
  camp will settle down for a bit 
  of sleep before sunrise.  The 
  practice of the Northlands folks 
  is to rest four hours during the 
  hottest part of the day in shade 
  from the wagons and then sleep 
  the same amount of time at night 
  after dinner and music.  It is an 
  odd sleep schedule but it comes 
  from Haign’s grandfather and 
  he is not about to break with 
  family tradition.  The Player 
  Characters are welcome to bed 
  down with them and leave in 
  the morning or just inherit their 
  camp site after they move on but 
  the Northlands caravan will not 
  be easily dissuaded from their 
  routine even by talk of some 
  ‘terrible monster’.
  Assuming the heroes have 
  not managed to convince the 
  caravan to press on without sleep 
  (something only a Diplomacy 
  skill check (DC 26) or magical 
  coercion will accomplish), the 
  Harrowing Hound will fall upon 
  the camp roughly three hours 
  after the heroes arrive.  This makes it between 4 and 5 a.m. 
  so the night is still dark, tinged in red all around and filled 
  with all kinds of ominous and dreadfully deep shadows for 
  the voracious killer to leap out from.  
  Before the combat even begins, the Hound has silently and 
  swiftly ambushed Kansen and Ullar when they stepped 
  into the woods to relieve themselves.  If the Games 
  Master wants to give the Player Characters warning of the 
  impending attack, one or more of the heroes might come 
  across their rent, broken bodies still steaming in the scarlet 
  light of the moon moments before the Hound tears into 
  the camp from the other side.  This is another plot scene 
  and while the Player Characters are more likely to get in 
  some blows against the creature while it is tearing apart the 
  innocents around them, there is still little they can do to the 
  beast directly.  As the Games Master, reward the heroes for 
  acting valiantly and either fighting to hold the beast back 
  while people escape or taking control of the evacuation 
  and getting people to safety.  Do not feel chained to the 
  ‘scripted’ combat below, especially if heroes’ actions would 
  cause something other than what is listed overleaf.
  
  18
  Caravan Combat
  Surprise Round
  The Harrowing Hound pounces from the overgrowth and 
  catches the closest sentry, Faenar, in its deadly claws.  
  Between talons and bite, it rends him apart, literally 
  shredding his chest open and spraying the trees at the 
  outermost edge of camp in a wash of blood.  His dying 
  scream echoes through the camp, waking up all the Non-
  Player Characters and any sleeping Player Character as 
  well.  Anyone woken up will not gain the benefit of their 
  Dexterity bonus for the first round of combat.
  Round One (Roll Initiative)
  Melloc and the remaining Hawks rush the creature, shouting 
  for the caravan to arm themselves.  The Harrowing Hound 
  meets the charge of the Hawks without suffering any true 
  injury as nothing they bear can harm it.  With a full attack 
  action, it utterly destroys Tallan and sorely wounds Gurran.  
  Upon seeing the carnage and the sudden loss of half his 
  men, Melloc sounds a retreat command to Haign.  Even if 
  the Player Characters attack the Hound in this round it will 
  ignore them.
  Round Two
  The Harrowing Hound disembowels Gurran with a sweep 
  of its talons and bites Bunsel’s throat out with its fearsome 
  fangs.  This leaves Melloc alone to fight the beast but he 
  bravely stands his ground.  This is due as much to shock 
  on his part as heroism but he is honestly no coward.  Tien 
  and Tomas hurl their hunting spears at the Hound, but they 
  glance off harmlessly.  Kammi and Feira begin loading the 
  nearest wagon while Haign hitches up its horses.  Neither 
  of these actions will be done until the end of Round Three.  
  If the heroes attack now, they may succeed in getting the 
  Hound’s attention if they succeed in inflicting any real 
  Endurance damage past its defences.
  Round Three
  The family continues to load and ready their wagon while 
  the twin boys rush to defend and aid their father.  Melloc, 
  if he still has the beast’s attention, dies horribly to a full 
  attack by it but manages to strike a lucky blow along its 
  side that jars the blade stuck in its flank.  The Harrowing 
  Hound howls with rage and agony.  This is a moment’s 
  pause which the family takes advantage of to start their 
  wagon moving.  If the heroes are in need of aid, Haign will 
  shout for them to climb aboard as he pulls away; otherwise 
  he has his own to think of and leaves the Player Characters 
  behind.  If the heroes have diverted the Hound’s attention, 
  it will flail wildly at them, spending a single attack on as 
  many of them as it can reach.  These attacks are severe but 
  are not likely to kill the heroes outright.
  Round Four
  The Harrowing Hound is attracted to the sound of the 
  moving wagon and the scent of panicked horses.  It 
  charges past anyone in its path, leaping over them if it has 
  to and barrels through the campfire to reach the escaping 
  merchants.  It will not catch them this round but the fire it 
  kicks up in its rampage quickly spreads to the discarded 
  cooking oils and the mercenaries’ rum, sending the whole 
  camp up in a massive conflagration.  The heroes will have 
  enough time to grab their own things if they wish, but the 
  rest of the caravan in engulfed in flames.
  Round Five
  This is the round in which the heroes can make a real 
  difference.  If they are brave enough to try to attack the 
  Hound as it chases after Haign and his family, they can 
  delay it enough for the wagon to get away.  The hound will 
  turn to fight them for a round before shrieking in unholy 
  pain and bounding away again into the night.  If Melloc is 
  still alive, this is the perfect opportunity for him to suffer 
  the full force of the Hound’s wrath and die.  If not, scatter 
  the attacks among the heroes again.  This scene should not 
  be lethal for the heroes, but it will likely drop more than 
  one of them below zero Endurance and terrify them as to 
  the power and ferocity of the Harrowing Hound.
  If the heroes do not chase and engage the Hound, it will 
  catch the wagon this round and begin slaughtering the 
  family.  The twins are the first to go as they are brave 
  enough to try attacking the creature as it leaps onto their 
  wagon.  The next round, Feira and Haign will die as the 
  beast burrows its way into the violently listing wagon.  
  During the seventh round if the ‘heroes’ have not helped (if 
  only by getting the Hound’s attention), its weight overturns 
  the wagon and the horse’s collapse under the twisting yoke.  
  Kammi is killed in the crash and the Hound races off into 
  the dark forest, howling in bloodlust and pain.
  Concluding the Combat and the Scene
  The battle should end with the Player Characters amid a 
  chaos of fire and blood, wounded but alive.  Once again, 
  they have done battle with the Harrowing Hound and been 
  unable to even seriously wound the creature.  They probably 
  bear severe wounds but they have to press on if they want 
  to make it to Toran and find some way to end the threat of 
  this terrible beast.  If there are more critically wounded 
  heroes than there are mobile ones, the Games Master is 
  encouraged to have one or more horses survive the scene 
  and provide a way for the indigent to be transported.
  
  19
  Act One, Scene Four
  The Hound’s Pursuit
  Bitter Players may well be wondering at this point exactly why the Harrowing Hound is pursuing them so doggedly.  
  They may well have figured out already that the Hound was sent to kill Andus – so with its mission complete, why is 
  it pursuing them?  There are a number of answers to this question, though some are dependent on the actions of the 
  characters themselves:
  ♦ 
  The Hound is in a great deal of pain following Andus’ retaliatory dagger strike.  It has fixated upon the characters, 
  especially their scent, and is pursuing them as prey, though it is constantly distracted by its own pain and other, 
  weaker targets (such as the caravan).
  ♦ 
  Though the Hound is a beast, it is not entirely unintelligent.  If it were stupid, it would follow them into Toran 
  – which it does not.  It has connected the characters with Andus’s body and noticed that they have removed some 
  of his items.  The beast is dimly aware of the reason behind its mission – to destroy Andus and the information he 
  carried – and will pursue anyone or thing that encountered the body before it arrived in the clearing.
  ♦ 
  The Harrowing Hound is being enticed northwards anyway, though it is unaware of this.  As it begins to chase the 
  Player Characters, it becomes more and more drawn to Suukon’s Crypt (see page 33).
  If they have acted like heroes, Haign and his family are 
  both alive and very grateful.  They will never forget the 
  Player Characters or their valour; if they ever meet again 
  on the road or in their home in Toran, Haign will always 
  make a place for the heroes.  They will never want for a 
  place to sleep in Toran or a shared campsite as long as he 
  and his family live.  
  If the Heroes did not rest with the Caravan
  Note that is quite possible that the heroes try to warn the 
  caravan of the danger and then press onwards, leaving the 
  doubtful traders behind.  In this case, have the tired Player 
  Characters soldier on for another half an hour, until they 
  crest a small rise on the road.  Then describe a dreadful 
  howl behind them.  When they turn to face the Hound, they 
  discover that they can see the caravan site in the distance 
  behind them.  Describe the scene above to the Players, 
  round by round, as the Harrowing Hound butchers every 
  single one of them in the firelight.  Advise any characters 
  that wish to run back that it would take at least ten minutes 
  to get there.
  In any case, provided the heroes have survived and wish to 
  continue their journey, turn to Act One, Scene Five.
  
  20
  Horizon
  It is well past sunrise when you top the rise looking 
  down over Toran, one of the fairest cities in all of 
  Sommerlund.  A well-defended town, its stone curtain 
  wall and guard posts are welcome changes from the 
  forbidding forest and deep shadow that have harried 
  you this entire journey.  Wounded, tired and aching 
  from the forced march, you move down into the 
  Toran valley and follow the main road all the way up 
  to its grand gates.
  The heroes have not been given much opportunity to sleep 
  since this terrible ordeal began.  They have been travelling 
  all night and aside from a brief rest at the Northlands camp, 
  they have had little rest and little food.  The Games Master 
  should enforce this mood by ensuring that every time they 
  try to make camp or rest, the howl of the Harrowing Hound 
  echoes through the forest around them.  They should feel 
  hounded, literally, and dogged at every step.  The entire 
  purpose of this scene to give the Players both a sense of the 
  bone-wearying exhaustion of the long hours behind them 
  and the great relief of seeing a bastion of civilization and 
  hope ahead.  If the Players express any relief at all for seeing 
  the gates of Toran, the Games Master will know this scene 
  was a success.  Read the Horizon text to the Players.
  While the Player Characters will have to deal with 
  the current Road Tax of a Gold Crown each (which is 
  exorbitant but the kingdom is gearing up for a war it hopes 
  it does not have to fight), this can involve as much or as 
  little roleplaying as they desire.  The two gate guards, 
  Mat and Haz Soot, are actually quite jovial but they are 
  also suspicious of any strangers that look ‘foreign’.  They 
  may ask a lot of questions of Dwarven Gunners, Telchoi 
  or Shadaki travellers but they will not bar entrance to 
  anyone who remains calm and answers honestly (or at least 
  honestly enough to fool their Sense Motive checks).
  Mat and Haz Soot
  Strangers to Toran arriving through the southern gate will 
  often wonder why a prime entrance into one of the most 
  important cities on the continent is only guarded by what 
  appears to be a pair of yokels.  These visitors miss the 
  point.  The Soot brothers are known for miles around as 
  trustworthy, genial men.  Folk for miles around trust them 
  Act One, Scene Five: A Welcome Horizon
  and as such the south gate has become a nexus of friendly 
  gossip.  Nothing happens near Toran that Mat and Haz 
  do not eventually come to learn of and they are experts 
  at collaring all kinds of criminals and malcontents before 
  they even get into the city.  They also have a gatehouse full 
  of Toran guards only a bell’s ring away.
  Mat and Haz: CR 1 1/2; 1st Level Sommlending 
  Commoner / 1st Level Warrior; ED 1d4+1d8; End 8; Init 
  +1; Spd 30 ft.; AC 15, flat-footed 15; BCS +1; Atk +3 
  melee (1d8+2/19-20, sword) or +2 ranged (1d10+1/19-20, 
  crossbow); Full Atk Atk +3 melee (1d8+2/19-20, sword) 
  or +2 ranged (1d10+1/19-20, crossbow); Space/Reach 5 
  ft./5 ft.; SA None; SQ Common Role (Profession (guard)), 
  Weapon of Choice (crossbow); AL Good; SV Fort +2, Ref 
  +0, Will +2; Str 14, Dex 10, Con 10, Int 11, Wis 14, Cha 
  13
  Skills: Intimidate +2, Knowledge (geography) +4, 
  Perception +5, Profession (guard) +4, Sense Motive +3, 
  Speak North Speak, Sommlend
  Equipment: 60 bolts, bronze hand-bell, chainmail waistcoat, 
  crossbow, light shield, sword, 3 Gold Crowns (each)
  Once the heroes are inside, they are likely to want a place 
  to stay or to head to the sage Geroyn directly.  Fortunately, 
  both options are close to the southern gate of Toran and can 
  be located easily.  A polite question to either of the gate 
  guards will reveal the location of the inn, while it will take 
  a few inquiries on the street (and a Gather Information skill 
  check, DC 15) to find Geroyn.  If the heroes stay the night 
  at the Boar & Pony Inn, the tavern staff can direct them to 
  Geroyn’s house for free in the morning.
  Lastly, the Northlands Trading House is also located near 
  the south gate and if the heroes need a friendly place to 
  stay (and have earned it), they need look no further.  If the 
  heroes rode in with Haign and his family and made a good 
  showing for themselves against the Harrowing Hound, his 
  vouchsafing waives the Road Tax and gets them hospitality 
  in his home without cost.  He can also provide them with 
  the location of Geroyn’s home as the old sage has purchased 
  exotic items from him in the past and they are acquainted 
  with each other.
  With all this in mind, continue on to Interlude: Toran.
  
  21
  Interlude: Toran
  Interlude: Toran
  Healing
  It is almost certain that the heroes will be injured when they arrive in Toran.  Handling these injuries is up to the Games 
  Master and largely depends on how hurt the Player Characters are and how much money the group has.  On the positive 
  side, Toran is a haven for magical learning and production, so Laumspur Potions and Rendalim Elixirs are available for 
  purchase if necessary, at the usual costs (see page 127 of Lone Wolf, The Roleplaying Game).  Such items are normally 
  available at the Brotherhood Guild or a few herbal and magical supply shops near the town centre.
  If the heroes are only lightly hurt, an evening’s rest at the Boar & Pony will probably be enough to get them back on 
  their feet.
  If the heroes are badly hurt and poor, it is in the adventure’s best interests to have them healed.  Acts Two and Three 
  are tough and weakened characters may not survive the trek to Suukon Crypt and the showdown with the Harrowing 
  Hound.   Fortunately, both of the major contacts that the Player Characters can meet in Toran have access to magical 
  healing.  Ayrendon will have some Initiates skilled in the Mend spell take the Player Characters to a natural spring in the 
  small copse within the chapter house’s grounds, where the young Brothers will heal all wounds the characters may have.  
  Geroyn will simply use Restoration upon them.
  The heroes’ visit to Toran is treated as an interlude rather 
  than as a full act because there are so many options for 
  them once they pass the city gate that plotting the action 
  out by scenes would be difficult to do.  Instead, a few key 
  locations are detailed here and the rest is left to Games 
  Master’s discretion.  Players should be reminded of the 
  urgency of their mission here, which may limit their desire 
  to ‘waste time’ on side trips to markets or other locales 
  in the city, but they should not be forced to adhere to any 
  given schedule or list of directions.
  This Interlude gives details on three important locations 
  – the guild house of the Crystal Star, the Boar & Pony Inn 
  where the heroes may stay and recuperate if they need to 
  and the home of the sage Geroyn.  It is very possible that 
  the Player Characters will only visit the latter but the other 
  two are included in case they wish to do more than just 
  consult with the sage about Andus and his fateful mission.
  
