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! 

 

Flagship Moved and new Tourney Schedule.

We are just letting everyone know that one of our Sponsor Stores Flagship Comics and Games has moved to a bigger location in the same plaza.

Berger the PG for the store has been working hard to set up a recurring tournament on the 3rd Saturday of every month and then as close as possible on the even months to take advantage of the new space. So the proposed dates for the first half of the year would look like the below.

1/17
2/21
3/21
4/18
5/16
6/20

I know Berger is working with the other PG s in CT to coordinate the events better statewide so these might change so look for the Facebook events for the final details. We hope to you at some of the events.