I took my eldest two to the local cinema to see The Hobbit: The Desolation of Smaug yesterday afternoon. We all really enjoyed it and had lots to talk about on the car journey on the way home. I won't give away any spoilers here, but this is a brief review of the latest epic in the Lord of the Rings cycle...
I am not usually one for new fangled technology and watching a film at the cinema in anything other than vanilla 2d is something of a departure for me. I have seen other films in 3d but have not yet been impressed. Due to ticket availability yesterday (all the other showings were sold out for groupings larger than two) I could not get to see the film in 2d and had to settle for the super high def 3d version (and the extra entrance fee that entails). The 3d effect really popped, especially when titles and subtitles apeared on the screen. Most scenes were well rendered, but fast action scenes and scenes with lots of foreground clutter were quite blurry. That said, wearing the special glasses aside, I was actually quite engrossed by the film without the effects grating on me - a plus for the new 3d stuff in my eyes (no pun intended). Maybe I am a convert to 3d now? This was the special super high-def version though, so maybe the normal 3d version would be pants in comparison?
Onto the film. I am quite a Tolkien afficionado and like my Tolkien pure (like my RE Howard etc too) but I have made exceptions for this series of films. There are several breaks from the original storyline, but by and large they seem to work. There were only a couple of scenes that grated a bit (sexual inuendo in Tolkien - No, not or me) but the story on-the-whole seemed to gel well. The introduction of the non-canon female elf ranger Tauriel actually enhanced some things, but did take away a bit of the awesomeness of Legolas in my opinion - if all elves are this good then why was Legolas so special? My daughter really liked the new character though, so I think it is one for the womenfolk - Tolkien's works can be rather spartan when it comes to strong female characters.
The baddies also get a good showing, with another great orc hero involved in the plot, and the Gundabad orcs are very well done. The fight scenes involving the orcs had just the right amount of comedic lightness to make them fantasy violence rather than being too real and gruesome (which is better for the kids). We also get to see more of the Necromancer and of course the mighty Smaug. All done very well.
We were all disappointed (in a good way) with the ending, but that is only because we were left on a bit of a cliff-hanger and all wanted to know what happens next.
I thoroughly recommend the film. We all found it better than the previous outing, which was a good film too, and are now all looking forward to the final installment.
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Monday, 23 December 2013
Saturday, 21 December 2013
A Trip to Games Workshop
Christmas shopping - don't you just love his time of year? Bluewater shopping centre on the last Saturday before Christmas is my idea of Hell on Earth. That said, I managed to get in and out again, ninja stylee, with all the required presents in just over an hour!
I was also able to pop into Games Workshop whilst there. I haven't bought anything for my hobby since the beginning of the year and I had a few quid burning a hole in my wallet, so I succumbed to a few new items.
I picked up the latest "The Hobbit: The Desolation of Smaug" supplement (I will do a write-up of it in the next few days as I am not going to actually read through it until I have seen the film with the kids tomorrow afternoon), a couple of paint brushes and some plastic glue.
Alex also had some spare pocket money, so he picked up a box set of the new Palace Guards. Seeing them in the flesh (along with the Elf Rangers and the latest characters in plastic) I was very impressed. The Games Workshop web-site photos do them absolutely no justice whatsoever. Hopefully I can get Alex to do a brief write-up of his new set sometime over the next week or two.
As I am about to have just over a week off for the Christmas break, I will try to get my painting mojo back in readiness for a fresh onslaught next year, with a quick look through what I still need to paint and glue.
Tomorrow I am taking the kids to see The Desolation of Smaug. I am not sure whether to see the 2d version (how I saw the first film), the standard 3d version, or the super-duper high definition 3d version. I am not one for wearing those glasses throughout a film, but I may be outvoted.
I was also able to pop into Games Workshop whilst there. I haven't bought anything for my hobby since the beginning of the year and I had a few quid burning a hole in my wallet, so I succumbed to a few new items.
I picked up the latest "The Hobbit: The Desolation of Smaug" supplement (I will do a write-up of it in the next few days as I am not going to actually read through it until I have seen the film with the kids tomorrow afternoon), a couple of paint brushes and some plastic glue.
Alex also had some spare pocket money, so he picked up a box set of the new Palace Guards. Seeing them in the flesh (along with the Elf Rangers and the latest characters in plastic) I was very impressed. The Games Workshop web-site photos do them absolutely no justice whatsoever. Hopefully I can get Alex to do a brief write-up of his new set sometime over the next week or two.
As I am about to have just over a week off for the Christmas break, I will try to get my painting mojo back in readiness for a fresh onslaught next year, with a quick look through what I still need to paint and glue.
Tomorrow I am taking the kids to see The Desolation of Smaug. I am not sure whether to see the 2d version (how I saw the first film), the standard 3d version, or the super-duper high definition 3d version. I am not one for wearing those glasses throughout a film, but I may be outvoted.
