Showing posts with label table top roleplaying game. Show all posts
Showing posts with label table top roleplaying game. Show all posts

Monday, 23 May 2016

[UKGE 2016] Things We Want to See - Dust Adventures



Dust Adventures is produced by Modiphius under license from Dust Studios. For context the rpg is based upon the popular wargame, created by Paolo Parente, and which has seen many guises, such as Dust Tactics, Dust Warfare, and Dust Battlefield (Warfare is notable for Andy Chamber's involvement). Dust is also seen as the a sort of legacy of Paolo's work while at Rackham. Dust features prepainted minis and is set during an alternate WW2, where alien technology has led to WW2 becoming drawn out, and mecha battle-suits and walkers dominate the theatres of war. Three major factions are available in the game; the Germans - who have been purged of the Nazis by the Blutkreuz Korps, the Allies - who rely on cobbling together stolen tech to fight their enemies, and the Sino-Soviet Union.

Dust Adventures is thus a rules light game for stories of espionage, battle, and perhaps even life behind the front lines, during this "Weird World War", where alien technology empowers the battles across the globe.



Character creation is reminiscent of Fading Suns, with a life path style to building a character. Dice rolls use symbol based d6s (basically you are rolling a d3), and dice pools are rolled with 5-6 being a success, and the other results adding specific effects to the dice result. Thus most rolls in the game are simple and require a degree of success, and combat is resolve with opposed rolls, where ties are broken by comparing the other possible results.

Ultimately the game poses an interesting setting, that oozes pulp adventure and noir thriller. Add in the mecha elements, and alien tech, and what we have is something that has the feel of Indiana Jones, mixed with some of the mecha action that makes Warmachine so popular. In many respects then the Dust rpg can be compared to the Iron Kingdoms rpg. Both rely on systems developed from their respective wargames, but both also use worlds at war, which draw on our own world history for inspiration. Where Warmachine is Napoleonic warfare amped up with magic technology, Dust is the WW2 on super science. But just because Dust rpg is derived from the wargame, that should not mean the only stories you can tell are about a team on the front line. You could play researchers looking for the next bit of alien tech, out in the depths of the Amazon, or perhaps you play a team of Mission Impossible type spies, looking to infiltrate the SSU and extract a valuable agent.





Sunday, 27 September 2015

[Actual Play] Iron Kingdoms - Adamantine Will

The Claw of Corvis

In a dingy inn, in the north of the city, the arcanist-exorcist-assassin, Ichabod Grimes, was sat making a list of alchemical reagents he needed ready for his next trip across the boarder to Khador. Ichabod though was better known in "The Snowy Rabbit" by his Khadoran cover identity, Grigor. Grigor was an alchemist trader, and so Ichabod was bald, though sported bushy muttonchops that matched his Khadorn guise.



He was sat drinking vodka and chatting with the barman, when Julian Helstrom, captain of the city watch, entered and approached him. The captain slipped across the table a note that bore the seal of the Order of Illumination. Ichabod looked at the note, and folded it back up, and together with Julian, they left the bar, making their way to the cathedral of Corvis.

In a side chapel of the grand, baroque cathedral, which only a few months past was the epicentre of the events of the Longest Night and the battle with Alexia Ciannor, was Darcy Dimiani. She was knelt praying. Julian approached, and knelt and said a little prayer. He then realised Darcey's vow of silence, and so explain the matter.

A body had been discovered in the eastern district of the city, bearing the marks of the same killer that has killed 4 others in the last 8 days. With the city watch still stretched thin after the events of the Longest Night, Julian has asked for them to investigate.

Once dressed in a more suitable attire, and with Ichabod masquerading as her valet, Darcey and Ichabod are taken by carriage to the crime scene. Down a dirty alley, with the gloomy skies of Corvis drenching the city, the body was left where it was found, in amongst the trash from the shops that used the alleyway. The guards left there by Helstrom lifted the sheet from the body to let the witch hunters to look at the victim. It was clear to both Darcy and Ichabod that the man had his throat slashed, with no sign of struggle. There were three cuts to the neck. The top of the skull had also been removed. But but not by a clawed creature. The top of the cranium had been opened up with a precision surgical tool. It then became clear to Darcy that what ever had cut open the throat was a metal tool, and not some clawed hand or paw.



The guards informed Darcy and Ichabod that the victim was a known vagrant who lived under a nearby overpass bridge. It was there that the two investigators went in order to question the other homeless. Darcy handed out alms and return the destitute and homeless who huddled under the arch explained that the dead man had recently left Asc Solvin Asylum. The man had been put there by his sister but had since been released yet had not been taken in by his family. The vagrants also asked if they would be helping to find the others who had gone missing over a week ago.

The witch hunters were driven to the lonely island upon which the city prison sat. The gloomy tower groped towards the sky, and was covered in rusting barred windows from which prisoners peered out. From the courtyard, Darcy and Ichabod were led into the prison via the quest entrance, which while perhaps cleaner, and more inviting, was still cold and ominous. The steps into the basement of the prison were damp, and the wails of the prisoners were muffled. A corroded heavy door swung open and they were led into the morgue, a chilly chamber, illuminated by gas lamps and a crackling voltaic lamp. The attending surgeon, Dr Straven, was a stern looking lady in her 40s, wearing a dark, buttoned up dress, over which she wore an apron that was stained. Aligned in the centre of the chamber were 4 tables, upon which 4 bodies were laid out, with sheets covering them. At the head of two of the tables were jars that held what remained of the brains. Dr Straven pointed to were the report was if they wished to read it, and then she left.


Darcy and Ichabod began to examine the bodies in turn, and it was clear all had been victims of the same weapons and injuries and surgical tools. In the trunks under the bodies were the possessions of the victims, but something did not make sense with one of the victims. The man had been found wearing a military uniform, a dress uniform, and it bore the family crest of the Bersque family, and that is also had medals that showed that the owner of the jacket had participated in a war some years ago. But that did not make sense from the records, as it confirmed that all the victims were from the same asylum. Furthermore, Ichabod noted that there was a common chemical stain on the jacket and the clothes of two of the other victims. The chemical was one used in the steel processing business. It could not have been run off from the factories because the bodies were found in another part of the city. Had the bodies been dumped?

With the jacket with them, the two witch hunters were driven quickly to the Bersque estate, and there they met with the lady of the estate. In a warm drawing room, attended to by the servants of the house, Darcy and Ichabod confirmed that the jacket was indeed the dress uniform of Lady Bersque's dead son, who had been buried two years ago. More disturbing, is that when she was visiting the body last week, she witnessed grave robbers, stealing the coffin from the tomb. She also mentioned that the men had spoken of a inn that they would be meeting at, called "The Laris Eye".

