After several months' hiatus I got my figures and tools out to start working on something to get my creative juices flowing in a direction other than AD&D RPG. Doggerland has been taking up an inordinate amount of my time lately, and as a result my paintbrush and tools have not left the cupboard since way before Christmas.
As I had recently bought Saga at Salute I decided to do something with respect to that ruleset. A few years back I got hold of (two of) the Gripping Beast Anglo-Saxon Thegns box set, as well as two boxes of Vikings (I'll do something with those at a later date). I got them out of the box, and sat and stared at the sprues this afternoon to work out what I could do with them. I finally got the clippers out and created two units and the warlord for my starter force.
I decided I wanted to create a force that was post the first Viking Age (i.e. Alfred vs. Guthrum era) but pre-1066. I decided upon an early Anglo-Danish force based upon the early years of the Godwin dynasty. Lots happened during the Godwin era and they fought or opposed armies of many peoples during that time (other Anglo-Saxons/Danes, Welsh and Normans just for starters).
This is what I got for about four hours of procrastination, snipping and gluing...
First up is the warlord himself. There was a little kit-bashing involved to get this figure sorted as the shield and Dane-axe are from Conquest Games' Norman Infantry set.
The first batch of figures were made into a unit of Huscarls that I will use to represent the professional warriors who carry the warlord's banner. The banner bearer and horn blower had a kite shield added to their backs. The next unit I am hoping to arm with Dane-axes for striking fear into the enemy.
The second unit I created will represent what Saga calls Ceorls - a mixture of the better trained members of the Fyrd and lesser thegns. Eight spear-armed troops to bolster the numbers of the elite Huscarls. I will create another unit similarly armed and armoured at a later date to bring the army up to a basic 4 points. If I go for a standard 6 point army then I may take an extra unit of Huscarls and then invest in a box of Gripping Beast's Dark Age Warriors to make a unit of 12 levy.
After gluing the plastic kits together, I mounted them on 2p pieces. Now that it is no longer a criminal offense to deface the coin of the realm, I can use them without fear of losing my head - and they work out far cheaper than any base I have seen for sale anywhere! They also have the added advantages of being exactly the same size without fail, being magnetic, and they give the figures a little bit of heft which plastic figures generally lack.
I will attempt to get them undercoated this afternoon if the rain holds off, and maybe get the mail dry brushed to give them a little contrast.
Sunday, 27 April 2014
Saturday, 26 April 2014
White Dwarf Weekly #12
Since a few weeks back I now have a new local Games Workshop. My usual haunt was the shop in the Bluewater shopping centre, but recently a new store was opened in my local shopping centre of Bexleyheath. This is a lot more local and I have consequently visited it a bit more often than the one that is further afield.
I have had a good chat with the manager on a couple of occasions now but unfortunately I am unable to get down there to game still as my work finishes so late that I don't get home until the gaming time has prettty much ended. Still, that does not stop me popping in for a browse around the shelves and taking a look at the gaming tables and painted minis in the cabinets.
I got chatting to a fellow gamer in the shop today who runs a gaming club in Belvedere - I may very well pop down there if the timing is right work wise. It would be nice to supplement my Wednesday night RPg stuff with some tabletop battles. It might also make me pull my finger out and get some figure painted this year!
Anyway, back to the main point of this article; White Dwarf #12.
I missed this particular issue going on sale last week but found out via The One Ring forum that it contained some The Hobbit SBG material. As this is so few and far between I decided to try to track it down. The manager of my new local shop had a few copies put by out the back just in case rather than send all of them back to head office for shredding - good man! I duly picked up a copy. Here is a brief run down of what is on offer inside...
32 page magazine with a soft card cover
The new Citadel Tool Set (5 1/2 pages)
An Unexpected Journey battle report (4)
Sprues and Glue hobby article (4)
Paint Splatter hobby article (2)
Weekly Roundup snippets (2/3 of a page)
GW Staff The Hobbit armies (1)
Mini Picture (glossy back page)
So, we have 6 2/3 pages of The Hobbit material and 11 1/2 pages of generic hobby related material. Not as good as the contents of WD#08 but for 15-20 minutes read on a Saturday afternoon with a cup of tea and a slice of cake it is not bad value for money (£2.40). I will continue to pick up more of the magazines that contain The Hobbit material (and I hope this brief article encourages others to do so) in the hope that it spikes the sales figures thus drawing Games Workshop's attention to the player base for the SBG and encourage them to produce more material for its undoubtedly large fan base.
I have had a good chat with the manager on a couple of occasions now but unfortunately I am unable to get down there to game still as my work finishes so late that I don't get home until the gaming time has prettty much ended. Still, that does not stop me popping in for a browse around the shelves and taking a look at the gaming tables and painted minis in the cabinets.
I got chatting to a fellow gamer in the shop today who runs a gaming club in Belvedere - I may very well pop down there if the timing is right work wise. It would be nice to supplement my Wednesday night RPg stuff with some tabletop battles. It might also make me pull my finger out and get some figure painted this year!
