A New Dark Omen Adventure Begins!

Once again our favorite gamers from DOGC are embarking on another heroes journey, this time in the world of D&D, where they have new comers and veterans alike to tackle one of the most classic story lines in the history of RPGs, and so it begins… 

 

In the the most famous of settings and in the most famous of cities in all of D&D is where we find our group of heroes. Welcome to Daggerdale, where many of the greatest adventurers that have braved the Forgotten Realms have begun their journeys. We find our newest band of adventurers on the edges of a rocky enclave just a mere days walk outside the town. These were an eclectic group, with nominal history working together for this noble before. We meet Lythander, a rougish chap who favors his bow, known to have a good hart and quick draw is always available for good coin. Melrick, a dwarf who is never seen without his two trusty axes that he uses for all manner of activity not the least of which is dealing with rif raf around Daggerdale. A shadowy Teifling that most don’t interact with named Bent, he dables in the dark arts, and is only available for the most dangerous of opportunities, or is that the only the most dangerous things find him? Lastly we have two long fast friends Shamesh and Andrameda, a holy Dragonkin that befriended this lost and wild young woman who doesn’t seem to speak any discernible language but somehow the two have an understanding that nobody else can follow. They are rarely found apart and the young human girl rarely interacts with people in town and prefers to be on the outskirts in their woods encampment and leaves the business of adventuring to her friend, and Shamesh has ever been loyal to her and kept them far from harm and gainfully enough employed. 

This motley crew has worked together before, once or twice; this time themselves here, on this enclave, after being propositioned by a familiar noble, tasking them with dealing with a pesky group of bandits for a more than modest 10 gold pieces each. These undesirable petty thieves have been harassing the travelers and traders along the main road into the city and the local aristocracy want them dealt with in an expeditious manner. The bandits were found at the top of the rocky incline just before dusk, after a simple ambush, they were soundly defeated by our heroes. Due to the steep incline and the rapidly falling sun with nightfall upon them, the group decided to stay atop the enclave and wait for dawn to make their way back to town. After a completely uneventful evening, they wake in the morning surrounded by a thick heavy cold mist, and after a bit of gathering themselves, and their things, all with an uneasy manner compared to when they fell asleep they realize the all-of-a-sudden uncomfortable setting is really not where they were when they fell asleep. In fact they are longer on an the edge of the rocky enclave at all. Bewildered, Shamesh and Melrick concur that they should head east back in the direction of Daggerdale, or at least where it should be; it’s a good a place as any to start. Clearly bewildered by some magic, the group was keenly aware, with weapons in hand, that they should be ready for anything.  After travelling for long enough to realize that despite the fog obscurring Daggerdale is clearly no where near where it should be, and in a rather unexpected turn of circumstances, as they begin to realize they are not close to where they should be, the fog begins to lift. A town, slightly gothic in appearance, perhaps abandoned, with an ornate gate out front flanked by two guaredsmen is now nestled directly in front of them on their path; it was not Daggerdale. They pause, look at each other and head towards the gate, the Dwarf addresses the guards out front, but they don’t speak, and upon closer look they appear to be inanimate. Having few options at this point, they decide to go through the gates and see what they can find out, and try to figure out this rapidly developing bizarre circumstance. They enter the town through a large iron gates and as they go through the gate slams behind them…