Thursday, 12 December 2013
Doggerland Session 2:13 (The Village of Hommlet)
The Moathouse – Part Four (11th December 2013)
The Adventurers
Bow – Ranger
Hallan – Fighter (NPC’d)
Johan - Cleric
Paulix – Thief
Vox – Magic User
A Few Questions Answered - Thunorsday 18th
Quattrober (Day 23) – afternoon
The constant drip of the rain thrumming through the lead
guttering of the Tale Hanger’s Inn began to grate upon the nerves of the
adventurers waiting for Vox to recover from his faint after casting the
identification spell. He had given them plenty of valuable information but the
cost had been quite high. Johan had still to recover all of his spells after
healing Hallan, the fighter, so he retired to his room and began to pray to
Balder for his next divinely allocated powers. The prayer session took a little
longer this time as he found that his god had granted him an additional couple
of spells for the day. Hallan, still sore from his resurrection ordeal decided
that he would look in on the two magic users whilst the ranger and thief went
out to investigate in The Wynde to try to pick up a few more clues as to how
this town was run and how the underworld linked in with the village at Nulb.
Bow and Paulix hurried through the constant downpour back to
the tavern that the ranger had visited a day or so previously. The Hidden Dirk
seemed to be affected by the rain as its customer base consisted of just one
patron until the duo of adventurers arrived.
The bar-keep did his best to not recognise Bow and asked
what he could get the gentlemen. Bow ordered drinks for himself and his
companion and then engaged the tavern keeper in conversation. The bar-keeper
gave away little knowledge until he had been shown a handful of silver with the
promise of more to come. He shooed the only other patron out of the door and
barred it against further entry. When he was free of the potential eavesdropper
he was able to tell Bow a little about Nulb and the set-up of the various
factions there…
There was a bit of needle between the two major factions;
the pirates and the brigands with the barge folk, fisher folk and farmers
caught in between. He could tell them that Tolub ran the pirate operation and
Silk, based in Castleford, ran the recruitment and dispersal of the bandit
gangs that were shipped up river to an unknown contact and then possibly onto
other places like the Moat house and Nulb. He mentioned that there were two
pirate ships that patrolled the river between Nulb and Castleford, as well as
carrying out raids on the River Abis to the north. The pirate crew possibly
consisted of 40-50 men and their battle-scarred leaders. The bandits were no
less tough but many of their leaders remained hidden.
Bow downed the rest of his ale, slipped a gold coin under
his empty jack and with Paulix in tow let himself out of the tavern back onto
the muddy streets of The Wynde. Paulix parted company with Bow there and headed
back to the Tale Hanger’s to check upon his companions and to get dry. Bow had
another short mission to run.
Magic Arrows – late
afternoon
Bow made his way back to the Artisan’s Quarter looking for
someone to buy one of his magical arrows as his funds were running extremely
low. Unfortunately, the price of the item was a bit more than any of the
artisans could afford to pay so it was suggested that he visited the Merchant’s
Quarter, where they had more money and bigger markets at their disposal to
purchase items of such quality. Bow made his way to the Merchant’s Quarter and
rapped upon the familiar, well-fortified door of Robert’s town house. A few
moments passed before the small peep hole in the door was opened and he was
asked what he wanted. He requested an audience with Robert but he was told that
the merchant was busy. He asked the porter if he knew of anywhere he could get
some good quality weaponry priced up. The porter knew of a couple of respectable
dealers and gave him directions to Statler’s (for armour) and Waldorf’s (for
weaponry) manses. Bow thanked the porter for his time and headed to Waldorf’s
place.
He rapped on the door and was again rewarded with a porter
asking his business. Once he had told the porter what he had for sale, and
waited the obligatory ten to fifteen minutes whilst the merchant was tracked
down, he was shown to a sumptuous reception room and asked his business by a
corpulent, bearded, well-dressed merchant and his tall, thin accomplice.
The merchant introduced himself as Waldorf and asked how he
could help Bow. Bow showed him the magical arrow and wondered if it was
something that he would consider purchasing. After a brief look at the arrow
and a whispered conference with his associate, who waved his hand over the
arrow to determine its legitimacy, the merchant offered Bow forty-five gold
coins for it, but the ranger refused as he had been told by the artisans it was
worth around a hundred. A bit of bargaining went on before the pair finally
agreed upon a price and the gold was handed over. Bow retuned to the Tale
Hanger’s with money in his pouch once more.
Back to Staneford - Freyasday 19th Quattrober
(Day 24) – mid-day
The evening passed uneventfully for the adventurers as they
sat quietly in a private booth within the Tale Hanger’s. All except Vox, who
was still recovering from his casting ordeal, swapped their news and brought
each other up-to-date with things. The discussion then turned to what they
should do on the morrow, and it was decided unanimously that they would head
back to the moat house to grab more treasure and to try to finally put a stop to
the banditry that was occurring around the area.
At lunch time Vox made his way downstairs after his long
sleep and tucked into a very large lunch. As soon as he had finished his last
morsel, the rest of the party hauled him to his feet, grabbed their equipment
and headed out into the wilderness on their way towards Staneford.