They travelled to the northern graveyard, with night drawing in, and the city becoming a cluster of lantern lights out in the distance. The graveyard was unnerving, and of course with the events of the Longest Night, Darcy was ready to face any of the undead that may well be lurking in the grave yard.



Having found the tomb, Ichabod pried the lid off, and they both peered inside. The coffin was indeed gone. They then looked up and saw a lantern light drawing closer, and the caretaker of the graveyard yelled out, asked who was there. Drawing closer he recognised Darcy, both from the nights running up to the Longest Night, and from the paper. He knew of the grave robbers, but he was in no position to confront them, nor could he get the city watch to help secure the graveyard.

Given the evidence that they had, Darcy and Ichabod travelled back to the city, and to the Laris Eye, hoping to find out more about the grave robbers. Two hours passed, and it was a combination of overheard conversation and the same tell-tale chemical stain, the allowed them to spot the men they were looking for. They followed the men out of the bar, hoping to tale them back to where ever it was and to whoever it was they were working for.

There was a scream from a nearby alleyway, and a woman rushed out crying for help. Her brother was in trouble, and she needed help. In the commotion the men they were following disappeared into the city. Darcy drew her Execrator pistol, as Ichabod donned his knuckledusters, and they walked cautiously into the alleyway. There, around the corner, chewing on the body of a young man, were two decaying swamp shamblers - zombies that existed in the boggy marshes and rivers of Widowers Woods. Darcy took aim and fired her pistol, and blew the head off one of the monsters. The other hobbled over and wildly clawed at her, as three more clambered out of the nearby sewer grate.







Darcy dodged backward, making some clear distance between herself and the gang of undead, and fired again, exploding another skull, as Ichabod futilely tried to smash the zombies apart with his fists. Dodging the reaching claws, Ichabod backed away and called upon his arcane powers. Telgesh runes encircled him, and in two blinding flashes of divine energy, annihilating two more of the swamp shamblers. Darcy was had already lunged into combat, having drawn her dagger, and finished off the last of the zombies.

With the undead destroyed, Ichabod drew his sword and decapitated the dead man, in order to prevent his reanimation, and Darcy blessed the body and doused it with holy water. With that done they asked for someone to get the city guard, and they headed off in search of the grave robbers.



Ichabod had determined which of the factories was nearest and they headed there as quickly as possible, and soon they had caught up with the thugs as they entered the sewers beneath the factory. The waste from the factory gave off a strange viridian glow, and Darcy and Ichabod sneaked into the sewers. The were cautions, with Ichabod drawing upon his magic to better see traps they lay hidden before them. Both of the witch hunters passed a rusting door, and hid behind a archway. There was motion ahead of them, but could barely see who it was, as a shot was fired. Ichabod called upon his arcane powers and unleashed a holy bolt that briefly illuminated the sewer and obliterated a box behind which the thug hid. Ichabod moved forward, hoping to get a clearer line of sight. Nearby a large pipe pumped alchemical waste into the sewer. He unleashed another arcane blast as the thug charged towards him, trading blows. Darcy kicked open the door and found a stair case leading up. She proceed to ascend it, and barely found her footing as the steps gave way to a pit filled with spikes. She looked up and saw another thug hiding at the top of the staircase, who fire at her, catching her in the shoulder. Darcy leapt over the pit trap, firing her gun, killing the thug. His body cartwheeled over the railings and past Ichabod, and plunged into the sewer. The body bobbed up revealing the flesh already being dissolved.





Ichabod drew his sword and continued his fight, when he heard another man descending a metal latter. The man cried out, "Jovan, Jovan! We need support!". Darcy watched as a man in a dark green tricorn hat and long coat stepped around the corner and drew a strange, dark metal pistol. He whispered to it, whispered her name, causing the Telgesh runes along the barrel to glow a sickly green. The figure aimed at Darcy and fired. Acid green lighting crackled along the barrel and trailed the bullet that erupted from the gun. It slammed into her chest, cause her to collapse to the ground, crying out in pain.





Ichabod heard her scream and looked up, seeing the men on the gantry way above. He bolted away from the thug he was fighting, and leapt up the pile of boxes and jumped upwards. He pulled the garrotte wire from his pocket watch and wrapped it about the neck of the thug, pulling the man down from the gantry, and into the canal.

The gunman turned his back on Darcy and headed to confront Ichabod, thinking Darcy was dead. But Darcy was barely live. She spat out blood, her lung perforated. She aimed the Execrator pistol at the back of the gunman and pulled the trigger. The holy bullet hit the man, and in a fit of pain she watch as a ephemeral mist erupt from his mouth and nose and eyes. He dropped the strange pistol, and it clattered into the canal, and the mist like form disappeared. Ichabod slew the last thug, carving the man apart with his blessed sword.

Darcy, in dire need of medical attention, dropped off the gantry, providing cover to Ichabod. She fired again and caught the gunman, or now the gunman free of the spirit, between the eyes. Ichabod used a few vial of alchemical salves and sealed Darcy's wounds. Together they headed up to the chamber above, and peering in, they could see a mechanika armed surgeon, and a room filled with cadavers and tanks of chemicals. The man was quick, dodging the daggers that Ichabod threw. Darcy instead too aim at the vats of chemical behind him, causing a spray of caustic acid to spray out. Ichabod saw his opening and charged in, but failed to land a blow against the surgeon, who in return sliced at Ichabod, the three metal claws cutting deep and causing Ichabod to pass out from shock. Darcy knew she had to act quick, and took aim with her pistol, killing the surgeon.

Darcy rushed over and attended to Ichabod's wounds, and together they stumbled out of the lab, and back into the streets of Corvis.

In the days to follow it emerged that the killer was known Gavriel di Maro, who had served in the Cygnaran military, and more recently at the asylum. As for the gunman, he was known as Jovan, but as the head of the Order of Illumination chantry explained, the pistol was more sinister. it was the Imprecator, and the anchor for a vile ghost, that of Errigan.



