Whosoever Is Found
The doors are barred. The lanterns are lit. The whole village is singing.
Once each year, on the Long Night, the people of Ashcombe lock themselves indoors and sing until dawn. Anyone found outside after dark is hunted by the spectral hounds of Caer Gethin.
This year, fifteen-year-old Piet Marrow blew the Huntmaster’s horn.
The hounds have run every night since. Four nights ago, the Huntmaster came through a barred and horseshoed door and took Piet from his bed. Tomorrow night, at midnight, the horn will sound again and the boy will be Found.
The characters have one evening, one night and one day to prepare.
Whosoever Is Found is a complete 5E-compatible folk-horror adventure for four to six characters of 4th to 5th level. It is designed for one six-hour session or two sessions of approximately three hours each.
This is not a mystery built around withholding vital information. The villagers tell the characters what happened. The tension comes from deciding what to do about it.
Will the characters learn the village’s old protections? Will they cross the Dun Moor by the exposed Hunt Road or follow the longer Stone Path? Will they wait for dusk inside the ruined keep, or approach after the pack has begun its hunt?
Light and song may hold back the hounds, but attacking leaves a character exposed. Time spent resting brings midnight closer. The Huntmaster is watching, and after two hundred years without worthy prey, he knows the characters are coming.
Inside This Book
- A ready-to-run folk-horror adventure with clear pacing and GM guidance
- The village of Ashcombe, presented as a detailed gazetteer for continued campaign use
- The ruined hunting keep of Caer Gethin
- Special rules for light, song and surviving the Long Night
- New monsters, supernatural threats and magic items
- Maps, player handouts, stat blocks and reference material
- Encounter adjustments for parties of four, five or six characters
Use Whosoever Is Found as a tense Halloween adventure, a self-contained horror scenario or the beginning of a campaign based around Ashcombe and the secrets of the Dun Moor.
Learn the hymn. Keep the lantern burning. The hounds are already running.