Weapons drawn and fully gripped, they find a body just past the gate, Andrameda does not hesitate to approach the deceased, after looking closer she can see the body has begun to decay and has been dead for a long while, partially eaten by crows. The body was a man, and he is holding a note with a large B on the front and sealed in wax. She gives the letter to her friend, and the Dragonkin, despite potential danger, opens the letter. After a cursory read through, it’s from someone named Colian writing about his daughter, Irena; her health is poor and he is writing a letter to ask for help from the town. The letter is not addressed to anyone but appears to be written to a Burglemeister, otherwise known as the mayor, presumably of the town they are in; but who knows such things. As they look for any evidence of where they are or what they are doing there, Andrameda notices that there are paw prints that lead to the body that came from the road but the road is heavily trampled; they can’t see beyond that. As they walk to the main road of the town inspecting the tracks, or trying to, seemingly out of thin air what looks to be two young children in the road appear, drawing them further into this town. The child is whimpering and the older of the two states there is a monster in their house. They point to the row of town homes that appear to make up the bulk of the town they are in. Looking abandoned, and the town might be lifeless aside from these two children for all they know, but looking in the direction they were pointed by the children the find the house they are referring to as their home and the monster is supposedly in the basement and a baby on the third floor. There seems to be no easy solution to this situation, and Shamesh does not detect any evil on these children, with Lythander and Bent having hardly spoken a word to this point, and the inept Dwarf unable to make heads of tails of the situation; the group decides they will take the clear direction this unexpected journey has set them on and they head towards the home to see where this child may be and what monster awaits them.

Once inside everything is covered in dust and the home looks like it hasn’t been lived in for a very long time, they search the main floor and find that there seems to be a basement below as well as stairs going up. They ascend the second level and decide to skip it and head to the top floor where the baby is supposed to be. They go to the third floor and look around but there seems to be no access to what they now see as a floor above; oddly the home did not appear to have that many levels from the exterior, but nothing at this point was what it seemed to be. The group, adamant in staying together, decided to exit to a terrace outside the home and see if they can climb to the next level. Despite the Lythander’s best efforts, there was no way to ascend the the top level. As the Dwarf is looking around, and watching the rest of the party search the third floor he leans unexpectedly onto a wall taking a load off from carrying his two weapons and the dust releases from the wall and slides the wall aside to reveal the staircase to the next level they have been looking for all long; an all too convenient answer to their problem. The group feels this a clear problem and apparent solution so they quickly make the decision to take the mysterious stairs and find, on the other end, what looks like it was once a child’s room, and in the middle of the room are two skeletons that clearly look like those belonging to young children, perhaps… those that they had just met in the street?! As they look around there is a pile of toys near a chest to one side of the room. Lythander, who had helped himself to a teddy bear on one of the previous floors unbeknownst to the rest of the group, decides to take the doll and place it with the rest of the toys. Andrameda notices quietly, however Melrick couldn’t help himself, “what are you doing?!”, Lythander claims he was keeping the toys together, and the Dwarf with a quizzical look accepts the answer not knowing what follow up question to ask. 

As they look around the room further looking for a clue as to what they are supposed to do next, the two children they met outside on the street in town appear inside the room at it’s center adjacent to the bodies. The fear was tangible among the group, as at least this part of the story had now come together. The adventurers tried to leave the room but the children protested, “don’t leave us” they yelled; indicating they were left before, suggesting that this the reason they are now ghosts and their skeletons lay at the center of the room. Lythander, with an unspoken look towards his companions, offered to play some games with them and their dolls while the rest of the group tried to find a solution to their protests. The group looks at each other while Lythander sat and folded his legs on the floor to interact with the children, and the beads of sweat could be seen on his brow. Melrick became tired of the whole situation and in a display of his mounting frustration attempted to leave the room; immediately as he made for the exit one of the children rushed him in a terrifying ghostly form with a loud shrill shriek. He seemed to stumble and shake off a bit of fog as the ghostly form of the child washed over him; he appeared to be okay, despite the encounter. Seizing the opportunity the rogue realized the time for games with the children was over, he made for the bones of the children threw them in his satchel and made for the door not before being rushed by the second child and being consumed by the ghostly form of the second child complete with a second shriek, unlike the Dwarf, Lythander broke down into frightful tears and frustrations that amounted in nonsensical ramblings. It was clear the ghosts, in their rush washing over him, had done something to affect his temperament and were testing his will. Andrameda pulled him to his feet and dragged him out of the room where the group made for the door to leave the building but find the stairs only lead to the second floor where they had failed to investigate previously, instead of leading down to the main level where they could exist; the house was one illusion after another.