Wednesday, 19 August 2015

[review] Bad Moon Rising - An Iron Kingdoms RPG adventure

Bad Moon Rising is the latest pre-written adventure for Iron Kingdoms RPG from Privateer Press.
The adventure, like many of those produced by Privateer Press, consist of a number of scenes, mixing social and combat encounters. And while many think IKRPG is a combat heavy game, Bad Moon Rising has a lot of roleplaying chances as the player characters get to interact with many NPCs.
Bad Moon Rising takes the form of a horror murder mystery. So expect some spoilers coming up and if you are players in a campaign, perhaps totally stop reading this review now.
The adventure centres around the attacks in a Khadoran outpost by the Circle of Orboros, and in particular the increasing number of vicious attacks by a monster - a Warpwolf. Over a number of nights, the convergence of the 3 moons of Caen progresses, and the ferocity of the Warpwolf attacks increase. The Circle mount more and more attacks from outside of the fort, and all the while a harsh snow storm blows.
The characters are of course suspects, and are expected to take it upon themselves to investigate the attacks, to determine the nature of the creature and put a stop to them. As the story continues it will become apparent that there is a dark history to the fort that relates to the current events. Furthermore, a conspiracy will make itself known and lead to a final, bloody combat.
As a murder mystery and investigative story, the main third of the adventure is fairly non-linear, with many small side scenes and chances for the players to learn more about the events surrounding the scenario. So while on the face of it the story may seem a bit of a rail road, there are plenty of optional scenes and potential plot shortcuts or even derailments, that would lead the story toward roughly the same conclusion.
As a story, it is overall fairly obvious, more so, because it mirrors the adventure I ran for my first game way back when IKRPG was first released. A warpwolf attacking, a mystery surrounding the targets of the attacks, the warpwolf being in fact someone important within the settlement being attacked. This means that with a little work, and the adventure does have suggestions, the location and many of the details of the adventure, can be altered to fit the needs of your own campaign.
Finally, as a adventure for IKRPG, it is a nice window into the creatures and people that feature in IKRPG: Unleashed, perhaps presenting the opportunity to even include characters from that book too.

Friday, 24 April 2015

[review] Let loose the Argus' of War - Iron Kingdoms Unleashed Review



Delicious, tasty, filling, meaty, something to dig your teeth into, but also a familiar flavour throughout.

Oh yeah, we’re talking about the new IKRPG Unleashed book. Not some meaty dish!

So previously I have reviewed the IKRPG Unleashed Abridged rulebook that comes in the new starter adventures kit. That basically covered what we are familiar with - primarily the core rules, and magic for Willweavers. But, we also got a taste of the new things. Harnessers, Warbeasts, and Blood Magic.

The main core book builds on that familiarity. It assumes that the reader is essentially new to the world of Caern and the Iron Kingdoms, or of course is a Hordes player. Thus we get the entire history of the setting all over again, but with certain events and characters and myths explored in more depth that they were in the IKRPG core book. These of course bring life in the wilderness into focus over life in the cities. Also, where IKRPG assumes the in game date is 605 AR as Llael has fallen to Khador, Unleashed assumes the in game date is 608 AR, and thus assumes that the events surrounding the war in the Thornwood between Cryx, Khador and Cygnar and others, have passed.

While IKRPG explored the nuances between the different ethnic groups that make up the Iron Kingdoms, Unleashed looks at the each of the main wilderness factions (Orboros, Trollkin Kriels, Farrow, Gatormen), plus the various other human tribes, and explores where their territories lie, what life is like in these societies, and their relationships with the other factions of Western Immoren. The amount of detail is excellent, and really allows you to delve into just one of these groups and use that as a basis for an adventuring party.

What is really excellent is that we get a healthy dollop of information about the Nyss, and their life that borders the wilds and the cities, and so builds upon the little information we had in the IKRPG core book.

Let’s not forget we have information on the Tharn and their tribes. They are presented then as a separate group, while also being allies to the Orboros. Perhaps not to a similar level of detail, we also get information on the Bog Trogs, who again are allies to the Gatormen, but are their own race.

What is important with all these sections, is that we are presented these groups so that while we get a sense of their communities and lives, but also these groups are not presented as monolithic entities. We get a sense of how diverse even Gatormen societies can be depending on the bayous they hail from.

Following the section on the different societies we get a section that explains the differences between different geographical regions, the way of life in those places, the hazards that they present, and the animals and plants that exist there. Each major forest, desert, mountain region etc are detail individually. This is all important for a GM who then has a reference text to help them paint an evocative picture of the landscapes that the adventuring party is travelling through.

With the setting out of the way, we get the familiar again. Character creation and stats. We have a number of races to choose in this book. Bog Trogs, Farrow (whose Warbeasts I learnt are just malformed Farrow births!), Gatormen (I really need to play one!), Humans Nyss, Pygmy Trolls, Tharn, and Trollkin. We have 4 archetypes are normal, but for the wilds, Intelligence is replaced by Cunning. Of course we then have the list and details on careers. Of course how these are used in character creation is the same as for IKRPG, but the options is quite interesting. Highlights are the Bokor, the Bone Grinder, the Bloodweaver (basically a close combat Gun Mage), a variety of mounted careers. Ugh… guess I will be getting some mounted troops for my armies!

The familiar continues, as we wade through abilities and skills, and the combat rules. Of course there are new entries that are more befitting the wilderness based games. Perhaps something that has a lot more options is the section on environmental hazards. 

Magic. That most mysterious of arts. Is again… familiar. Character can be will weavers (just as in IKRPG) or harnessers, who are able to control beasts and channel fury, and thus be Warlocks. Much like Gun Mages, Blood Mages can be willweavers or harnessers, depending on career combinations.

Harnessers, as I explained in the previous review, are exactly what you expect. They use rules identical to how warlocks work in Hordes, and are able to rile beasts, force them, and channel fury from them.



Wolds, the construct monsters of the Orboros get their own section in the chapter on magic. We get details on their construction of Wolds, the golems made of wood and carved stones. While these creatures do generate Fury and so act as warbeasts, they differ in that they must be repaired rather than healed, and do not frenzy. This makes Wolds in the rpg rather like a cross between a warbeast and a warjack.

That all of course brings us to the next major chapter, Warbeasts.

Essentially as we already know from the abridged rulebook, that the rules for them are the same as they are in Hordes. Of course we do get some more information on the nature of the warbeast/warlock relationship, the dangers of an ill fed beast, the way such creatures frenzy when their warlock dies, and more. For every beast within the book, we get information on the rules for training, arming, and animi, that beasts can learn and be equipped with. The actual stats for the beasts are given later in the book, and so this saves space by separating the Warbeast specific rules from the Warbeast stats.

The chapter on gear is as expected, featuring the tools of the trade for many of these races. But we also get a whole load of items and ingredients for wilderness alchemy, which are great additions for even regular IKRPG alchemist characters. But Bone Grinders (who are not just farrow, but any race) are more like specialist cooks, who know the brews and broths to create. Bone Grinders can also fabricate magical fetishes from the body parts they harvest from creatures and fallen foes.



The penultimate chapter, preceding the GM section, is the bestiary, which serves both as a list of opponents for characters, and the selection of creatures for warlocks to control. Many of these will be familiar both from the wargame, or from the pages of No Quarter and the Monsternomicon. Creatures get the standard style of information we have become used to, plus the templates (given in the appendix and in No Quarter and the Monsternomicon) than allow us to present variations on the same creature (so a juvenile Argus, or a Argus Alpha, or a trained Argus etc). There are some new beasts in the pages here, like the different types of Drakes, and the Feral Geist.