Picture courtesy of Games Workshop's website
Anyway, back to the main point of this article; White Dwarf #12.
I missed this particular issue going on sale last week but found out via The One Ring forum that it contained some The Hobbit SBG material. As this is so few and far between I decided to try to track it down. The manager of my new local shop had a few copies put by out the back just in case rather than send all of them back to head office for shredding - good man! I duly picked up a copy. Here is a brief run down of what is on offer inside...
32 page magazine with a soft card cover
The new Citadel Tool Set (5 1/2 pages)
An Unexpected Journey battle report (4)
Sprues and Glue hobby article (4)
Paint Splatter hobby article (2)
Weekly Roundup snippets (2/3 of a page)
GW Staff The Hobbit armies (1)
Mini Picture (glossy back page)
So, we have 6 2/3 pages of The Hobbit material and 11 1/2 pages of generic hobby related material. Not as good as the contents of WD#08 but for 15-20 minutes read on a Saturday afternoon with a cup of tea and a slice of cake it is not bad value for money (£2.40). I will continue to pick up more of the magazines that contain The Hobbit material (and I hope this brief article encourages others to do so) in the hope that it spikes the sales figures thus drawing Games Workshop's attention to the player base for the SBG and encourage them to produce more material for its undoubtedly large fan base.
Labels:
chat,
LotR,
Product Review,
The Hobbit,
White Dwarf
Doggerland Session 4:28 (Pool of the Standing Stones III)
Pool
of the Standing Stones III (23rd April 2014)
The
Adventurers
Bow
– Ranger
Cormac
– Fighter
Gull
– Thief (NPC)
Johan
– Cleric
Theoderic
- Fighter
Vox
– Magic User
Adjusted map courtesy of White Dwarf 12 - copyright Games Workshop
A New Arrival - Sunday 28th Quinquember (Day
61) – early evening
The
sun had set and the dark fingers of the encroaching night obscured the path
through the woods that the stout warrior Theoderic was taking. He knew from his
talks with the denizens of the Gryphon Inn n Steeplfell that a party of
adventurers had headed out in the direction of the standing stones at the top of
the hill earlier that day and he did not want to miss out on any treasure that
was going. His mission was to aid in the rescue of the missing village girls if
he could, but he was given free rein to do as he pleased with anyone he came
across within the glade.
The
doughty fighter brushed aside the undergrowth with the uneasy feeling that he
was being watched but no attack came. He was certain that he should come across
the approach path to the ring soon but he must have gone astray because the
positions of the stars he could occasionally glimpse through the woodland
canopy showed that his path was not true. He was on the point of stopping for
the night when he entered a small clearing and noticed something unusual with a
patch of ground besides an old elm.
He
searched about to work out what had caught his attention when he found a large
iron ring bolted to a stout wooden door buried beneath a false turf. He grabbed
hold of the ring and pulled. A loud creak erupted from the rusted hinges and
the wooden portal slammed back on the turf to reveal a deep, dark hole.
The
fighter lit his torch and thrust it into the Stygian darkness to reveal a solid
stone spiral stairwell that led into the gloom. He drew his trusty blade and followed
his nose towards adventure.
After
he had descended twenty or so steps he began to hear the muffled sounds of
fighting and the bark of a manic dog. He hurried his descent in anticipation of
glory and treasures beyond counting.
Temple Guards Defeated
Three
of the Temple guards at the rear of the skirmish fought to release their companions
from their binding within the Rope of
Entanglement whilst their fourth companion ducked beyond the curtain that
separated the guard room from the chamber beyond from which emanated the enraged
snarls and barks of a rabid dog. Cormac and Vox hacked at the bound guardsmen
in frenzy whilst Gull covered the corridor outside both the guard room and the
room which contained Johan and Bow who battled the ticks.
The
leader and one of the bound guards fell to the blows of the two companions but
their comrades had some luck with cutting partially through the rope that bound
them. Vox feared for the magical item and called for Gull to help but no sooner
had the words left his lips when a heretofore hidden door burst open.
Two
of the guards turned at the entry of another interloper within their demesne
and challenged Theoderic as to his actions. The fighter just snarled back that
he was here to rid the world of the likes of those who challenged him and leapt
into action.
The
missing guard now returned with a rabid dog in tow and he commanded it to
attack the party at the door. The dog leaped towards the entrance where Gull
had just arrived. The thief swiftly gulped down his Potion of Animal Control and commanded the dog to stop.
Unfortunately he could not fully control the dog in its rabid state but he did
manage to confuse it enough to make it stand still.
The
lull in the fight gave Cormac just enough time to slay his final opponent and leap
to the aid of Theoderic who was being tightly pressed, whilst Vox controlled
the last remaining guard still bound by the rope. The fight between the two
fighters and the two guards was over swiftly as the far superior skills at arms
of the adventurers shone through.
