The Adventure Continues: The Gypsies, Strahd, and the Riddle

We return to find our heroes in the midst of a melee with a being very much their supperior surrounded by screams of illusionary cultists. The nightmarish scene is complete chao, and Andromeda was the first to gather her wits. In a thunderous wave she pushes back the creature of refuse while Shamesh grabs Melrick, who has passed out from the horrific odor and fear, and begins to drag him backwards through the swampish water on the floor. Bent, taking cue, begins to send magic missiles at the abomination, as does Lythander. Andromeda moves to help Shamesh pull Melrick to safety, thankfully this pile of muddy earth and refuse moved very slowly giving the druid girl a chance to unleash another thunderous wave pushing the abomination yet further back and away from the portcullis doorway.

Lythander and Bent continued to ravage the being from a far unleashing missiles, both mundane and magical, while Shamesh and Andromeda continue to pull Melrick to safety. The monstrosity seemed to not be interested in their unconscious friend any longer as he now moved toward Bent and Lythander, who were clearly now much more than an annoyance each taking pieces out of it with every attack. Shamesh seizing the moment rushes toward the beast diving his weapon into it’s midriff, with a large gasp the monstrosity was clearly hurt, and the gash unleash a noxious gas while the abomination delivered a muddy angry claw in response that threw off the paladin. Andromeda, who was about to cure the dwarf, now had to help Shamesh back on his feat after being on the receiving end of a big muddy claw or the group was done for sure; none of the other heroes could hope to stand up to this creature. Her instincts were right, as she revived her friend and cured his wounds the big muddy beast was back on top of Shamesh throwing him into the nearest wall. Meanwhile Bent and Lythander continued to take chunks off the monster from afar. Seeing that this was not going to work much longer Andromeda threw herself in front of the beast unleashing what was likely a final thunderous wave blowing off the front bits of the base of the creature, and seeing it wobble as Bent and Lythander continued to fire upon it with their last bits of bows and magical energy; it tobble backward into the wall falling into a pile, all three remaining heroes slumped having their energy and resolve all but exhausted.

After defeating the abomination, they quickly exit the house and exit that nightmare. As they move to leave the home, the heavy thick mist that surrounded the house lifts and they see the town around them. It’s now almost as if they are again, in a different place, not being able to see the creepy emptiness of the town or haunted house they just left behind them. Knowing they are clearly in a place they don’t understand. They head toward what appears to be the center of the town where they now find themselves. The s heroes are seeking locals to garner some insight into where they are and see if they can find a place to rest as well as sell their new found wares. They still don’t know where they are but they need to heal their wounds get their bearings. They find a merchant shop, but the unfriendly shopkeep is not interested in most of what they have, save for the sword; which Lythander did not want to part with. They leave the shop and decide they need rest, so they find an inn.

On their way to the inn, they hear a faintly wailing woman as they pass one particular house, but after a brief conversation they decide they can’t solve all the problems in this town in one day, and at this point they don’t even know what day it is and as such Melrick pushes the group on towards the inn. Once there the dwarf immediately heads for some ale while Shamesh and Lythander try to make arrangements for the night. The bartender, who is also the innkeep, is curt at best; he wants two silver pieces per adventurer for the night. They counter with two silver pieces for the group, and savvy inkeep is unyielding, as he counters back with the same two silver pieces per adventurer per night; he will clearly not be negotiated with. Growing short on patience and wanting rest Bent throws two gold on the bar and says how about some food, lodging, and drinks for the night. The innkeep doesn’t crack a smile, takes the money and tells them to have a seat.

Once settled in at the bar, a stranger from the across the bar, fairly stately in stature, asks the group to join him, his name is Ismark. The heroes, wanting a friendly person to speak with and potentially someone to garner any information from, are easily persuaded to go and join him. At this point Andromeda leaves the bar, without anyone noticing not even her friend Shamesh saw her sneak out.