So, how do I feel about this book?

If you are new to Iron Kingdoms, and start here rather than the IKRPG book, then it is an excellent, massive, and well presented book, filled with the art and lore that we have come to expect from Privateer Press.

However, if you are like me, and already play the war games, or play the IKRPG, then there is a lot that is familiar, or duplicated wholesale. Is that a bad thing? Perhaps. But then Privateer Press has two core books for two player bases for two different settings, which are bound together by a greater setting. In that respect, it is similar to the scenario FFG has with the Warhammer 40k rpgs. So if you really want the content of Unleashed, but don’t want to buy a book you already have half of, then go get the pdf is my suggestion.

Lastly, right at the back of the book are two pages of conversions done by the Privateer Press studio. Lots of cool ideas here and I hope PP will make models available in some manner to make getting bits easier for such things.

Oh and the hard copy version of this book is excellent. I guess with the IKRPG core book, I now have two core books for my group when basic rules need referencing. But then the abridged rulebook is great for that too.

Friday, 27 March 2015

[review] Unleash the Beast - Iron Kingdoms Unleashed Abridged Rulebook

Biting, Snapping, Tearing, Growling!







So out to download are the pdfs for the books contained within the new Iron Kingdoms: Unleashed starter kit. That kit contains the abridged rulebook, miniatures, and tiles and counters to represent the battlefield in the adventure you can play through.
The books within that box are the abridged rulebook, character sheets for the pre-generated characters, and the adventure.
In this post I'm going to briefly review the abridged rulebook.
If you already play IKRPG you will get a good kick out of this!
Seriously. The abridged rulebook serves two great functions than just being a primer to the rpg. It's 32 pages long and just has rules within it. You get all the standard rpg rules as seen in IKRPG core book, plus the rules and spells for the magic users of the wild. So it's a cut down rulebook. Great to dish out to players for either flavour of IKRPG. And, it is a nice add on to IKRPG if you are not ready to get the full Unleashed book.
So other than all the standard rules, what is new?
Well we get the rules needed for the pre-generated characters of the adventure box. We get rules for the third magic user path. Harnessers. So these are our Warlocks. The rules are as expected, ported straight over from Hordes. We get a bit a bit of info (though no specifics in this book) on how Warlocks have paths, which tie them to certain types of beasts. Obviously life is hard for Warlocks without a beast, because then you have no source of Fury. So starting characters that are warlocks are more than likely to have at least one or two easy to manage beasts. On top of that there is a bit on what happens when a warlock dies, or goes unconscious. The link to their beast is broken, and it goes wild - which could mean a lot of different things.
While mentioned, we get no specific rules to cover Bone Grinder, other than their spell list. Bone Grinders are a form of alchemist of the wilds, that make totems and magical items from animal parts. Fun! Very eager to seem them in action. Plus, not all Bone Grinders are Farrow (the only type seen in Hordes so far).
Totally new and cool are Blood Mages. Think Gun Mages, but that use magic via their close combat weapons. Really nasty spell list (oh you die and explode blood, have an AOE attack on the enemies nearby).
So in total, this book in pinch, combined with the beastiary for IKRPG, Monsternomicon and NQ articles, really quickly gives you the ability to drop in Warlocks into your games of IKRPG. Of course, the main Unleashed book will have all the background info, rules, and monsters (lets be fair - glorified weapons and warjacks) for warlocks to use.
Am I excited to get the big book? Oh hell yeah. Do I want the actual boxed set? I am seriously thinking about it. Do I want to play a Gatorman? Oh yes please!

Thursday, 19 September 2013

The Forensic Sciences of the Iron Kingdoms

   The Iron Kingdoms, due to the level of scientific advancements and alchemy and of course the unique touch of Mechanika, and as a setting on the edge of a industrial revolution, certain methods of forensic science investigations are possible. In this blog post I will look at a few examples at how the unique blend of science and magic in the Iron Kingdoms allows for some CSI like gathering of clues and mystery solving.

   Many mundane things can be analysed very easily by a investigator within the Iron Kingdoms. Fingerprints would be easily recovered and viewed, boot prints could be checked for size and gait, and fibres could be of course easily compared and identified. Clues such as these can be introduced simple because the Iron Kingdoms can be assumed to have a well developed means to fabricate glass. In particular this means that microscopes, while expensive, may be part of the repertoire of investigator.

   A keen eye, aided by such glass wear, means that autopsies are also a useful method of criminal investigation. Organs and tissue can be observed for the manner in which they were damaged, or visual markers can be found for poisons and trauma. It can also reveal if the body has been moved - foreign soil or plant debris on the body can prove this.  Simply being able to look at very small things makes investigators more capable of looking for the clues that can close a case.

   Following this line, we get to an investigator who is skilled anthropology. They would be skilled in examining bone structure, and so being able to identify species, gender, age, height, health and many other factors. Such a skill would be very useful, especially if the case relied on the discovery of a missing murder victim and connecting their death to a conspiracy. It is even possible that an anthropologist is skilled in facial reconstruction, which could be critical in proving that a person thought to be dead is in fact not! Good knowledge of bones and how they break is also useful if the type of weapon used is not obvious. Anthropology may well extend to a knowledge of Zoology, and so help in the identification of the type of monster that may have attacked.

    Related to this is perhaps the knowledge of blood splatter analysis. While it is not likely to recreate the crime scene, like in 'Dexter', just knowing the difference between arterial sprays, blood stains due to gun shot wounds, and of course the difference between blood stains made by the living and the recent dead, is all very useful information to a investigator, especially one who can prove that the killer was in fact already dead. Blood splatters also vary depending on the type of gun wound, and so can reveal a lot about the direction of the gun shot (blow back splatters). In the world of the Iron Kingdoms, some bullets due to their magical nature may well not leave certain types of blood stains, or cause more distinctive ones.

    Ascertaining time of death relies on many things. There is of course body heat, and a well placed thermometer can help in that matter, since inner organs will cool at a certain rate after death - and a clever killer may know this and manipulate this. But knowledge of bugs, and how the body putrefies, is also a good guide on the time of death, generally in cases where the death has occurred more than a day ago.

   If a bullet could be recovered, some investigators may be able to put that to use, as they may be skilled in ballistics. Given the type of shot, chemical residues, bullet holes, and more, a bullet could be tied to a particular killer. Their gun powder may be of a particular composition, or their gun left on the shot a characteristic mark. Again, this could mean the difference between the killer being a gun man 10 yards away, or a sniper from 100 yards.

   A good alchemist, and thus a good chemist, would also make a good investigator in many cases. In the case of arson, the manner in which a fire spread, and what started it, is easier to discern if one has knowledge of how things, chemical and alchemical, burn. Certain residues and ashes could also be further tested to identify their nature, giving further clues as to what was on fire, which of course is particularly important if knowledge of that is critical to some conspiracy.