The
two fighters nodded to each other in recognition of a kindred spirit and introduced
themselves before they put down the dog and looted the bodies of their purses.
They then darted into the chamber separated by the curtain to investigate what
was beyond. They espied a bunk room beyond and set about searching it for
valuables. They found a small gold plated casket filled with gems and jewellery
at the end of a rope that was immersed within the latrine. Vox robbed the leader’s
corpse of a fine looking scimitar and began to question the sole survivor of the
guard troop.
None
of the adventurers got anywhere with their questioning of the guard so Cormac,
who had lost his patience, allowed him to see if his promise of a demonic afterlife
was true.
Giant Ticks Defeated
Meanwhile,
Bow and Johan had got the better of the ticks in the bed chamber of the plate
armoured cleric. After the fight had gone agonizingly wrong to start with and
had led to the retreat of their other three companions, the cleric and ranger
fought on. They dispatched the noisome invertebrates within a few minutes
without further injury and then proceeded to examine the room for the hidden
entrance that they assumed the evil cleric had escaped through. However, try as
they might they could not find any secret exits from the room, but Bow did
manage to procure two magical scrolls from under the bed which he handed to Vox
when they met up again a few minutes later after both fights had concluded.
Once
the guard room had been searched from top to bottom, and Theoderic had been
questioned as to who he was and what his mission entailed, the four new
companions joined Bow and Johan in the boudoir. The darkness still reigned
supreme, but they were able to navigate their way through it to the light
beyond.
After
everybody was introduced to their latest companion, they all set about
searching the chamber for a hidden door. Even with Gull’s superior skills at
finding this kind of thing they were unable to find such an exit.
Bow
in the meantime had become bored and had sauntered off on his own in pursuit of
further adventure. He kicked open the next door down the corridor and lit his
lantern to combat the gloom beyond.
Monks from the Temple of Zuggtmoy
He
advanced along the downward sloping narrow corridor and turned left
(southwards) when it led that way. He could just make out a light that glowed
at the end, so he doused his own lantern and advanced to within a few dozen
yards to listen. He could hear the sound of heavy blows, as if sacks of corn
were being dropped or sides of beef were being hacked. He decided to await the
arrival of his companions before he went any further.
He
only had to wait a few minutes before he could hear the approach of his fellow
adventurers. He managed to motion for them to douse their lights and draw their
weapons, before he charged into the room.
The
great stone statue of Zuggtmoy that faced him as he entered the obvious prison cell
block made him miss a step as he charged into the room and he was quickly
accosted by two strangely garbed fellows who carried out the orders of their similarly
garbed master beyond. He managed to parry the blows from their great swords
before the rest of his companions entered the fray. Johan’s magical Hold Person did the trick by rooting the
master and one of his acolytes to the spot but the third fought on bravely, if
foolhardily, without their support.
Unfortunately
for him, the three warriors in the invading band were more than a match for him
and he went down under a flurry of blows.
The
party wasted no time in cutting down the other two monks (the party reasoned
they were monks due to their similar look and garb as Turuko whom they
encountered in Staneford only a month or two earlier) and looked for a key to
the cell doors.
They
found a bunch of keys hidden within a pile of rags close to the door at the
other end of the room and proceeded to open each of the three cells in turn to
find that they only contained the sleeping pallets of the three monks. A swift
slitting open of the mattresses revealed an amulet in what looked like the
chief monk’s cell. This was quickly pocketed and the door at the far end of the
room was kicked open.
Captives Rescued
Beyond
the wooden door they heard the sounds of weeping and pleading coming from
beyond the doors within the chamber. The cell doors were unlocked and opened in
quick succession and each revealed a few of what the party presumed were the
village girls. They all sported the signs of being mistreated except for one,
Gilnet, the sister of the young lad back in Steeplefell.
They
were all comforted and then asked what had happened. They replied by telling
the story of their kidnap by Ash and then their subsequent release into the custody
of Braken who kept them here for his own amusement. They could not tell the
party much else, but after a few more minutes of questioning they enquired
about their friend Leonora. The party assumed she was the maid who was slain by
accident in Braken’s boudoir, so they told the girls that they were sad to
inform them that Braken had killed her earlier.
The
girls needed to be returned to their village, so Theoderic, being the newest
arrival suggested that he would take them back to their loved ones and get
right back into the action when he could. Bow led the way to Braken’s chamber
where Cormac retrieved the body of Leonora and handed it over to Theoderic to
carry back to Steeplefell.
The
party said their goodbyes and escorted Theoderic back to the way he had come into
the dungeon. He bid them farewell and left them to carry on with their
investigation into finding the magical sword that would destroy the Golden Orb.
Rest and Recuperation – late night
The
party realised that the druid Ash had not been telling tales about the two
entrances to the subterranean complex, but he had been economical with the truth
as to the strength of the guards at each entrance.