Once sitting with Ismark, the rest of the group find out that this man is the Burgermeister’s son, and the girl referenced in the letter they found is his sister, Irena. After a little more conversation he realizes the group is a bunch of adventurers and he offers them a healthy amount of gold to help his own cause asking them to join his barbarian friend to protect his sister. Irena has a house in town and there is a very unholy being, one who oversees, dominates, commands this land. A vampire that is an overlord of these lands who has taken an unhealthy interest in his sister; the vampire’s name is Strahd. They don’t know why he has taken an interest in Irena, but she is not safe. It seems Strahd himself has not tried to enter her home but his minions keep trying on a nightly basis, though there hasn’t been any attacks on the home the last two nights; Ismark is asking for their help.

After some deliberation they realize they need to do something, as it currently appeals to their good nature to want to help, but it sounds like they are outside of their ability to deal with this problem. That said, they are do gooders at heart and decide they want to help.

While they are talking to Ismark, Andromeda is moving around town and comes across a gypsy selling some pies from her rickety cart. She is peddling something called “dream cakes”. Andromeda detects something poisonous in the cakes, but wants to learn more about this place, and feels like she might be able to garner more info about the land they are in if she can pick through the cake. She begins to approach the cart and suggests she wants to purchase one; out of the shadows to her right appears a very intimidating but well groomed and very well spoken cloaked man. He warns “excuse me young lady… do not buy one of those cakes” in a sultry voice. Eyes wide, Andromeda is taken aback by the stately gentlemen and his presence is thick near her; so much so it almost makes her shrink. As her eyes grew wide, and she could feel the evil surround her, not knowing who she was dealing with she must have instinctively shrunk backwards. The man spoke again, “tell your friends their plan will not work…”; then he turns and in a cloud of smoke that turns into a flock of birds that fly away and the man was gone. Andromeda, trying to figure out what she had just encountered, decides to heed the strangers advice and head back to the inn.

Once back at the inn, Andromeda meets her friends and they are discussing what they can do for the young woman and her brother that has offered to help. They still don’t know where they are, what time of day it is or how they can get back to Daggerdale. They start to conversate about the vampire Strahd which catches Andromeda’s attention. She looks at her dragonborn friend inquisitively, and he explains that the town aristocrat’s son had told them of a vampire in town and he was terrorizing his sister whom they were considering helping. The horrific look on the young girl’s face seemed to indicate she had intimate knowledge of the vampire of which Shamesh had spoken; the paladin realized his friend had seen this frightening being. He asked what had happened and Andromeda acknowledged the conversation with Strahd; she described on a piece of parchment that the vampire lord had told her that what they were trying to do won’t work.

The adventurers made the decision to go to the one house in town that they believe Strahd can’t enter, where Irena is staying and apparently they have been able to keep these monsters out. Once there they set up watches throughout the night and the group mostly rested or meditated. During the night, as the moon reached its peak, they saw a parade of ghosts from the cemetery in town rise up and walk towards the castle where Strahd supposedly resides. Terrified they stay clear of the ghosts outside, but in the morning they immediately go see Ismark to discuss what they have seen. He informs them that the ghosts marching towards the castle happens every night and that the ghosts are the souls that rebelled against Strahd; or so the gypsies have told. Unfortunately those storytellers are gone now, having headed west out of town, but alas, back to the matter at hand.

They find out that they are in the land of Barovia and in the town of Barovia (yes one in the same name); additionally there is a nearby town, Valeekey, where they think the best place to keep Irena safe. If they can get her out of town and beyond the potential reach of Strahd they may well be able to solve at least this one problem for the family. After discussing the potential solution amongst themselves they present the notion to Irena who is apprehensive. She does not want to leave the safe confines of the home but reluctantly agrees to leave if they agree to bury her father in the cemetery in Barovia, the same cemetery where they saw they dead rising earlier. This perplexes the adventurers but they trust her intentions and believe she is truly trying to set the soul of her father to rest. They found out the father died two days before they arrived and they have not been able to bury him, being afraid to go into that cemetary themselves.. They agree to help her, and head toward the church.

On the way to the cemetery they once again hear the loud moans of the woman they now know is called Mad Mary; they still do not have interest nor time to investigate that further, but it is clear that they need to at some point. They arrive at the church before heading to the cemetery and they talk to someone who appears to be the resident priest. Shamesh explains what they are there for, and the priest is amiable, though he has a request of the dragonborn priest, he asks them to help his son who is ill. They ask what the problem is and he doesn’t know, but he would like them to do it while they prepare a new burying spot for Burgermeister.