   Given alchemy is 'chemistry - but lets you make things in manner that breaks the laws of physics', it can be reasoned that there are reagents and fluids and powders that can reveal the nature of identity of certain things. This means things like narcotics analysis is very easy, as is ascertaining the type of blood (you could imagine a reagent changing different colours if it finds human, dwarf or elven blood, but a further test might be needed to further identify the type of elven blood, or the blood type for humans). Toxicology would also be common place, and also important in revealing more supernatural and magical poisons and toxins. 

   But we can further expand upon what Alchemy could reveal.

   Taking a queue from 'Sleepy Hollow', where Ichabod Crane uses a reagent sprinkled on a blood stain to identify how quickly the head was removed from the body. Such a thing doesn't exist in the real world, but Alchemy may provide a possible means to do this.

   Building upon the previous example, there could be a number of reagents that reveal the interaction of certain creatures with a crime scene. A variation of the Ashes of Urcaen my reveal ectoplasmic residue on a body. Perhaps another residue reacts to give a faint blue glow, revealing that a gobber had been in the area. Maybe a vapour when wafted in a room will give a purple colour and so reveal that elves had been in the room.

   There may be certain investigators skilled in Zoology who are able to take skin samples and by growing them gain further information on the trollkin that had been involved in their case. Of course those Horticulturist investigators would know the difference between different Hooga plants, and so know the difference between one cigar stump and another, which may be critical in determining which of 2 crime bosses was at the crime scene.

   Perhaps a more 'social' investigator would make a good profiler, and so is able to note certain habits and tells when interrogating or watching suspects. They would know if a murder was typical for a person from a certain background, and given enough other evidence, would be able to narrow down the suspect list.

   So there you have it. My views on how the Alchemist and Investigator careers can offer some really great storytelling opportunities, and of course, the change to really have a good mystery and CSI style story.


Saturday, 27 July 2013

[actual play] Iron Kingdoms - Adamantine Will

Episode 2 : Witchfire - The Longest Night - Part 4
Hurst looked at the wax, and Brother Eckert already could see that someone had been practicing necromancy here. The troupe left the dank cavern and the murky bone pit. There were only a few chambers left, which were of no consequence, and really further proved how foul the acts of the Orgoth were. But one chamber was important. The tomb. The seals upon the door had been broken, and from with there was no sound.
Gregore kicked open the door and his lantern illuminated the chamber, casting ghastly shadows over the hewn stone walls. Within were 4 stone coffins, and stood like statues were five mouldering thralls. The figures were clad in the old armour of the human kingdoms that predated the coming of the Orgoth. The bore rusting great weapons and the silently turned to face the intruders. A dry rasping sound escaping their mouths, an impossible thing, but of course so was their animation. Gregore, seeing the threat stormed forward and rained a series of blows upon the closest thrall, his great weapon cleaving bone and armour. Hurst moved, clearing a firing line for Darcey, and rolled a grenade into the the throng of undead, filling the room with the smell of sulphur as two skeletons were immolated, yet still they shambled forward. Darcey leveled her rifle and fired, the sound of the gun shot echoing through the chamber like thunder, and her shot shattered the skull of one of the burning dead. Eckert made the sign of Morrow, and unleashed from has holy staff a series of blinding bolts of blessed light, that pounded into the dead, and causing a further one of the flaming dead to collapse.
The remaining dead rushed forward and surrounded Gregore, swinging their great swords in carving arcs. Gregore ducked and rolled and corroded steel bit into the stone floor and his armour. Blood seeped out from under his armour and his arm felt numb. But he grit his teeth and brought his own blade down on one of the dead, but could not land a killing blow. Hurst had no safe way to shoot his pistol, let alone use another grenade, and so he paused, waiting for his chance. Both Eckert and Darcey charged into the fray, bringing their great staff and mace down upon the dead, splintering bone and reducing the dead to a heap of bones. Seeing his chance Hurst rushed forward, drawing his dagger, and with a swift cut served the skull from the body of the last thrall.
With the thralls no more, they looked about the chamber. Within each of the stone coffins were wooden coffins. Chains would ave bound them, but the coffins had been broken open, and the corpses were gone. At the base of each of the stone coffins were brass plaques, recording the date of their execution, their crime, and their names. Of course one corpse and coffin was missing. Lexaria Ciannor. About each coffin was a circle of red dust, sigils of some form, and numerous burnt candles lined the magic circles. Discarded there was a ball of thick black yarn and a thick needle. It was clear that whoever the woman in white was, she had come and stitched the heads of the dead back on and animated the dead.
With more questions than answers the troupe left the tomb, bidding the Gobber tribe goodbye, and assuring them that the undead had been dealt with. The Gobbers were only half interested, as they were part way through making a stew.
The party of witch hunters rode back to Corvis, and through the misty streets. Snow was gently falling, given the City of Ghost a certain fairytale look. Revellers paraded in masks and watch fire breathers and jugglers,as it was now just 2 nights until the Longest Night festival.
Returning to the cathedral the party went to speak with Father Dumas. In the warm of the vicarage they explained what they had found. Of most concern was that they believed that Lexaria herself had risen and was the one perpetrating these crimes. Father Dumas assured them that such a thing was impossible. He would not tell them where the tomb of his sister was, but that he knew she had not risen. Darcey asked it there was anything unusual about the events of the execution, for Darcey had already learnt much of the event from Alexia. She knew that when the final witch, Lexaria, was killed, the executioner was sent realing from the stage by some unknown force. Father Dumas explained that he never knew the identity of the man, but that the blade used was unusual, and that perhaps it was of Orgoth design, but again refused to tell them where it lay, fearing it was now cursed.
Given what they did and didn't know, Hurst headed to the library to perform some research, while also watching Father Dumas, wanting to learn where the body of Lexaria lay. They knew that Magistrate Borloch was not to be trusted, but that they had to be delicate in addressing is corruption. Darcey headed off to speak to Alexia once more. Knocking on the door she found the girl, who appeared distracted. She explained she was about to leave to watch another performance with friends, and that she had been making a mask for the festival. She again asked that Darcey not tell her uncle. Darcey looked at Alexia's fingers and saw the red wax under her finger nails and staining them. Darcey bid the girl goodbye, and sort somewhere nearby to hide and from where she could then watch and follow her.
Half an hour later Alexia left, wearing a large black cape, with the hood drawn to conceal her face. She also carried a large black satchel with her. Darcey followed the girl, and she was led through the city, down winding alleyways, until Darcey found a deadend, and Alexia gone. She looked around There were no doorways for her to have gone through, and no way she could have scale the walls. But there were footprint inthe snow, leading and apparently going through the wall.
Darcey fetched, and returned with Brother Eckert and Gregore, and together they were able to force a secret door open. Gregore raised his lantern and guided them down the slippery stone tunnel, and under foot water was running. The tunnel turned and led down and to a iron grate, and beyond was a larger tunnel. Water rushed down as a frantic pace, and they followed the narrow path along the waterway. They came to a rotting plank and found where the waterway led. Before them was a large sink, and the water spiralled downwards, more than able to sucking a man down to his death. Gregore edged along the plank, holding the end of Darcey's rope. Darcey, as she was the lightest, went next, holding the rope while Eckert held the other end. This allowed Darcey to put more of her weight into the rope and allow the plank to endure longer. She grimaced when Gregore suggested 'ladies first' as if it was for her own safety, rather than practicality. She pounded him on the arm once she reached the other side, knowing that in a fair fight she was more than able to taking the knight on. Eckert was the last to follow.
They continued along the waterway, and reached a door. From beyond it they heard no sound, the rushing water obscuring almost their own whispers. They edged the door open and moved in. They found the room was large and was obviously occupied. There were drapes on the walls, and in one of the far corners a crate that acted as a makeshift table. Upon it were books and about it cushions. In the nearest corner there was a magic circle, just like the one they had found in the Orgoth tomb. From the furthermost door on the left Alexia appeared. She was about to shut the door but stopped. Before Eckert or Darcey had the chance to talk and reason with the young woman, Gregore grinned. 'Catch!' He made to hurl his lantern at her, but Alexia was far quicker. She muttered something in Telgesh, and luminous purple runes spiralled about her left had as she pointed at them. A cloud of burning, choking ash erupted about them, and obscured their sight. 'Stop them!' Alexia shouted, and she ran.
Gregore ran forward and could not see where Alexia had gone, and where she was standing, now two thralls were instead, having come from the chamber.