  22
  The building in front of you looks more like a small fortress than a business or residence.  Its white stone walls 
  are very thick, buttressed with rock and steel and topped with a flaring parapet.  The walls of the building bear 
  several balconies, each one draped with a blue banner bearing a golden star motif.  Entrance to the guild house 
  of the Crystal Star in Toran is through a massive steel door guarded by a pair of well armed guardsmen, both of 
  whom watch you impassively as you approach.
  A key building in Toran, this tall tower is one of the 
  highest freestanding structures in all of Sommerlund and 
  an important landmark both for the Brotherhood of the 
  Crystal Star and the nation itself.  One of the oldest and 
  most important chapter houses of the Crystal Star order, 
  more lore on the magical arts is kept in this facility than 
  anywhere else in Sommerlund.  Its collection even rivals 
  the great libraries of other nations and while it might not be 
  able to claim to have more books and scrolls than any other 
  location on Magnamund (the Great Library in Varetta has 
  that honour), it certainly counts as one of the greatest stores 
  of knowledge in the world.
  The Toran chapter of the Brotherhood is important in many 
  other ways.  It is the centre of Crystal Star activities in 
  Northern Magnamund from a political standpoint, as its 
  members serve the many nobles of Sommerlund with 
  distinction and honour.  It trains some of the most powerful 
  wizards in Northern Magnamund, many of whom rival the 
  Dessi in sheer mystic talent.  It also functions as a gathering 
  point for information and contacts that span the whole of 
  Magnamund and beyond.  Those who serve in the chapter 
  house directly are of the finest calibre, though not all of the 
  inhabitants and work staff are mages in the classic sense 
  of the word.  At any given time, there are 50 or 60 people 
  present in the guild house, less than half of whom are 
  trained wizards.  Commoners, Experts and Adepts round 
  out the rest of the constant staff, fulfilling such diverse 
  roles as kitchen help and maintenance work.  Whether a 
  meal needs to be cooked or an entrance examination needs 
  to be given, there is a specialised member of the tower to 
  handle the task.
  Brotherhood Player Characters should feel quite at home 
  here.  Indeed, they can stay here during their travels for 
  free, just as they could any guild house for the Crystal Star 
  anywhere on the face of Magnamund.  While they may be 
  required to do some minor scribe work to earn their keep 
  while living in the guild house, this opportunity can be the 
  basis of some excellent roleplaying between Brotherhood 
  heroes and their wizardly peers.  Unfortunately, non-
  members of the guild cannot stay on the premises and will 
  have to find other nightly accommodations.
  Games Masters should keep in mind that the guild house 
  is likely to be used in this adventure only if the Player 
  Characters decide to take their findings to the Brotherhood 
  rather than Geroyn directly.  Doing this will get them an 
  audience with Ayrendon in his offices very quickly.  While 
  the overbearing sub-leader of the guild house will not 
  appreciate the loss of a fine Agent of the Star, he will see 
  the information as an opportunity for him to advance his 
  ranking in the guild at the heroes’ expense.  He will be 
  able to provide all the same information Geroyn would 
  (even consulting with Geroyn privately to gain knowledge 
  of the Suukon Crypt) but his price will be direct service to 
  himself, confiscation of everything found on Andus’s body 
  and possession of the weapon once the Harrowing Hound 
  is dead.
  Despite this, he will treat the heroes fairly.  They may be 
  useful pawns later, after all, so alienating them does not 
  serve his interests.  He will therefore offer to sponsor 
  their journey to the Suukon Crypt by providing equipment 
  and supplies.  This will take the form of a Brotherhood 
  Wand of Lightning Hand with 11 charges, four meals per 
  Player Character, bedrolls, rope and even a riding horse for 
  any hero in need of such a boon.  This offer is of course 
  contingent on what the heroes tell him; if they do not 
  provide him with all the details of their discoveries, the 
  Games Master will have to adjust his response accordingly.  
  In any case, Ayrendon will try to capitalise the heroes’ 
  attention, knowing full well that they have useful and 
  diverse skills he could use at a later date.  To this end, he 
  will offer any character with promise and potential a place 
  in the secret order of adventurers and investigators that 
  serve the Brotherhood as Agents of the Star.
  If the heroes accept the self-serving aid of Ayrendon, 
  Keeper of Tomes, turn to Act Two, Scene One when they 
  are ready to proceed with the adventure.
  The Guild House of the Crystal Star
  
  23
  Interlude (Crystal Star Guild)
  Ayrendon, Keeper of Tomes and Assistant 
  Master of the Toran Chapter house
  Ayrendon enjoys his role as second in command of the 
  guild house greatly, too much so for the comfort of many 
  students and members of the staff.  While he is not an evil 
  man, he does delight in having power over others and has 
  no compunctions about making life difficult for those that 
  do not immediately and constantly respect his authority.
  Ayrendon: CR 15; 15th Level Sommlending Brother of the 
  Crystal Star; ED 15d4+15; End 54; Init +3; Spd 30 ft.; AC 
  13, flat-footed 10; BCS +7/+2; BMCS +15/+10/+5; BMD 
  2d6; Atk +9 melee (1d6+2, mastercrafted quarterstaff) or 
  +20 ranged (5d6 fire, Fire Rod); Full Atk +5/+5/+1 melee 
  (1d6+2, mastercrafted quarterstaff) or +20 ranged (5d6 fire, 
  Fire Rod); Space/Reach 5 ft./5 ft.; SA Brotherhood Spells, 
  Words of Power; SQ Magical Combat, Wizard’s Oath; AL 
  Balance; SV Fort +6, Ref +8, Will +10; Str 12, Dex 16, 
  Con 12, Int 20, Wis 13, Cha 14
  Skills: Appraise +8, Bluff +12, Concentration +10, Craft 
  (alchemy) +9, Gather Information +6, Intimidate +6, 
  Knowledge (arcana) +20, Knowledge (architecture & 
  engineering) +6, Knowledge (history) +15, Knowledge 
  (nobility & royalty) +10, Knowledge (the planes) +13, 
  Occult +20, Perception +5, Profession (guild master) +9, 
  Sense Motive +12, Speak Celestial, Dark Tongue, Duroth, 
  Eldreth, Naelan, North Speak, Sommlend
  Brotherhood Spells: Counterspell*, Invisible Shield*, 
  Levitation*, Lightning Hand*, Mend, Mind Charm*, Net*, 
  Sense Evil, Silence*, Vigour. Spells marked with * cost 
  one less Endurance to cast.
  Brotherhood Words of Power: Denial*, Dominion*, 
  Entrapment*, Energy*, Force*. Words marked with * cost 
  one less Endurance to cast.
  Equipment: Crystal Star Pendant, Fire Rod, mastercrafted 
  quarterstaff, Rendalim Elixir, 125 Gold Crowns
  
  24
  This warm, inviting building is mostly constructed of dark wood with white stone supports.  The front bears 
  a window of actual glass, frosted along its edges and banded in iron.  A wooden horse statue graces the front 
  porch, while a bas relief plaque of a rampant boar hangs over the double doors leading inside.  Even from 
  the street, the smell of spiced apples wafts from the open shutters of the kitchen and the sounds of pleasant 
  company can be heard echoing inside.
  The Boar & Pony Inn
  This entry describes a typical inn one might expect to 
  find in the cities of Sommerlund.  The Boar & Pony is a 
  fixture of Toran, named to commemorate the two animals 
  that the founder had to sell to purchase the property 100 
  years ago, the tavern has been a popular spot with guards 
  from the nearby southern gate and residents from around 
  the neighbourhood.  The Boar & Pony has two true claims 
  to fame:
  The first is its excellent menu and spirits selection.  The 
  current proprietor is something of a perfectionist in both 
  the kitchen and the stockroom, insisting on the very best of 
  everything for his clients.  He often has to settle for less than 
  that but his methods of preparation and presentation more 
  than make up the difference.  There are few inhabitants of 
  Toran that have not graced themselves with at least one 
  meal at the Boar & Pony.  The guards and soldiers of the city 
  are especially loyal customers because of the substantial 
  discount the owner of the tavern affords to military patrons.  
  This loss of revenues has been made back more than a 
  thousand fold over the years of the discount’s existence, 
  with more members of the city watch and defence force 
  visiting for a quick lunch or a long pull of the ale keg every 
  week.  These military guests also provide the side benefit 
  of making the Boar & Pony a very safe place to sleep.
  The second reason for the place’s popularity involves the 
  Boar & Pony’s most recent attraction – a Shadakine slave 
  girl rescued during a Durenese naval expedition a few years 
  ago.  Brought to Port Bax in Northern Magnamund with no 
  home to return to and few real skills, the exotic-looking 
  young woman worked her way up from waiting tables to 
  dancing on the inn’s simple stage near the hearth.  Keirra, 
  the slave girl in question, is very graceful and attractive, 
  two qualities that make her quite the draw on weekend 
  nights when she performs.
  The heroes may learn of the Boar & Pony Inn from the 
  southern gate guards or through idle chatter around the 
  Northlands’ camp fire.  They might also know of it personally 
  if any of the Player Characters are Sommlending or have 
  a reason to favour taverns of note in Toran.  Regardless of 
  how they find it, a night in the Boar of Pony will cost 1 Gold 
  Crown for each hero.  That fee covers a hearty dinner and 
  a comfortable bed in a shared room of three other guests.  
  3 Gold Crowns purchases a single room and breakfast as 
  well as dinner.  Heroes staying at the Boar & Pony can also 
  learn about Geroyn without needing a Gather Information 
  check as the regular patrons know him well as a fellow 
  customer.  Many of them even know where the sage resides 
  and will freely point his house out to the heroes so long as 
  none of them seem the sort to wish Geroyn any trouble.
  For an idea of just who the characters might encounter in 
  the Boar & Pony Inn, several characters are provided here.  
  The heroes can interact with any of them; this scene can 
  make for excellent roleplaying and should not be cut short 
  or summarised as long as the heroes are enjoying talking 
  to the colourful patrons and staff here.  Unless statistics are 
  mentioned, assume that every character is simply a skilled 
  commoner with no relevant combat abilities.
  After a restful night’s stay at the Boar & Pony, turn to The 
  Home of Geroyn, Sage of Ancient Lore as soon as the 
  heroes are ready to proceed.
  Boar & Pony Staff
  Colman
  As the last son of the family that has owned the Boar 
  & Pony for over a century, it falls on this handsome but 
  aging Sommlending man to either sire an inheritor or find 
  someone to pass the tavern to when he reaches retirement.  
  So far, he has had little luck at either, though it is not from 
  lack of trying.  Colman is a warm and inviting person, 
  willing to extend the hospitality of his establishment to 
  anyone willing to remain peaceful within its walls.  Colman 
  is always downstairs during the day, serving drinks and 
  conversation from breakfast to dinner without fail.
  Colman: CR 1; 2nd Level Sommlending Expert; ED 
  2d6+4; End 13; Init +0; Spd 30 ft.; AC 10, flat-footed 10; 
  BCS +1; Atk +3 melee (1d6+3, club [two-handed]); Full 
  Atk +3 melee (1d6+3, club [two-handed]); Space/Reach 5 
  ft./5 ft.; SA None; SQ Specialist (Diplomacy, Profession 
  (innkeeper)); AL Good; SV Fort +2, Ref +0, Will +4; Str 
  14, Dex 10, Con 15, Int 13, Wis 12, Cha 14
  
  25
  Interlude (Boar & Pony Inn)
  Skills: Diplomacy +8, Gather Information +7, Handle 
  Animal +7, Intimidate +3, Perception +5, Profession 
  (brewer) +6, Profession (cook) +6, Profession (innkeeper) 
  +7, Sense Motive +7, Speak North Speak, Sommlend
  Equipment: Club, 33 Gold Crowns
  Tianna
  Tianna has been with the Boar & Pony since Colman took 
  her and her brother in off the streets, ten years ago.  While 
  her brother Mikel has since ran away to find a more exciting 
  life (and found it as a member of the largest criminal group 
  in Toran), Tianna has remained with Colman out of loyalty 
  and gratitude.  She has also matured into a fine looking 
  woman with a solid grasp of business.  She has been 
  a favourite of patrons of the Boar & Pony for years but 
  the arrival of Keirra has slightly displaced her, at least for 
  the moment.  While she resents this, she is a good person 
  at heart and would never do anything rash about it.  Any 
  Player Characters who flatter Tianna and generally cheer 
  her up will find that their night’s stay at the Inn costs only 
  half what it usually does.
  Tianna: CR 1; 2nd Level Sommlending Commoner; ED 
  2d4+4; End 10; Init +1; Spd 30 ft.; AC 11, flat-footed 
  10; BCS +1; Atk +1 melee (1d6 nonlethal, sap); Full Atk 
  +1 melee (1d6 nonlethal, sap); Space/Reach 5 ft./5 ft.; 
  SA None; SQ Common Role (Profession (waitress)); AL 
  Good; SV Fort +2, Ref +1, Will +2; Str 10, Dex 13, Con 
  14, Int 12, Wis 15, Cha 15
  Skills: Bluff +3, Diplomacy +3, Gather Information +3, 
  Intimidate +3, Perception +4, Profession (cook) +2, 
  Profession (innkeeper) +2, Profession (waitress) +6, Sense 
  Motive +3, Speak North Speak, Sommlend
  Equipment: Sap, 8 Gold Crowns
  Keirra
  This beautiful and graceful Shadakine young woman is 
  quite out of place in Toran.  With dark eyes, black hair and 
  deeply tan skin, she is the very picture of alluring beauty.  
  While Colman will not allow her to dance the same way 
  she was forced to do for the crew of the pirate boat that 
  until recently enslaved her, even her tamer dances every 
  other night at the Boar & Pony are enough to attract a 
  remarkable amount of business.  Despite her looks, Keirra 
  is a very shy girl and remains in her room or by Colman’s 
  side whenever she is not performing.  While Colman’s  
  general staff, especially Tianna,  might be very jealous 
  of her beauty and talent, they are also fiercely protective 
  of her as are many of the Boar & Pony’s patrons. Anyone 
  acting towards Kierra in anything but a pleasant fashion 
  will rapidly be warned by Colman or Tianna to back off.  
  Should heroes ignore this warning, they will be thrown out 
  of the inn and permanently barred.
  Keirra: CR 1; 1st Level Shadaki Buccaneer; ED 1d6+1; 
  End 7; Init +4; Spd 30 ft.; AC 14, flat-footed 10; BCS +0; 
  Atk –1 melee (1d6–1 nonlethal, sap); Full Atk –1 melee 
  (1d6–1 nonlethal, sap); Space/Reach 5 ft./5 ft.; SA Sneak 
  Attack +1d6; SQ Buccaneer Flair (Uncanny Dodge); AL 
  Balance; SV Fort +1, Ref +6, Will +0; Str 8, Dex 18, Con 
  13, Int 14, Wis 11, Cha 17
  Skills: Acrobatics +8, Athletics +3, Bluff +5, Escape Artist 
  +8, Gather Information +7, Perception +4, Perform (dance) 
  +7, Profession (waitress) +3, Sense Motive +4, Sleight of 
  Hand +8, Speak North Speak, Shadar, Southernath
  Equipment: Sap, 15 Gold Crowns
  Shuura, Kala, Veira and Marton
  These folks handle the tavern’s operations from day to 
  day.  Shuura and Kala are the daytime help while Veira 
  and Marton work the night shift.  Any of these Commoners 
  have been trained to handle the kitchen and serves drinks 
  for the few occasions when Colman is either ill or occupied 
  elsewhere.  Kitchen service is available from 7 a.m. in the 
  morning until midnight, though these hours vary slightly.  
  All are friendly and helpful, as that is the kind of person 
  Colman attracts as an employee.  All are also required 
  to wield saps when on duty – Colman is quite aware that 
  sometimes his rowdier customers need more than a little 
  persuasion to leave when intoxicated.
  Shuura, Kala, Veira and Marton: CR 1; 1st Level 
  Sommlending Commoner; ED 1d4+1; End 5; Init +1; 
  Spd 30 ft.; AC 11, flat-footed 10; BCS +0; Atk +0 melee 
  (1d6 nonlethal, sap); Full Atk +0 melee (1d6 nonlethal, 
  sap); Space/Reach 5 ft./5 ft.; SA None; SQ Common Role 
  (Profession (waitress/waiter)); AL Balance; SV Fort +1, 
  Ref +1, Will +0; Str 10, Dex 13, Con 12, Int 10, Wis 11, 
  Cha 12
  Skills: Diplomacy +2, Gather Information +2, Perception 
  +2, Profession (cook) +2, Profession (waitress/waiter) +4, 
  Speak North Speak, Sommlend
  Equipment: Sap.
  
  26
  Boar & Pony Regulars
  Mikel
  Still welcome in the Boar & Pony only because Colman 
  granted his hospitality once and is too soft-hearted to 
  rescind it, Mikel is nonetheless rarely here because of the 
  poor service the staff give him and because he hates to 
  see his sister and her disapproving stares.  He only ever 
  comes here if he must to conduct ‘business’ for the crime 
  lords he works for and then only because the clients insist 
  on using the inn’s reputation for safety.  If he is present 
  on a given night, he will be able to connect any curious 
  Player Characters with a cornucopia of shady Toran-based 
  information for 50 Gold Crowns or ‘a favour’.  Should a 
  character avail themselves of Mikel’s help, he adds a +4 
  bonus to any one Gather Information check they may 
  make... but woe betide any hero who owes Mikel a favour.  
  He may also be able to arrange for the purchase of special 
  or even magical items.  Such sales, and what merchandise 
  might be available, is entirely up the Games Master.
  Mikel: CR 2; 4th Level Sommlending Expert; ED 4d6; 
  End 16; Init +2; Spd 30 ft.; AC 13, flat-footed 11; BCS +2; 
  Atk +3 melee (1d4+1, dagger); Full Atk +3 melee (1d4+1, 
  dagger); Space/Reach 5 ft./5 ft.; SA None; SQ Skill 
  Advancement (Knowledge (arcana)), Specialist (Appraise, 
  Diplomacy, Gather Information, Profession (fence)); AL 
  Balance; SV Fort +1, Ref +3, Will +5; Str 12, Dex 15, Con 
  11, Int 14, Wis 12, Cha 14
  Skills: Appraise +10, Bluff +9, Diplomacy +10, Forgery 
  +7, Gather Information +10, Intimidate +7, Knowledge 
  (arcana) +3, Knowledge (geography) +7, Perception +6, 
  Profession (fence) +10, Sense Motive +6, Speak North 
  Speak, Sommlend, Southernath
  Equipment: Dagger, padded armour, 47 Gold Crowns
  Knight-Enduring Barnet, Captain of the 
  Southern Toran Guard
  A fine example of one of the Boar & Pony’s more important 
  customers, Barnet commands the guards of the southern 
  gate and frequents the Boar & Pony as often as his schedule 
  allows.  He is an older Knight who never achieved the high 
  ideals of his youth and instead settled into a responsible but 
  largely undemanding position.  He patronises the Bear & 
  Pony during most evenings, especially since the arrival of 
  Keirra (whom he has taken a strong fancy to).  If Barnet is 
  present on any given night, Mikel will absolutely not remain 
  in the tavern.  Note that if the heroes comported themselves 
  well at the southern gate, Barnet will have heard of this and 
  be well-disposed towards them (+1 to any Charisma-based 
  checks with Barnet).  If the heroes were unpleasant at the 
  gate, or become too friendly with Kierra or Mikel, they will 
  earn his distrust (and suffer a –2 penalty to Charisma-based 
  checks with Barnet).  Any Player Character who assaulted 
  his guards or hurt Kierra are in for a very tough time in 
  Toran, as Barnet will use every means at his disposal to have 
  them ejected from the city post-haste.
  Knight-Enduring Barnet: CR 5; 5th Level Sommerlund 
  Knight of the Realm; ED 5d10+5; End 37; Init +0; Spd 
  20 ft.; AC 19, flat-footed 19; BCS +5; Atk +10 melee 
  (1d10+4/19–20, mastercrafted broadsword); Full Atk +10 
  melee (1d10+4/19–20, mastercrafted broadsword); Space/
  Reach 5 ft./5 ft.; SA None; SQ Born to the Sword, Code 
  of Honour, Knightly Skill +1, Never Falter, Oathsworn, 
  Saddlemastery; AL Good; SV Fort +5, Ref +1, Will +1; Str 
  16, Dex 10, Con 13, Int 11, Wis 11, Cha 14
  Skills: Athletics –4, Diplomacy +3, Handle Animal +3, 
  Knowledge (history) +1, Knowledge (nobility & royalty) +3, 
  Knowledge (warfare) +3, Profession (guard) +2, Ride +4, 
  Sense Motive +2, Speak Duroth, North Speak, Sommlend
  Equipment: Heavy shield, mastercrafted broadsword, 
  platemail, Potion of Laumspur, 36 Gold Crowns
  