They
decided that as they had been quite beaten about and their new comrade may not
make it back before they continued further the party decided to rest up whilst
the spell casters got their magical powers back and the party healed.
Bow
led the party back to the teleportation wall. As he thought, it returned then
to the first corridor that they had entered the complex through. He quickly
paced back to the gnoll guard chamber in which they had rested previously and set
about securing the room against attack.
The
party either slept in shifts or learned spells for the next four hours. On the
last watch, Bow returned to the main entrance hall and peered up through the illusory
pool at the night sky. His ranger skills came in handy as he realised that time
had passed rapidly and that it fast approached midnight. Only a couple of hours
separated the party from the next day; the day of the new Moon.
The Bedchamber and the Shadow Guards
Vox
recovered the spells that he had used, and Johan emerged from his prayer trance
fully restored with his god’s divine powers. The other members of the party were
then subsequently healed to full fitness before they donned armour and readied
their weapons for further adventure in the dungeon.
The
party turned left out of their safe room and headed down the other corridor
towards another dead end. The adventurers were not fooled this time by the
teleportation trick and, after Gull had checked the way for potential traps, walked
towards the end wall. They were again transported to another corridor but this
one was laid out slightly differently to the previous one.
Whilst
Cormac headed towards the first door, Bow made his way to another further along
the corridor. The rest of the party lined up and prepared themselves for combat
behind the fighter at the first door. He kicked the door open and stared in on
another bed chamber; this one most likely inhabited by a woman judging by the décor
and items of make-up strewn around the room.
The
floor was covered in a plush carpet and the huge four-poster bed against the
far wall spoke of comfort. The two plate mail adorned statues spoke of wealth.
Bow’s
conscience got the better of him this time and he decided not to go it alone just
in case the party got themselves into difficulty and could not come to his aid
if he required it. He returned to the first door and followed the rest of the
party into the boudoir. He spotted the doorway beside the right hand statue by
the bed and he headed straight for it.
When
he got to within a few feet of it, the statue came to life and swung its sword
at the ranger. Johan quickly cast a Bless
spell to aid his companions and combat was joined. Even though the plate
armoured opponents looked deadly, it did not take long for the party to reduce
them to scrap metal; only their black capes survived as they crumbled to dust
after each being struck once or twice.
Waking the Dead
Bow
was in a hurry to get to grips with the leader of this complex now. He knew that
there was a well-armed cleric around, as well as a female companion and the bone
devil Dando to deal with. He also wondered what had happened to the other four
gnolls that had escaped their clutches.
The
ranger made his way to the door that was alongside the bed and popped it open
to reveal a small empty chamber beyond, with another door opposite. He took a
brief listen at the second door and forced it open to reveal a strange vista.
In
the centre of the room stood two very large stone plinths, upon which lay two
very large bodies. The bodies had been stitched together from the largest parts
of the largest of men and looked menacing even whilst immobile upon their stone
tableaus. To the far side of the room was a strange contraption that was
covered in levers and handles. Several ropes of metal snaked their way up to
the ceiling and down to the stone tables upon which lay the two bodies.
Bow
and Cormac headed straight towards the device and began to push and pull the
various levers. Every now and again a few sparks were emitted from the device,
but on one particular turn of a dial a loud humming noise was emitted from the device
and a blue snake of electricity arced along one set of metal cables to create a
halo of energy around the head of one of the corpses.
A
long, slow breath was drawn into the dead lungs of the being upon the slab. Its
eyes opened and a long moan escaped its lips as it spotted the intruders
standing beside it. The creature sat up with a menacing slowness and cast its
gaze upon the party.
Labels:
DnD,
Doggerland,
Pool of the Standing Stones,
White Dwarf
Friday, 18 April 2014
Paulix's Side Adventures II
Paulix's Side Adventures II (12th March to 16th April)
The
Druid’s Broch - Tirsday
2nd to Wodensday 3rd Quinquember
Paulix
joined his old companions at the druid’s broch and caught up with all the
rumours that both parties had gathered (the rest of that adventure can be read
in the main body of the blog).
Return
to Castleford - Wodensday
3rd Quinquember
After
being debriefed by the baron Tancred, Paulix headed back to his room in The
Pike down by the docks outside the West Gate of Castleford. He was soon
contacted by Purloin who again debriefed him on his mission to the druid’s
broch. Paulix told his superior most of what had happened with his companions
but realised before it was too late that he had admitted the treasure he had
gained. Purloin asked for the guild’s usual tithe of ten percent and then
briefed the thief on his continuing mission to track down Gauk and to try to
find out any information about the cleric he had previously encountered at the
moat house just outside of Staneford.
Temple Investigations – Wodensday 3rd
to Moonday 15th Quinquember
Paulix
spent the next few days stalking around Castleford following up his previous
enquiries about the thief Gauk. He managed to pick up the trail again and on
Freyasday put on a disguise and headed off to Nulb.