While inspecting the room to find a solution, Lythander finally gets his wits about him, and starts to help the group, just in time to encounter a bewitched broom in a closet that beat the unsuspecting rogue and thankfully he was saved by the Dwarf, and healed by Andrameda so he could muster on to help find a way out of this house. As the Dragonborn, who had been mostly on looking the day thus far, continued to look around the room; he encountered a creature in the the only other doorway in the room where he thought they might have a way out. He was lashed savagely, and Andrameda had to rush to save her friend before he fell victim to this abomination. The Melrick rushed in and split it in two with repeated axe blows after the Tiefling lit it up with consecutive bursts of flame. After clearing the creature the group decided they must find a way to the basement to clear this monster in the house as it appears they will not be able to find their way out until this thing is dealt with. As they descend the stairway they are able to make their way to the basement, finally…

In the basement the heroes are immediately attacked by what Shamesh would later identifiy as a grell, and the Dragonborn priest is savagely attacked once again; stumbling back the Druid used the remnants of her healing power to keep her friend upright. While distracted the Lythander found a vantage point with his bow and mortally wounded the creature; then the Dwarf put the final blows to make the situation stable again. With the group still whole, barely, they gather to their feet to figure out what pieces could be left for them to resolve so they can simply get out of this house, they notice in their are three empty caskets. Lythander realizes that the bones he had instinctively taken from the top floor should be laid to rest in these caskets, he received some odd looks from his companions, but they help him sort the bones into the casket for their final resting place. Once done they realize they only have bones for two of the three caskets; they cannot yet leave… 

 

Until next time when we see if our heroes can find their way out! 

 

DOGCGBL Week 3: Brewers rise to the top!

It’s still very early in the year, but the Brew crew have separated from the pack after the first three weeks of play lead by co-league leading scorer Friday and Captain Tapper! Here’s the how the rest of the league fared:

Butchers 12 Morticians 8
Goals: Bonesaw (2), Shank (1); Take Outs: Ox (2), Shank (1), Boiler (1)

In a wild one the Butchers hung on to best the Morticians in the unlikely battle of two struggling teams so far this year. The Butchers paced the game with early take outs of Silence and Dirge thanks to Ox and Boiler, but Obulus found Bonesaw for two goals to even the score. Shank responded with a score thanks to another take out by Ox, on Silence again (because the midfielder kept Butcher players Shutout and Tucked most of the game). With a narrow lead Obulus siezed control of the moment; the Puppet Master had the ball passed to him by an unsuspecting player, after a few quick smacks on Tenderizer the Mortician Captain had a clear shot on the goal but alas despite a Bonus Time buffed opportunity it missed wide. The missed shot on goal left Boiler a chance to respond with a final takeout to end the game in victory for the Butchers!

Engineers 12 Alchemists 2
Goals: Velocity (2), Salvo (1)

The surprising start to the season continues for the Engineers who jumped all over the Alchemists early thanks to unsuspecting strikes from Velocity and Salvo. In fact the only points the Alchemists put on the board were due to Rachet Overclocking Mainspring causing him to Overheat in an offensive play to damage the surrounding Alchemist players and buying time to create the last score by Velocity to put the game away. Tough start to the year for the Alchemists as they find themselves in a full fledged tail spin while the Engineers are one game off the early pace of the top team in the standings.

Union 8 Masons 12
Goals: Flint (1); Take Outs: Chisel (1), Rage (1), Honour (1), Gutter (1), Brick (2), Blackheart (2),

The best contest of the week was this wild one between the Union and Masons, as they traded bloody take outs between Brick, Blackheart, and the rest of the crews in attempt to gain advantage. One missed opportunity by Mist left an opening for Flint to show why many think he is the best Striker in the game; taking a Pass and Move from Honour to score the decider and Run the Length! Union dropped their first match of the year and the Masons regain form after dropping a tough one in week two.