  27
  Interlude (Boar & Pony Inn)
  1: Main Room
  2: Stage
  3: Bar
  4: Kitchen
  5: Storage
  6: Iceroom
  7: Barrel Storage
  8: Dormitories
  9: Single Rooms
  10: Staff Rooms
  11: Closet
  12: Colman’s Room
  
  28
  Quiet and unassuming, this narrow domicile looks like many other buildings on the street.  The only things out 
  of place about its tidy but businesslike appearance are the small silver stars inlaid on the wooden shutters and 
  over the threshold of its oaken front door.  There is a light burning in the upstairs front window but the rest of 
  the house seems dark and quiet.
  The Home of Geroyn, Sage of Ancient Lore
  Visiting Geroyn puts the Player Characters back on the right 
  track to finish the adventure.  Geroyn, a powerful wizard of 
  the Brotherhood tradition and a direct agent of the nobility 
  of Sommerlund, is also a learned sage and a scholar 
  interested in artefacts and knowledge of the past.  His skills 
  and curiosity brought him into contact with the Agents of 
  the Star years ago when the  Brotherhood was using them 
  to man dig sites all over Northern Magnamund.  It was 
  there that he met Andus and they began their friendship.  
  As they both had an interest in ancient things, they found 
  much to talk about during their digs and soon became 
  close comrades.  Though missions and the differences in 
  their work kept them from seeing each other for months or 
  even years at a time, they continued to be trusted friends.  
  Geroyn will take the news of his death very hard but it will 
  also convince the old sage that things have become serious 
  enough to dispense with the usual channels in the guild and 
  speak with the heroes directly.
  Of course, if the Player Characters do not act respectfully 
  or explain the reason for their intrusion well, Geroyn may 
  be less than helpful and if he becomes offended at their 
  behaviour (not respecting Andus or his sacrifice would 
  accomplish this offence quickly), it might take good 
  roleplaying or Diplomacy skills to convince him to help 
  at all.  Ultimately, speaking with the old man is vital to 
  the rest of the adventure, though it is not critical (see the 
  Brotherhood entry above for another plot option).
  Geroyn is fond of bai-mint tea with a sprig of laumspur, 
  something he drinks every night to help with the growing 
  aches and pains of getting older.  Once he invites the heroes 
  into his home, he will offer each of them a cup, though 
  he will not insist on any of them drinking it with him.  
  Those that accept will find that the tea is very soothing, 
  healing one Endurance just from its innate properties 
  alone.  Bai-mint tea needs five minutes to brew properly 
  and can only heal a single point three times a day for any 
  given character.  Each dose of the tea (and the laumspur 
  sprig that garnishes it) costs 5 Gold Crowns from the small 
  herbal shop Geroyn frequents.  No-one else in Toran sells 
  it and Geroyn will not sell any of his private stock.  After 
  a hot cup of tea, Geroyn will be ready to discuss things in 
  earnest.  As mentioned, he takes the news of his friend’s 
  death very hard.  After a long, painful moment, he will ask 
  if his friend left behind any documents (assuming they have 
  not already been discussed).  This will, if the heroes feel 
  comfortable trusting the scroll and the journal to Geroyn, 
  lead the old sage to make the connections listed below in 
  Geroyn’s Message.
  Geroyn, Sage, Keeper of Lore and Order of 
  the Star Contact
  Ayrendon enjoys his role as second in command of the 
  guild house greatly, too much so for the comfort of many 
  students and members of the staff.  While he is not an evil 
  man, he does delight in having power over others and has 
  no compunctions about making life difficult for those that 
  do not immediately and constantly respect his authority.
  Geroyn: CR 12; 12th Level Sommlending Brother of the 
  Crystal Star; ED 12d4–12; End 19; Init +2; Spd 30 ft.; 
  AC 11, flat-footed 10; BCS +6/+1; BMCS +12/+7/+2; 
  BMD 2d6; Atk +19 melee (1d6+1, Wizard’s Staff); Full 
  Atk +14/+14/+9/+4 melee (1d6+1, Wizard’s Staff); Space/
  Reach 5 ft./5 ft.; SA Brotherhood Spells, Words of Power; 
  SQ Magical Combat, Wizard’s Oath; AL Good; SV Fort 
  +3, Ref +5, Will +12; Str 7, Dex 13, Con 8, Int 19, Wis 18, 
  Cha 17
  Skills: Appraise +9, Bluff +5, Concentration +X, Diplomacy 
  +5, Gather Information +8, Heal +8, Knowledge (arcana) 
  +19, Knowledge (architecture & engineering) +5, 
  Knowledge (Darklands) +6, Knowledge (dungeoneering) 
  +5, Knowledge (geography) +14, Knowledge (history) 
  +19, Knowledge (nature) +6, Knowledge (nobility & 
  royalty) +9, Knowledge (religion) +8, Knowledge (the 
  planes) +8, Knowledge (warfare) +5, Occult +19, Sense 
  Motive +6, Speak Aquan, Auran, Celestial, Dark Tongue, 
  Draconic, Drakkar, Duroth, Dwarven, Eldreth, Giak, Giant, 
  Ignan, Ixtian, Naelan, North Speak, Shadar, Sommlend, 
  Southernath, Teloc, Vaderish, Vassan
  Brotherhood Spells: Counterspell*, Invisible Shield*, 
  Levitation, Lightning Hand, Mend*, Mind Charm*, Net*, 
  Sense Evil*, Silence, Vigour. Spells marked with * cost 
  one less Endurance to cast.
  Brotherhood Words of Power: Awareness*, Restoration*. 
  Words marked with * cost one less Endurance to cast.
  Equipment: Crystal Star Pendant, Wizard’s Staff (+1 
  mastercrafted, +2 magical), 17 Gold Crowns
  
  29
  Interlude (Geroyn the Sage)
  Dire News
  Dire news, I am afraid.  I recognised a pair of 
  words in the dark text.  They refer to one of the 
  foul components used in the beast Andus described 
  as a Harrowing Hound.  Such a creature appears 
  nowhere in any of my lore but the ‘component’ 
  does.  The claws and fangs of this monster resemble 
  those of an ancient being called an Ice Demon.  I 
  am not sure where such creatures dwelled but they 
  were far to the north of us once and I believe they 
  are extinct now.
  Though the thought of these Hounds having even a 
  fraction of the power of these demons is terrible to 
  contemplate, we may have hope because of it.  Once, 
  many years ago, I was part of a small expedition in 
  the Durncrag Mountains west of here.  We uncovered 
  a crypt in the shadow of those mountains, one more 
  ancient than any construction I have ever seen.  On 
  the walls of that crypt, there were several pictograms 
  written in a tongue I have come to associate with the 
  Suukon, a race of unimaginable power.
  Dire News (continued)
  This Suukon Crypt, if its markings are to be believed, 
  belonged to a member or servitor of the race that 
  fell fighting the Ice Demons.  Some of the glyphs 
  mentioned a powerful weapon that defeated many 
  of the vile creatures before its bearer died.  In those 
  days, we only located such ancient sites.  Exploration 
  was left to others when the Crown ordered it, but I 
  do not think the Crypt has ever been disturbed.
  Until now that is, I think.  If the Suukon Crypt 
  bears a weapon of power capable of destroying the 
  Harrowing Hound, we must recover it with all haste!  
  I will gather a force of soldiers to travel there as quickly 
  as I can, but you…  perhaps you could ride ahead.  
  You can move faster than a contingent of troops and 
  have a better chance, I think, of success.
  There is another concern.  If this creature is capable 
  of doing what I think it is, it may trap the spirits of 
  those it kills inside the crystals studding its body.  This 
  makes it even more dangerous, as it is only a matter 
  of time before it slays someone with knowledge 
  critical to the safety of the realm.  If it has a master 
  in the Darklands and returns there with that spirit, 
  we may all be in peril.
  There is no time to waste!  Will you go?
  Intriguing Offer
  It is interesting that you should ask.  This cloak is 
  one of the marks of the esteemed Order of the Star, 
  a gathering of trusted agents and friends of the 
  Brotherhood of the Crystal Star that handle tasks…  
  ill-suited… for wizards to deal with on their own.  
  Andus was a valued member and he gave his life to 
  get this information to us.  Such a sacrifice will never 
  be forgotten.
  A great deal of information can be gained from Geroyn.  
  If the Games Master would feel more comfortable putting 
  the Dire News, Intriguing Offer and Noble Blade sections 
  of speech in his own words, that would be perfectly 
  acceptable.  Only the text sections relevant to what the 
  heroes have shared with Geroyn should be read aloud; the 
  rest will simply be missed opportunities.
  Should the Heroes show Geroyn 
  Andus’ Journal…
  The old sage will handle the journal carefully and request 
  the scroll mentioned within its pages, if the heroes have 
  not already shown it to him.  If they do not realise they 
  have it (the scroll is still hidden within the cloak), Geroyn 
  will realise this and expertly and safely remove the scroll.  
  In any case, Geroyn will take more than an hour to pore 
  over the documents, a worried look on his face that only 
  gets worse as the minutes creep past.  Then he gets down 
  several old tomes and consults them, mutters prayers to 
  Ishir for guidance as he pours over the aged manuscripts.  
  This will be a tiring few hours for the heroes and they would 
  do well to get some rest if they do not want to watch him 
  work.  Geroyn will allow them to stay in his guest room or 
  sleep on his couch; he will be too busy to be worried about 
  strangers in his home.
  Once he is certain of his findings, likely just before dawn, 
  he will call the heroes together and tell them what he has 
  discovered.  Read the Dire News text to the characters.
  Should the Heroes ask about Andus’ 
  cloak or the Order of the Star…
  If the heroes seem interested in Andus’ starried cloak or 
  the Agents of the Star, Geroyn will talk with them for a 
  short time to determine if they have the sensible and valiant 
  temperament required of an Agent to be.  In effect, only if 
  they impress upon him that they would be the sort of hero 
  to have sacrificed themselves for their duty the way Andus 
  did will Geroyn give them the offer (read the Intriguing 
  Offer text).  Otherwise, he will watch them for a while 
  (several more game sessions at least) before making the 
  offer, assuming he ever does.
  
  30
  Intriguing Offer (continued)
  But perhaps he brought us more than that as well.  
  If you would be interested in keeping that cloak and 
  learning more about the Order of the Star, I might 
  be able to arrange a meeting between you and the 
  current Starmaster here in Toran.  You seem brave 
  enough and strong enough to carry the burden that 
  such an honour would entail.  Of course, there is no 
  shame in following your own destiny instead.
  What say you?
  Noble Blade
  This weapon was not among the great relics of the 
  world. But it was a keen and deadly dagger once 
  wielded by my slain friend.  I think he would want 
  it back in the hands of those who finished his final 
  mission.  Yes, that would be a fitting destiny for 
  it indeed.  I should imagine the other half of this 
  weapon is in the very beast that killed Andus.  It is, 
  I believe, the reason for the Hound’s constant pain 
  and the cause of its limited ability to pursue you.  
  Were you to slay the beast and recover the blade 
  Noble Blade (continued)
  that goes with this handle, I can arrange to have 
  the weapon repaired.  I would not charge for this 
  service.  It is the least I can do for those that would 
  risk themselves to complete what Andus died for.
  It will be quite a prize once it is restored.  Leave 
  the hilt here with me and I will begin preparations.  
  I have a good feeling about the success of your 
  mission now.  I am sure Andus’ spirit is with you and 
  will guide you along the path to victory.  Hurry back 
  with news of the Hound’s demise and the dagger’s 
  blade.  I will take care of the rest.
  If the hero(es) approached are interested, the cloak can 
  remain in their possession.  Otherwise, Geroyn insists that 
  it be returned through him to the Order.  It is not the kind 
  of object that should remain out of Agent hands for long 
  and if the heroes do keep it, the wearer would be constantly 
  mistaken for a member of the Order in any case, especially 
  here in Sommerlund.  Agreeing to Geroyn’s offer has no 
  direct game effect other than allowing the heroes to keep 
  Andus’ starried cloak.  Any meeting with the Starmaster in 
  Toran can take place after this scenario concludes, assuming 
  the interested Player Character survives the terrible ordeal 
  to come.  That survival and the fact that the heroes brought 
  back the information and Andus’ journal in the first place 
  will all stand in good stead when they are judged for entry 
  into the Order.
  Should the Heroes ask about Andus’ 
  Dagger Hilt…
  If they show Geroyn the broken dagger hilt found by 
  Andus’ dead horse, Geroyn will instantly recognise it as 
  a magical weapon that belonged to Andus.  The fact that 
  the blade is missing reveals to Geroyn the reason for the 
  Hound’s anguish.  Ironically it seems Andus’ last act with 
  the weapon may have been what has saved the heroes so far.  
  He will ask to examine it, nodding to himself as he inspects 
  the broken edge and then tell the Player Characters what he 
  might be able to do. 
  Geroyn is as good as his word.  If the heroes return with 
  the blade (which must be extracted from the Harrowing 
  Hound once it is slain), he will have the two pieces fitted 
  back together again and present the Jewelled Dagger to 
  the heroes.  This is not the only reward he has in mind 
  for the Player Characters but it is the one that means the 
  most to him personally.  As long as the heroes deal in good 
  faith with him, he will be truly honoured to see the dagger 
  passed on to a new wielder.  He may also let slip that the 
  dagger once had a longer cousin that matched it…
  Geroyn has many treasures both as personal items in his 
  collection and through his contacts at the Brotherhood 
  house.  He can and will provide any Player Character in 
  need of a single mundane (non-racial) weapon for free (plus 
  30 rounds of ammunition if needed).  Mundane needs such 
  as horses, camping supplies or meals will also be provided 
  (up to 300 Gold Crowns worth of equipment in total).
  He also has a of magical gift to bestow.  He has long been 
  trying to deal with a damaged Fire Rod that came into his 
  possession more than a year ago.  It has a cracked ruby in 
  its haft that constantly leaks magic.  While he has halted 
  the loss of power, the Fire Rod is nearly spent and he 
  knows of no way to renew its magic.  He will present the 
  it to the Player Characters, explaining that its magic will 
  be permanently lost after three uses.  He advises them to 
  choose its activations carefully; once the rod is depleted, its 
  power will be lost forever.  This Fire Rod only has a range 
  of 150 feet and produces a blazing ray which deals 5d6 
  fire damage as a magical ranged attack.  Its Counterspell 
  DC is 17.
  When the heroes are ready and have been given directions 
  to lead them onward, turn to Act Two, Scene One to begin 
  the journey to the Suukon Crypt.
  