Friday, 5 July 2013

[actual play] Iron Kingdoms - Adamantine Will


Episode 2 : Witchfire - The Longest Night - Part 3




Darcey drew her pistol and fired, splintered the brick of the chimney stack as the sniper ducked for cover. Gregore pushed Darcey to cover as the assassin fired back, the shot hitting the wooden crates behind them. Darcey fired again, giving cover Gregore, who had stormed over to the building and leapt up onto the wagon and lower roof nearby. Again the sniper fired, trading shots with Darcey. The sniper turned ready to fire at Gregore just as Darcey placed a well aimed shot in his chest. Gregore clambered up and face the man, kicking aside his gun. He had no fight left in him, and so Gregore bound him lowered him from the roof.

At the cathedral Gregore and Darcey had slung the assassin in the cells reserved for the Order of Illumination. Priests had tended to the man's wounds, and they were soon joined by Brother Eckert and Investigator Hurst. Gregore, Hurst and Eckert went into the cell to question the man. Gregore tried to do a softly softly approach, but the killer just laughed, finding little intimidating. Hurst, masked by his alchemist garb, set his bag on the table, and with some theatrics, mixed up a variety of frothing, bubbling agents. Nothing that could harm a man, but that obviously made the hired gun sweat in fear.

The man had had enough, he answered Hurst's questions as best as he could. He told them the person who had hired them had just given them a note and the money, with the promise of more later. The person had been masked, and all the killer could recall was the pocket watch he had. Hurst recognised the description as being that of a watch given to Corvis University lecturers after 5 years of service. The gold coins paid to the killer were also similar to what Hurst had recovered before. They all bore the wrong date, 604 AR, rather than 602 AR.

The next morning Hurst melted down the weirdly corroded, apparent forged, coins. But he found their chemical composition matched that expected for the gold alloy used by Cygnar for their coins. Gregore, wanting further confirmation took one of the coins to one of the major banks in the city, where the coin was treated as a forgery, a rather imperfect one.

Darcey went to visit the vicarage of Father Dumas, hoping to find Alexia, hoping that the young girl can tell her more about the death of her mother. Alexia invited Darcey in, and together they sat next to the warm fire and talked. Alexia explain that as far as she was concerned her mother was a good woman, and that she had been unjustly killed. Alexia seemed to harbour some distrust of those in power, especially the Magistrate Borloch. She admitted that her mother may have been a witch, but that she was not a bad person. Darcey seemed convinced, but noted that Alexia was somehow tired looking.




The troupe gathered together their things and rode out of the city and north east, to the tomb of the coven. The journey was 2 hours through misty, swampy, and heavily wooded ground. They eventually came upon the old Orgoth scouting post, and they gingerly moved closer. They found that the heavy granite doors to the tomb were shattered. The doors were engraved, and Eckert could make out the symbol of the Orgoth Empire - the leering face on a field of stars - and the etched warding runes. The group lit their lanterns and headed in. The cleared each chamber, checking for signs of recent activity. There was clearly something going on in the tomb, as there were relatively fresh fire pits. The eventually found what had been the mess hall for the station. In the dank room again there were signs of occupation. There were gnawed bones and scraps of metal and cloth. The fire place had also seen some use.

They had come to a crossroad, and so Darcey set up a position from which she could fire, while the others investigated the narrow passageway through the rock. They found a number of rooms, but as Gregore and Eckert headed onwards, Hurst took a different route. Eckert looked back and called for Hurst, but he could just make out the light from his lantern. Eckert of course had invoked the blessings of Morrow and could see in the dark - runes of power were glittering across his eyes. Gregore found another three chambers, and so investigated the one ahead of him. He found a rocky chamber, and within a Gobber skeleton. It was less than a week old. Eckert came to examine it, using his staff to poke at the body, which then disturbed the strange carnivorous fungus that reached down with tendrils and lifted the corpse up. Eckert and Gregore backed away, now paranoid about what may lie in wait on the ceiling of the tomb.

Gregore and Eckert headed back down the passage way and checked the chamber they had passed, and found what must of been the forge. Here they found footprints on the muddy floor, which were certainly the prints made by the feet of Gobbers. Darcey had come to find them here, and together then went looking for Hurst.

Hurst had discovered a large cavern, in which was a pool, a sandy shoreline, a boat, and crystal clear water. Hurst could see that the flor dropped away dramatically, and that in the sand there were gold coins and a dagger. He could also make out the form of a squid lying in wait. Hurst however was greedy. In the boat he found more signs of recent activity, and a long pole with a wicker basket at the end. With this he could scoop out the coins and dagger. He punted out onto the water with the boat and started to dredge the sandy pool floor. He got a few coins out, noting their age and that they had been minted during the Orgoth occupation. He desperately tried to get the dagger, but it fell out of the basket. The others then arrived in the chamber to watch what Hurst was doing, somewhat dumbfounded by the entire act. Hurst scooped up the dagger once more, and just as he plucked it out of the basket, the squid violently attacked. The water bubbled, and the huge tentacles grappled the boat, seeking to throw Hurst into the water. Darcey fire off a shot with her rifle, as Brother Eckert invoked the power of Morrow, sending shimmering beams at the beast. Injured, it slinked off into the dark of the pool.