He
arrived in good time to see that the underbelly of the village was preparing
for something. A few gold coins were passed across well-oiled palms and he
found out that there had been an arrival of a very important Temple personage
in the last couple of weeks. A few more gold coins revealed this person to be
none other than Lareth the Beautiful – the evil cleric that Paulix and his
companions had flushed out of the moat house. He had arrived with several of
his followers and they were currently encamped within the Waterside Hostel.
They were planning an initiative for the following month regards the Temple.
The
first amulet that Gauk had stolen back from the party had been delivered to
Nulb and then subsequently taken by another important Temple denizen for a
ritualistic opening of one of the magically sealed portals. This ceremony had
been successful because the aftershock had been felt and the lightning show of
a couple of weeks previous backed up the theory.
His
investigations after Gauk then led him to Staneford where the evil thief had
paid a visit on the traders’ establishment. When Paulix arrived in Staneford
though Gauk had already left the village and made his way back to Castleford
only a couple of days previously.
Paulix
paid out a few more gold coins to gather a little more information and he found
out that the traders had been arrested and taken to the tower of the lords
Rufus and Burne. They had been questioned for a day or so and then transported
to Castleford for trial.
Paulix
returned to Castleford two days before the raid on Nulb was about to begin. He
reported his findings to Purloin and was then allowed to rest for a while. He
also made a quick visit on his contact at the castle (Sir Guy) where he
reported the same. He was rewarded with 100 silver coins for his troubles. The
thief returned to his room but found that he could not sit easy with so much
going on. He ventured out into the Wynde to make enquiries elsewhere. He found
out that something big was about to go down both in Nulb and Castleford just a
few days hence. He noticed that there was a large amount of troop movements
within the town and the guard was doubled on several gates and main
thoroughfares.
On
the eve of the Battle of Imeryds Run, Paulix was warned to stay indoors by
Purloin if he valued his life, but was informed of his next mission. Being a contrary
type he ignored the advice and took up a prime position on the roof of a nearby
tall building and began to watch the comings and goings at the castle. He saw that
at the usual curfew time the city gates were closed and all movement into and
out of the town was closely watched by the large amount of guards now stationed
all over.
When darkness fell he saw that the castle gates opened and a long stream of men-at-arms, knights and siege engines filed out of the town led by several of the town's high ranked dignitaries. A few hours later, a second stream of troops headed down towards the docklands area by the West gate. Several people attempted to escape the confines of both the docklands and the town but were swiftly caught. He noticed that a few were undoubtedly members of the Iron Ring; his new found colleagues in the guild.
When darkness fell he saw that the castle gates opened and a long stream of men-at-arms, knights and siege engines filed out of the town led by several of the town's high ranked dignitaries. A few hours later, a second stream of troops headed down towards the docklands area by the West gate. Several people attempted to escape the confines of both the docklands and the town but were swiftly caught. He noticed that a few were undoubtedly members of the Iron Ring; his new found colleagues in the guild.
As
soon as the bells sounded for nine, the attack within the docks went ahead.
Torches flared and troops moved in. The docklands inhabitants scattered in all
directions but other troops had exited the town earlier and blocked their path
both north and south. Those who had not returned to their own homes were kettled
in and then led off to the town castle where they were taken for questioning.
The
heavy troops and archers made straight for the pirate ship berthed there and
boarded it swiftly. The magical Silence
and Darkness aided their approach.
The battle was very short lived, with only a token resistance put up by the pirates.
Paulix
watched all of this from his prime position accompanied by a few flagons of
wine. After the docklands raid had finished he remained where he sat and stared
up at the stars sipping at the wine. He thought back to what Purloin had
requested of him and began to piece things together; Gauk had delivered the
first amulet to his contacts and it had been used to open the first magically
locked portal on the Temple. The second amulet had been traced to the traders
in Staneford but they had got it away to Gauk before they were arrested and
imprisoned. The third amulet was in the hands of Lareth in Nulb, but no doubt
if the Thuringians were as efficient in their attack on that village as they
had just been in the docks then that should fall into their hands. However, his
next mission involved tracking down the fourth amulet and then finding the whereabouts
of the Golden Orb (a golden skull without its lower jaw that all of the amulets
fit into - if this was destroyed by a certain sword then the demoness would be
banished for 666 years.
On with the Mission – Tirsday 16th
Quinquember
Paulix
stayed in his bed late the following morning. The raid and troop movements from
the night before kept him awake and he thought deeply about how things all
fitted together and how he could gain from all this. The Iron Ring, although
useful for certain things did not make him much money and would make even less
now that the city was in lock down and half the guild was either captured or
killed. He would make more throwing in his lot, albeit quietly, with the Thuringians.
This
thought made up his mind, so he breakfasted quickly and headed up to the castle
to meet with his contact. He was directed to a nearby tavern and a short while
later a hooded and cowled Sir Guy slipped in. He bought the thief a plate of
food and a flagon of ale before he asked what he wanted. Paulix said that he
had a few ideas on how he could get to the bottom of a few of the outstanding
plots involving the Temple.