The rain still beat down incessantly, but the party were
getting used to it by now, their newly crafted wolf-pelt cloaks kept their
shoulders drier than they had been in a long time when outdoors.
Ambush – early afternoon
The wilderness proved to be a dangerous place as the party
found out an hour or so after leaving the safety of the town walls of
Castleford. The party headed along a game trail that Bow had picked up on when
a couple of crossbow bolts darted through the air and hit Hallan, one causing a
small wound to the fighter. Paulix, in cover and almost invisible due to his
magical cloak spotted the enemy and warned the others of where they were. A
brief melee broke out but the bandits were no match for the now-seasoned
adventurers. The seven attackers were soon put to the sword and their pouches
robbed. Unfortunately the bandits were smeared in grey ooze, so the party had
to spend some time constructing a pyre to burn the bodies and their clothes, as
well as inspecting Hallan’s wound for any signs of infection. Luckily there
were none, and the companions were able to continue on their way after wiping
their blades clean and burning the rags.
The journey to Staneford was long and arduous, but they
managed to arrive about an hour or so before the Plough and Stars shut its
doors for the night without any further troubles. They were greeted warmly by
the ostler who saw that they must have gone up in the world as the weapons and
armour they now possessed was much finer than what they left with only a few
days ago. Bow noticed that his little collection of trophies had been taken
down and either destroyed or passed onto someone who had a use for them.
The party grabbed a quick meal, got healed up and then had
an early night.
Return to the Moat House - Godsday 20th
Quattrober (Day 25)
The party rose early and tucked
into the fine board prepared for them by Gundigoot. They wandered down to the
trader’s establishment where they bought some more dungeoneering equipment. The
trader eyed them warily, but was polite, if taciturn, in response to their
eager questions about what items would be best in what situations. As soon as
they had distributed their kit, the party set off towards the moat house.
Three hours into the journey, just
before they arrived at the fortification in the fens, Paulix called the party
to a halt and drew them off the pathway. A heavily guarded merchant caravan
hove into view down the wooded pathway. Bow stepped out form his hiding place
to be confronted with the sound of a dozen crossbows snapping to his direction.
He held his hands up placatingly and said that he only wanted to talk to them.
Wary but feeling safe due to the hardware aimed at the party the merchants told
them about how they had taken a wrong turning further up the road and had ended
up travelling down this little-used track way. They had passed the moat house about
half a mile back but all seemed quiet in there. There was no sign of any
inhabitants either natural or otherworldly. The merchants then asked if it was
far to Staneford and the ranger responded that it would take them little more
than three or four hours to get there. The merchants thanked them for their
answer and proceeded cautiously along the road again. The party made their way
to the last rise that they knew before the moat house hove into view.
Brigands – late morning
The sound of the whipper-whorls
trilling to each other throughout the fen was the only sound that the party
could hear as they approached the giant frog pool. Johan was especially nervous
when he passed the point they were last attacked, but Bow sprinted with
confidence over the fallen door that now covered the rotten drawbridge. The
sound of his footsteps reverberated from the walls of the inner courtyard but
there appeared to be no-one home. The rest of the party followed him in, with
Paulix covering their entry with his drawn bow.
A mound of burnt decaying bodies
lay where they had left it and there were few signs that there had been any other
movement within the fortress. Vox crept over to the spider tower, but afraid to
look inside, just listened instead; he heard nothing.
Bow advanced up the steps to the
main door of the building and peered within. He saw nothing but did manage to
hear a scampering sound in the distance, but he was not too sure where it came
from. All was still until the twang of two light crossbows went off in unison
winging their steely death towards him. He ducked into the main entrance hall
only to hear a yell go up from within. He was confronted by two armed men who had
sprung out of the old bandits’ lair towards him. Another voice from within
shouted to others to stir their lazy butts and get out to repulse the attack.
The rest of the party, except for
Paulix, sprinted to the doorway to help their companion. Paulix began a circuit
of the outside of the fortification to try to catch the bandits in the rear
through their roof top entranceway.
A terrible melee ensued with
enemies attacking the party from two sides. Bow and Hallan attempted to block
any further egress from the bandit room whilst Johan faced down the two
crossbowmen that had now begun firing bolts into the melee. The leader within
barked more orders and the rest of his men entered the fray to stop the
adventurers.
It only took a few minutes for the
superior skill at arms of the companions to tell as they beat down the
opposition. The leader within the room cursed and could be seen to clamber up
the rock fall as he once again admitted defeat at the hands of this determined
bunch of individuals.
Outside, Paulix had got to within
bow range and shot at the first head he saw poke above the parapets. The arrows
sailed past the bandit which encouraged him down the outside of the rock fall
at double pace, smoothly followed by a second fellow that looked to be the
leader due to his superior chain armour.
The fight inside the hall quickly
came to an end and the ranger sprinted up the fallen masonry to try to catch
the leader of this bandit troop. Paulix’s arrows hampered the descent of the
two bandit leaders as they picked their way down the fallen rubble. Arrow after
arrow found its mark in the leader’s body, but his armour saved him from the
worst of the attack.
