The Frost Highlands Station: The Hound's Bargain
The party arrives at the isolated Frost Highlands Station, a mining and hunting outpost on the edge of a frozen wilderness. They find it paralyzed by a silent crisis: the prized domesticated hounds, vital for transport and defense, are growing increasingly erratic and violent, their eyes glazed with unnatural fury. The grooms whisper of a 'calming agent' in their feed, a cheap local straw, but its effects are proving catastrophic. The station is split between those who see the hounds as tools to be controlled at any cost and those who believe the beasts are suffering victims of a poisoning. The players must navigate this powder keg, uncover the truth behind the straw, and decide the fate of the station before the hounds break their chains for good.
Chronicle Prelude
The main gate of Frost Highlands Station: a sprawling complex of wooden longhouses, stables, and a central chieftain's hall, all dusted with perpetual frost. The air is thick with the scent of animal musk, woodsmoke, and something acrid and sweet. Guards eye the players warily, while the distant, frantic baying of hounds echoes from the kennels.
Environmental Traits
The station's survival is threatened by its own tools. The hallucinogenic straw, 'Morrowweed,' is causing the hounds to perceive everyone as threats, leading to fatal maulings and shattered supply lines. The true nature of the Morrowweed—whether it's a native plant being misused or a deliberate sabotage—must be uncovered to stop the escalating violence and save both humans and hounds.