It's official: I have no idea what Games Workshop is playing at.
It's produced a version of Warhammer Fantasy Battle that looks like it's fun to play. It's bringing Blood Bowl back. It's brought genestealer cults back, so now I'm about 75% less sad about my dad throwing out my old cult.
Today brings the news that Warhammer Quest is coming back.
There's been a recent change of management over at GW and the new bosses seem to have a fondness for, well, games. At this stage, I wouldn't be at all surprised if we see a new edition of Oi! Dat's My Leg! before the end of 2016.
I'm Kelvin Green. I draw, I write, I am physically grotesque, and my hair is stupid.
Thursday, March 31, 2016
Questing Again
Labels:
Games Workshop,
Warhammer Quest
Monday, March 28, 2016
On Your Nelly
First things first, I should mention that one of my friends was involved in the production of this game -- and voices a pompous sea bird -- and I've spent an afternoon playing Bomberman with both the creator of the game and Nelly Cootalot herself, or at least her inspiration and voice actor.
Nelly Cootalot: The Fowl Fleet is a comedic point and click adventure game about pirates. If you are now thinking "Gosh, that's a bit like deciding to be a sprinter and challenging Usain Bolt to a race your first time out" then that's a bit weird that we both thought of that, but you'd be correct. The shadow of Monkey Island looms large over this game -- now I'm imagining a Lovecraft pastiche; The Shadow Over Monkey Island -- but not only does the script acknowledge the influence, Nelly Cootalot is strong enough to stand up to and apart from its illustrious predecessor.
The writing for the most part is strong, and the characters' personalties come across well, helped in no small part by good voice acting throughout. Nelly herself is a charming protagonist; everyone seems to like her, and her cheerful approach to adventure is infectious. The main villains are a bit sketchy, and not in the appropriate sense of the word; I think they return from the original game in the series, but as I've not played that, their motivations and personalities seem a bit vague in this instalment. A new villain introduced in the middle section of the game comes across far better, although again his motivations and connection to the main plot are somewhat unclear. Still, it's Nelly and her friends who are most important and they are well-written and acted; aside from Nelly herself, I was most impressed by her sidekick Sebastian, voiced by Tom "Warhammer 40,000: Fire Warrior" Baker. To be honest, I was expecting someone of Sir Tom's prestige to sleepwalk through his role but he brings a lot of personality to Sebastian, even though he has one of those voices that means you can never quite forget the actor behind the character.
The game is funny, and there's a varied approach to the jokes, with plenty of references to films and games, a bit of witty wordplay, a dash of satire here and there, and at least one bit of smutty innuendo, although that last one doesn't land as well as it could have due to some clumsy back-pedalling. Some comments and reviews have claimed that the game is for children -- perhaps because of the art style -- but the latter joke suggests not, and some of the references are going to go right over the heads of most kids, unless they are showing Jack Nicholson films in primary schools these days.
The game looks good too. The trailers did look a bit ropey, with a flat animation style reminiscent of Flash or a cheap CBeebies programme, but the game looks much better in action. The character models look to be cel-shaded and that gives them a bit more weight, and they are for the most part well-animated; it is a bit of a shame that they don't tend to do anything when Nelly isn't interacting with them, but one has to remember that this isn't a multi-million pound game with a hundred-strong creative team behind it. That said, it's a pleasant surprise when you spot a character making a small movement or gesture that must have added time to the production schedule and is irrelevant to wider game, but helps to bring the character to life. It shows a dedication and craftsmanship that you don't often see in the aforementioned larger productions.
I did encounter a couple of graphical glitches; during one part of the Guttering Howls section Nelly walks in front of and through something she should be behind, and in the penultimate chapter the inventory panel goes a bit wonky, but is still usable. I also had a bit of trouble with the game's interface being slow to register what was under the pointer, although the mechanics worked as expected, so it wasn't a major issue. I played the game on Linux Mint 17.3 and I don't know if these glitches are in every port.
Heh, "port". Like sailors. Heh.
Nelly Cootalot's puzzles are varied and often require different approaches and techniques to solve; even when they are of the give-item-A-to-person-B sort, they are at least presented in novel ways so the game never gets dull. In terms of difficulty, the puzzles are if not simple, then logical, so you are never hunting for rogue pixels or throwing every item at every character, hoping for the best.
That said if there is a flaw in Nelly Cootalot -- and to be fair, it is the only thing I would consider a proper flaw -- it's the wider logic surrounding the puzzles. On a few occasions I worked out the solution to a problem, and had all the correct items in my inventory ready to go, but I couldn't apply said solution because I hadn't gone to talk to someone -- often in another location -- who was supposed to give me the idea I'd already had. This led to frustration and -- in one case near the end of the game -- a suspicion that there was a game-breaking bug. On the plus side, Sebastian is able to give hints about what to do next, and in at least one case this helped resolve the impasse, although in the latter instance I did end up roaming around clicking on everything and everyone until I spoke to the right person.
Creator Alasdair Beckett-King is a jolly nice fellow -- and is not bad at Bomberman -- but it turns out he's quite good at making computer games too. I had great fun playing Nelly Cootalot: The Fowl Fleet and although it is short -- it can be completed in about five hours or so, although getting the Steam achievements will take longer -- I think it is worth the £12 I paid for it. There are rough edges, and places where I feel Alasdair and his team could have done a tiny bit more, but what's here is good, and I hope the game is enough of a success that we see more from him.
