I sent you the PDF!
Also, as far as advice. There are three parts that make this adventure tick:
1. The Procedures. Most of the action happens emergently by following the procedures in the adventure, the travel rules, and making rolls on the hazard die.
2. The NPCs. Each of the main NPCs has a little description and a want. Play each of them as truthfully as you can and they will help create interest and intrigue.
3. The players. Let the players drive the action. To that end, make sure each player has a rumor (front inside cover) and each player character has a motivation for hunting the owl bear, even if it's just to get a big payday.
As a bonus tip, don't be afraid to tell the players what their characters would know. Err on the side of providing too much information.
Like:
"That appears to be a ghost. You've heard they can only be harmed by magical or silvered weapons."
Or:
"That's no ordinary goat—it's three times as big and looks to be made of stone and cloud. It definitely looks like it would be a very, very tough fight."
And don't forget:
"Running is always an option!"
Have fun!




