Episode 2: The Hook Man

After little more than a week of going on patrols and standing watch on the tower, the party had already grown weary of duty on the Bleakwall. How long would they be conscripts? They were all wishing they had stayed in Jeriko like Gustav.

Erastus 4, 4711
Midway into another dull shift, Pharasma answered their prayers; a runner from Tamrivena brought an urgent message from Captain Rhasrakin. “I have another dark situation for you … it involves the death of a young cadet … head back to Tamrivena with all haste.” On their way back they learned the gruesome details from the tight-lipped messenger, Dillan. A young cadet out on patrol was found with his body sliced to pieces and hanging upside down from a tree outside an old church at the Crossroads.

Erastus 5, 4711
Before dawn, while Ungar and Falcon were on watch, the howls they had heard earlier in the night materialized; a huge wolf, the size of a horse, approached the camp. Falcon fired a warning shot to scare off the beast; it charged! Awakened by the shot, the party rose out of their tent to see Falcon trying to tame the massive beast. In an instant, the beast felled him with a single blow … it looked grim. Thinking quickly, Ritter slept the beast and dragged Falcon’s unconscious body from harm’s way. Dillan raised his halberd and decapitated the beast before it could wake.

Dillan was able to pour two healing potions down Falcon’s throat and before long, the party was on the move towards Tamrivena. During the rest of their journey Ritter told the party of a vivid dream he’d had that night; a dark clothed holy man was arguing with his daughter and moments later was attacked by a spirit. Talk about the dream occupied the party until they reached the Crossroads.

About a mile and a half south of Tamrivena lies a ruined church and a potter’s field. Having convinced Dillan to spill his secrets, the party decided to investigate the scene of the crime. They found a deep cut into the side of the church that led to the tree where the victim, Viktor Usted had been killed. They found the bloody remnants of the rope used to hang the cadet and after spending some time amongst the gravestones found an old stone with the same symbol they’d found earlier on the altar inside the ruined church. They would later determine this was the symbol of the Order of the Called, a fanatical branch of the worshipers of Pharasma.

They made their way into the city and to Fort Vhiled to see Captain Balton Rhasrakin. The captain had to be awakened and was in an even fouler mood than normal. He described the incident; another young cadet, Lora Sorenstav, the daughter of an old Wallguard friend of Rhasrakin’s, was on patrol with Viktor along the Nine Mile Road. The two stopped at the church and heard some sounds outside; Viktor went to investigate and minutes later, Lora found his body. That old friend, now a religious zealot, is Prator Sorenstav, the head of the Order of the Called.

Erastus 6, 4711
The party visited the fort’s quartermaster and stocked up on salt, oil, and a few special rounds for the new blade-pistols that Falcon and Ungar acquired. While Falcon and Ritter poured over city and church records, Josu went to the Order of the Called shrine within Soldier’s Rest. Meanwhile, Ungar disappeared into the city not to be heard of for days.

As Josu walked into the church, his footfalls echoed through the building and as the congregation turned, Josu caught the eye of a beautiful, young girl. Father Sorenstav was giving a sermon on the recent tragedy and after the sermon, met with the girl who Josu would learn was his daughter, Lora. The dashing Josu’s charming ways quickly had Lora speaking about the incident and he learned of Viktor’s inappropriate behavior on the night of his death. Stealing a glance at Lora’s neckline, he noticed a silver-winged pendant that she wore; later she would tell him that it was a church heirloom passed down through the generations.

In their studies, Ritter and Falcon uncovered the 150 year old story of Jakob Karns, a former head of the Order of the Called, who had killed 13 prostitutes in outrage over the red light district in Tamrivena; some of the women were found hanging upside down. They found similar occurrences over the intervening years and also learned that Karns had lost his right hand and had it replaced with a silver hook. After his arrest, the hook was melted down by the Order and turned into a silver pendant, the Wings of the Pure.

The party gathered that evening and it didn’t take long for them to be convinced that Jakob Karns’ spirit was responsible for Viktor’s death. It was too late to destroy his remains … only a fool would go into that cemetery at night.

Erastus 7, 4711
The party awakened to the sound of alarm bells ringing in the fortress. Members of the guard were running towards the cadet dormitory; there had been another murder. Lora awoke to find her roommate, Lena, sliced to death in a similar manner to Viktor. Bloodily cut into the wall next to her bed was the symbol of the Order and the words “You should be glad you did not light a lamp”.

Lora was now a person of interest in two murders; while being interrogated, her father was able to talk the guard into letting her stay with him. Josu spoke with her and learned that Lena, in addition to being more than a little promiscuous was also responsible for arranging the cadets’ schedule so that Lora and Viktor would be together on that fateful night. He also learned that Lora’s father was having an affair … Ritter’s dream was making more sense all the time.