They head down the stairs into the basement of the church and the paladin detects evil to discover immediately that the son is an undead being, in fact a vampire. As the group descends to the bottom of the stairs the son screams “I can smell your blood!” and begins to rush the heroes. Lythander immediately slips past the party to gain a vantage point so he can deliver a critical blow to sick boy. Shamesh casts a blessing on the party and Melrick curses the unholy being where he stands. The boy’s priest father quickly tries to put himself between the heroes and his son, only to slip and fall. As he falls to the ground Ismark’s barbarian mercenary charges and collides with the vampire. After tearing into him, it seems that the wounds were meaningless to this being. Bent sends flames leaping towards the vampire and sets him ablaze, and the heroes can see him start to take damage. Lythander emerges from his new vantage point and lands some advantageous blow to try and divert the vampires attention toward himself and away from the barbarian. It did not work as he tears into the barbarian more, whose wounds look grievous. Shamesh then lays his blessed weapon into the abomination, and Andromeda then produces flame sending it toward the vampire that lights the undead man ablaze again, this time once and for all, as the priest’s son screams in agony burning and collapsing to the ground..

The priest curses the adventurers for destroying his son, they offer condolences but he will have none of it. He dismisses them from his church, so they leave him in the basement, however they decide to take it upon themselves to finish burying the body of the Burgermeister and bless his final resting place as they had promised Ismark and Irena.

They leave the cemetery and realise the moans of Mad Mary have not stopped since they entered the town and after a brief discussion on what they learned at the inn, she has been wailing for a week and nobody has checked on her. On their way out of town they decide to stop at the house and see if they can help her. The adventurers go to the house and when the knock the wailing gets softer, they call her name and the moaning stops. The barbarian goes around the back of the home and breaks a window to see if he can see inside the house. Lythander sneaks up the stairs to the backdoor with the barbarian and when he arrives at the top of the stairs he sees an old woman crumbled on the floor crying and clutching a deformed baby doll. The woman does not seem to acknowledge them and the rogue  immediately runs back to tell the rest of the party; the barbarian instead heads straight into the room and tries to interact with the woman. The rest of the party heads up once Lythander tells them what he saw, with a sigh the rogue follows and the Burgermeister’s kids stay behind. The group spend some time trying to garner the woman’s attention, and she responds only slightly but never really changes her current state. They eventually give up and leave the woman to her misery feeling that at least they tried.

Out of town they head moving west toward the town of Valeeky. On their way, the encounter a gypsy encampment, to which Melrick immediately stopped wanting to speak with them; partly his own excitement, and partly remembering the conversation a day earlier with the Ismark. After a few short conversations with a few gypsy they meet as they head into the camp, they are eventually introduced to Madame Eva; a very old gypsy who tells them she knows them, and asks if they made a mistake chasing those bandits in Daggerdale. Dumbfounded the adventurers are all of a sudden listening intently, she says she knows all of stating each of the heroe’s names. Seeing they are eager to learn more, Madame Eva sees an opportunity to solicit some gold from this group, and they do not disappoint handing over healthy payment to learn more. She says she must read their future, the dwarf excited to see the gypsy magic sits front and center while Andromeda, unimpressed, looks on skeptically while the rest of the heroes listen intently. The old gypsy shuffles a deck of cards and deals five cards, four a circular order and the fifth in the middle. Here is what she saw…

 

The Rogue: history, knowledge of the ancient will help you better understand your enemy. I see a nest of Ravens there you will find your prize.

The Wizard: Powerful force for good, a holy symbol of great hope. Look for a wizards tower on a lake, let the wizards name and servant guide you to that which you seek.

The Druid: This is a card of power and strength and tells of a weapon of vengeance, a sword of sunlight. An evil tree grows atop a hill of graves, where the ancient dead sleep. The Ravens can help you find it, look for the treasure here.

The Ghost: This card sheds light on one who will help you greatly in the battle against darkness. I see a fallen paladin of a fallen order of knights. He lingers like a ghost in a dead dragon’s lair.

The Artifact: Your enemy is a creature of darkness who’s power is beyond mortality. This card will lead you to him. He lurks in the darkness where the morning light once shown, a sacred place.