Hurst made it back to shore, and showed them his loot. Darcey saw the whole act as some sort of fools errand, tossing one coin back into the pool, hoping to placate the dark forces at work. Hurst was more pleased with his haul, and found the dagger was of Orgoth make, a black steel with copper inlaid. Gregore insisted they go back to deal with the fungus, and is a moment of exasperation Eckert smacked both me about the head, reminding them they had the work of the church to do.

As they made their way back down the winding route thought the rock, they could hear voices up head. A gibbering - Gobbers. Eckert called for silence, and so with the route clear, Hurst went ahead finding that the Gobbers had gone into the mess hall. There were 6 in all, and they were arguing, while one was trying to light a fire. The group burst in on the Gobbers, reasoning that surprise would hopefully stop any fight. The Gobbers coward under tables, as the group demanded to know what had happened. The leader of the Gobbers went on to explain that they had only come here as it was dry and safe, and they had their own way in. They had fled wen the main door had been torn apart by the 'girl girl with the dead things'. That was a day ago. The Gobber, hoping he had saved his skin and that of his gang, then asked for 10 gold crowns. They gave him 7 and said that they would go look at the tombs. The Gobbers mentioned that they had never ventured in there. They feared it.

The group moved on, passing one room where they found another goblin. The small fellow seemed shocked as he looked up from his fire, with Gregore simply saying sorry and shutting the door.

The group found that the passageway once more forked. They took the winding passage to their left and found another chamber with a pool and shackles on the wall. It was a torture chamber, and in the pool were the slimey, half decayed remains of humans the Orgoth had tortured a thousand years ago. Hurst then noted that there was fresh red candle wax on the floor...

Thursday, 13 June 2013

[actual play] Iron Kingdoms - Adamantine Will


Episode 2 : Witchfire - The Longest Night - Part 1





It was Ashtoven, and a week before the Longest Night. The city of Corvis was cold and blanketed with fog, but there was a carnival atmosphere as the Longest Night approached. Mulled wine, sweets and masks and costumes were on sale ready for this night of decadence.


In the month since the events in Gedon, the troupe of witch hunters, led by Brother Eckert, had been acting for the Cathedral of Morrow in Corvis. Under the orders of Father Dumas they had been sent to hamlets and villages and towns in the Widower's Woods - the deep forest that rings Corvis - and they had been tasked with investigating cases of witchcraft, hunting Swamp Shambler zombies, or performing exorcisms. Darcey, being of the Dimiani family had been attending a number of masked balls, and had chosen to wear a Servetta Muta mask, a type of mask where it is held in place by biting down on a bit, and so rendering the wearing mute. Gregore had bought some fine clothes for the festival.


The group were walking back from one of the towns, after an evening of performing a rather standard exorcism. The were following the winding road through the woods, with had a constant air of the supernatural due to the thick mist the penetrated the deep forest. There was the sound of people screaming, calling for mercy and help.


Brother Eckert sprinted down the road and around the corner came upon a scene of carnage. Two hulking trolls were had attacked two wagons, and turned them over. People were cowering under the wagons and a number of people lay dead in the dirt. Some of the victims even had limbs torn off. One of the trolls, seeing Eckert, threw one of it's massive spears. The huge weapon slammed into the dirt next to Eckert. Gregore ran to the priest side to prepare for the inevitable charge. The other troll hefted it's massive axe, bellowed and charged at Gregore, its huge blade cutting deep into Gregore's armour. Darcey and Hurst ran up to aid the others. Darcey levelled her hunting rifle and fired. The shot hit home, and blasted a hole through the skull of the troll with the spears. But the beast still walked. Hurst levelled his pistol at beast, but the shot did little. The troll roared and charged forward, looking to skewer Hurst.


Eckert charged the other troll, seeking to help out Gregore. The priest called upon the power of Morrow, runes glowing and swirling about him, and empowering the others. He then brought down his holy staff on the skull of the troll axer, and caved in the beast's skull. Gregore took another crunching blow, numbing his arm. But he fought back, chopping at the beast with his great sword. Hurst tumbled away from the troll fighting him, opening up a shot for Darcey. The shot rang out and exploded a large hole in the troll's chest. The trolls were dead.


The leader of the caravan thanked the group, and asked for them to help them to the city of Corvis, and with performing last rites for the dead. He also offered remuneration, but Eckert refused.


Back in Corvis, and at the cathedral, the injured and dead of the caravan were tended to, and Gregore was treated for injuries and provided new armour from within the church collection. Father Dumas sat the group down and offered them hot wine and herbal liqueur, and explained to them that there had been a series of grave robberies. As he did so they were briefly joined by his niece, Alexia, who then ran off, told by her uncle to have fun and not to get in trouble. The city watch had not dealt with it because they were too busy with keeping the peace what with the festival coming up. Dumas gave them a list of names and locations where the graves had been exhumed.


At the Fullet Farm to the north of the city, they found the well kept farm and misty apple orchards. The trees looked like groaning spirits. At the farm the met Lorna, a tough and broad shoulder woman, with a dirty apron and grim look. She directed them to the family graves, and mentioned numerous times it must be the work of witches. She dusted the open grave with herbs to ward of evil, and explained that her husband died five years ago, surely due to a hex. She went on to tell the group about the witches trial 10 years ago when a magistrate discovered the coven and had them tried and beheaded. Her husband, Chander, was one of the jurors. She also recognized the other names on the list as Chander's fellow jurors, and was not surprised that they were all dead. She again blamed witches, and made the mark of Morrow.


Hurst rode back to the university to read up on the story, which he remembered since he lived in Corvis almost all his life. The others went on to the northern graveyard. There they found the graveyard groundskeeper, who told them of the execution, and how he found the two graves of the Sylva and Monsonata family, disturbed. The bodies had been taken 2 weeks ago. This tied in with when the Fuller body had been taken.

















At the university, in the library pouring over the record books, Hurst had fallen asleep. There was a click of a pistol being cocked...

Monday, 10 June 2013

[MINIS] Iron Kingdoms troupe miniatures

So I am basically done with painting the minis to represent the player characters of the group.

We have the following going from left to right;



Warmachine Orin Midwinter - to represent a Priest of Morrow ex-Military Captain, Brother Eckert
Warmachine Taryn da li Rovissi - for my wife's IKRPG character, a Aristocrat Bounty Hunter, Darcey Dimiani
FMF Royal Guard Stryker - to represent a Knight Duelist, Gregore
Hordes Dr Arkadius - to represent a Alchemist Investigator (also I might use him in Hordes if I get some Farrow beasts), Hurst.