Fishermen 8 Brewers 12
Goals: Shark (2), Friday (1); Take Outs: Friday (2), Stoker (1), Tapper (1)

Match of the week was this fast paced contest between the Brewers and Fish featuring the two league leading scorers in Friday and Shark. As one would suspect an early goal from Shark set the pace, but instead of trying to respond in kind Tapper had his team get physical and take out two Fisherman in the opening turn. With a level match starting the second round Shark seized the moment again and scored his second (and league leading) goal while simultaneously trying to choke out the game from the Brewers many of the opposing crew found themselves Caught In A Net. However not be deterred the Brewer game plan was firm, Tapper again lead the move to by physical with the light footed Fish and another take out despite the Legendary play kept the game close. With a momentum advantage to start turn 3, the Brewers seized control of the game, Friday picked on Angel, whom she found nothing charming about, and took her out for the second time in the game, tackled the ball and scored the game winner!

STANDINGS

W L PCT Scored Allowed
Brewers 3 0 1.000 38 24
The Union 2 1 0.667 32 20
Butchers 2 1 0.667 32 20
Engineers 2 1 0.667 24 24
Masons 1 1 0.500 26 12
Fishermen 1 2 0.333 30 24
Morticians 0 3 0.000 16 36
Alchemists 0 3 0.000 14 38

LEAGUE LEADERS

Points

Player Team POS Goals TOs TPs
Friday Brewers ST 5 2 24
Shark © Fishermen ST 6 0 24
Midas © Alchemists CM 3 0 12
Ox © Butchers AM 0 6 12
Mallet Masons DM 2 2 12
Bonesaw Morticians ST 3 0 12
Gutter Union CM 0 5 10

Goals

Player Team POS Goals TOs TPs
Shark © Fishermen ST 6 0 24
Friday Brewers ST 5 2 24
Midas © Alchemists CM 3 0 12
Bonesaw Morticians ST 3 0 12
Mallet Masons DM 2 2 12
Velocity Engineers ST 2 0 8
Flint Masons ST 2 0 8
Mist Union WG 2 0 8

Take Outs

Player Team POS Goals TOs TPs
Ox © Butchers AM 0 6 12
Gutter Union CM 0 5 10
Rage Union AM 0 4 8
Stoker Brewers DM 0 3 6
Blackheart © Union CM 0 3 6

DOGCGBL Week 2: And then there were two!

After two weeks of play the Brewers and Union remain undefeated, but not without their trials in this young season; here is the roundup for week 2:

Engineers 0 Butchers 12
Goals: Brisket (1); Take Outs: Meathook (2), Boiler (1), Ox (1)

Butchers visit the Engineers and quiet the crowd! Meathook had two take outs, while Boiler and Ox both had one and Brisket sealed the deal with a goal! Those Butchers avenged their loss against the Union but the Engineers couldn’t keep their momentum going from their nail-biter against the Fish. Butchers get the road win to get their firs win of the season.

Union 12 Morticians 0
Goals: Mist (1); Take Outs: Rage (3), Decimate (1)

The Gravediggers visited the Mercenaries in a grudge match to settle some scores!! Blackhearts crew came to play with an early take out by Rage who expunged Ghast and shortly thereafter Decimate dispatched Dirge. This lead to some early ball control for the Morticians but it mattered not as Gutter pulled in Casket which ended in another take out by Rage. After a quick icy sponge Ghast came right back into the middle of the action and knocked down Gutter and Decimate which allowed Silence to take advantage, he Tucked Decimate and Shut Out Gutter. Things looked good for the Morticians with Obulus dribbling up the middle and Bonesaw open for the volley, but he missed!!!! The ball careened back into the middle to be taken by Mist who quickly scored. To finish Rage took advantage of the distraction down field and took out Ghast for the second time and the win.