 


 

What does it all mean? Where will this lead our heroes? The adventure continues next week…

The Adventure Continues: The Search for Strahd

Last we saw our new band of heroes they were inexplicably stuck in an alternate reality trying to figure out how they woke up in what may well be, not only another place, but another dimension, and more importantly how do they get back!? There we find them in the basement of a long abandoned home trying just get themselves out… 

 

As we return to find our adventurers where we left them: looking for the next place to go and solve their way out of this misty nightmare. While Lythander ventures back up the stairs of this abandoned home to find the skeletal remains that the group found earlier, Andromeda found a quiet place to meditate for a bit with Shamesh waiting patiently near her in the event something unexpected happened. Lythander shortly returned after putting bones in the third, and last casket, that was the only remaining place for a body to be laid to rest.

As they venture further into the lower level of the home, they find a new area to explore; before they enter Lythander dips into the room stealthily to inspect and after some thorough searching he finds a little collection of items including a small sack (made from some type of skin) that had a few dozen gold and silver coins. With nothing left in this area the group ventures in a different direction on the same level and finds an area that is made of dirt walls, separate from the finished look of the rest of the home. It looks and feels almost like a crypt, but crude and not well to do at all. In the walls of this “room” there were dug out caverns of sorts each walled off by stone slabs, save for one particular cavern that was left open with the slab set aside. As they examine the slab closer they find a name etched on the front: “Walter the Durst”. No one in the party has any idea who this person might be;  while Andromeda listens to her companions discuss the slab, she grunts some incantation which seems to be a protective enchantment of sorts and approaches the slab, touching the stone to inspect. The group stopped discussing and watched her intently, unfortunately (or fortunately) nothing happened, and they did not find anything further. 

As they move further and deeper into the basement crypt they begin to hear tantric chanting off further in the distance. Melrick took the lead and headed directly for what was certain to be an encounter with something; before he can even advance into the darkness ahead, four ghouls emerge from the ground in front of them. Seeing the dwarf attacked by the nearby ghouls the instinctive nature of Shamesh triggers and he moved to put the ghouls at a disadvantage defending his companion, but it’s not enough to protect the stunty warrior and the dwarf is quickly laid low; the heroes are shocked, but steady themselves to fight. Before the dragonkin priest lunges forward to try and save Melrick, he is touched by a protective aura from Andromeda. After Shamesh is out of the way, Andromeda sees Melrick on the ground and immediately makes her way to the fallen dwarf and cures his wounds bringing him back to the battle; now ready for action, after a quick playful tug of his beard by the the little girl, Melrick was back on his feet… not than anyone around would notice him standing! Meanwhile Bent who was trying to lay back at a safe distance was still unaware of what was going on up ahead still trying find his way toward the action and Lythander raced around in the darkness to find a vantage poin; the rogue layed down some shots from his bow putting another hole in the ghoul. As two of the remaining three ghouls surged on the dragonkin priest, Andromeda would not let her friend be taken down, she produced flame from her fingertips and continuously poured fire on to the nearby ghoul flanking Shamesh, while he hacked down another ghoul. As the dwarf found his way back to the fray, the last ghoul was felled after another arrow from Lythnader, who had appeared on the far side of the room, struck true; for now the dust settled.

Andromeda was able to use the flame on the tips of her fingers to create enough glow that they were able they move closer toward the chanting with some ability to see in the darkness. Now that they had some visibility, in the next room they entered they saw a statue of a man positioned in the middle of the open space that had a peculiar glowing orb resting in his hand. Just as they were starting to take in their surroundings, four more shadowy figures appear and it did not take long for the situation to become quickly dire! All the heroes were attack and caught off guard; Andromeda most of all, however she immediately transformed into a panther in an attempt to protect herself become agile enough to escape the shadow nearest to her. She slipped away in time only to see the vile shadows across the room envelop Bent; with the tiefling sorcerer on the ground and both of the groups’ healers engaged, there was nothing they could do as they were fending for their own lives. Lythander found his way through the melee and used his remaining stored healing potion to bring Bent back from the brink of death. The heroes continued to fight the shadowy figures fending them off the best they could as they all were weakened by their foes every second the fight went on, having already been worn thin by fighting their way through this whole crypt, they did not having much fighting spirit left. Andromeda growled an incarnation at her quarterstaff and the long piece of crudely crafted wood gnarled, twisted, and emanated a glow as she charged in hacking at the nearby shadow, bringing it down. Bent now on his feet was able to sling a series of magical missiles at the shadows blowing holes in them and Shamesh on his last legs swings wildly smiting his foes down with the final blow; barely the group found a way to stay alive, but after a short rest they had to press on.