Paulix nervously
stated that he was a member of the Iron Ring but Sir guy waved his comment away and
said that he already knew that and said that it helped their situation better
that way. He then continued that if they could arrange a staged break out of a
few members of some of his fellow members, he would not only gain more trust
but may also get more information out of them. Sir Guy considered this a moment
before he asked the thief to continue.
The thief
suggested that if a few of the more senior members in the dungeons had some
kind of magical trace put upon them then he would jail break them with a small
team of suspected Temple loyalists and then accompany them to their hideout as
if he was a member of the Temple faction. Hopefully he could then gain more
information about forthcoming plans and locations of other members of the
Temple within the vicinity.
The
Thuringian knight said that he thought that might just work and said he would
be in touch within a few days. Paulix made his way to the Wynde and began to
make contact with some of the suspected Temple affiliated members of the Iron
Ring.
Passing Time – Wodensday 17th
to Thunorsday 18th Quinquember
Paulix
spent the next few days gathering adherents to his new cause and asked them for
a meeting where they could discuss the actual plans in more intimate detail.
The five or six thieves and bruisers he had tracked down agreed to meet him on
the following Moonday to discuss matters further and to introduce him to some of
the more senior members who would accompany him on the mission. The Temple would
be very grateful for masterminding this break out.
The
adventurer reported in to Purloin directly after and over the next couple of
days he was asked to perform a few minor jobs. Paulix carried them out with his
mind on other things and was almost caught on one occasion by a pair of
merchant’s guards.
He then
laid low until the appointed date for the meeting with the Temple’s contacts in
order to plot the prison break.
Doggerland Session 4:27 (Pool of the Standing Stones II)
Pool
of the Standing Stones II (16th April 2014)
The
Adventurers
Bow
– Ranger
Cormac
– Fighter
Gull
– Thief (NPC)
Johan
– Cleric
Vox
– Magic User
Partial map of the Pool of the Standing Stones dungeon (White Dwarf 12 - copyright Games Workshop) - amended for game purposes
Gnolls in the Darkness - Sunday 28th Quinquember
(Day 61) – early afternoon
The
solid oaken door swung away from the party to reveal the gloom beyond. As the
adventurers’ eyes began to adjust to the dimness their ears were assaulted by
the barking of the half-dozen gnolls beyond. Morning stars orbited the heads of
the gnolls before streaking out comet-like towards the fighters at the front of
the melee, and the whip of the discipline master cracked forth with a snap to
keep the unruly warriors in line.
The
poison from the darts that had hit the mage and thief in the stepped entrance corridor
continued to pound through their veins in time with the footsteps of more of
their adversaries disappearing along the corridor to either side.
It
was not long before Vox collapsed as the venom of several darts caused his
muscles to fail. Johan, who was away from the combat for a short while, was
able to resuscitate the magic user with a Healing
spell, but the poison, although ebbing in its potency, dragged him under once
more.
The
fighters managed to push the attacking gnolls away from their fallen wizardly
companion and slowly cut them down but then Gull, the thief, finally succumbed
to the dark ichor coursing through his veins. Johan, alert to the dangers of
both his ailing companions managed to force the last of the Healing potions down the thief’s throat
and used his final dweomer to bring Vox back from his stupor again.
When
he was satisfied that both the thief and mage were stable and that the poison
had run its course Johan joined the fray. The last of the gnolls fell in rapid
succession with the added might of the cleric of Balder.
The
party collected their thoughts and gulped in breath after the brief but frantic
combat. They decided that as they were almost out of magic and that their
injuries were rapidly mounting they needed a place to hole up to recover. There
was no sign of the runners coming back, so the party headed to the left through
the portals after searching the bodies of the gnolls for any treasures.
In the Western Guardroom – spider
carving and grey ooze
Bow
led the way forward with Cormac on his shoulder guarding the flanks. The woozy
mage followed and the unconscious thief was then carried along behind by Johan,
whose ears were primed for the sound of returning guards’ footsteps.
Directly
to the left of the western valve a set of stairs led upwards. The ranger took
the steps two at a time and realised that he was on the gantry that the gnoll
guards had shot poisoned darts at them from. He shone his lantern along the wall
and made a note of where the small holes were for future reference. He quickly
listened at the door opposite the guard wall and pulled it open. The room
beyond was lit by several smoking torches and a few lanterns on the centrally
placed table. He noticed that he was at the head of a set of steps that led
down into the room that was obviously a guard room.
As
Bow eagerly stepped down the flight of stone stairs he surveyed the room with a
critical eye. There were five bunks, five guarderobes and five small chests
that lined the walls between three more doors that opened into the chamber. On
the table surrounded by five stools in the centre of the room were the remains
of a nasty looking meal.