Fishermen 12 Alchemists 4
Goals: Shark (3), Midas (1)

Alchemists visit the Fish but were held down by the tidal wave of Shark! Shark opened up the scoring on the first turn leading to a goal from Midas in the second turn. Shark responded quickly, got the ball right back up the field and scored for the second time; this time catching the Alchemists In The Net! Calculus got the ball off the goal kick but was Lured in by Siren and Kraken took advantage of it to knock her down. Greyscales picked up the loose ball, passed it to Shark who missed the snapshot!! Not to worry for the Fish fans, they won the initiative on the following turn and Shark made up for his miss by scoring his third goal; the game winner.

Brewers 14 Masons 8
Goals: Friday (2), Mallet (1); Take Outs: Mallet (2), Stoker (2), Spigot (1)

The Masons visit the Brewery to try to take down the hometown heroes as both teams rolled in on winning streaks and both look to capitalize on their momentum. The Brewers started with the ball but they seemed to be drunk as they missed a few passes but eventually Friday got her liquor under control and scored. She then stole the goal kick back from Tower on the second turn but missed the goal! Mallett capitalized and put her into the dirt. Flint picked up the loose ball, brought it up the field trying to use Tapper as a momentum builder but Tapper had none of that and disallowed the goal. Spigot and Tapper then combined to take Flint down, and shortly thereafter Stoker then took out Marbles who was trying to help out Flint. The Masons would not go quietly though as Mallett avenged his monkey friend by taking out that sneaky cat Scum. Friday collected the ball after Flint’s demise and came into score but missed again! This left the demoralized striker in range of Honor and Friday was taken out once again. Mallett, after collecting the loose ball from Flint, brought it up the empty left flank and scored; meanwhile Stoker lit Brick on fire and who eventually succumbed to the burning. Tapper collected the goal kick, beat on Honour then passed to an open Friday who was finally able to land the game winner!

Standings

W L PCT Scored Allowed
Brewers 2 0 1.000 26 16
The Union 2 0 1.000 24 8
Fishermen 1 1 0.500 22 12
Butchers 1 1 0.500 20 12
Masons 1 1 0.500 14 8
Engineers 1 1 0.500 12 22
Alchemists 0 2 0.000 12 26
Morticians 0 2 0.000 8 24

League Leaders

Points

Player Team POS Goals TOs TPs
Friday Brewers ST 4 0 16
Shark © Fishermen ST 4 0 16
Midas © Alchemists CM 3 0 12
Mallet Masons DM 2 2 12

Goals

Player Team POS Goals TOs TPs
Friday Brewers ST 4 0 16
Shark © Fishermen ST 4 0 16
Midas © Alchemists CM 3 0 12
Mallet Masons DM 2 2 12
Mist Union WG 2 0 8

Take Outs

Ox © Butchers AM 0 4 8
Gutter Union CM 0 4 8
Rage Union AM 0 3 6
Mallet Masons DM 2 2 12
Stoker Brewers DM 0 2 4
Meathook Butchers AM 0 2 4

DOGCGBL Week 1: Masons, and Brewers, and Engineers, oh my!

In the opening week of the Dark Omen Guild Ball League we saw the stars rise to the top, and an exciting start to the season. Here are the box scores and summaries:

Butchers 8 Union 12
Goals: Mist (1); Take Outs: Gutter (4), Ox (3), Shank (1)

In the most exciting (and bloodiest) contest of the week, the Butchers and Union traded 8 take outs before it was all said and done! Gutter had his team out to an early lead with two quick take outs, before Ox evened the tally by taking out Rage and the opposing captain Blackheart. However after Meathook failed to take out Mist, this left her free to score. On the following turn Blackheart returned to the pitch to take out Boiler, just before he was taken out by Ox a second time, then Gutter closed the game by taking out Meathook; nobody left this one unscathed.