While Josu spoke with Lora, Ritter & Falcon went to the potter’s field to find out who was buried in the grave with the Order’s symbol. They quickly discovered the coffin was buried vertically, head down and inside they found skeletal remains … there was no right hand. These were the remains of Jakob Karns; they salted and burned them and headed back to town.

The party was convinced they needed to destroy Lora’s necklace to put Karns’ spirit to rest. Ritter’s dream was the topic of much discussion; finally, they decided to let matters unfold as they would. After taking a portable forge to the graveyard, and leaving a guard with the smith, they went to the preacher’s house to speak with Lora.

Falcon could see Lora arguing with her father. Lora saw Josu and went outside to speak with him. He started to tell her about the necklace; she reached out to caress his face and started to kiss him. Ritter’s dream was about to unfold … Prator opened the door. “Lora … Lora, please come inside.” “I’ll come in when I’m ready.” At that moment, a ghostly figure materialized and grabbed Prator from behind. As the figure dragged Prator into the room, Falcon jumped through the window and fired a salt-round into the apparition. It dissipated.

With no time to spare, the party went to the graveyard to destroy the necklace. Fearing for Lora and her father’s safety, they took them as well. They quickly melted the necklace and the spirit did not return.

All present party members received 2,000 XP and a hero point.

The Prologue: New Recruits
The Woman in White

The Prologue – Over the past month, Gustav, Ritter, Josu, Falcon, and Ungar have found their way to Tamrivena, the county seat of Canterwall. In that time, they all discovered the tent and wagon village outside the walls of the city inhabited mostly by Varisian outcasts, the Sczarni. During their time there, they all visited the beautiful Madame Greev and each had a Harrow reading, discovering intriguing facts about their future in Ustalav.

Sarenth 20, 4711
After a month of milling about (the party members had still not met one another), they found themselves (and another 6-10 men) in the common room of The Crooked Eye, an “Inn” near the Palestone Tower. A sergeant (Dawso) from the Foreguard watch bursts through the door; “There’ve been some incursions in the Bleakwall; men have been killed and I’m here to get some new recruits!” He groups the customers in the common room into two groups and orders them to get their gear together, “It’s a 30 mile march to the Bleakwall … You five are coming with me!” He points towards the PCs. You travel through farm country and after a day and half of travel (and regaling one another with your histories), you reach a tower on the Bleakwall.

Sarenth 21, 4711
The three men left at the tower, tell of a patrol heading towards Jeriko (a small, walled farming hamlet about 5 miles away) and not returning. Dawso leads the party and three of the Foreguard he brought with him towards Jeriko. The Bleakwall acts as a rough border between Ustalav and Belkzen (a land overrun by orcs). On the way to Jeriko, the group encounters an orc scouting party of about a dozen and dispatches them. One of the city watchmen and Josu are injured badly. Falcon uses his engineering skills to rig up some litters to get the injured to Jeriko. In Jeriko, the injured are taken to a local priest, Delman. Healing Josu is complicated as Gustav explains and Delman prays in hopes of finding the proper way to channel Pharasma’s healing energy to save Josu. Meanwhile the rest of the party investigates the disappearance of Brosk (the Bleakwall veteran that has gone missing).

Their investigation uncovers a series of disappearances that have occurred over the past 25 years; the deaths started about the time a local woman Konstance Greyl killed herself and her children. Local rumor has it that she haunts the road between Jeriko and the farmhouse where she lived. The party spoke with Josef Greyl (Konstance’s widower) and found a room in the local inn (The Weary Traveler) abandoned by a stranger (it would later be discovered the stranger was Josu’s uncle) who had been investigating the local legend. His notes and some interrogation of the locals, pointed the group towards the Greyl’s farmhouse and helped to confirm the local legend … Konstance was in fact a “Woman in White” … betrayed by her husband, she haunts the roads of Jeriko killing other men who have been unfaithful.

Sarenth 22, 4711
After healing Josu, the party talks with a number of locals and begin to investigate the Greyl’s homestead. After nightfall, while investigating the bridge near the Greyl’s farmhouse (where Konstance committed suicide), Gustav is approached by a very fetching Konstance, “Take me home …” Gustav resists her charms and is attacked and nearly killed by a ghoulishly transformed Konstance.

Sarenth 23, 4711
The bulk of the next day is spent investigating the homestead and the surrounding area; her burial site at the farmhouse was apparently salted and burned by Josu’s uncle. While investigating the abandoned farmhouse, the party finds a basin in the upstairs that emanates a strong necromantic aura. After some discussion, the party decides to wait until nightfall and try to lure Konstance into the house. Once Konstance enters the house, water starts gushing out of the basin, and the ghostly forms of two small children appear. They head downstairs, “Mommy, you’ve come to join us.” Konstance and her children are re-united and dissipate.

Each member of the party received 1,000 XP.

Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.


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