  31
  Act Two: The Suukon Crypt
  Act Two: The Suukon Crypt
  Synopsis: The heroes venture forth from Toran, follow 
  the trail marked for them by their patron and seek out the 
  hidden Suukon Crypt.  After deciphering the script on the 
  tomb’s entrance or simply forcing their way in, they endure 
  or avoid the deadly traps and restless undead guardians 
  found within.  If they are fortunate, skilled and brave, 
  they will emerge with the ancient treasure of the honoured 
  warrior buried in the crypt – the Shianlune Bow.
  This act details the journey to, exploration of and escape 
  from the Suukon Crypt, an edifice built to honour a warrior 
  of the Ancients that fell in battle against the Ice Demons 
  during the Shianti’s first war with those powerful and evil 
  creatures.  While the combat that claimed the warrior’s life 
  was far from the shores of Sommerlund, it was his dying 
  wish that he not be buried amid the frozen wastes of Kalte.  
  As such, the ancient Suukon (another name for the Shianti) 
  brought him south until they reached a great range of 
  mountains and constructed his tomb there.  By that time, 
  the war the Shianti fought against the Ice Demons had 
  waged until they tired of killing.  In addition to interring the 
  warrior himself, the Shianti also buried his deadly weapon, 
  the Shianlune Bow, in the hopes that by setting aside their 
  tools of destruction, they might find a better, more peaceful 
  way to live.  This sentiment would repeat itself many times 
  in the centuries to come, though the Shianti would never 
  truly escape the onus of their terrible power.
  Now, long after the departure of the Shianti, the Player 
  Characters find themselves travelling west to the foothills 
  of those same mountains in the hope of recovering that 
  weapon and dealing with a creature born of a dark and 
  twisted power all its own.  This act ends with the heroes 
  emerging from the Suukon Crypt as it collapses in around 
  them and crawling their way back into the red light of the 
  Blood Moon…
  
  32
  The path starts a few hours from the western edge of Toran.  The directions you received made the trail easy 
  to find but its winding, ancient surface is so overgrown and disused that keeping it has proven far more difficult.  
  The path skips dozens of strides at a time and occasionally vanishes completely beneath dense undergrowth 
  decades old.  Your directions mentioned the trail being largely abandoned, but from what you can see, ‘entirely 
  abandoned’ would be more appropriate.
  Dead Road
  The stench of blood and bile catch your attention.  
  The setting sun offers just enough light to see that 
  a short distance north of the trail, a mass of hair 
  and meat lies mangled in the foliage.  Bones jut 
  out of the corpse at odd angles and the grass all 
  around is stained with dried and rancid blood from 
  where whatever the creature might have been was 
  slaughtered so brutally.
  Bad Dreams
  The Player Characters will have to rest at least once on the 
  Dead Road before they reach the Suukon Crypt.  During 
  this rest, any Magicians of Dessi, Shianti Sorcerers or 
  Vakeros Knights will suffer from particularly strange 
  dreams:
  If the character does not have access to the Prophecy 
  Elder Art, they remember little of the dreams other than 
  of being buried underground.
  If the character does has access to the Prophecy Elder 
  Art, read the following: You dreamt you were dead.  You 
  were lying on a stone slab, being carried underground.  
  You were moved through a labyrinth to your final resting 
  place, with sorrow and great regret, by shining beings 
  you cannot discern.  They placed something, something 
  of great importance to you, in your hands.  For the 
  shining beings never wanted to use it again…
  The dream is an effect of the crypt itself.  Those with 
  Elder Magi or Shianti blood have their Prophecy power 
  triggered by their approach to the ancient Shianti burial 
  place.  The dream itself is which is describing the funeral 
  of the deceased Suukon hero.
  The last people to use this trail were Geroyn and his 
  assistants when they found the Suukon Crypt the first time.  
  The trail was once a logging and hunting path but easier fare 
  was found to the south and it fell into complete disrepair.  
  Now the area is a sylvan tangle of immense trees, vining 
  plants and wild animals including some very sizable and 
  fearsome predators.  For those with the ability to see such 
  things, the signs of these dangerous beasts are everywhere 
  – tracks and spoor abound.  
  This scene is a chance for the Player Characters to discuss 
  their options, consider tactics, and plan their approach to 
  the crypt.  While there are signs of dangers along the trail, 
  there are no planned encounters.  In fact, the woods are 
  conspicuously quiet and empty around the Player Characters 
  and will remain so for the entirety of their two day journey 
  west.  This should be a time fraught with concern and 
  worry, as the lack of any visible animals should begin to 
  alert the wilderness-wise members of the group.  With the 
  signs of constant activity, this part of the forest should be 
  teeming with life.
  Any character with the ability to Follow the Trail or the 
  Knowledge (nature) skill can identify the problem, though 
  many of the Players are sure to suspect the truth.  A check 
  with either ability (DC 15) will show that an unnatural 
  beast has been in the area and the normal denizens of the 
  wood have fled before it.  The Harrowing Hound is stalking 
  this land, bringing down anything in its path and searching 
  for the heroes.
  Near the end of the first day, when the group has made it 
  about halfway along the trail, read the Dead Road text to 
  the Players.  
  Act Two, Scene One: The Dead Road
  This is the carcass of a deer that did not escape the claws 
  of the Hound, though it will take a Survival (or Heal) skill 
  check (DC 15) or Knowledge (nature) check (DC 13) to 
  identify it as such.
  A thorough examination of the mess will and a successful 
  DC 12 Heal check, will also verify that the deer was slain 
  by a creature with claws like those used on Andus and his 
  horse.  This can be confirmed by the tracks located around 
  the corpse – a Perception (DC 14) or Survival (DC 10) 
  check reveals that they belong to the Harrowing Hound.  A 
  second Heal check (DC 20) can determine that the deer kill 
  is only about eight to ten hours old.
  The Harrowing Hound should be used as a goad in this 
  scene, with its howling in the distance a constant reminder 
  of the heroes’ race against it to reach the Suukon Crypt.  
  The night they have to spend camping on the Dead Road 
  should be a paranoid time but the Hound will not actually 
  
  33
  Act Two, Scene One
  Tormented Giant
  Ahead, the tree branches burst outward, scattering 
  leaves in the wake of a huge, furred shape.  The beast, 
  a black bear with a maddened look in its eyes, blood 
  on its paws and a long, burned scar down its chest, 
  rears up on its hind legs and roars ferociously.  Then 
  its bulk shifts forward as it rushes you viciously!
  The Hound’s Pursuit
  Why is the Harrowing Hound already ahead of the Player 
  Characters?  There is one main reason for its presence in 
  the western woods – the Suukon Crypt itself.  Suukon 
  is a very old term for Shianti.  The crypt they created 
  acts like a beacon to those related to themselves.  This 
  includes those Magicians of Dessi, Shianti Sorcerers and 
  Vakeros Knights… but perverted Shianti magics were 
  used to create the Hound, too.
  Of course, once the Hound picks up the party’s scent in 
  the woods, it immediately resumes its previous course of 
  action – harrying the Player Characters.  It will not expose 
  itself to them until they reach the crypt, however.
  ambush them (unless the Games Master wishes to have 
  it do so).  If the Hound does attack, use the same rough 
  tactics listed in Act One, Scene Three.  
  This scene is the connection between Toran and the Suukon 
  Crypt.  It is not intended to be a combat scene at all, though 
  if the Games Master wishes to provide an opponent for the 
  Player Characters to take out their frustrations on, read the 
  Tormented Giant text during the second day of walking.  
  This encounter is entirely optional and should not be used 
  if the Games Master thinks a weakened or depleted party 
  will have a hard time in the Suukon Crypt.  If the group can 
  handle the effort, running this encounter is a good way of 
  showing the dire impact the Harrowing Hound is already 
  having on Sommerlund.
  Injured Bear
  The Harrowing Hound has been toying with this huge bear, 
  wounding it and then letting it run.  It can track the poor 
  animal flawlessly, which means it is not concerned about 
  the bear getting away.  The Hound is currently sleeping, 
  which means its prey, driven insane with pain and rage, is 
  rampaging through the woods attacking anything it sees.  
  Unfortunately for the Player Characters, that means them.
  Injured Large Bear: CR 2; Large Animal; ED 3d8+6; 
  End 11; Init +1; Spd 30 ft.; AC 12, flat-footed 12; BCS +2; 
  Atk +6 melee (1d6+3, claw); Full Atk +6 melee (1d6+3, 
  claw) and +4 melee (1d8+3, bite); Space/Reach 10 ft./10 
  ft.; SA rend 1d8+4; SQ low-light vision, injured, scent; AL 
  Balance; SV Fort +5, Ref +3, Will +1; Str 17, Dex 10, Con 
  15, Int 2, Wis 10, Cha 6
  Skills: Athletics +4, Climb +4, Perception +4
  Injured: This bear has been tormented by the Harrowing 
  Hound.  Until it can recuperate from its painful wounds, 
  it is suffering from a –4 penalty to its Strength and a –2 
  penalty to its Dexterity and Wisdom (already figured into 
  its statistics) and has had its Speed reduced to 30 feet.  It 
  will also attack other creatures on sight.
  This does not have to end in a combat to the death, especially 
  if some of the heroes have the ability to calm animals or 
  subdue such a huge creature.  If the bear is healed and 
  cared for, it will not attack again.  In fact, the hero most 
  responsible for its life being spared may find, at the Games 
  Master’s option, the bear following him devotedly.  This is 
  not a magical bond and having a slavishly loyal bear may 
  not always be an advantage (such as when the hero wishes 
  to go into a city) but such things can make for excellent 
  roleplaying.
  This scene ends when the Player Characters come to the 
  end of the Dead Road and make their Perception check (DC 
  20) or Knowledge (geography) check (DC 15) to discover 
  the small hidden valley in the foothills of the Durncrags 
  where the Suukon Crypt is concealed.  Magicians of Dessi, 
  Shianti Sorcerers or Vakeros Knights  gain a +1 bonus to 
  these checks, as they unconsciously remember parts of 
  their dreaming and are attracted to the Shianti magic of 
  the crypt.  In truth the Player Characters can attempt these 
  checks as often as they like but by having the howls of the 
  Hound getting slightly closer between checks (each one of 
  which takes ten minutes because of the amount of ground 
  covered), the Games Master can make these skill checks 
  seem very tense and hair-raising.
  Once the heroes find the entrance to the Suukon Crypt, turn 
  to Act Two, Scene Two.
  
  34
  The stone edifice in front of you is mostly concealed by the hill side that it is built against, though centuries of dirt 
  and rockslides combined with weather and time may have made it more hidden than it was originally intended 
  to be.  The front and left side, the only parts of the crypt still visible, are exotically styled, with a spiralling pillar 
  at the corner and eroded but still intricate carvings covering every exposed inch of silver-grey stone.
  Through the Doorway
  The crypt is barren inside save for a simple stone 
  sarcophagus with a bas relief of a tall, broad 
  shouldered man with inlaid silver for eyes covering 
  the lid.  The lid itself is slightly tilted over the edge of 
  the coffin, with an open space along its side showing 
  only dusty remains inside.  Everything of value in the 
  chamber seems to have been taken; even the two 
  urns that remain have been broken and lie in pieces 
  in the corners of the room.
  If All Else Fails…
  Cheat.  If the party simply cannot get into the false crypt, 
  fudge things so that they can enter anyway.  Perhaps 
  a Dessi character has a vision of how to open the lock 
  without the key.  Or the characters can use their Fire Rod 
  or Brotherhood Wand to blow the door in entirely.
  The method used during playtesting was for the Hound 
  to be allowed to catch up with the party.  As it attempted 
  to charge them, they successfully dodged its pounce 
  attack and its body burst through the door for them.  Of 
  course, the party then had an angry Harrowing Hound 
  between them and the Shianlune Bow… but it did get 
  the door open.
  Act Two, Scene Two: Graves and Shadows
  Entering the Crypt
  The crypt is something of a ruse, though it is a difficult and 
  dangerous ruse to enter, much less fall victim to.  The door, 
  a nine-inch thick plane of counterweighted enchanted iron, 
  is locked with a very cunning mechanism that remains 
  clean and functional even after the long passage of time 
  since it was constructed.  The stone walls of the tomb are 
  effectively impenetrable to physical or magical harm as is 
  the door itself.  Thus, entry to the Suukon Crypt involves 
  either picking the lock or bursting the door in.
  Breaking the Door Down
  The latter feat requires a successful Strength check (DC 
  20).  Up to two characters can use the aid another action to 
  help out with this Strength check.  Should the adventurers 
  chop down a tree and create a rudimentary ram, up to two 
  more characters can use the aid another action to help as 
  well.
  Picking the Lock
  The door can also have its lock picked.  A Disable Device 
  check (DC 20) will get the complex mechanism open and 
  allow passage into the shadowy tomb.  Any hero studying 
  the carvings may be able to help with this check.  The 
  studious Player Character must have 5 or more ranks in 
  Knowledge (history) and make a Knowledge (history) 
  check against DC 20.  Should they succeed, enough of 
  the glyphs and runes around the lock can be made out to 
  provide some clue as to how the door is opened.  This gives 
  the hero picking the lock a +5 bonus to the Disable Device 
  check.
  Note that the Disable Device check can be retried but each 
  attempt takes five minutes.  Once the door is open one 
  way or the other, the heroes can see into the small crypt 
  chamber beyond.  The sight is not entirely hopeful, as the 
  room seems to have already had a pilfering visitor - read 
  the Through the Doorway text to the Players.
  The crypt is a false one; the real burial chambers 
  are below the sarcophagus in the shrine constructed 
  underground.  The sarcophagus can be pushed from its 
  head end, revealing a stone stairwell leading down into 
  darkness.  The stone sarcophagus easily moves, balancing 
  superlatively on casters mounted to its underside.  Once the 
  Player Characters descend into the revealed staircase and 
  disappear into the darkness below, the real exploration of 
  the Suukon Crypt has begun.
  Entering the True Crypt
  The mood in this scene should be one of ancient discovery.  
  If the Games Master describes layers of dust falling away 
  from the base of the sarcophagus and the dry, musty scent 
  of the air that hisses out from beneath it as the stairwell 
  is revealed, Players will get a sense of just how long this 
  site has remained hidden and undisturbed.  Dust covers 
  everything underground here, from the steps leading down 
  to the handles of every door.  Nothing seems to have been 
  opened or touched since the tomb was built in an age long 
  past.  A successful Knowledge (architecture & engineering) 
  or Knowledge (dungeoneering) check (DC 12) will confirm 
  this and add the unsettling thought that this also means that 
  any traps down here are probably unsprung and magically 
  maintained… much like the lock on the false crypt’s door. 
  
  35
  Act Two, Scene Two
  The long flight of stairs descends down into the 
  earth, ending in a hallway of slate grey stone.  The 
  corridor is narrow and extends more than a hundred 
  feet into the darkness.  The walls have more of the 
  same glyphs and images that stood mutely on the 
  crypt above but the protection of the deep earth has 
  kept these in much better condition.
  Eyes
  As your foot passes over the edge of the junction, 
  there is a sudden silver light all around you.  Along 
  the walls, every image of an Ancient, of which there 
  are hundreds, has opened its eyes.  The silvery orbs 
  are shining with a tiny but intense radiance, filling the 
  tomb with their gaze.
  These bronze portals are worked in an intricate 
  scaled pattern and look like doors carved from the 
  hide of some vast reptile. Their hinges are shielded 
  in the stone but horn-like protrusions curve up and 
  out exactly where handles should rest.  There is a 
  faint shimmer around the edges of the scales where 
  they have been polished mirror bright and reflect the 
  silver radiance of the hallway.
  1: The Grey Hall
  This hallway is the true crypt’s first line of defence and 
  echoes the generally peaceful demeanor of the ancient 
  Shianti.  While the symbols and pictures on the walls are 
  too abstract to make out anything intelligible, they make up 
  a permanent magic that fills the entire hall.  In essence, the 
  Grey Hall is a powerful magical trap that ultimately can do 
  nothing but terrify, slow and worry the Players severely.  It 
  is a test of their mental endurance rather than their physical 
  skills.  As long as they persevere and keep trying to gain 
  entrance, they will eventually make their way through 
  it.  The effects of the field, which manifests as a shifting, 
  grey mass of shadows to anyone capable of seeing magical 
  emanations, threefold:
  Resistance: All creatures have their speed halved when 
  moving south through the hallway (but not when moving 
  northwards).  Also, all forms of speed-enhancing magic are 
  suppressed in the Grey Hall.
  Dolour: Every minute a creature remains in the hallway, it 
  receives a temporary –1 penalty to all Will saving throws.  
  This penalty increases each round, stacking until by the 
  time the heroes reach the end of the hallway, they are at a 
  significant penalty.  This effect is emotion-based and takes 
  the form of a deep, unnatural depression that saps their 
  wills and leaves them in utter despair.
  Antipathy: The last ten feet of the hallway is the hardest 
  to traverse, as it requires a Will saving throw (DC 10) to 
  keep from turning and fleeing back towards the surface 
  immediately at the hero’s greatest possible speed.  This 
  antipathy field only works once against any given being, 
  whether they make their saving throw or not.
  Basically, this field is a Shianti (Suukon) way of harmlessly 
  dealing with intruders.  The antipathy effect was supposed 
  to be permanent but the erosion of time has weakened the 
  magic severely.  The field is entirely contained within the 
  Grey Hall and does not extend in front of the Deadly Doors.  
  Attempting to Counterspell the magical effects of the hall 
  will only work on one 20-foot section (DC 18) at a time 
  and this only lasts for 1d4 rounds.  Those succeeding at an 
  Occult check (DC 17) can figure out a way of wrapping the 
  Counterspell around a party member.  This Counterspell 
  task has a DC of 20 but if successful renders a single 
  party member immune to the Hall’s effects for 1d4 rounds 
  (probably enough to run to the end of the hallway, if they’re 
  brave enough).  
  As soon as one hero manages to make it past the end of the 
  field, read the Eyes text.   
  This is a harmless effect, not that the heroes are likely to 
  believe that at first.  Such magical effects are typical of 
  ancient construction and while the thousands of glowing 
  eyes are certainly unnerving, they are in truth just tiny 
  illusions and pose no danger to the Player Characters.  
  The heroes may spend quite some time coming to that 
  conclusion, however, and the Games Master is encouraged 
  to let them be as paranoid and cautious as they wish.
  2: The Deadly Doors
  This is a very deadly trap and can easily kill if the 
  Player Characters are not cautious.  The trap is described 
  statistically below but its activation is very special and 
  should be relayed using texts given.  Sadly, the trapped 
  doors are also just a false lead and if they do claim a life, 
  that sacrifice will be in vain as nothing but blank stone rests 
  behind them.  Part of the Lone Wolf setting is the fact that 
  death can lurk just around the corner, waiting to descend 
  and claim the lives of the unwary and unfortunate.  To be 
  as fair as possible, characters with prophetic abilities (such 
  as Sixth Sense or the Dessi power of Prophecy) should 
  receive a warning that the doors are very dangerous and 
  that only death awaits those that touch them.  This might 
  not actually stop the heroes from trying to open them but at 
  least they have been warned of the consequences.
  