Fishermen 10 Engineers 12
Goals: Jac (1), Shark (1), Colossus (1), Hoist (1), Take Outs: Kraken (1), Gutter (1), Ballista (1)

The Engineers win in a stunner in the opening week, as they mounted a comeback after being down to two early scores by Jac and Shark. The the Engineers responded by putting a flurry of shots on goal with Hoist and Colossus connecting to even the tally before Ballista took out Salt to win the game.

Brewers 12 Morticians 8
Goals: Friday (2), Tapper (1), Obulus (1), Bonesaw (1)

In an unexpectedly mild contest this one was a defensive struggle that ended in rapid exchange of goals in the last five minutes of the game where Friday took over scoring two of the games goals over the final few moments to end the contest in victory for the Brewers.

Masons 14 Alchemists 8
Goals: Midas (2), Flint (1), Mallet (1), Tower (1); Take Outs: Honour (1)

Masons put on a team effort with three different players scoring goals, in stark contrast to the one man show that was the Alchemists lead by Midas. Flint had his team out to an early lead with a goal, Midas responded by taking the rock down to the opposing goal but missed on the opportunity. Tower took advantage of the miss by giving his team an 8-0 lead on the follow up score. Calculous took the goal kick but was quickly taken out by Honour; however Midas was not going down with out a fight. He redeemed himself by taking the pig bladder from one end to the other and scoring, then stealing the ball on the opening possession of the next turn to bring his team within 2 and and within a goal of winning. However the comeback fell short when Compound lost the ball to Mallet who went on to score the game winner.

Standings

Overall Points
W L PCT Scored Allowed
Masons 1 0 1.000 14 8
Brewers 1 0 1.000 12 8
Engineers 1 0 1.000 12 10
The Union 1 0 1.000 12 8
Fishermans 0 1 0.000 10 12
Butchers 0 1 0.000 8 12
Alchemists 0 1 0.000 8 14
Morticians 0 1 0.000 8 12

League Leaders

Most Points

Player Team POS Goals TOs TPs
Gutter Union CM 0 4 8
Midas © Alchemists CM 2 0 8
Friday Brewers ST 2 0 8
OX © Butchers AM 0 3 6

Most Goals

Player Team POS Goals TOs TPs
Midas © Alchemists CM 2 0 8
Friday Brewers ST 2 0 8
Tapper © Brewers CM 1 0 4
Colossus Engineers CM 1 0 4
Shark © Fisherman ST 1 0 4
Jac Fisherman DM 1 0 4
Flint Masons ST 1 0 4
Mallet Masons DM 1 0 4
Tower Masons DM 1 0 4
Obulus © Morticians DM 1 0 4
Bonesaw Morticians ST 1 0 4
Mist Union WG 1 0 4

Most Take Outs

Player Team POS Goals TOs TPs
Gutter Union CM 0 4 8
OX © Butchers AM 0 3 6
Shank Butchers WG 0 1 2
Ballista © Engineers DM 0 1 2
Kraken Fisherman CB 0 1 2
Honour © Masons CM 0 1 2
Blackheart © Union CM 0 1 2

IT’S GUILD BALL SEASON FOR DARK OMEN!!!

Flyer-DL-LandscapeMasonsfront_small

A medieval sporting tradition comes to the northeastern gaming club; this winter the eight Guild Ball clubs will be battling it out over a 14 week season to see who is the best! Each guild will play each other team two times, and at the end of the regular season the top 4 teams will advance to the playoffs!

The weekly results and standings will be posted here on our website along with our league leaders in goals scored and take outs. Our goal is to explore the matchups and create opportunity for new players to try new teams, so we are not going to structure this in a traditional way. Each week we will all coach a new team, so that we all get to try all the guilds by the end of the season.  At season’s end not only will we crown a Champion guild but we will also pick an All-Star team: the All-DOGC Guild Ball team.

We look forward to having you follow us along our inaugural season for all the cheers, jeers, and icy sponges!!!