As they moved toward the next opening further into the darkness they exited the area of the standing statue and off they go; however Bent hung back long enough to take the glowing globe in the hands of the stoic stone man. While he was examining the globe, Shamesh moved to go through the darkness and encountered a door on the far side of the room that he did not see or notice before. As he grabbed the door handle to turn it, the door animates and grabbed onto the gold skin priest and would not let go! Shamesh proceeds to try to beat the door off of him but the attacks seem to splinter and create new ways for the door repair itself. Shamesh was quickly dragged down and was unconscious on the floor; then the door seemingly stepped over the fallen dragonkin priest ready to take down the next hero. Andromeda empowers her quarterstaff once again, and takes a big swing at the door but did no damage. With the door distracted Melrick lunged forward putting blow after blow into the door with his axes and it started to splinter into pieces, this time, however the door was not able to recover. Bent fires upon the door with a blast of energy and the door splintered further, and began to retreat. Before it could get away Andromeda sent another blast of fire at the door and the back side was deeply charred as it seized up, lost animation, and subsequently fell onto Shamesh who was still laying on the ground. Lythander was able to stabilize the dragonkin priest and as he found his feet he took the last of healing potions the party had. The group was growing very weary while the chanting grew ever louder.

They really needed to rest further but they know they could not; so the group pressed further.  With the chanting growing louder by the minute as they moved closer they know they need to find the source to end of this nightmare. In the next open area further into the basement crypt they find what appears to look like a bedroom, with some boxes and trunks in the room; this room is set off the open space they were just in, almost like a resting place for someone that might tend to the area, perhaps. After some careful inspection of the foot locker and chest, they find a sack full of items. Bent sees a cloak he would like to inspect further; as he grabs the cloak from the trunk, pushing past Lythander, two more ghouls manifest from the chest and rise up attacking everyone nearby! The sorcerer is immediately overwhelmed by the creatures and falls to the ground; almost simultaneously the dwarf is hit and paralyzed, falling helpless on the ground as well. Lythander instinctively rolls out of the way to try to save himself, but he cannot get away fast enough as the larger ghoul that had taken down Bent grabs him slamming him into the wall and he falls helplessly on the ground. Shamesh, seeing how quickly the situation had turned bad, summons all his strength and was able to use his blessed weapon to take the smaller ghoul down. Andromeda again produces fire from her fingertips and started setting the larger ghoul ablaze; as the ghoul attempted to turn his eyre toward her she unleashed all her power, in what appeared to be a last desperate effort to save herself and her companions, a wave of thunder blew the creature and everything in the room into the wall. Before the abomination could steady itself, Shamesh lashed into the weakened ghoul and another fiery blaze is sent forth from Andromeda and the creature falls.

The heroes are bloody, weakened, and running out of resources. In the trunk they find the items they were searching through, and store them. They barricaded the door, listen for chanting and take some badly needed rest.

After a long rest, they gathered themselves with renewed strength and remove the debris barricading the doorway and head toward the chanting, one final time. As they moved closer they confirm to each other that the chanting never stopped at any point while they were resting. Heading toward the chants, they grew louder, at this point they sounded essentially like rhythmic screams.  They walk through a room with grotesque drawings on the wall and a horrific collection of items in thirteen seemingly specific areas, including severed body parts, and other unspeakable things. They reach the room that was clearly where the chanting was coming from and when they enter… nobody was there.