  36
  1: The Grey Hall
  2: The Deadly Doors
  3: Rockfall
  4: Guardian’s Tomb
  5: Dissection
  6: Tribute Chamber
  7: Tumbling Stair
  8: The True Crypt
  Evisceration (Death)
  Without warning, the scales of the door fly apart and 
  whirl around you like an angry storm.  You realise too 
  late the reason for the mirrored edges as the razor-
  sharp scales tear through you again and again.  The 
  raging whirlwind of bronze settles after a moment, 
  each scale returning to its niche in the bare stone 
  wall behind the ‘door’ – leaving only a fading crimson 
  mist where you once stood.
  Hundred Cuts (Injured)
  Without warning, the scales of the door fly apart and 
  whirl around you like an angry storm.  You realise 
  too late the reason for the mirrored edges as the 
  razor-sharp scales slash you again and again.  Blindly 
  staggering away from the door, you escape the worst 
  of the onslaught, until the raging whirlwind of bronze 
  settles, each scale returning to its niche in the bare 
  stone wall behind the ‘door’.  You are left tattered 
  and  bleeding from a hundred cuts.
  The passage beyond is completely blocked, destroyed 
  by the cave-in that bars your progress.  The stone 
  and dirt have been piled here for so long it is almost 
  a solid mass.  Attempts to dig the rockfall out and 
  continue in this direction would likely take days and 
  require an incredible amount of effort.
  Scything Scales: CR 4; +6 melee (DC 18 to resist the 
  grievous effect, success still causes 1d4+2 damage that 
  bypasses any DR); Perception (DC 20); Disable Device 
  (DC 26).  Only the hero opening the door is affected.
  If a character falls victim to the door and dies, read the 
  Evisceration text.  If the hero is just injured, read the 
  Hundred Cuts text.
  The character is dead and all his equipment utterly 
  destroyed.  
  The character is alive but hurt quite badly.  Until all 
  Endurance lost to the Deadly Door trap is restored, the 
  character suffers a –1 penalty to all checks and rolls due to 
  the intense pain of his numerous slashes and cuts.  Though 
  his equipment is mostly fine, his armour has its armour 
  bonus reduced by –2 until it can be fixed (if this reduces 
  the total bonus provided by the armour to +0 or less, the 
  armour is utterly destroyed).
  3: Rockfall
  The eastern Guardian’s Tomb, which is what the rockslide 
  crushed when this entire area shifted more than a millennia 
  ago, was the only room in this direction, but now there is 
  nothing but fallen stone and soil to contend with.  If the 
  heroes are truly persistent and wish to unearth the buried 
  passage, they are welcome to do so but the going will be 
  very slow (five feet per hour, ten if they have shovels and 
  picks) and the work will be exhausting and eventually all 
  for naught – the eastern Guardian’s Tomb was destroyed by 
  the earthshift and there is literally nothing to find through 
  digging.  
  The Games Master can also bring in the Harrowing Hound 
  if the heroes take too long with this section of the crypt.  It 
  is intelligent enough to follow them down the stairs and 
  persistent enough to try and make it through the Grey Hall.  
  
  37
  Act Two, Scene Two
  This chamber is a spartan recreation of the crypt above 
  but the sarcophagus is open and empty.  Instead of 
  the corpse or dust one might have expected inside 
  it, there is a body wrapped in ancient strips of linen 
  beneath plates of rust-pitted metal standing against 
  the far wall.  At your approach, it raises an exotic-
  looking blade and moves to attack!
  This junction has larger reliefs on the wall than 
  anywhere else in the tomb you have seen.  More 
  than a dozen images of warriors wielding strangely 
  shaped swords inlaid in what appears to be pure 
  silver line the walls.  Each is in a different position, as 
  if acting out some kind of bizarre and complex battle 
  dance with its blade.  There are several coloured 
  stones on the floor of the chamber, each roughly a 
  foot wide in what appears to be a random pattern on 
  the ground.
  If the heroes do not think to post a watch at near the Deadly 
  Door while they work, the Darkspawn horror could easily 
  catch them by surprise and have them trapped, dooming 
  them to die in a grave they have dug for themselves.  Lone 
  Wolf is also about poetic endings, even depressing ones 
  such as this.
  4: Guardian’s Tomb
  This is the western Tomb Guardian, an honorary position 
  filled by one of the nameless Suukon warrior’s faithful 
  retinue that died in the same attack that claimed his master’s 
  life.  Charged with the eternal protection of the warrior’s 
  rest, this undead creature cannot be reasoned with, cannot 
  be controlled and will not rest until all living things in the 
  Suukon Crypt are dead or have fled.  It is not murderous 
  and any creature that flees from it (as long as they do not 
  head south towards Area 5) is allowed to escape.
  Tomb Guardian: CR 4; Medium Undead; ED 4d12; End 
  26; Init +7; Spd 30 ft.; AC 15, flat-footed 12; BCS +2; Atk 
  +7 melee (2d4+7/18–20, mastercrafted falchion); Full Atk 
  +7 melee (2d4+7/18–20, mastercrafted falchion); Space/
  Reach 5 ft./5 ft.; SA None; SQ DR 5/bludgeoning, undead 
  traits, vigilance; AL Unaligned; SV Fort +1, Ref +4, Will 
  +4; Str 18, Dex 16, Con –, Int –, Wis 10, Cha 1
  Vigilance (Su): A Tomb Guardian cannot be surprised, as 
  it always knows whenever any creature comes within 60 
  feet of it.  This is a supernatural sense that functions much 
  like a constant Sense Evil spell that simply acts to detect 
  direction and distance of any being that ‘should not be 
  there’.  This definition varies from Guardian to Guardian, 
  but typically includes all beings not specifically of a given 
  race.  For example, the Tomb Guardian in the Suukon 
  Crypt detects all non-Shianti.  Note that Shianti Sorcerers 
  and Dessi denizens are not entirely Shianti and therefore 
  will be detected by this power.
  Once awakened from its ageless slumber, the guardian will 
  patrol the hallway past Area 2 for one hour before returning 
  to its chamber and resealing the door.  It returns to its place 
  against the north wall and slowly regenerates any wounds 
  it might have sustained, regaining one Endurance per day 
  while it is totally immobile.  During this recovery time, it 
  cannot reanimate until it is totally restored.  This window of 
  opportunity gives wily heroes a chance to get past it while 
  the guardian is recuperating.  All they have to do is wound 
  it, flee back into the Grey Hall (Area 1) where it will not 
  follow, then wait for it to go back to its tomb.
  On the slim chance that they might need to gain access to 
  the tomb at a later time, the Suukon entrusted a key to the 
  final vault doors with the guardian.  Around its neck on a 
  bronze chain is a grey stone key.  This opens the locked 
  doors in Area 6.
  5: Dissection
  This is a case of appearances being very misleading.  The 
  very appearance of this intersection is intended to seem 
  like the Players have to decipher the dance on the walls 
  and walk on the appropriate tiles to make it through the 
  junction safely.  That is a classic form of trap and one that 
  could easily be anticipated by wary Players used to other 
  kinds of dungeon adventures.
  In truth, the titles are irrelevant and a Perception (DC 22) 
  will reveal that only the middle stone in the pattern is even a 
  separate part of the floor.  Those who witnessed or suffered 
  the Deadly Doors trap in Area 2 gain a +2 bonus on this 
  check, as they are being naturally more cautious about 
  Suukon walls.  If the Player Characters do attempt the 
  ‘battle dance’ solution to the trap, the Games Master should 
  work with them as far as they wish to go, even allowing 
  Perform (dance) skill checks and Intelligence checks to 
  try and discern the pattern on the wall.  In every instance, 
  whether they succeed or fail (and no DCs are given as this 
  is a completely erroneous exercise), the middle tile has to 
  be walked on.
  Scything Scales: CR 4; no attack roll necessary (4d6 
  damage); Reflex save (DC 15) avoids; Perception (DC 22); 
  Disable Device (DC 25).
  Simply walking through the corridor has a 50% chance 
  of setting off the trap.  Spotting the middle stone means 
  that the trap can easily be avoided by not stepping on that 
  stone.
  
  38
  This long, wide hallway is graced by floating balls 
  of light hovering near the ceiling.  They illuminate 
  a sweeping mural on both long walls of a grand city 
  filled with spiralling buildings of strangely beautiful 
  design.  The city is almost impossibly huge, numbering 
  in the thousands of towers and homes, with bridges 
  of arching light connecting the tallest of them.  In 
  two rows, one in front of either mural, there are 
  six armoured figures standing at attention.  Their 
  features are partially rotted and their decayed robes 
  hang limply on their limbs as if they were draped on 
  wooden racks rather than people.
  This short flight of stairs leads down into a dark 
  hallway.  Unlike the other halls of the tomb, there are 
  no glowing eyes here.  The end of the short hallway 
  is lost in shadows, revealing only a door at the base 
  of the steps.  No illumination seems to penetrate 
  the hall, making it a corridor of darkness resistant to 
  even the bright light of the room behind you.
  As Players may have noted, the traps in this dungeon are 
  all very precise and very lethal, targeting a single creature 
  and utterly annihilating it before resetting quickly.  This 
  is because of the Suukon mindset; the ancients hoped 
  that a horrific, controlled trap would frighten off a grave 
  robber’s companions.  This would keep the killing to an 
  absolute minimum, as the Suukon were weary of death and 
  destruction by the time this tomb was built.
  6: Tribute Chamber
  This hall is something every Suukon crypt of the age 
  possessed, a chamber dedicated to both the protection of 
  the interred hero and the memory of the ancient home 
  they had to abandon when they came to Magnamund from 
  their doomed world.  The city in the murals is incredibly 
  vast and while the details of the buildings are impossible 
  to determine, there is enough visible in the fading paint 
  to reveal it for the wonder of magic and architecture it 
  once was.  For historians and seekers of ancient lore, these 
  images alone may be more valuable than what the heroes 
  came here to find.
  The figures are all Tomb Guardians, however, they are not 
  all still active.  They move to attack as soon as the heroes 
  approach them and the heroes will soon discover that the 
  magic that animates them is faulty.  Two do not move at 
  all and merely watch the fight.  Another jerkily moves 
  forwards and then collapses into a pile of duty bones.  The 
  remaining three retain sufficient cohesion to attack.
  While technically mindless, Tomb Guardians are imbued 
  with enough magically borne combat skill that they can 
  flank, disarm and even sunder their opponent’s weapons 
  if the need arises.  Under normal circumstances, they 
  attack as soon as an opponent enters the room and strike 
  to kill.  They cannot subdue and never try; they exist to kill 
  any being that dares to try and enter the true crypt of the 
  Suukon hero.
  Tomb Guardians (3): CR 4; Medium Undead; ED 4d12; 
  End 26; Init +7; Spd 30 ft.; AC 15, flat-footed 12; BCS 
  +2; Atk +7 melee (2d4+7/18–20, mastercrafted falchion); 
  Full Atk +7 melee (2d4+7/18–20, mastercrafted falchion); 
  Space/Reach 5 ft./5 ft.; SA None; SQ DR 5/bludgeoning, 
  undead traits, vigilance; AL Unaligned; SV Fort +1, Ref 
  +4, Will +4; Str 18, Dex 16, Con –, Int –, Wis 10, Cha 1
  Vigilance (Su): A Tomb Guardian cannot be surprised, as 
  it always knows whenever any creature comes within 60 
  feet of it.  This is a supernatural sense that functions much 
  like a constant Sense Evil spell that simply acts to detect 
  direction and distance of any being that ‘should not be 
  there’.  This definition varies from Guardian to Guardian, 
  but typically includes all beings not specifically of a given 
  race.  For example, the Tomb Guardians in the Suukon 
  Crypt detects all non-Shianti.  Note that Shianti Sorcerers 
  and Dessi denizens are not entirely Shianti and therefore 
  will be detected by this power.
  Once the stone sentinels are destroyed or bypassed, the 
  Player Characters can progress through the door in the 
  south wall.  It is locked with a cunning mechanism that will 
  need to be bypassed with a Disable Device check (DC 25).  
  This door is extraordinarily tough and will take a Strength 
  check (DC 35) to burst through (and only one character can 
  try this at a time).  If the heroes have a grey stone key, it 
  will open the door automatically.
  7: Tumbling Stair
  There are no traps or dangers in Area 7.  Any creature that 
  has made it this far is assumed to be a Suukon themselves.  
  However, the top step has a deep crack in it and the first 
  Player Character to walk down the stairs will likely break 
  the step and tumble to the bottom (Perception check DC 22 
  to avoid, 1d6 damage, Reflex save DC 14 for half damage).  
  The door at the base of the stairs is exactly like the Deadly 
  Door described in Area 2 except that it is not trapped.  It 
  leads safely through into Area 8 – it is not even locked.
  
  39
  Act Two, Scene Two
  This chamber is decorated in murals similar to the 
  hallway behind you but they are from a much closer 
  vantage point and almost make the room seem like 
  it is in the heart of that incredible, alien city.  On a 
  dais to the south, a sarcophagus of intricately carved 
  stone rests amid a collection of small white clay jars.  
  The figure depicted on the crypt’s lid is garbed in 
  exotic chain armour and is holding a magnificent 
  bow across its chest.
  Bow
  The bow grasped in the dry hand of the dead Suukon 
  warrior is even more intricate and impressive than 
  its carving on the lid of his sarcophagus.  It is made 
  from what appears to be a single shaft of engraved 
  moonstone, banded around the middle with a silver 
  handgrip and strung with a long strand of impossibly 
  fine braided steel.  The shaft of the bow glows softly, 
  the radiance brighter near the handle and fainter 
  near the notches where the string rests.
  8: The True Crypt
  This is the end of the heroes’ quest and while they may 
  anticipate a battle with the bow’s former owner, the Suukon 
  hero is truly resting in piece and will not assault them even 
  for the crime of grave robbing.  The sarcophagus will have 
  to be opened but that can be accomplished through force 
  (a Strength check of 20, up to four heroes can help) or 
  magical levitation, telekinesis or any other force that can 
  lift 500 pounds long enough to move the lid aside.
  The real issue with opening the sarcophagus is getting to it 
  through the five-foot ring of clay urns all around it.  These 
  once contained ancient flowers, plants and libations offered 
  by the Suukon hero’s surviving friends and relatives for his 
  passage to the afterlife.  Now each of the jars has nothing 
  but powder and dust within them.  Alone, each is harmless, 
  but if a significant number of them are crushed, their dry 
  contents will mix and expose everyone in the True Crypt 
  to a deadly gas.
  If the lid of the sarcophagus is set down without concern for 
  the jars, this will happen automatically.  Otherwise, anyone 
  moving around the sarcophagus will have to make a Reflex 
  save (DC 14) or disturb and shatter enough of the jars to 
  cause the gas to mix and escape.  All of this trouble can be 
  avoided if the heroes carefully move the jars aside but this 
  will take 20 minutes to do properly and some Players might 
  not even think to try.  If they do, there are no rolls required 
  to move the jars without breaking them.  Only carelessness 
  will doom the heroes here.
  Toxic Gas: CR 6; if disturbed and broken, these funerary 
  jars shatter and release a cloud of poisonous dust and 
  mould.  All within the True Crypt must make a Fortitude 
  save (DC 15) or take 1d6 points of temporary Constitution 
  damage.  Another Fortitude save (DC 15) is required one 
  minute later – even by those who succeeded at the first 
  save – to avoid taking 2d6 points of temporary Constitution 
  damage. Fire destroys this cloud but if the range of the fire 
  includes unbroken jars, they will shatter and the process 
  may start all over again.
  Once the sarcophagus is open, the heroes will have their 
  prize.  In fact, they will have three.  The Suukon armour 
  worn by the hero’s desiccated body is still in excellent 
  shape, as is a crystal decanter at his dry, brittle feet.  These 
  treasures are both described fully on page 48.  The real 
  reason for the heroes’ braving of this ancient tomb – the 
  Shianlune Bow –  is grasped in the Ancient’s decomposed 
  hands, described in the Bow text.
  The Bow will bond only with the first person to nock an 
  arrow and fire it (see page 49 for the full description of 
  the Shianlune Bow).  Thus it is safe for anyone to touch 
  and carry until that point.  The Bow was once much more 
  powerful but the magic within it has faded over years 
  uncounted and while it is still a potent weapon, it is no 
  longer the prodigious artefact it was.  This will change 
  over time with a bonded hero; its power will increase as its 
  bearer matures and comes into powers of his own.
  Concluding the Act
  The Shianlune Bow in hand, the heroes are now equipped 
  to deal with the Harrowing Hound on their own terms.  
  They may still be mangled, wounded and weakened by 
  their travails in the Suukon Crypt but there is little time 
  to waste.  If they feel they need to camp for the night in 
  the Crypt, that is certainly permissible (though the contents 
  of the crystal decanter should help with anyone gravely 
  wounded or dying if the Player Characters use it).
  Heroes may have their own agendas once they come up 
  out of the Crypt but the Games Master can deal with these 
  as he sees fit.  In any case, the Harrowing Hound is not 
  going to let them simply leave the area unmolested.  After 
  all, it has been shadowing them and playing games with 
  them for days now; it is not about to let them escape now.  
  While the game has been fun, the time has come for the 
  Harrowing Hound to end it.  This is very bad news for the 
  Player Characters but at least now they have a chance to 
  turn the tables on their Darkspawn stalker…
  