In his desperation to catch the
leader, Bow put everything into the chase and dispensed with scrabbling down
the rubble by jumping down instead. He twisted his ankle slightly but not
enough to slow him in his rage. After chasing through the marshes for a minute
or two he caught the leader, but he was felled by the last of Paulix’s arrows
that were still in range. The aide managed to get away as he was more lightly
armed than his compatriot and knew the marshes better than the ranger.
The party convened within the
bandit lair and discovered that there was a tenth man lying on a pallet in a sweat;
their little punji-stick trap hard worked! He was in no fit state to put up any
resistance, so the party quickly stripped the bodies of anything of value,
washed off any grey ooze they found on the items and checked themselves over
for injuries. It was then that they counted the pallets and realised that
perhaps one more man was unaccounted for.
Vermin – mid-day
Otherworld Rats - courtesy Oubliette Magazine
Knowing that the fens were a wild
place and that any empty niche would not lie empty for long, the party realised
that they might have to give the upper storey one final sweep to protect their
escape route before they descended into the dungeon.
They set off into the west wing of
the fortress and popped their heads into each door, one at a time. Each door
opened in turn to reveal a scene similar to how they last left things, except
the bodies of the critters they had killed had been moved again by someone else
and a few more footprints showed in the dust of each room. All were empty
except for the kitchen, where the tick was last encountered. Hallan kicked open
the door and strode in to take a good look around, closely followed by Bow. A
swarm of giant rats boiled out of the rotten sacks in search of fresh meat. The
rats were no match for the party and were soon hacked down; one was even magically
spoken to by Johan who warned it that giant cats would be coming to get them.
This kept the king rat out of the way until it was easier to deal with on its own.
The few bites that were taken by
the party caused little damage and the party continued with their search down
to the south wing. Again, nothing was encountered until they stepped into the
final end room that previously contained the snake.
The darkness, cut only by the
feeble rays of the clouded over sun that ghosted into the room via the small
arrow slots and holes in the roof, took a few moments to adjust to, but that was
all the two giant ticks needed to attack their prey. The pair of grotesque insects
launched themselves at the fighter and ranger who had point, closely followed
by two of their offspring. A mound of rotting corpses, including that of the
last of the bandits not so far accounted for, lay in a heap with several more
tick eggs.
Bow, not wanting a repeat of what
had happened to him the last time he encountered a critter of this ilk quickly
stepped out of the way to allow Johan to help with the melee.
Hallan quickly brought down the
larger of the two monsters, but the second one managed to get hold of Johan and
pierce his flesh with its spear-like proboscis, sucking his life blood as each
second ticked by.
The two younglings scampered
towards Hallan, but he swiftly chopped them into pieces with his great sword
whilst the rest of the party slowly, but surely, hacked to pieces the last
remaining tick attached to Johan’s chest, showering the corridor with Johan’s
blood.
Thursday, 5 December 2013
Doggerland Session 2:12 (The Iron Ring)
Resurrection – (4th December 2013)
The Adventurers
Bow – Ranger
Hallan – Fighter (Raised from the Dead)
Johan - Cleric
Paulix – Thief
Vox – Magic User
Spugnoir – Magic User (NPC)
Last Orders - Tirsday 16th Quattrober (Day 21)
As the adventures quaffed fine ales from pewter goblets and
tore chunks of the finest beef, pork and venison from the bone, a shadowy
figure rose from one of the nearby mead benches and glided out into the night.
The adventurers tried to follow where he might have gone, but what with their proximity
to The Wynde and the dark, overcast sky dropping its contents in a steady stream,
they were unable to see where the person went to. Again, this man seemed
familiar, but no-one could put their finger on where they had seen him before.
Raised from the Dead - Wodensday 17th
Quattrober (Day 22) – mid-day
Used without permission - WotC
The rain still fell the following morning bringing a gloom
to the day that should have been one filled with happiness; they were to get
their companion back from the other side.
Bow, the ranger, rose early and joined the tanner in the
Artisan’s Quarter at work on the wolf pelts in the hope of getting them
finished a little more quickly. Spugnoir had also risen early but no-one saw
him go. The rest of the party killed time by idling in the Tale Hanger’s common
room until they were due to leave to see about the resurrection of their companion
Hallan.
Johan, Paulix and Vox headed up towards the great Temple of
Sol Invictus and introduced themselves to the deacon on door duty. The cleric
announced their arrival to the rest of the priests and showed them into the sanctuary
where the final incantations of the ceremony were being extolled by the High
Priest Ralph. Hallan’s body began to take on a better colour and his wounds
closed as each word was spoken and finally his eyelids fluttered. Then everything
stopped. A few moments went by until finally Hallan drew in a ragged breath; he
had returned to life!