 

The Adventure Continues… A DOGC IKRPG Adventure Story

We return to find out adventurers amidst a myriad of tasks; from searching from lost loved ones to avenging fallen comrades…

Back at the Five Fingers, while Nigel is busy doing his forensic work, neither Taiga nor Percival had interest in witnessing those tasks; however they did discuss Kyrthea. Percival, while not as well connected as his father, was able to use his father’s network to find out that Taiga’s sister was last seen with someone by the name of Trent Macy, a mercenary with the Black Hounds Company. Apparently they were seen with an east Cygnarian Garrison force; with this new info, Taiga prepared to depart immediately. Taiga and Nigel reconvene and talk further to Percival and garner more information on Trent Macy; he was last seen boarding a train out of Point Bourne heading south. Additionally, Percival mentions that the leader of Macy’s mercenary company, The Black Hounds, is a man named Marshall Reed. Nigel, now motivated by this new information, suggests that he and Taiga should travel together to Point Borne to find the mercenaries, alluding to the fact this may indeed help his investigation into the murder of the elder Winston. Percival provides Nigel with a mount and some gold to help cover expenses.

Back out to the Gnarls, a few days after Zebalon took over his new encampment, one of his Bogrin patrols did not come back. Angered at either their desertion or failure to repel invaders, he set out after them. He was ambushed by a gaggle of Trollkin, and was overrun by their numbers and sheer Toughness. Surrounded, wounded, and with his Boneswarm reduced to a harmless pile of debris, Zebalon offered the Trolls the opportunity to surrender! Fools that they were, the Trolls raised their axes rather than retreat from Zebalon’s sovereign domain. His fate is as of yet, is unknown.

Across the forest, the Tharn hunting band regrouped in the woods and waited for the next train to arrive with another garrison force while healing their wounds. They would have to try again to capture an informant. This time a new plan, more covert; when night fell Calder shadowed an overnight guard patrol and with a Force Bolts pulled the pair towards the woods and his fellow Tharn were able to apprehend one soldier for interrogation. The interrogations revealed that Cygnarians are extending the train tracks through the Deamon Head Pass and that they are reinforcing the area to discourage raiding parties or other potential problems. Satisfied with the information, they feed the soldier to the Rotterhorn accompanying them.

They return back to their tribe to inform the Chief only to find their village decimated and their Chief gravely wounded. They are informed by the bedraggled survivors that a Troll contingent descended on their tribe and ravaged it. Caldar immediately gathers those still able and sets out on the path after the invaders. With their intimate knowledge of the forest, they rush the through the woods and quickly come upon the warband. Calder orders the immediate strike and the Trollkin are caught completely off guard; a half dozen are struck down before they even know what is happening. The White Maw tore through the descendants of Dhunia with ferocity that was quick and viciously decisive. Calder ended the battle by separating the female troll Warlock’s head from her body to take back to his Chief.

While the scrum was happening in the Gnarls, Taiga and Nigel were a day and a half into their travels to Point Bourne when they were harassed by travelers on the road. The would-be bandits tried to shake them down for a fee to pass by on the road. Nigel and Taiga evaded the bandits by taking a fast gallop through the woods, disappearing behind a Blizzard before fleeing to the woods under the effects of Occultation.