  40
  Act Three: Final Blood
  Synopsis: This is the final act of the adventure.  After 
  following the sounds of the Hound’s howling, the heroes 
  come across the remains of a guard patrol with the 
  misfortune of having come across the beast.  Evidence 
  on the fallen men shows that they were the second wave 
  of seekers sent by Geroyn.  The trail eventually leads to a 
  dark clearing under the light of the last night of the Blood 
  Moon.  Win or lose, the heroes fight their last battle with 
  the Harrowing Hound – a duel to the death.
  Now the prey become the predators.  Armed with the 
  Shianlune Bow, the heroes can now track down the 
  Harrowing Hound and end its reign of terror in the 
  Sommerlund countryside.  They have the weapon, they 
  have the need and they have the certainty that if they 
  cannot defeat the Hound, it will only grow stronger until 
  it becomes nigh-unstoppable.  Given this choice, what true 
  hero could turn away?
  The Final Hunt
  Survival or 
  Perception 
  Check
  DC
  If Successful
  If Failed
  1st
  10
  There are no tracks around the crypt but a few can be 
  seen at the tree line nearby. 10 minutes pass. Proceed to 
  the next check.
  It takes a long time to find any tracks 
  and these are only at the tree line. 
  20 minutes pass. Proceed to the next 
  check.
  2nd
  12
  The tracks have turned south – possibly the beast is 
  following a trail? 10 minutes pass. Proceed to the next 
  check.
  The tracks are misleading and take 
  you deep into the woods. 20 minutes 
  pass. Proceed to the next check.
  3rd
  14
  The beast definitely seems to be stalking something.  It 
  is likely not very far up ahead. An erratic trail of blood 
  is your surest sign of the Hound. 10 minutes pass. 
  Proceed to the next check.
  You find a trail of blood but it seems 
  to disappear in mid-trail. 20 minutes 
  pass. Proceed to the next check.
  4th
  16
  The Hound appears to have been tracking an armed 
  body of men… 10 minutes pass.. Turn to Act Three, 
  Scene Two.  
  You become utterly lost in the forest, 
  wandering aimlessly in an attempt 
  to locate the Hound.  Eventually you 
  stumble into a clearing. 40 minutes 
  pass. Turn to Act Three, Scene Two. 
  5th
  18
  The tracks are heading back to the Durncrags, moving 
  rapidly.  The monster is being careless and were it not 
  for all the hard rocks and darkness, the trail would be 
  easy to follow. 10 minutes pass. Proceed to the next 
  check.
  After a section of easy tracks, the 
  foothills make it impossible to find 
  the path over hard stone.  You strike 
  ahead in the most likely direction. 
  20 minutes pass. Proceed to the next 
  check.
  6th
  20
  The tracks lead into a blind valley with no exits.  You 
  have the beast at last! Turn to Act Three, Scene Three: 
  Cornered!
  You explore a blind alley that you 
  were sure the beast ran into – but 
  instead, it has gulled you into a trap!  
  Turn to Act Three, Scene Four: 
  Tricked!
  
  41
  Act Three, Scene One
  You emerge into a world of red light.  It is the last night of the Blood Moon and Ishir’s face is at its most sanguine.  
  The trees are cast in deep shadow and even the trail that led you here is difficult to make out.  All seems quiet 
  and still… until that peace is shattered by the distant echo of an unearthly howl.  The Hound is out there and it 
  has no idea that now, it is now the hunted.
  Running Away
  It is possible that the party of Player Characters will 
  attempt to make a break for Toran rather than face the 
  Hound now.  This is a stupid idea – the Hound is between 
  them and Toran and will certainly pick up their scent and 
  track them.  However, this is no reason not to let the Players 
  make this decision.  Describe to them the howls of the 
  beast as it easily tracks and circles them, fully covered by 
  the wood.  Describe to them the sense of futility and fear 
  that surrounds them as they are effortlessly harried and 
  harassed.  Eventually, at midnight, the Player Characters 
  will become lost and automatically end up at Act Three, 
  Scene Four: Tricked!
  Act Three, Scene One: The Hunt Begins Anew
  This scene is a very important one, a scene of empowerment 
  as the heroes, hounded and chased for the entire adventure, 
  get to take the fight to the enemy at last.  The forest is dark 
  and the going will be hard but if the heroes keep their wits 
  about them and use the new weapons at their disposal, they 
  should emerge triumphant.  Before they get the chance to 
  confront the Harrowing Hound, they have to find it.  It is 
  just 10 p.m. as the hunt begins…
  This is effectively a string of skill checks, with increasing 
  difficulty as the heroes try to follow the signs of the 
  Harrowing Hound.  It has moved across this forest, 
  rampaging its way through animal lairs and killing anything 
  it sees, so even the uninitiated can attempt to track the 
  foul creature.  The Games Master can make this as simple 
  or as complex as desired but The Final Hunt chart is a 
  recommended way to handle the chase.  Keep in mind that 
  while the Players may be making skill checks, each one is 
  indicative of constant vigilance and careful observation of 
  the forest floor.  Describing the action as the heroes make 
  their way closer to the ultimate showdown will only make 
  the scenario more memorable.
  If a hero has the Follow the Trail ability (such as a Kai 
  Lord with the Tracking Discipline), he may make Survival 
  checks to track the Hound.  If a hero does not have this 
  ability, he may instead make Perception checks to follow 
  the Hound’s howling and blatant trailsigns – however, each 
  Perception check takes twice as long as the equivalent 
  Survival check.  Tracking the beast is a series of six skill 
  checks, each with a gradually increasing DC.  The aim is to 
  successfully track the beast before midnight.  If midnight 
  strikes and the beast has not been caught, turn immediately 
  to Act Three, Scene Four: Tricked!
  
  42
  You follow the resumed blood trail into the moon- and starlight.  This clearing is a nightmare of tangled bodies.  
  There are a number of figures littering the ground here, many of which are torn open and lying in pools of black.  
  The red light of the moon shines down on this scene of death, making the carnage seem even more macabre 
  than it already is.  One of the bodies lies across a broken banner pole, its blood-soaked pennant displaying the 
  seal of Sommerlund and the mark of the Sommlending Army.
  Act Three, Scene Two: Broken Patrol
  The carnage of this scene is just one last reminder to the 
  heroes of the sheer power and ferocity of their quarry.  It 
  also acts as a balancing factor for the Games Master to 
  ensure that the Players have a fighting chance against the 
  Harrowing Hound even with the Fire Rod and the Shianlune 
  Bow.  It is still a very dangerous creature and no matter how 
  powerful the arms these new weapons are, their wielders 
  are still the same relatively fragile heroes they were before 
  they acquired them.
  Thus, this battle can serve as a way of balancing things out.  
  The patrol group was sent by Geroyn to seek out the Suukon 
  Crypt and gain entry at any cost if the heroes had failed 
  to do so.  Unfortunately, they came across the Harrowing 
  Hound while it was stalking prey in the area and became 
  the subject of its hunt instead.  They put up a valiant effort 
  but what little magic they were armed with was quickly 
  overwhelmed.  After a fierce battle, the Harrowing Hound 
  killed the last of them and stalked away to find somewhere 
  to recover from its injuries.  
  Skilled trackers among the heroes will be able to determine 
  that the battle took some time and there was significant 
  damage suffered by the Harrowing Hound.  Large patches 
  of ground blighted by foul, poisonous blood indicate where 
  it suffered serious injuries.  Unfortunately, it gave far better 
  than it took, as the ten men lying around the clearing grimly 
  testify.  If any of the heroes ask, the tracks do indicate that 
  at several points in the combat, the Hound was still limping 
  on its rear flank.
  There is little the heroes can do for these men.  They likely 
  do not even have time to bury the poor soldiers yet, though 
  if they are still in need of any equipment, the bodies can 
  provide a number of swords and daggers, as well as 80 
  intact arrows between the three archers’ quivers.  Three 
  large shields are also available but none of the armour they 
  were wearing is in any condition to be reused.  Searching 
  the bodies will also turn up a note on the one marked as 
  the ranking officer of the squad.  It is neatly folded and 
  hidden in his belt pouch, requiring a Perception check (DC 
  18) to find, but the treated leather of that container actually 
  prevented his blood from ruining the parchment.  This is 
  Player Handout B – The Guard’s Letter:
  Sergeant Koloth,
  You are to proceed immediately with your troops to the 
  location at the end of the disused logger’s trail.  The hired 
  scout should be able to lead you there faultlessly.  If you 
  have not encountered the individuals described to you this 
  evening, you already know what to do when you reach the 
  Suukon Crypt.  Make all haste and may Kai and Ishir watch 
  over you.  The security of Toran and Sommerlund may be at 
  stake.  Recover the weapon at all costs and proceed to Sage 
  Geroyn in the south ward once it has been obtained.
  If the previously mentioned individuals have already 
  located the weapon,  you are to offer any and all 
  assistance in the destruction of the creature referred to as 
  a ‘Harrowing Hound’.  You will receive further details from 
  those recovering the weapon.  Consider their security and 
  success your highest priority.  For all our sakes, the beast 
  must be killed.
  Regards,
  Captain Barnet, Southern Watch
  Sergeant Koloth did not sell his life cheaply; the wound 
  that drove the Harrowing Hound away came from his 
  broadsword.  Player Characters will find its shattered hilt 
  nearby; Koloth swung the blade so hard at the Hound even 
  as it gored him that the weapon shattered as it cleaved into 
  the monster’s face.
  There is nothing more the heroes can likely do for this sad 
  scene of battle and death, except continue following the 
  beast’s tracks and avenge the fallen soldiers.  The wounds 
  they inflicted on the Harrowing Hound may prove to be the 
  difference between victory in the final battle and the same 
  brutal defeat the heroes see scattered around them now… 
  Return to The Final Hunt in Act Three, Scene One and 
  continue tracking the beast…
  
  43
  Act Three, Scene Three
  Cornered
  You enter the hidden valley, weapons and spells at 
  the ready.  The Harrowing Hound, crouched in the 
  shadows of the far end, snarls at your approach.  Its 
  feral eyes glow with a baleful light, the silver-white 
  flames along its claws and fangs blazing violently.  
  It crouches ready to pounce, but in its vicious 
  expression you can see that it knows it has been 
  cornered.  With nowhere to run, the beast bounds 
  forward and attacks!
  Act Three, Scene Three: Cornered!
  This is the last scene in the adventure and deserves to 
  be run properly.  At its best, it will be the point of high 
  action, the climactic battle that determines the fate of the 
  heroes and, hopefully, ends the menace of the Harrowing 
  Hound once and for all.  From the perspective of pacing, 
  this battle could take an hour or more to run properly as 
  the Harrowing Hound will not be running this time and 
  has the ability to jump from shadow to shadow around the 
  battlefield, drawing out the final combat.  Setting aside the 
  time to run this scene properly is highly recommended.
  Games Masters should also be sure to include enough 
  time after the battle to deal with the Conclusion, as it calls 
  for some character decisions and grants rewards to the 
  victorious heroes.  While this should only take ten or 15 
  minutes to go through, it should absolutely not be put off 
  until the next game session or skipped altogether.  Doing so 
  would be a disservice to the experience of the Players and 
  all the hard work their characters have gone through.
  The Games Master may wish to call for a break before 
  running this scene.  Let the Players return to the game fresh 
  and ready to fight.  Heroes will want to pay close attention 
  to their remaining magic, their Endurance and Willpower 
  scores and their resources.  Encourage the Players not to go 
  into this battle at anything less than full strength in all areas 
  if they can do so.  The fluid in the Crystal Decanter can be 
  of great use in this regard; do not let the heroes forget about 
  it.  As soon as everyone is ready and prepared for the final 
  confrontation, gather their attention and read or paraphrase 
  the Cornered text.
  The combat proceeds at this point with the heroes having 
  the advantage of range and surprise.  The Harrowing 
  Hound has to spend at least one full round just getting to 
  the heroes before it can attack or be close enough to use its 
  abilities.  The blade of Andus’ dagger is also impairing it, 
  giving the heroes at least a round to attack with everything 
  they have.  This is a valuable advantage and if they do not 
  or cannot use it to its fullest, none of them may survive the 
  next few rounds.
  Injured Harrowing Hound
  The Hound does not have the inclination to use its 
  extraordinary howl ability in this combat.  Instead, it will 
  charge the Player Characters straight on and then pounce 
  upon the character wielding the Shianlune Bow – even if 
  it has not been struck by this dire weapon as yet, it will 
  sense its presence and respond to the artefact’s enmity in 
  kind.  Following this initial charge, the Hound is far more 
  sneaky.  It will use all three of its hourly nightstrides to 
  maximum effect, blindsiding combatant characters and 
  surprising weaker characters until it cannot nightstride any 
  more.  Remember the effects of its Soulsnare ability.
  Injured Harrowing Hound: CR 7; Large Magical Beast 
  (Darkspawn); ED 5d10+25; End 40; Init +3; Spd 40 ft.; 
  AC 18, flat-footed 15; BCS +5; Atk +10 melee (1d6+5, 
  coldfire claw); Full Atk +10/+10 melee (1d6+5, coldfire 
  claw) and +5 melee (1d8+3, coldfire bite); Space/Reach 10 
  ft./5 ft.; SA howl, pounce; SQ DR 15/magic, darkvision, 
  low-light vision, immunity to poison and disease, injured, 
  nightstride, resistance to acid/cold/fire 10, scent, soulsnare; 
  AL Evil; SV Fort +9, Ref +7, Will +1; Str 20, Dex 16, Con 
  20, Int 4, Wis 10, Cha 6
  Skills: Acrobatics +4, Athletics +6, Perception +1, Stealth 
  +4, Survival +5
  Coldfire (Su): A Harrowing Hound’s claw and bite attacks 
  blast its victims with a magical combination of blazing fire 
  and freezing cold.  Only creatures resistant or immune to 
  both forms of energy and physical damage can count their 
  defence against its blows.
  Howl (Ex):  A Harrowing Hound’s frightful presence 
  special quality is not automatic.  Instead, it must howl in 
  order to inflict fear upon its enemies.  A Harrowing Hound 
  may use its terrifying howl once per hour (as a standard 
  action) and when doing so invokes the full power of its 
  frightful presence upon all within earshot.  The DC for Will 
  saves to resist this ability is 14.
  Injured: This Harrowing Hound has been lightly maimed 
  by Andus’ magical dagger blade being lodged in its body.  
  It cannot heal this wound until the blade is removed.  Until 
  then, the Harrowing Hound is suffering from a –2 penalty 
  to its Strength, Dexterity and Wisdom (already figured into 
  its statistics) and cannot heal to more than 40 Endurance 
  total.
  
  44
  Victory
  Finally, the hellish beast crumbles to the gore-spattered 
  floor.  Before you can even catch your breaths, the 
  body shudders and you hear loud snaps and pops 
  from its corpse.  The crystals along the beast’s back 
  begin to warp and then shatter, forcing you back a 
  few feet as the shards fly everywhere.  Mixed with the 
  cracking sounds you can faintly hear voices, rising to 
  a chorus of whispers.  A shining white mist steams 
  from the dead creature before dissipating as quickly 
  as it appeared and the whispers die down to silence 
  once more.
  The Cinematic Option
  One of the advantages the Games Master has here in 
  regards to telling a good story with the adventure is that 
  the Harrowing Hound is already wounded.  Even if the 
  heroes are not doing very well or simply do not have 
  the firepower even with their new weapons, the Games 
  Master has the option of having their attacks be more 
  effective than they would normally by adjusting the 
  Harrowing Hounds total Endurance, Armour Class or 
  Combat Skill down to reflect its injuries.  The beast can 
  even be felled before its Endurance actually reaches 0 if 
  the Games Master wants to reward a heroic action that 
  would otherwise not be enough to bring down the beast.
  This is only an option.  Many Games Masters prefer to 
  run combats entirely determined by statistics and dice 
  rolls.  There is nothing wrong with that approach, but 
  the Harrowing Hound is a deadly beast and it is very 
  likely that at least one Player Character will die in this 
  combat before it can be brought down.  Games Masters 
  determined to ‘let the dice fall where they may’ should 
  at least have the creature switch targets after its current 
  opponent drops.
  Nightstride (Sp): Three times each hour, the Harrowing 
  Hound can move from one area of darkness to any other 
  large enough to hold its form within 360 feet.  This is 
  instantaneous travel and leaves no traces or creates any 
  sound.  A Harrowing Hound can combine a nightstride 
  with a normal move action, even nightstriding after part 
  of its movement and then resuming the move action to 
  travel the rest of its normal speed (40 feet).  If it uses 
  nightstride at the beginning of a combat, the Harrowing 
  Hound automatically gains surprise unless its opponents 
  are ready and awaiting the attack.  The Harrowing Hound 
  cannot nightstride as part of a pounce attack.
  Soulsnare (Su): If a Harrowing Hound inflicts enough 
  damage on a sentient creature to take it to –10 Endurance 
  or less, it instantly draws that creature’s soul into one of the 
  glowing gemstone spines that extend up out of its muscular 
  back.  These gemstone spines hold the souls indefinitely, 
  preventing any special ability that might otherwise allow 
  life to be returned to the slain victim.  Each time the 
  Harrowing Hound absorbs a soul this way, it regains 1d6 
  Endurance points for every character level or ED possessed 
  by the fallen opponent.
  When the Harrowing Hound is finally killed, read the 
  Victory text.
  The voices and Anyone using any kind of magically 
  enhanced vision will clearly be able to see that the mist is 
  actually dozens of spirits leaving the Harrowing Hound’s 
  crystals.  Anyone using any kind of magically enhanced 
  hearing can hear them whisper thanks to the heroes for 
  releasing their souls.  Note that these souls are in no way 
  malicious – quite the opposite – and include the spirits 
  of any Northlands Caravan folk who died, the soldiers 
  from Act Three, Scene Two and any Player Characters 
  died battling the Harrowing Hound (allowing them a few 
  personal words at the Games Master’s Discretion).
  With the beast fallen and the souls released, the adventure 
  is technically over.  The surviving heroes can gather their 
  comrades, recover the blade of Andus’ dagger if they wish 
  (if they even know about it) and begin the trek back to 
  Toran to let Geroyn know of their victory.  It has been a 
  long road but as the last night of the Blood Moon sets, the 
  heroes are welcomed by the beaming face of Kai in the 
  rising sun before them.
  