He
motioned for his companions to enter and they did so in swift succession. The
door that they had entered through was closed and their two poisoned companions
were laid upon bunks to fully rest.
Johan,
backed up by Bow, went to investigate the other doors whilst Cormac stood watch
at the door they had entered by. The door to their right opened up onto the
main corridor in which they had just fought the gnoll guards. The inward
opening door was closed again and blocked by moving one of the large bunks in
the way.
The
two adventurers then crossed the room and opened the door on the opposite wall.
They jumped with fright at the sight of a huge spider that hung from the
ceiling. Luckily it was a carved and realistically painted effigy so would do
them no harm whilst they searched what appeared to be a store room. Inside was
a motley collection of gnoll-like weapons, foodstuffs, a small pot of some
unguent and a locked steel box.
The
friends realised that there was not much of value in the room, so they took the
pot of unguent and the steel box and left the chamber. The key to the box had
been found on the body of the guard captain, so it was opened with relative
ease to reveal the gnoll guards’ pay in silver coins.
The
cleric crossed the room to the final door and strode straight in not expecting
anything untoward. Unfortunately he stepped onto a floor not made of stone but
of grey ooze; not the type used to make zombies but an altogether nastier one
that resembled the green slime they had encountered at the moat house dungeon
entrance. Before he could even shout a warning he had plunged in over his head.
He spluttered to the surface and was swiftly pulled from the mess without harm
but his metal armour, flail and sling stones began to corrode rapidly. He
stepped out of the armour and dropped the weapons only to see them dissolve
into a molten mess.
Displeased
at being made to look such a fool he cast about to see if he could at least
replace his armour. The gnoll captain’s armour, albeit very smelly would have
to suffice at a pinch but Johan’s scowl turned to a smile when Cormac offered
him the magical mace he had picked up from Lareth in Nulb (he had bought a
decent magical sword in Castleford, so was more than happy to give his
companion his second weapon).
Johan
then announced that he would use the first store room to prepare his spells and
that he should not be disturbed for a few hours unless they were sorely
pressed. He suggested that the others took their rest whilst they could and
that Vox prepared his next set of spells, and stressed that no-one should
wander off alone in the interim.
The
magician was already hard at work on his spell-craft when Johan gave his order
and he realised that he could cast his remaining Strength spell and learn a new swathe of magiks knowing that the
dweomer would last for several hours thereafter.
In the Eastern Guardroom – Giant Spider –
late afternoon
Cormac
took first watch and was then replaced by Bow at the door a couple of hours
later. Gull rested fitfully on his bunk but the poison had completed its
ravages upon his body. Vox perused his spell-books whilst he looked after the
thief and Cormac snored on his bunk in the corner of the room. Bow heard that
Johan was coming to the end of his prayers and divinations and was certain that
no danger would be forthcoming from the escaped gnolls as nothing had happened
in the last four hours, so he satisfied his curiosity itch by stealing from the
room in search of adventure.
Nobody
saw or heard him go as they were either asleep or studying for their spells.
The ranger stole down the steps and into the main corridor. He passed the dead
gnoll bodies in the grand hallway and noticed that on the right side of the
main entrance doors there was an identical stairway. He strode straight up it
and popped open the door at the top.
The
sight within the room was almost exactly the same as the one that greeted him
when he entered the first guard room except some of the furniture was arranged
slightly differently. There was the same number of doors and the bunks also numbered
five. A quick calculation showed that four of the gnoll guards were not present
at the fight for the doors; he wondered where they might have gone.
The
ranger popped open the door to another storeroom but found nothing of value in
there other than another small, locked steel box and another jar of unguent. He
picked them up and closed the door after him before he turned his attention
upon the second door in the room.
He
then strode purposefully over to the store room that was the equivalent of the
one with the grey ooze. He opened the door with care and looked within. He
could not make out much in the darkness, but when he thrust his lantern in for
a better look a looping coil of sticky substance wrapped itself around his
torso and bound him tight.
He
yelped in panic when he saw the great bulk of a giant spider crawl its way
across the ceiling of the chamber, clicking its pedipalps in anticipation of an
easy meal. Bow was anything but an easy meal, and with his magically enhanced
strength he pulled the spider from its eyrie on the ceiling and onto his sword.
The
ranger’s shouts roused the rest of his companions; Johan completed his prayers
and enquired to his companions what was going on. Vox remained seated whilst he
watched over his sleeping companion and shrugged his shoulders. Cormac,
meanwhile, had grabbed his sword and sprinted towards the source of the noise.
The
cleric and fighter got to the scene of the disturbance just as Bow had cleaved
off the spider’s second leg. The rest of the party made very short work of the
arachnid thereafter. After the combat, Bow was berated for his single action
but all were relieved that he was alright.
Juggernauts and dead-ends
The
three adventurers quickly returned to the first guard room to pick up Vox, Gull
and the rest of their equipment and also opened the second steel box to reveal
a bit more silver and a small gem. Johan dispensed magical healing to those
still in need and awoke Gull from his poison induced slumber.