The High Priest warned that Hallan would be very weak for
several days if not weeks and he needed to be cared for gently until he
regained his strength. Paulix thanked the High Priest for all he had done but
Vox and Johan merely mumbled a few niceties whilst muttering under their breath
that Sol Invictus could have restored their companion to full health and that
maybe if he was so powerful he might do something about the wretched weather.
Hallan beamed his gratitude to the High Priest and promised to live a life in
the light of Sol Invictus. He was loaded gently onto a cart and was driven by a
few acolytes back to the inn.
Once the party left the confines of the church, Johan said
to Hallan that he would finish the job that the churchmen had failed to do and
plied him with a couple of healing spells and orisons to make him feel better. As
they walked down the Market Place they heard a shout of triumph from a young
scoundrel. The party turned to see him run off into The Wynde carrying
something in his hand. They all patted themselves down and it was then that Johan
discovered his purse was missing. He wondered aloud why it was always him that
was robbed. They returned to the Tale Hanger’s Inn to collect Hallan’s weaponry,
muttered their thanks to the cart drivers, and then proceeded to the Artisan’s
Quarter where they met with Bow who was just putting the final touches to five
wolf-pelt mantles.
Tavern Crawl – afternoon
The party decided that they would like to find out what was
going on in this town. They were aware that there was a shadowy figure tailing
them, they wanted to find out more about the symbols on the wooden amulets, and
also wished to contact young Tom’s associates who should recognise the iron
ring Paulix had been given. As they were hungry, especially Hallan, they headed
for an inn on the edge of The Wynde to ask around and make their presence felt.
The first inn they came to, “The Fox and Toad”, seemed as
likely a place as any. The party entered the gloomy interior and spotted a few
empty tables. Bow went to the bar and sat alone but the rest of the party took
a table and watched the proceedings whilst Paulix tried to make his iron ring
obvious. Johan, upset by the loss of his purse and the fact it was Sol Invictus
that brought his friend back from the dead, drank himself into a stupor. The
bar wenches were interested in Bow, but slapped his hand away when they
realised he was carving a symbol onto the bar top. The wenches chatted to all
and sundry within the bar, taking orders and making bawdy jests, and the rest
of the tavern populace turned over at a fairly rapid rate; some looked at the party
and made comments to their compatriots before leaving to go on elsewhere.
The adventurers realised they were getting nowhere in this
tavern, but may have made an impression on some of the bar’s denizens so they decided
to head back to their main base to freshen up before the evening’s
entertainment. They would need to do something about Johan’s black mood too. Paulix
though couldn’t shake off the feeling that he should have been contacted by Tom’s
associates by now.
Ambush in the Alley – early evening
Fresh and clean, the party strode out of the Tale Hanger’s
Inn and made their way towards the merchant Robert’s manse for their dinner
date. Johan was still drunk, but was at least steady again on his feet. A short
distance from the turning into the Merchant’s Quarter a shout went up from
ahead. A young lad shook Johan’s purse and taunted him. Johan took after him at
top speed and was led down a short dark alley with a couple of side turnings.
Not thinking of anything but his silver, the cleric of Balder chased the scallywag
down the twists and turns only to be confronted by three ruffians who struck
him a blow. Bow was also quick off the mark however and joined his friend
shortly only to find that four more ruffians closed the net around them.
A few quick blows from the ranger, a few shots from Paulix’s
bow from the end of the alley, the sight of a hulking brute in metal armour, and
a Holding spell from Johan quickly turned the tide of battle in the party’s
favour and the two surviving ruffians ran off quickly. Four of the ruffians lay
dead on the ground but the final one that was Held by Johan’s magic was
questioned. The escapee ruffian who looked like he was in charge of the ambush,
vaulted over several fences and scrambled over a rooftop with such nimbleness
that both Paulix and Bow were impressed.
Paulix warned the captured ruffian about confronting them again
and, showing him the iron ring, stressed that he was sure he should have been
contacted by his fellow gang members by now. He gave him a final cuff around
the ear and sent him on his way without his purse and weapons. The party
quickly stripped the rest of the brigands of their wealth and noticed that each
wore an iron ring on the index finger of their right hand. The party took the
rings too and placed them upon their own fingers in the same fashion.
Robert’s Soiree - evening
When the party arrived at their host’s home they were
ushered into a side room and asked by the porter to get cleaned up as they were
in a bit of a mess after their foray. They explained that they had been
attacked on the way over by a gang who were all wearing iron rings on their
fingers. The porter was able to tell them that they had had a run in with The
Iron Ring; a band of cut-throats, pick-pockets, vagabonds and ne’er-do-wells
that ran The Wynde and all of the underworld activities in Castleford.