  45
  Act Three, Scene Four
  Tricked
  Too late, you realise your mistake! The bloody trail 
  you thought you followed was little more than a feint 
  and the rocky valley you entered is little more than a 
  box canyon.  The beast, unbeknownst to yourselves, 
  had doubled back on its trail and is not cornered as 
  you believed.  Instead, a dreadful howl emanates 
  from behind you and you turn to face your nemesis, 
  poised at the far end of the canyon, wreathed in 
  bloody moonlight.  With another gleeful ululation, it 
  immediately charges towards you!
  Act Three, Scene Four: Tricked!
  This is the last scene in the adventure and deserves to 
  be run properly.  At its best, it will be the point of high 
  action, the climactic battle that determines the fate of the 
  heroes and, hopefully, ends the menace of the Harrowing 
  Hound once and for all.  From the perspective of pacing, 
  this battle could take an hour or more to run properly as 
  the Harrowing Hound will not be running this time and 
  has the ability to jump from shadow to shadow around the 
  battlefield, drawing out the final combat.  Setting aside the 
  time to run this scene properly is highly recommended.
  Games Masters should also be sure to include enough 
  time after the battle to deal with the Conclusion, as it calls 
  for some character decisions and grants rewards to the 
  victorious heroes.  While this should only take ten or 15 
  minutes to go through, it should absolutely not be put off 
  until the next game session or skipped altogether.  Doing so 
  would be a disservice to the experience of the Players and 
  all the hard work their characters have gone through.
  The Games Master may wish to call for a break before 
  running this scene.  Let the Players return to the game fresh 
  and ready to fight.  Heroes will want to pay close attention 
  to their remaining magic, their Endurance and Willpower 
  scores and their resources.  Read or paraphrase the Tricked 
  text.
  The combat proceeds at this point with the Harrowing 
  Hound having the advantage of surprise and the heroes 
  being denied the grace of an easy escape.  It has forfeited 
  the surprise round in order to howl.  All characters must 
  make a Will save (DC 14) or be shaken for the duration of 
  the combat.
  Injured Harrowing Hound
  The Hound does not have the inclination to use its 
  extraordinary howl ability in this combat.  Instead, it will 
  charge the Player Characters straight on and then pounce 
  upon the character wielding the Shianlune Bow – even if it 
  has not been struck by this dire weapon as yet, it will sense 
  its presence and respond to the artefact’s enmity in kind.  
  Following this initial charge, the Hound is far more sneaky.  
  It will use all three of its hourly nightstrides to maximum 
  effect, blindsiding combatant characters and surprising 
  weaker characters until it cannot nightstride any more.  
  Remember the effects of its Soulsnare ability – should it 
  kill a character, it will immediately heal 1d6 per character 
  level in Endurance.
  Injured Harrowing Hound: CR 7; Large Magical Beast 
  (Darkspawn); ED 5d10+25; End 40; Init +3; Spd 40 ft.; 
  AC 18, flat-footed 15; BCS +5; Atk +10 melee (1d6+5, 
  coldfire claw); Full Atk +10/+10 melee (1d6+5, coldfire 
  claw) and +5 melee (1d8+3, coldfire bite); Space/Reach 10 
  ft./5 ft.; SA howl, pounce; SQ DR 15/magic, darkvision, 
  low-light vision, immunity to poison and disease, injured, 
  nightstride, resistance to acid/cold/fire 10, scent, soulsnare; 
  AL Evil; SV Fort +9, Ref +7, Will +1; Str 20, Dex 16, Con 
  20, Int 4, Wis 10, Cha 6
  Skills: Acrobatics +4, Athletics +6, Perception +1, Stealth 
  +4, Survival +5
  Coldfire (Su): A Harrowing Hound’s claw and bite attacks 
  blast its victims with a magical combination of blazing fire 
  and freezing cold.  Only creatures resistant or immune to 
  both forms of energy and physical damage can count their 
  defence against its blows.
  Howl (Ex):  A Harrowing Hound’s frightful presence 
  special quality is not automatic.  Instead, it must howl in 
  order to inflict fear upon its enemies.  A Harrowing Hound 
  may use its terrifying howl once per hour (as a standard 
  action) and when doing so invokes the full power of its 
  frightful presence upon all within earshot.  The DC for Will 
  saves to resist this ability is 14.
  Injured: This Harrowing Hound has been lightly maimed 
  by Andus’ magical dagger blade being lodged in its body.  
  It cannot heal this wound until the blade is removed.  Until 
  then, the Harrowing Hound is suffering from a –2 penalty 
  to its Strength, Dexterity and Wisdom (already figured into 
  its statistics) and cannot heal to more than 40 Endurance 
  total.
  Nightstride (Sp): Three times each hour, the Harrowing 
  Hound can move from one area of darkness to any other 
  large enough to hold its form within 360 feet.  This is 
  instantaneous travel and leaves no traces or creates any 
  sound.  A Harrowing Hound can combine a nightstride 
  with a normal move action, even nightstriding after part 
  of its movement and then resuming the move action to 
  travel the rest of its normal speed (40 feet).  If it uses 
  
  46
  Victory
  Finally, the hellish beast crumbles to the gore-spattered 
  floor.  Before you can even catch your breaths, the 
  body shudders and you hear loud snaps and pops 
  from its corpse.  The crystals along the beast’s back 
  begin to warp and then shatter, forcing you back a 
  few feet as the shards fly everywhere.  Mixed with the 
  cracking sounds you can faintly hear voices, rising to 
  a chorus of whispers.  A shining white mist steams 
  from the dead creature before dissipating as quickly 
  as it appeared and the whispers die down to silence 
  once more.
  The Cinematic Option
  One of the advantages the Games Master has here in 
  regards to telling a good story with the adventure is that 
  the Harrowing Hound is already wounded.  Even if the 
  heroes are not doing very well or simply do not have 
  the firepower even with their new weapons, the Games 
  Master has the option of having their attacks be more 
  effective than they would normally by adjusting the 
  Harrowing Hounds total Endurance, Armour Class or 
  Combat Skill down to reflect its injuries.  The beast can 
  even be felled before its Endurance actually reaches 0 if 
  the Games Master wants to reward a heroic action that 
  would otherwise not be enough to bring down the beast.
  This is only an option.  Many Games Masters prefer to 
  run combats entirely determined by statistics and dice 
  rolls.  There is nothing wrong with that approach, but 
  the Harrowing Hound is a deadly beast and it is very 
  likely that at least one Player Character will die in this 
  combat before it can be brought down.  Games Masters 
  determined to ‘let the dice fall where they may’ should 
  at least have the creature switch targets after its current 
  opponent drops.
  nightstride at the beginning of a combat, the Harrowing 
  Hound automatically gains surprise unless its opponents 
  are ready and awaiting the attack.  The Harrowing Hound 
  cannot nightstride as part of a pounce attack.
  Soulsnare (Su): If a Harrowing Hound inflicts enough 
  damage on a sentient creature to take it to –10 Endurance 
  or less, it instantly draws that creature’s soul into one of the 
  glowing gemstone spines that extend up out of its muscular 
  back.  These gemstone spines hold the souls indefinitely, 
  preventing any special ability that might otherwise allow 
  life to be returned to the slain victim.  Each time the 
  Harrowing Hound absorbs a soul this way, it regains 1d6 
  Endurance points for every character level or ED possessed 
  by the fallen opponent.
  When the Harrowing Hound is finally killed, read the 
  Victory text.
  The voices and Anyone using any kind of magically 
  enhanced vision will clearly be able to see that the mist is 
  actually dozens of spirits leaving the Harrowing Hound’s 
  crystals.  Anyone using any kind of magically enhanced 
  hearing can hear them whisper thanks to the heroes for 
  releasing their souls.  Note that these souls are in no way 
  malicious – quite the opposite – and include the spirits 
  of any Northlands Caravan folk who died, the soldiers 
  from Act Three, Scene Two and any Player Characters 
  died battling the Harrowing Hound (allowing them a few 
  personal words at the Games Master’s Discretion).
  With the beast fallen and the souls released, the adventure 
  is technically over.  The surviving heroes can gather their 
  comrades, recover the blade of Andus’ dagger if they wish 
  (if they even know about it) and begin the trek back to 
  Toran to let Geroyn know of their victory.  It has been a 
  long road but as the last night of the Blood Moon sets, the 
  heroes are welcomed by the beaming face of Kai in the 
  rising sun before them.
  
  47
  Conclusion
  Conclusion
  The Harrowing Hound is dead and with its defeat, the last mission of Andus, Agent of the Star, is also complete.  
  All of Sommerlund owes you a debt, one already partially repaid in the form of the fine bow you now possess.  
  An ancient artefact of an age long past, the Shianlune Bow will serve you and your companions well in the long 
  road to come.  Congratulations, Heroes of Sommerlund!
  Experience
  It is recommended that all surviving Player Characters 
  gain one character level once this adventure is completed.  
  If the XP system is being used, the following provides a 
  rough guide as to what should be granted to the group (not 
  individuals):
  For surviving Blood Moon Rising = 3,000 XP
  For slaying the Harrowing Hound = 2,000 XP
  Every member of the Northlands Trading Company 
  Caravan that survives and is escorted to Toran (Act One) 
  = 400 XP
  Subduing rather than slaying the Injured Bear (Act Two, 
  Scene One) = 600 XP
  The following provides a rough guide as to what should be 
  granted to individuals within the party:
  Befriending Mikel or Knight-Enduring Barnet (Interlude, 
  The Boar & Pony Inn) = 50 XP
  Each Suukon Crypt trap disabled or bypassed without 
  setting it off (Act Two, Scene Two) = 50 XP
  Successfully tracking the Hound and cornering it (Act 
  Three, Scene Three) = 200 XP
  Being invited to become an Agent of the Star = 100 XP
  Bonding with the Shianlune Bow = 100 XP
  Being granted with Andus’ re-forged dagger = 50 XP
  Rewards
  Physical rewards are manifest by the Shianlune Bow and 
  the other artefacts found within the Suukon Crypt.  Neither 
  Geroyn nor Ayrendon will offer more monetary gains to 
  the Player Characters.
  Andus’ Jewelled Dagger
  Andus’ dagger is easily taken care of, though it will be a 
  few days before the weapon is restored and presented to the 
  heroes by a grateful Geroyn.  While he would prefer to see 
  it in the hands of a newly sworn Agent of the Star, having it 
  wielded by a fellow Brother would also please him greatly.  
  Even if neither of these occurs, he will easily relinquish the 
  dagger into the hand of whichever hero wishes to wield it.
  The Shianlune Bow
  As for the Shianlune Bow, its bonding with a hero proves 
  to be a problem if the heroes undertook this mission for 
  Ayrendon instead of Geroyn directly.  While the assistant 
  master of the Brotherhood house is irritated at this turn of 
  events and even more dismayed at there being little else of 
  value in the tomb, he will accept some future services from 
  the heroes to make up for the Bow’s loss.  This contract 
  could actually prove to be in the heroes’ benefit, as it may 
  be a springboard into future adventures.
  Finishing the Tale
  Any other business the heroes want to conclude should 
  be handled at this time, such as Knights of the Realm 
  receiving a commendation from Sir Barnet of the Southern 
  Watch or other Player Characters wishing to interact with 
  the characters they have met during this adventure.  It 
  might be a nice way to conclude the adventure to have all 
  the heroes around a table at the Boar & Pony, regaling a 
  fascinated tavern full of customers about the events of the 
  last few nights…
  Agents of the Star
  There is the possibility of one or more heroes becoming 
  Agents of the Star if they are interested.  The Order is 
  discussed on page 10 and is a secret society dedicated to 
  serving the Brotherhood of the Crystal Star and its allies.  
  Not every hero would be well suited to its particular oaths 
  and duties but those that are will be welcomed into the 
  Order in gratitude for what they have done in Sommerlund’s 
  name.
  
  48
  Appendices
  Appendix I: New Items
  Andus’ Jewelled Dagger
  This finely crafted dagger is of Sommerlund design and 
  bears several lovely blue and white gems in its hilt.  Once 
  the dagger is re-forged, it will serve quite well as a +2 
  (+1 mastercrafted, +1 magical) weapon in every respect.  
  Unfortunately, the other powers it once possessed are long 
  gone, lost when the weapon was shattered in battle against 
  the Harrowing Hound.  Even so, it is an excellent weapon 
  and one any hero should be proud to bear.  Perhaps if it was 
  re-united with its longer cousin, its greater abilities could 
  be resurrected…
  Andus’ Starry Cloak
  Woven of a resilient, dark fabric, these cloaks have tiny 
  metal threads worked into their outer surface.  Under direct 
  light, the fibres glimmer, making the cloak look like the 
  night sky.  These cloaks have a concealed pocket hidden 
  between the shoulder blades, one that requires a Perception 
  check (DC 16) to find.  The pocket has a thin blade built 
  into the seam that will slash the hand of anyone trying to 
  open it (unless the Perception check resulted in an 18 or 
  more and a DC 12 Disable Device check is made) for 1d4 
  Endurance points of damage.  The pocket of a starried 
  cloak has enough room for any one Backpack item or two 
  small Special items (Games Master’s discretion).
  Bai-mint Tea
  A concoction of various rare herbs found in Sommerlund, 
  this beverage is served piping hot and is usually sweet 
  enough because of the stevia leaves in its mix to need no 
  other flavour.  While bai-mint tea is soothing on its own, it 
  has no medicinal properties unless a sprig of laumspur is 
  left to steep in the cup for five minutes.  Then it becomes 
  a restorative capable of healing 1 Endurance when 
  consumed.  This tea can only heal a given creature twice 
  a day; additional doses are delicious but have no other 
  benefits.
  Crystal Decanter
  This ancient vase is made of translucent silver crystal and is 
  often found in the tombs of heroes and magi of the ancient 
  Suukon people.  These decanters are used to hold a magical 
  fluid that never evaporates and cannot spoil as long as it 
  remains inside.  Each decanter is usually full when first 
  discovered and contains eight doses of a powerful life-
  giving elixir.  The secret of making this elixir has been lost 
  since the disappearance of the Suukon (Shianti) at the end 
  of the Golden Age, making these items rare and wondrous 
  finds.
  Consuming one dose heals 3d10 Endurance points (all 1s 
  and 2s on these dice are re-rolled, providing a healing range 
  of 9–30 points), purges poisons and diseases and returns 
  1d6 points of temporary ability point damage (drinker may 
  choose which ability points come back if suffering from 
  losses in more than one ability score).  A being may benefit 
  from this elixir only once every 24 hours; further drinks 
  simply waste the effect of the draught.
  Suukon Chainmail
  This exotic suit of fine metal chain and sweeping plates 
  is somewhat alien but oddly beautiful in design.  The suit 
  is adjustable using metal link belts and buckles inside the 
  armour itself.  The plates are of a bronze alloy that seems 
  stronger than steel while the bright silver chain suit is 
  all one piece and fastens along the sides.  It is superior 
  chainmail armour quality (+2 AC bonus) and only weighs 
  30 pounds.  All the other traits of the armour remain the 
  same as chainmail but its Armour Check Penalty is only –3 
  because of its excellent construction.
  New Items
  Item
  Cost
  Weight
  Type of Item
  Andus’ Jewelled Dagger
  3,500 gc
  1 lb.
  Weapon
  Andus’ Starry Cloak
  80 gc
  1 lb.
  Special
  Bai-mint Tea
  5 gc per dose
  —
  —
  Crystal Decanter
  300 gc (empty)
  2 lb.
  Backpack
  Suukon Chainmail
  600 gc
  30 lb.
  Armour
  