After
a brief discussion, they reached the consensus that they would head down the
right hand, eastern corridor to see if they could find not only the kidnapped
village girls but also the prime motive for their mission, the magical sword
that was feted to be located in the vicinity.
They
resumed their battle order and re-entered the main corridor. Now that they were
not so preoccupied with combat they were able to see the frieze that was carved
and painted upon the main entrance hall wall. The scene was one of wanton
destruction caused by a huge construct that rolled over countless humans in its
quest for blood. Vox and Cormac paid the frieze a little more attention than
the rest of the party and spotted that one of the human figures had a golden
locket suspended from its neck. Cormac plucked it from the frieze and popped it
open to find five very small vials of liquid contained within. He passed the
whole lot onto Vox who dropped it into one of the hidden pockets within his
voluminous robes.
The
party then continued around the corner very cautiously and could just make out
in the distance that the corridor seemed to finish at a dead end. Bow and Gull
took point whilst Cormac and Vox brought up the rear with Johan in the centre.
They edged slowly down the corridor with Gull on the lookout for secret
entrances or traps. As a result, the ranger and thief paced twenty feet ahead
of their companions until they reached the end of the corridor and promptly
disappeared.
This
sowed panic amongst the rest of the companions and they raced forward to a few
feet before the point the two scouts had disappeared to see what had happened.
Meanwhile,
Bow and Gull examined the wall at the end of the corridor. They found nothing
so turned round to tell their companions the news and realised that they had
disappeared. However, they noticed that the nature of the corridor had changed.
It was now longer and there were a few doors interspersed along its length.
Just
as the duo were about to panic, Johan bumped into them from behind, closely
followed by a very nervous Cormac and Vox.
The
party surveyed their location and realised that some sort of teleportation had
occurred. Vox was not fazed by the revelation so he nonchalantly daubed a
little ink sigil on the wall to mark their position, but the others were a
little wary.
Braken, his captive and the ticks
The
party reorganised themselves into their usual marching order and headed quietly
and carefully down the corridor to the first door on the left. Gull listened at
the door but heard nothing beyond so the door was slowly opened.
The
small square chamber beyond was quite empty except for a black curtain at the
opposite end. The thief twitched a corner of the curtain aside to see what was
beyond and was surprised to hear the sound of tinkling bells that were sewn to
the other side. The man in armour beyond had risen from a great divan in full
armour but the naked woman he had been lying with rushed towards the now
revealed party screaming with arms outstretched.
This
surprised the companions who had filed into the room to combat its occupants.
The man in armour fumbled with some strapping and called out for an attack. Six
giant blood-sucking ticks rose from the heavy carpets and cushions and swarmed
towards the party along with the screaming woman who made a beeline for Cormac.
The
party managed to strike at a few of the ticks to keep them at bay but then
their world went black. This was not just a lack of torch light as they could
still feel the heat emanating in their hands as they still burned but a
complete lack of light. Johan realised that this must be a magically conjured
darkness so called for his companions to retreat.
Gull
got off a shot from his crossbow in the general direction of the man in armour
but only heard his quarrel bounce off of the far wall in the chamber. The
screaming woman had clung onto Cormac, so he dashed her with his sword in the
darkness and felt her fall. Bow suffered again from the encounter when one of the
ticks attached itself to him and began to suck at his life’s blood.
As
none of his companions had retreated, Johan re-joined the fray. He too had a
tick attach itself to him in the darkness. He called for Vox to blast them with
a fireball but the wizard realised that if he did as requested then the whole
room and corridor they had entered from would be engulfed in flame, and would
most likely kill half of the party. He decided to get out to the corridor to
keep watch in case those gnolls came back.
The
ticks that attached themselves to the party were quickly swiped off and so the
companions retreated to the corridor; all except Bow who had got caught
fighting the vermin with a passion born from his previous near-death experience
at the moat house near Staneford.
Temple Guard Reinforcements
Unfortunately,
as the companions stumbled back into the corridor they heard the sound of
soldiers arming themselves. Gull covered the next door down with his crossbow
as Cormac ran to block any reinforcements from getting through it.
The
door popped open to the jingle of harness, the scrape of hobnailed boots and the
barking of a rabid dog. Cormac had a scant few seconds to ready himself before
he was assaulted by several men-at-arms in Temple livery.
Vox
saw that his companion was in grave danger, and hopelessly outnumbered, so he
scampered down the corridor, unravelling the Rope of Entanglement as he went. As he reached the door he drew
back his casting arm, and then spoke the command word as he let loose. The leader
and four of his companions became magically entangled within its coils whilst
the rest of the troop attempted to cut their comrades out from the restrictions
now placed upon them.
Labels:
DnD,
Doggerland,
Pool of the Standing Stones,
White Dwarf
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