The Adventure Continues… A DOGC IKRPG Adventure Story

Today we meet out heroes for the first time. While they don’t yet know each other, their journey has begun…

~~~~~

We join the story in the Five Fingers where one of our heroes, Taiga, is seeking information around the city that may lead to the whereabouts of his sister, Kyrthea. After a few days and a few gold crowns spent, he was directed towards the home of a known information broker; a man named Owen Winston. He makes his way immediately to the Winston Manor where he is greeted by Percival Winston, son to the master of the house, where he is surprised to learn Owen has been murdered. Taiga is invited into the home where he meets a portly little man named Nigel, another of our esteemed heroes; he is an investigator who has been hired to find out the details of the death of Mr. Winston. Now at what feels like another dead end, Taiga offers his aid to both Percival and Nigel figuring it may be the best way, at this point, to find the next clue to solving Kyrthea’s disappearance.

image

After reviewing the crime scene, Nigel concluded that Owen’s death was clearly the work of a professional. Furthermore the assailant probably made entry through the window and left the body for quite some time until Percival found his father. While Nigel scoured the crime scene, Percival searched his father’s belongings, looking for any scrap of information that might help to illuminate why he was killed. Percival’s search is inconclusive but he does uncover one important fact: Owen had been receiving death threats which originated from the East, in an area south of Tarna. Percival had no more information to offer, as such Nigel requested to exhume Owen’s body. Percival reluctantly agreed to allow the still fresh corpse of his beloved father to be examined. Through some ”forensic” work on the body by Nigel, it was discovered that Owen was tortured before he was executed and the torture was meant to inflict maximum pain. Working alone, Nigel furtively cast a necromantic spell to contact Owen’s departed spirit. Wailing and angry, the remnant spirit of Owen managed to sputter out a name: Marshall Reed. Not wanting to reveal his dark arts, Nigel keeps this name to himself.

Out in the Gnarls, Zebalon the witch doctor, and his Bogrin posse, were inspired by the lure of manifest destiny to expand their empire. Zebalon found interlopers stomping through his swamp unexpectedly, men in blue uniforms which looked to be tasty morsels. Zebalon had the men followed back to an outpost that looked to be where they were camped; Zebalon decided the encampment would make a more proper home for him and his posse! With his mind made up he sent his pet Boneswarm in to ravage the outpost! After his Minions were done, there was not a single soldier left alive. Zebulon, content (for now), enjoyed a feast of human flesh to celebrate his new home.

Across the dense forest of the Gnarls, we meet more of our heroes from a savage Tharn tribe called the White Maw; Calder a rare human amongst these savages who is always accompanied by his two Ravager cohorts. We find the trio as they are summoned by their leader Chief Karak, of the White Maw. They are being tasked to investigate the rumor of human military encroachment around the Leylines of Circle Orboros within the region. They set out on their mission quickly and decided the best place to garner info was a local trading post called Hoval in the eastern Gnarls. Hoval attracts all walks of life from the Iron Kingdoms and the wilds; local information about the goings on of military activity in the area would likely be found here. While scouting the outpost from the perimeter they witnessed the execution of a Pygmy mercenary named Gullin. They found out he was the leader of Unlikely Heroes Company; it was quite the scene taking place right in the middle of the busy trading post. Turns out Gullin was killed by a rival mercenary company called the Black Hounds. Later, outside town limits, Calder and his hunters encountered the very same warband led by a man named Marshall Reed. The conversation was tense, and ended in an exchange of false information; Calder and Marshall parted ways with quite a distaste for each other. Despite the conversation being short, Calder did discover that Marshall Reed is looking for Zocha, a self exiled Blood Weaver from the White Maw tribe; however curios, Calder knew that was not the mission at hand.

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The expedition was taking longer than expected and they were no closer to resolving their mission; Calder knew things needed to progress more quickly. As such he decided to find a nearby Stone Site, a Druid Sanctuary where information can be exchanged, beings are teleported, and even healing can occur. Gifted Druids can tap into the Ley Line connection and access some of these powers; Calder is one with just such the gifts, however unrefined they may be. He was able to gain information that directed him to head north on the railway that heads due south from Point Borne, and so they did.

The Tharn Cadre attacked the outpost with intentions of capturing one soldier to get more information. The attack went wrong when they underestimated the size of the force inside. Calder was severely wounded but, after a pitched battle, the Hunters overran the force and got Calder clear before his grievous wounds bled out. Thwarted for now, they would have to fall back to the forest to come up with a new plan or await unsuspecting reinforcements so they could try again. For now, they live to fight another day…

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Join us again for our next edition of the DOGC IKRPG Adventure!!