  49
  Appendix II
  Appendix II: The Shianlune Bow
  This longbow is an ancient weapon crafted by the Shianti, 
  a race of beings with powers of magic incomprehensibly 
  vast.  Created more than 6,000 years ago on another world, 
  the Shianlune Bow has served a number of wielders with 
  distinction, its power bringing swift death to the enemies of 
  the Light.  Diminished in potency because of its long sleep 
  in the depths of the Suukon Crypt, this moonstone weapon 
  is still a powerful tool against the forces of Darkness.
  The Shianlune Bow has a number of powers, though its 
  single drawback is serious enough that its wielder must be 
  careful when and where it is used.  While the Bow is not 
  truly sentient, its power is alive in a way and as it grows 
  in power, so too does its will to fulfil the purpose of its 
  making – it is made to destroy evil in all its twisted forms.  
  As long as its wielder also follows this path, the Shianlune 
  Bow will be of great benefit.  If the wielder’s devotion to 
  this cause ever wavers, the weapon may inexplicably fail 
  in battle.  
  The Shianlune Bow grows in power as its wielder matures 
  – the weapon effectively has a ‘level’ just as a character 
  in the world of Lone Wolf does.  This level determines its 
  powers and abilities in combat as given on the Shianlune 
  Bow table.  When first found, the Bow’s level is equal to 
  the wielder’s level and increases as its bearer does.  This is 
  a spiritual bond that cannot be broken by any magic known 
  to Magnamund.  While the Bow has a living wielder, no 
  other being can draw back its string or use it in combat as 
  anything but an unwieldy, non-magical club.  As a superior 
  longbow, the Shianlune Bow has a +2 bonus to attack rolls, 
  inflicts a basic 1d8+2 damage and has a 19–20 threat range 
  with a x3 critical multiplier.  It has a range increment of 
  100 feet and weighs three pounds.
  The moment a wielder of the Shianlune Bow falls to –10 
  Endurance and dies, it loses all but its 1st level of power and 
  can be claimed immediately by anyone that touches it and 
  uses it in combat.  The Bow prefers to combat opponents 
  of Evil allegiance, especially those of the Darkspawn or 
  Evil subtype.  It will never bond with a character of Evil 
  allegiance.  If its wielder ever takes pity on such a creature 
  and does not attack it on sight with intent to slay, it may (at 
  the Games Master’s option) suddenly fail its bearer, missing 
  automatically and not using any of its special powers.  This 
  failure can be recovered simply by the wielder renewing 
  his determination to kill all creatures of darkness but it 
  never lasts less than a single round in each case.
  Darkbane (Su): The bow inflicts +2d6 fire damage against 
  any creature with the Darkspawn or Evil subtype.  Also, 
  any damage inflicted by the Shianlune Bow upon creatures 
  with the Darkspawn or Evil subtype cannot be prevented 
  or reduced by any immunity, resistance or Damage 
  Reduction.
  Beacon of Brilliance (Su): The Shianti made the Shianlune 
  Bow to resist the darkness in the universe and this intent 
  echoes throughout its construction.   As it regains its power, 
  the Bow begins to once more emanate light and sheer 
  goodness.  It sheds a glow that begins as a dim radiance 
  at 1st level – but when an arrow is loosed, this magical 
  light floods out to the radius listed with the trait.  The 
  light of a Shianlune Bow is invisible and cannot be seen 
  by mortal beings yet all creatures of the Dark (those of the 
  Darkspawn or Evil subtype or undead) instantly sense it if 
  they are within its radiance (though if intervening walls or 
  concealment are in the way, the creatures may not be able to 
  discern exactly where or from whom the light originates).
  The light of a Shianlune Bow lasts 1d4 rounds each time it 
  ‘flares’ due to firing an arrow.  During this time, any creature 
  of the Dark in its area gains the listed bonus (which does 
  not stack but rather supercedes itself at higher values) to 
  several different checks.  They gain the bonus to attack and 
  damage rolls, Perception and Sense Motive skill checks 
  and Survival checks to track the Bow for up to an hour 
  thereafter.  Once the light fades, the bonuses (aside from 
  the improvement to tracking) disappear as well.  While the 
  light of a Shianlune Bow is flaring, additional arrow shots 
  add another round to the radiance’s duration.
  Creatures of the Dark within 5 feet of the Bow’s wielder (in 
  other words, right next to him) always gain the listed bonus 
  even if no spells have been cast as they are close enough to 
  see the nimbus of power that constantly surrounds the Bow.  
  The bonus this provides Evil subtype creatures , Darkspawn 
  and undead is considered an emotion-based effect but is 
  capable of affecting any being that qualifies for it even if it 
  is normally immune to emotional or mental effects.  
  Note that Beacon of Brilliance and the Brilliant Soul class 
  feature of a Shianti Sorcerer will stack (so an undead 
  attacking a 2nd level Shianti Sorcerer wielding the 2nd level 
  Shianlune Bow receives a +2 bonus to attack rolls to a 
  distance of 20 feet).
  Eternal (Ex): Neither the bow nor its metal string can be 
  sundered or damaged by any physical, psychic or magical 
  effect not generated by a Shianti or a Darklord.  In either 
  of the latter cases, the weapon has 200 Endurance and 
  a Hardness of 20.  If not completely destroyed, the bow 
  regenerates 10 Endurance a night under direct moonlight.
  
  50
  Distant Shot (Su): The Bow does not accumulate range 
  penalties due to distant shots for as many increments as this 
  feature lists.  At 17th level, the Bow’s firer can attack any 
  target the wielder can see without suffering range penalties 
  at all.
  Guiding Light (Su): As long as there is natural moonlight 
  shining upon the Bow, the wielder may add his Wisdom 
  modifier (if positive) to all attack rolls with the Shianlune 
  Bow.  Arrows fired when taking advantage of this bonus 
  leave a silver streak through the air behind them as they 
  fly.
  Moonstrike (Su): Once each night, as long as the bow 
  is exposed to natural moonlight, the wielder can declare 
  that his next shot will inflict maximum damage.  This is 
  determined before the attack roll and is wasted if the shot 
  misses.  Should the shot hit, do not roll any damage dice 
  – each die is automatically assumed to be at its highest 
  value (e.g. 6 for 1d6, 8 for 1d8).  If the attack is a critical 
  hit, all the base dice are of maximum value.
  Moonshadow Arrow (Su): When fired at night under natural 
  moonlight, the Shianlune Bow no longer needs physical 
  arrows.  It generates its own ammunition whenever the 
  string is pulled back, crafting the moonlight around it into 
  glowing, pale white arrows of pure magical energy.  These 
  arrows have no special properties beyond those granted 
  by the Bow itself, except that they may cause critical hits 
  against undead.
  Deadly Shot (Su): The threat range for critical hits when 
  wielding the Shianlune Bow increases to 19–20 as the bow 
  begins to regain its former power and glory.
  Devastating Shot (Su): The damage multiplier for critical 
  hits when wielding the Shianlune Bow increases to x4 as 
  the bow further regains its former power and glory.
  Moonseeking (Su): When the wielder of the Shianlune Bow 
  fires it under natural moonlight, he may ignore any cover 
  less than total an opponent might have or any concealment 
  that might hide him from view so long as moonlight is 
  also shining on his target.  This power only works if the 
  chose target is within three range increments.  More distant 
  targets are immune to the Moonseeking ability.
  Darkslayer (Su): Every arrow fired from the Shianlune 
  Bow ignites with a pale, silver flame.  This fire is harmless 
  to any creature without the Darkspawn or Evil subtype but 
  against these opponents it inflicts an additional +1d6 fire 
  damage, as with the Darkbane feature.  Darkspawn and 
  Evil subtype creatures must also make a Fortitude save (DC 
  20) or be slain instantly.  A particular creature is only every 
  susceptible to this instant death ability once in its existence 
  – should it succeed the Fortitude save, it will never have to 
  make this saving throw again.
  Shianlune Bow
  Shianlune Bow Level
  Magical Bonus
  Powers
  1st
  +1
  Darkbane, Beacon of Brilliance +1 (10 ft.), Eternal
  2nd
  +1
  Distant Shot (1 increment)
  3rd
  +1
  Guiding Light
  4th
  +1
  Beacon of Brilliance +2 (20 ft.),
  5th
  +2
  Distant Shot (2 increment)
  6th
  +2
  Moonstrike
  7th
  +2
  Beacon of Brilliance +3 (30 ft.),
  8th
  +2
  Distant Shot (3 increments)
  9th
  +3
  Moonshadow Arrow
  10th
  +3
  Beacon of Brilliance +4 (40 ft.),
  11th
  +3
  Distant Shot (4 increments)
  12th
  +3
  Deadly Shot
  13th
  +4
  Beacon of Brilliance +5 (50 ft.),
  14th
  +4
  Distant Shot (5 increments)
  15th
  +4
  Devastating Shot
  16th
  +4
  Beacon of Brilliance +6 (70 ft.),
  17th
  +5
  Distant Shot (line of sight)
  18th
  +5
  Moonseeking
  19th
  +5
  Beacon of Brilliance +7 (70 ft.),
  20th
  +5
  Darkslayer
  
  51
  Appendix III
  Surrounded by shadows, you suddenly feel the chilled 
  breath of something unnatural on the back of your 
  neck.  You leap forward just in time to avoid the clash 
  of jaws behind you.  When you turn, you see a feral, 
  four-legged shape covered in thick black fur.  Its eyes 
  blaze above a wolf-like muzzle filled with burning 
  white fangs.  Its long, flaming talons rend the ground 
  as it crouches for another attack!
  Appendix III – Monsters
  Harrowing Hound
  Large Magical Beast (Darkspawn)
  Endurance Dice: 5d10+25 (47 Endurance)
  Initiative: +4
  Speed: 40 ft.
  Armour Class: 19 (–1 size, +4 Dex, +6 natural), flat-
  footed 15
  Base Combat Skill: +5
  Attack: Claw +11 melee (1d6+6 coldfire)
  Full Attack: 2 Claws +11 melee (1d6+6 coldfire) and Bite 
  +6 melee (1d8+3 coldfire)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Howl (see below), pounce
  Special 
  Qualities: 
  Damage 
  Reduction 
  15/magic, 
  darkvision, low-light vision, immunity to poison and 
  disease, nightstride (see below), resistance to acid 10, cold 
  10 and fire 10, scent, soulsnare (see below)
  Saves: Fort +9, Ref +8, Will +2
  Abilities: Str 22, Dex 18, Con 20, Int 4, Wis 12, Cha 6
  Skills: Acrobatics +5, Athletics +7, Perception +2, Stealth 
  +5, Survival +6
  Environment: Darklands
  Organisation: Solitary
  Challenge Rating: 8
  Allegiance: Always Evil
  Advancement: 6–8 ED (Large); 9–15 ED (Huge)
  Coldfire (Su): A Harrowing Hound’s claw and bite attacks 
  blast its victims with a magical combination of blazing fire 
  and freezing cold.  Only creatures resistant or immune to 
  both forms of energy and physical damage can count their 
  defence against its blows.
  Howl (Ex):  A Harrowing Hound’s frightful presence 
  special quality is not automatic.  Instead, it must howl in 
  order to inflict fear upon its enemies.  A Harrowing Hound 
  may use its terrifying howl once per hour (as a standard 
  action) and when doing so invokes the full power of its 
  frightful presence upon all within earshot.  The DC for Will 
  saves to resist this ability is 14.
  Nightstride (Sp): Three times each hour, the Harrowing 
  Hound can move from one area of darkness to any other 
  large enough to hold its form within 360 feet.  This is 
  instantaneous travel and leaves no traces or creates any 
  sound.  A Harrowing Hound can combine a nightstride 
  with a normal move action, even nightstriding after part 
  of its movement and then resuming the move action to 
  travel the rest of its normal speed (40 feet).  If it uses 
  nightstride at the beginning of a combat, the Harrowing 
  Hound automatically gains surprise unless its opponents 
  are ready and awaiting the attack.  The Harrowing Hound 
  cannot nightstride as part of a pounce attack.
  Soulsnare (Su): If a Harrowing Hound inflicts enough 
  damage on a sentient creature to take it to –10 Endurance 
  or less, it instantly draws that creature’s soul into one of the 
  glowing gemstone spines that extend up out of its muscular 
  back.  These gemstone spines hold the souls indefinitely, 
  preventing any special ability that might otherwise allow 
  life to be returned to the slain victim.  Each time the 
  Harrowing Hound absorbs a soul this way, it regains 1d6 
  Endurance points for every character level or ED possessed 
  by the fallen opponent.
  It would be wishful thinking to assume that there is only 
  one Harrowing Hound in existence.  However, they are 
  created creatures and cannot breed.  All known examples of 
  this terrible beast are in the Darklands, normally prowling 
  the breeding pits of Helgedad.  They are rarely sent forth 
  outside their dark homeland as they are one of the least 
  subtle tools the Darklords possess and are quite obviously 
  Darkspawn.
  
  52
  The corpse stands impassively on its short dais of 
  red stone.  Its hands rest on the hilt of its strange, 
  oversized blade but its eyes are in constant motion 
  – following you as you approach.
  Tomb Guardian
  Medium Undead
  Endurance Dice: 4d12 (26 Endurance)
  Initiative: +7 (+4 natural)
  Speed: 30 ft.
  Armour Class: 15 (+3 Dex, +2 natural), flat-footed 12
  Base Combat Skill: +2
  Attack: Mastercrafted falchion +7 melee (2d4+7/18–20)
  Full Attack: Mastercrafted falchion +7 melee (2d4+4/18–
  20) 
  Face/Reach: 5 ft./5 ft.
  Special Attacks: None
  Special Qualities: Damage Reduction 5/bludgeoning, 
  undead traits, vigilance (see below)
  Saves: Fort +1, Ref +4, Will +4
  Abilities: Str 18, Dex 16, Con –, Int –, Wis 10, Cha 1
  Environment: Suukon Crypts 
  Organisation: None
  Challenge Rating: 4
  Allegiance: Unaligned
  Advancement: 5–8 ED (Medium)
  Vigilance (Su): A Tomb Guardian cannot be surprised, as 
  it always knows whenever any creature comes within 60 
  feet of it.  This is a supernatural sense that functions much 
  like a constant Sense Evil spell that simply acts to detect 
  direction and distance of any being that ‘should not be 
  there’.  This definition varies from Guardian to Guardian, 
  but typically includes all beings not specifically of a given 
  race.  For example, the Tomb Guardian in the Suukon 
  Crypt detects all non-Shianti.  Note that Shianti Sorcerers 
  and Dessi denizens are not entirely Shianti and therefore 
  will be detected by this power.
  These partially preserved undead are virtually unique, 
  in that they are not evil.  The Suukon (Shianti) allowed 
  warriors to make ‘death-debt’ to one another.  This gave 
  the soul’s permission to be used in a ceremony upon the 
  swearer’s death.  His body (but not his soul) would be 
  magically animated and set to guard the rest of the one he 
  was indebted to.  Ancient Shianti mausoleums are quite 
  likely to hold a Tomb Guardian or two as a protection 
  against grave robbers.
  
  Player Handout A – The Journal of Andus, Agent of the Star
  !"# ""%#& piece together #%! ' !# "croll to 
  understand the rest of ".  Now I &#"& ! the    
   purchased a heavy steel 
  ("%# !# "# place.  He…!#nded to actually create one ' 
  !## !)# !% "& loose on the Slovian court.  Imagine ! 
  # ! &#% !# ## % # ' " in one fell stroke!
  Fortunately, I believe I have the only copy the Helghast possessed and I do not believe it had time 
  to create the monstrosity.  The scroll’s vile language called it a Harrowing Hound, though I have 
  never seen or heard of its like before.  I studied the scroll as long as I dared but my skills are better 
  suited to obtaining such documents rather than reading them.  Already some of the symbols and glyphs 
  burn my eyes and   
  .  I cannot stay here in Suentina.  I have begged my leave of Prince 
  Ormir – I must return to Sommerlund!
  The Brotherhood will know what to do with this scroll and the dark lore scrawled upon it in fouled 
  blood.  I need to speak to Geroyn as well.  Toran is a long way from here but I have to make it to 
  him.  He has studied the old histories and some of the words on this scroll sound like they come from the 
  tongue of the Ancients I have heard him speak.  I have no time to recuperate from the filthy wound 
  the Helghast inflicted upon me.  I must press on, wounds or no.
  If I am right, Sommerlund… no, all the world, may be in terrible danger.  If the Helghast 
  believed just one of these Harrowing Hounds could slaughter the Slovian Court, bodyguards and all, 
  I must get news of them back home.  Perhaps Old Geroyn can find a weakness in their making or the 
  Brotherhood will know of them from some text I have not seen.  Either way, I cannot fail.  I ride 
  at dawn!
  
  Player Handout B – The Guard’s Letter
  Sergeant Koloth,
  You are to proceed immediately with your troops to the 
  location at the end of the disused logger’s trail.  The hired 
  scout should be able to lead you there faultlessly.  If you 
  have not encountered the individuals described to you 
  this evening, you already know what to do when you 
  reach the Suukon Crypt.  Make all haste and may Kai 
  and Ishir watch over you.  The security of Toran and 
  Sommerlund may be at stake.  Recover the weapon at 
  all costs and proceed to Sage Geroyn in the south ward 
  once it has been obtained.
  If the previously mentioned individuals have already 
  located the weapon, you are to offer any and all 
  assistance in the destruction of the creature referred 
  to as a ‘Harrowing Hound’.  You will receive further 
  details from those recovering the weapon.  Consider 
  their security and success your highest priority.  For all 
  our sakes, the beast must be killed.
  Regards,
  Captain Barnet, Southern Watch
  
  55
  License
  License
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  Modern System Reference Document Copyright 2002, Wizards of the 
  Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles 
  Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, 
  Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, 
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  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich baker, 
  Andy Collins, David noonan, Rich Redman, Bruce R. Cordell, based on 
  original material by E. Gary Gygax and Dave Arneson.
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