The room has a ledge around the upper exterior, where Bent went to light the torches on one wall and Andromeda, taking the cue, lit the torches on the other wall then she descended the stairs and used her quarterstaff to check the water depth. Seeing that it was only about two feet deep she waded in, with Melrick and Shamesh following. As soon as they step into the water, the chanting burst out again and thirteen human like forms appear on the upper ledge of the wall screaming the loud chanting again. Lythander discerns from the chanting that a sacrifice must be made; he offers his pet rat to complete cause, doing his best to yell above the screams and chanting coming from above. Bent yells back not to make the sacrifice, fearful that they might inadvertently complete the ritual which could bring forth something even worse. The heroes agree and they do not make the sacrafice, instead they make for the portcullis at the rear of the room to try and find a way out, but before they do the chanting changes, abruptly, and now what they hear is the yells calling for… for a monster “come forth Loregath the Decayor!!!”

From the pile of refuse piled in front of the room emerges a monster the likes which they had never seen, or smelled before; and as soon as it grows to full size, it began to lurch directly toward our heroes; chaos was about to ensue…

 

It seems we find our our adventurers at yet another cliff hanger, until next session to see if they will in deed survive another day in the nightmare of Strahd… 

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.

image

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…

~~~~~

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

Allow Us to Introduce Ourselves… an IKRPG Adventure Story Begins!

What started with the Unlikely Heroes campaign and the motley crew of Longchops, Gullin, Zocha, Lurglekk, Dolen, and Fargas has now become the story of a new adventuring group in the wilds of Western Immoren. A misfit bunch that has yet to meet each other is wandering, discovering, investigating, travelling, and exploring their way toward the story we will share with you! We introduce Nigel, Taiga, Calder, and Maxx on the adventures of the DOGC IKRPG! Not necessarily the heroes the people of Iron Kingdoms may want, but the ones they deserve…

 

Nigel Waters is a rather shady Investigator Thamorite from Ord that has a veiled past the most don’t dare to ask. A short stodgy man, he is a reserved person who cares not for the living around him. He prefers the solace of his studies and his own pursuits. As the story begins what we do know is House Matteo of Lael has hired him to discern who killed Owen Winston, a murdered Laelese Nobel. When the story begins we find Nigel where we find all shady things… in the Five Fingers.

Taiga Sleetkill, a Sorcerer Raptor is a Nyss from the wilds of the frozen north far from civilization. As he grew and passed through warrior trials he learned the skills of mounted combat and the beast empathy to ride and fight astride an Ulk. Upon adolescence his gifts became manifest and he went to train with a master of his arts. After honing his skill he returned to his small village to find the corpses of his people there, everything had long been destroyed. He found the remnants of his entire family, however only his sister was missing from the remains. Taiga immediately set off in hopes of finding his only remaining living family; his journey took him south towards the human cities of the Iron Kingdoms.

Beast Lord Calder and the White Maw Hunters, are a Tharn cadre in the Gnarls. Calder, born Vincent Stone, is a young man who is believed to be gifted with the Wilding. He is currently a Blackclad Chieftain who has been under the protection of the White Maw Tharn tribe at the direction of the Druids until such time as his gifts are allowed to grow beyond watching eyes. While growing up with the tribe he matriculated into their ways and earned the trust of the Chief as well as the respect of his tribesmen. The White Maw have assigned two of their kin to his protection, a Ravager Brigand and a Warlock Ravager. The only one who knows Calder’s true identity and purpose is the tribe’s Chief; the rest are left to be uncomfortable in the presence of a mundane human.

Zebalon the Witch Doctor, was a happy Gator living wherever he pleased among the swamps of the Gnarls. His past is irrelevant, though what we know is he had amassed quite a collection of Bogrin. Always looking for new larger swamps to call home, he moved from place to place claiming new areas…and lives. His pet Boneswarm has grown to quite a healthy height and the ranks of Bogrin had swelled quite nicely. We meet him in the story roaming to new and unfortunate areas of the wilds.

Warden Maxx Krueger, fittingly a Circle Warlock Archer, joins the story in the Gnarls where he is sent to the aid of the now devastated White Maw Tribe. His history is a secret, as is most of those within the ranks of the Circle Orboros. Once word of the Troll attack on the White Maw spread, he was dispatched by his Order to find out the well being of the one previously known as Vincent Stone; deep in the Gnarls at the remains of the Tharn tribe is where he finds the young Blackclad, who is now known now as Calder. To see further to Calder’s protection he takes up the cause of the White Maw mission… for now.

 

As these misfits romp through the wilderness towards greatness… and each other, follow their adventures here!