A garrison held the crossing three nights ago. Nobody was left to bury the dead, and something has been coming out for them ever since.
Kessing's Ford held the river crossing three nights ago, and it cost the garrison nearly everything it had. The raiders broke and ran — but there was nobody left standing to bury either side's dead, and the open ground between the walls and the tree line has been rotting since. Since the second night, something has been going out into that field after dark and dragging the bodies off. Two nights ago it started taking the freshly dead from the garrison's own watch-posts, which is how the town knows it's getting bolder.
The grave-almoner, Petra Voss, has scraped together coin for one company, one night: get past the picket line, find what's left of the garrison's paymaster chest before the wages go with it, pull out anyone still breathing under the dead, and put a stop to whatever is feeding out there — before the frost finishes what the raiders started.
Not the front door, and not a heist. This is a company, not a solo adventurer with a partner — you and three company-mates who already know each other, already trust each other, and are already standing on the same ground before the job starts. Nobody here is a chosen one. The dead are just dead, the danger is just hungry, and the work gets done because somebody has to do it. The field is yours to work however you like — there is no single road and no single room this job funnels toward; it's open ground, and you decide where to spend the night.
You type what you would actually do, in your own words. There is no menu, and nobody is coming to save the day for you — that's your job tonight.
You start at level 5 — a formed company with real tools, not a first adventure. Expect to finish around level 6. You bring your own character and choose everything about who they are; the module builds the company around you.
Petra Voss
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