The adventurers were ushered into the
merchant Robert’s reception room where they were greeted warmly by their host
and his friend Ernest. Spugnoir was also there, as well as several other dignitaries
who all wanted to hear the tales of derring-do from the guests’ own lips. Over
several courses of sweetmeats and other dainties, washed down with the finest
of wines, the conversation went on long into the night and the party discovered
more about the mysteries of the attacked caravans from Robert and Ernest; who
were now the only people to survive a caravan attack. They had been captured by
men in black cloaks bearing the yellow symbol carved on the amulets that the
party had seen and owned. These men were often accompanied by strange
creatures; an ogre (whom the party had killed when they rescued the merchants),
strange 9’ tall hairy beasts, other equally strange humanoids with heads like
dogs and a man that could cast divine magiks dedicated to some demon from the
Abyss. They mentioned that they had also told all of this to Sir Tancred, the
castellan of Castleford Keep.
Then things took a turn to the
more recent past. The merchants and their noble guests told them a little more
about the Iron Ring and what they controlled (mostly all trade and commerce
within The Wynde as well as some other parts of town less travelled by the city
guard), and also about an even more ominous but altogether more secretive group
called the Hemlock Glove that made people disappear in the night. Johan and Vox
voiced their opinions that the Thuringians could not be all that high and
mighty if they could not control law and order within their own town walls, but
Paulix made excuses for them so as not to upset their hosts.
The evening ended on a high with some
fine entertainers brought in from the city of Dyvers on the coast of The Silver
Lake far away to the east, and the party were escorted to the inn by several of
Robert’s guards to make sure they got home safely.
Another Spell for Vox - Thunorsday 18th
Quattrober (Day 23) – morning
Bow and Vox were the first to rise
in the morning. Johan nursed a heavy hang-over but he used his last orison to
cure himself of the ill feeling. Paulix looked in on Hallan to make sure he was
alright and the three of them went downstairs to sit in the common room to
await the return of their companions. After a short while, they realised that
their companions may be some time, so they headed out to buy some more weaponry
and armour for Hallan, as well as a cloak with many internal pockets and hideaways
for Paulix to keep his treasures in.
Bow returned to the edge of The
Wynde and found another small tavern, “The Hidden Dirk”, where he started to
ask a few more questions. The tavern was quite empty at that time of the day,
so the bar-keep was more loose-tongued than he ordinarily would have been if
the ale house was full of customers. The gold coin that Bow twirled through his
fingers also meant that he had his full attention. Bow asked him about The Iron
Ring and the nimble thief they had met the night before in the dark alley. The
bar-keep told Bow that the man he was looking for was a rat-faced rapscallion
called Gauk, who plied his trade from Castleford to High Beeches. He was always
stirring up trouble for his mentor, Silk; a man who was itching to take over the
running of the Iron Ring from the current leader Davron. Bow thanked him for
the information and the bar-keep said he would deny all knowledge if questioned
about this meeting – Bow agreed with a wry smile.
Meanwhile, Vox had wandered
through the Artisan’s Quarter looking for another thaumaturge to learn another
spell from; the silver in his pockets always burnt a hole in its bid to escape
his clutches. He tracked down another mage called Nextor. He mentioned the type
of spell he was looking for (the spell that he failed to learn back in Darenth,
namely Identify) and was able to swap one of his own (Spider Climb) plus a
hundred silver for Nextor’s time to teach him. Nextor warned him that he may
feel a bit faint after casting it.
Around lunchtime, they all
returned to the Tale Hanger’s Inn for some sustenance and told each other what
they had purchased or found out. They retired to Vox’s room where he cast his
spell to identify their magical items. They were already aware that the shield
was better at protecting them and the arrows were most likely to fly more truly
than others so they did not bother identifying those, but the two potions and
the cloak were the main mysteries to solve. Vox rolled the incantation off of
his tongue very smoothly and he was able to make out for certain that one of the
potions would control beings that were undead and the cloak would allow
somebody to pass through the wilderness and shadowy places as if they were not
there. He was about to identify the final potion when he fell into a deep
swoon.
The adventurers tucked him away
into bed, locked his door and left him to sleep things off. They returned to
the common room to plan their next moves. A short while later, Spugnoir
returned to the inn to let his companions know that he would no longer be
accompanying them. He had learned a few spells in their company and earned some
treasure as a reward but he felt it was just too dangerous out in the world at the
moment what with all the strange creatures, cultists and demons out there. He wished
them all the best of luck and left them to their drinks.
Tuesday, 3 December 2013
Doggerland Session 2:11 (Castleford)
Castleford – (27th November 2013)
The Adventurers
Bow – Ranger
Hallan – Fighter (RIP)
Johan - Cleric
Paulix – Thief
Vox – Magic User
Spugnoir – Magic User (NPC)
Leaving Staneford - Sunday 14th Quattrober
(Day 19)
Grey clouds scudded across the leaden skies whilst the heavens
let loose a torrent of liquid torment upon all who travailed beneath. The
companions collected the body of their friend from the druid Jaroo from beneath
the trees that stood like sentinels within his grove. The rain quickly soaked
through the linen covering the corpse as the party loaded Hallan’s body onto
the warhorse. The herbs and liniments that Jaroo had pasted upon the fighter
kept most of the stench of decay at bay, but the horse still shied a little
when the load was settled upon his broad back.