Thursday, 6 June 2013

Darker Days Radio video review - Iron Kingdoms RPG

So I'm getting more and more advanced with the video editing, and things just begin to look more professional all the time. So here is the new video. Enjoy


Thursday, 16 May 2013

[actual play] Iron Kingdoms - Adamantine Will

Episode 1 : The Beast of Gedon - Part 2

The carriage trundled down the muddy road to Gedon. The town in the dying daylight was blanketed in fog, with only light from the houses and the church of Morrow to guide the carriage in. The streets of the town were muddy and townsfolk and those from the villages were taking carts back from the market.
The carriage passed through the mud caked town centre, and up toward the Gedon manor house, which was where the Alderman of the town and the lands made his home. The house was 3 stories tall, and was a grey stone building, built up upon the old hunting lodge that stood there during the Thousand Cities period. The gravel courtyard had many more carriages sat in waiting and from within there was the sound of music and laughter.
The Alderman, Sir Terron Waal, came out to greet the church investigators. He was joined by his wife, Jeuruse, and his daughter. He of course wore the regal blue of Cygnar. He offered the party to stay at his manor as they sought the truth behind the beast of Gedon.
The party was brought into the house, finding the main hall festooned with all manner of hunting trophies. They had the coats and gear collected, and their boots cleaned, and then presented to the other gentry of the township. In the drawing room many men and ladies were gathered talking. Amongst them was the Captain Hornbeck, and another lady played the harpsichord. Once introductions were done they party was free to speak to others. Investigator Beck Hurst walked amongst the crowd and listened to their conversations. Sitting with the ladies of the house, Darcey Dimiani, who was offered the utmost respect as a noble of Llael - and who outranked many of those present - listened to the superstitions of the older ladies. She heard how tonight was a night of ill omen, for Calder hung in the sky almost full, and that Laris was also a pregnant moon and almost blood red. Artis also sat low on the horizon, and shone a pale green. The elder lady warned the younger women to stay indoors, and to not stray with any man. Darcey, being able to speak to other women as part of her vow, offered more reason, and told the younger ladies of age a simple prayer to Morrow, and how to bind together a small bouquet of herbs, such as lavender, angelica, basil and carnations, which would ward off evil forces.
Gregore spoke to the soldiers who were present. They explained that they had in the last year seen the beast once. That is had two heads, and that its howl chilled the heart. They claimed it was as big as a man, and that it seemed impervious to gunfire, and that it only killed on the full moon of Calder. They also spoke that old legends told of such beasts being weak to silver.
Brother Eckert sat and listened to the Alderman, his wife, the local banker, and their son, the Menite priest, Valenor. Valenor wore the white robes of the old faith of Menoth, and his face was covered by the enclosing mask of bronze, save for the cross shape slit. They spoke of the beast, and Valenor explained how it was clearly the work of the Blackclad druids, the foul worshippers of the Wurm. He would see all their kind incinerated. His far called for calm, as this beast may not be their doing, and that those druids were still men, regardless of their faith.

With the night drawing on they feasted. The local poet read some of his latest work, only to be interrupted by a soldier arriving with dire news. Another villager had been found dead along the Woodsman road.
The troupe, with the Alderman, Captain Hornbeck, and Valenor, rode out to find the body. Darcey remained behind to see what else they could learn.
After riding through the town and almost into the woods they found a dozen soldier who guarded the body. Investigator Hurst immediately set to work, asking if the body had been moved. He noted the large paw prints, and the size of the bits. This was a big wolf, with two heads apparently. He looked over the dead man and opened his black leather bag filled with the alchemical equipment of his business. He was able to give an estimate the time of death. He asked that the body was taken and stored in the cellar for further examination. Valenor was most disgusted by this, asking that the body be burnt to save the town from the restless dead.
Meanwhile in the manor house, Darcey was in the chapel, praying to Morrow, but she had decided to lurk in the chapel, allowing her to watch who else made use of it. She watched as the Alderman's wife came in to pray, and then was approached, scooped up, and passionately kissed by the town banker. It was scandalous, and Darcey listened to them as the sought to find somewhere private to continue their adulterous affair.
When the other's returned it was a relief to Darcey. She has been approached by the poet, when had taken a shine to her, offered her a flower, and sought to impress her with his poems. Hearing the others return, Darcey was able to leave the poet without hurting his feelings him.

In the morning, Brother Eckert lead a small prayer in the chapel, attended by Darcey and Hurst, and those others of who had stayed at the manor house. Hurst then went to look at the body some more, and to also concoct more powder for a concussion grenade. On the body he found traces of wolf hair, but was unable to make much sense of it. The bites looked real enough. And the description of the soldiers and the bits fitted that of a Argus, a strange two headed wolf. But could that be the case? Hurst had already taken to suspecting the Menite priest.

Later that day they all rode with the Alderman and his men to the north where a large hunt had gathered. Many of the gentry of the land and hunters were ready to try and flush the beast out, and kill it. The assumption was that it was a wolf.
As the day progressed, wolves were heard howling as they fled the hunters, only to be killed in their droves by those armed with rifles who had ambushed them. Hearing a scream for help the troupe rode to see what was wrong. Far away from the hunt they came to a clearing and some ruins, and there on top was the poet and the Alderman's daughter, fending off 5 very large wolves. The troupe went to aide them. Darcey levelled her rifle and fired, and felling on beast as the shot splintered its skull. In response another wolf charged at Darcey. Its gnashing teeth tearing into her. Gregore leapt to her aide and drew his great sword down onto its back, rending flesh and fur, and then struck twice more, and severed the creature head from its neck. The other wolves darted into cover, as Hurst ran through the tree line, taking aime and firing his pistol. His shot struck true and another of the large wolves collapsed. Brother Eckert did the same, but on the other side of the clearing. He invoked Morrow's name, and from his staff leapt a blinding flash of light that scorched the largest of the wolves. The beast howled in pain and ran for the holy man.
Darcey, seeing her chance, mounted her horse and rode forth and had the two youngsters mount her horse. The large wolf tore at Eckert, taking the priest into its jaws and shaking him about like a rag doll. Gregore again ran to his aide, and hacked away at the wolf with his sword, and decapitated the beast. The last wolf was then soon killed by the combined power of Eckert and Hurst.
With the two youngster rescued and berated for coming to the hunt, they rode back to the hunting party, where they were thanked and rewarded for their bravery and help.
The investigators watched as wolf upon wolf was heaped in a large pile. Their corpses ready for skinning. The wolves they had killed were also added to the collection, being that they were fine examples of Dusk Wolves. But was the Beast of Gedon dead?