The adventurers trudged for hours along the rutted road that
was rapidly turning into a quagmire beneath their feet. The incessant rain bore
down on their shoulders and sunk their spirits as each drop weighed ever more
heavily upon their consciences.
As the skies darkened further into evening the lights of an
inn shone through the gloom. A warm fire, a wholesome meal, and a dry mead
bench welcomed them to a restful night’s stay. The inn was as full as the
weather was dreadful, but no trouble brewed within the ale house that night as
all the patrons kept to their own.
Fleeced in Nulb - Moonday 15th Quattrober (Day
20)
The following morning dawned dark and dreary again. The
fellowship gathered their belongings and loaded the now very pungent body of
their companion onto the warhorse.
The short journey to the village of Nulb took only a few
hours so the party decided that they would pass straight through and try to
gain Castleford that same day. The sight of greasy smoke rising from the
chimneys of dilapidated ramshackle buildings reinforced their view that they
should hurry on through this veritable den of ne’er-do-wells.
As they approached the river crossing, the small hovel at
the side of the bridge showed signs of life. Two guardsmen sauntered out of the
hut and asked their business in Nulb. The party replied that they were just
passing through to deliver their companion into the care of the gods. The
guards sneered and said that they would need to pay the toll on any goods they
were to carry through the village. The party looked confused until the warhorse
was pointed out to them by the men-at-arms with avaricious eyes. As the party
started to argue that the horse belonged to their dead companion the guards
summoned the rest of their band from within the hovel.
The argument carried on with the guardsmen demanding twenty
gold pieces for the party to pass or they could try their luck with the bandits
in the wilderness; bridges cost a lot to maintain you know?
Bow was just beginning to get angry and itching for a fight
when the guards rang the warning bell to summon their commander from within the
village. A few moments later, a battle-scarred veteran and twenty ill-visaged companions
approached the party from a large building within the village. The captain
demanded to know what was happening and he was told that the party did not want
to pay the toll until they were told the proper cost. The captain weighed up
the party and said that the toll would be ten gold pieces. The party were about
to argue that the original guards wanted twenty gold coins when Johan handed
over a pouch of coins and said to his companions to just leave the trouble
behind. The captain let them pass across the bridge but followed the party at a
short distance until they had left the confines of the village to the east. Then
he laughed at his good fortune in being able to fleece rich travellers so
easily.
Wolf Attack – late
afternoon
As the party approached to within an hour’s journey of
Castleford, Bow’s ranger senses warned him of danger. He had picked up the
sounds of pursuit from a mile or so back and warned the party to be ready for
an attack. The wolves, driven by hunger and attracted by the smell of Hallan’s
corpse, burst from the undergrowth and made straight for the warhorse.
The companions readied their weapons and chose their
targets, but other than Bow, the wolves were faster. The alpha male and two
others made for the warhorse and its burden whilst the rest leapt upon the
other members of the party.
One of the wolves and the alpha male were injured in the
first few moments of the foray, but several other members of the pack managed
to pull Hallan’s corpse from the back of the horse. They pulled the linen
covered cadaver a few yards away from the warhorse as it shied away in fear,
but they were stopped in their tracks by the Sleep spells cast by Spugnoir. The
rest of the adventurers managed to kill one of the remaining un-Slept wolves
and the final one ran away.
The party quickly dispatched the sleeping wolves and Bow
skinned them for later use. They recovered Hallan’s corpse and re-wrapped it in
the linen shroud before they continued on their journey.
Arrival in Castleford – early evening
Castleford - First Draft
As the party broke through the final confines of The Gnarley
they espied a great wonder; great grey stone walls surrounded the largest
inhabitation they had ever seen (with the exception of Spugnoir who came from
this town). Blue-grey smoke rose from scores of stone chimneys and the rain-soaked
slate and wood roof tiles glistened in the early evening light. Several stone towers
stood sentinel over great iron-bound wooden gates, and siege engines manned by dozens
of well-armed warriors bristled above the crenellations. In the distance they
also espied a huge stone fortress that brooded over the whole town.
As the party passed through the town gates, they were halted
and briefly questioned as to their business in Castleford. After they had told
the guards the nature of their visit and showed them the letters of
commendation from Lord Burne the guards quickly waved them through, only for
Bow to briefly stop and ask for the best place to get wolf-pelts cured and the
best inn in town.
The party took the advice of the guards and booked
themselves into some very fine rooms in the largest building they had ever visited;
The Tale Hanger’s Inn.
After the brief exchange of coin for the rooms and stabling
for the war horse, the party split up to carry out their tasks. Bow headed into
the Artisans’ Quarter to see if he could get the wolf-pelts made into warm
cloaks to keep the incessant rain out, whilst Spugnoir relaxed in his newly
booked room. Vox, Paulix and Johan led the war horse and its burden up the
steep incline towards the great golden-domed tower of the largest temple
devoted to Sol Invictus they had seen on their travels. They passed by The
Wynde when they travelled along the Market Place, and were followed by a small
gang of young scallywags until they came within sight of the tower guards who
scowled at the youths. Johan threw them a handful of coins and the children
fought amongst themselves for the treasure.
The evening prayer session was in full flow at the temple of
Sol Invictus when they arrived, but not wanting to enter a church whilst a
service was being performed, the party decided to wait until it had ended
before they approached the High Priest Ralph. They presented him with the
letter of commendation from Lord Burne and he read it with interest. He then
said that he could perform the service they required but it would cost them
just a little less than 6,000 silver pieces. The party said that they just
needed to exchange some goods and would pay him when the service had been
conducted. The High Priest scratched his chin and said that it would take a lot
of preparation to conduct the ceremony so he would like some kind of surety as
to their trustworthiness. Paulix offered up the jewel hilted dagger found in
the snake room of the moat house and the High Priests eyes shone with avarice.
Yes, that would do nicely as surety. He suggested that they were to return at
noon the day after tomorrow when he would carry out the incantations, but they
would need to leave the body so that it could be prepared. He mentioned that
the spell was not always successful; the longer the body has been left, then
the further on its journey to the afterlife it will have travelled. They
returned to the inn where they stabled the horse and cleaned themselves up for
the evening’s entertainment.
Bow meanwhile had found a trustworthy tanner and furrier who
would help him carry out the work on the pelts the next day for a reasonable
fee. The ranger knew that he would have an hour or so left before his
companions finished their business at the Temple, so he drank his way through
several small taverns on his way back to the Tale Hanger’s Inn. On his journey
he discovered that there were five or six temples dedicated to Sol Invictus
(including the great one on the hill in the Upper Quarter which his companions
had gone to), a couple dedicated to the Old Faith (one each to Thunor and
Woden), and one to a foreign deity called Ishtar. He also found out where the
Merchant’s Quarter was as well as a little on how the town worked.
Bert and Ernie - Tirsday 16th Quattrober (Day 21)
After a night of unabashed luxury, intoxication and
entertainment the party rose to a fine and hearty breakfast. Bow made his way
to the Artisan’s Quarter to begin working on the pelts whilst the rest of the
party headed out to sell the war horse in order to raise the money for Hallan
to be brought back from the land of the dead.
A few copper coins placed in the palms of a couple of small
scallies from The Wynde that dogged their every step got them delivered to the
door of one of the merchants that they had rescued from the Moat House. Robert
welcomed them into his elegant home and bade them be seated whilst he plied the
party with fine wines and dainties. He also handed over a pouch containing one
hundred silver coins and again offered his heartfelt thanks for his rescue. The
party asked what type of business he was in and he mentioned that he dealt in
fine linens and cloths. They then asked if he knew of anyone who dealt in fine
horses, and they were pleased to hear that the other merchant that they had
rescued, Ernest, was a dealer in fine horse flesh. Robert asked whether they
would like to join him tomorrow evening for a proper feast in their honour and
they accepted with glee.
They were ushered out of Robert’s mansion at just the right
point of politeness and given directions to Ernest’s abode. The party knocked
on the gates of an even more opulent house than Robert’s. The companions were
again greeted very warmly and offered all the dainties and fine wines they
cared to sample. They were given a second pouch containing one hundred silver
coins as reward and asked if they would join him for a proper meal to celebrate.
They mentioned Robert’s invite and they all agreed to meet at his mansion for
the celebratory meal.
The conversation then turned to business and Paulix asked if
he could take a look at their war horse and whether he would consider
purchasing it. He said that he would send a few of his men down to the inn
around lunch time to check the horse over.
At lunchtime, three men approached the party in the main
common room of the Tale Hanger’s Inn. They asked to see the war horse for sale,
so the companions showed Ernest’s men the beast and allowed them to take it for
a run outside the East Gate. The three horsemen came back and said that they
would give their honest opinions to their master.
An hour later, a page approached the party in their snug at
the inn. They were invited up to Ernest’s mansion to hear what kind of deal he could
offer them. They were again welcomed into the opulent reception room and Ernest
came straight to the point. He said the fine war horse was worth 7,000 silver
coins but he would offer them 6,000 as he would need to make a little profit on
the destrier as well as pay for it to be ‘finished’ in readiness for sale. The
party agreed to the price but said they would prefer not to have to carry it
all in coin. They settled on a note of credit made payable to the Temple to the
value of the incantation and the rest in gold coins. Ernest agreed to this and
got the document drafted.
The party bade their host farewell
and promised to see him the following night at Robert’s manse. They then made
their way towards the Tale Hanger’s to meet with Bow and Spugnoir.
There were still a couple of hours
to kill before they decided to turn in for the night, so Vox and Spugnoir
decided to head out to the Artisan’s Quarter to see if they could pay for some
magical tuition. They made a few enquiries and eventually found a willing
Thaumaturge who would teach them a new spell for a small fee. They asked what
spells were available and they both settled upon an incantation that would
protect them from evil beings. Happy with their evening’s tuition they reported
back to the inn just as Bow finished his long day’s toil in the tanner’s yard.