If you like point and click adventure games, give this a try, because you'll probably like it. If you don't, give it a try anyway, as it's charming and funny and may change your mind.
Nelly Cootalot: The Fowl Fleet is available from loads of places, right now!
Nelly Cootalot: The Fowl Fleet is a comedic point and click adventure game about pirates. If you are now thinking "Gosh, that's a bit like deciding to be a sprinter and challenging Usain Bolt to a race your first time out" then that's a bit weird that we both thought of that, but you'd be correct. The shadow of Monkey Island looms large over this game -- now I'm imagining a Lovecraft pastiche; The Shadow Over Monkey Island -- but not only does the script acknowledge the influence, Nelly Cootalot is strong enough to stand up to and apart from its illustrious predecessor.
The writing for the most part is strong, and the characters' personalties come across well, helped in no small part by good voice acting throughout. Nelly herself is a charming protagonist; everyone seems to like her, and her cheerful approach to adventure is infectious. The main villains are a bit sketchy, and not in the appropriate sense of the word; I think they return from the original game in the series, but as I've not played that, their motivations and personalities seem a bit vague in this instalment. A new villain introduced in the middle section of the game comes across far better, although again his motivations and connection to the main plot are somewhat unclear. Still, it's Nelly and her friends who are most important and they are well-written and acted; aside from Nelly herself, I was most impressed by her sidekick Sebastian, voiced by Tom "Warhammer 40,000: Fire Warrior" Baker. To be honest, I was expecting someone of Sir Tom's prestige to sleepwalk through his role but he brings a lot of personality to Sebastian, even though he has one of those voices that means you can never quite forget the actor behind the character.
The game is funny, and there's a varied approach to the jokes, with plenty of references to films and games, a bit of witty wordplay, a dash of satire here and there, and at least one bit of smutty innuendo, although that last one doesn't land as well as it could have due to some clumsy back-pedalling. Some comments and reviews have claimed that the game is for children -- perhaps because of the art style -- but the latter joke suggests not, and some of the references are going to go right over the heads of most kids, unless they are showing Jack Nicholson films in primary schools these days.The game looks good too. The trailers did look a bit ropey, with a flat animation style reminiscent of Flash or a cheap CBeebies programme, but the game looks much better in action. The character models look to be cel-shaded and that gives them a bit more weight, and they are for the most part well-animated; it is a bit of a shame that they don't tend to do anything when Nelly isn't interacting with them, but one has to remember that this isn't a multi-million pound game with a hundred-strong creative team behind it. That said, it's a pleasant surprise when you spot a character making a small movement or gesture that must have added time to the production schedule and is irrelevant to wider game, but helps to bring the character to life. It shows a dedication and craftsmanship that you don't often see in the aforementioned larger productions.
I did encounter a couple of graphical glitches; during one part of the Guttering Howls section Nelly walks in front of and through something she should be behind, and in the penultimate chapter the inventory panel goes a bit wonky, but is still usable. I also had a bit of trouble with the game's interface being slow to register what was under the pointer, although the mechanics worked as expected, so it wasn't a major issue. I played the game on Linux Mint 17.3 and I don't know if these glitches are in every port.
Heh, "port". Like sailors. Heh.
Nelly Cootalot's puzzles are varied and often require different approaches and techniques to solve; even when they are of the give-item-A-to-person-B sort, they are at least presented in novel ways so the game never gets dull. In terms of difficulty, the puzzles are if not simple, then logical, so you are never hunting for rogue pixels or throwing every item at every character, hoping for the best.
That said if there is a flaw in Nelly Cootalot -- and to be fair, it is the only thing I would consider a proper flaw -- it's the wider logic surrounding the puzzles. On a few occasions I worked out the solution to a problem, and had all the correct items in my inventory ready to go, but I couldn't apply said solution because I hadn't gone to talk to someone -- often in another location -- who was supposed to give me the idea I'd already had. This led to frustration and -- in one case near the end of the game -- a suspicion that there was a game-breaking bug. On the plus side, Sebastian is able to give hints about what to do next, and in at least one case this helped resolve the impasse, although in the latter instance I did end up roaming around clicking on everything and everyone until I spoke to the right person.
Creator Alasdair Beckett-King is a jolly nice fellow -- and is not bad at Bomberman -- but it turns out he's quite good at making computer games too. I had great fun playing Nelly Cootalot: The Fowl Fleet and although it is short -- it can be completed in about five hours or so, although getting the Steam achievements will take longer -- I think it is worth the £12 I paid for it. There are rough edges, and places where I feel Alasdair and his team could have done a tiny bit more, but what's here is good, and I hope the game is enough of a success that we see more from him.
If you like point and click adventure games, give this a try, because you'll probably like it. If you don't, give it a try anyway, as it's charming and funny and may change your mind.
Nelly Cootalot: The Fowl Fleet is available from loads of places, right now!
Sunday, March 06, 2016
GREAT UNDEAD
Saturday, February 20, 2016
SKULL CHILD
D&D is Hard
We're playing D&D5 again. This time, Manoj is running the game. He doesn't run games often so it would already be something special even if it weren't so different to what we've done before.
In a lot of ways it needn't be a D&D5 game at all; we've been in a couple of fights and have used skills and spells here and there but for the most part the mechanics have been of little importance. Instead the game feels like a series of puzzles, and I have found it difficult to play.
I don't mean that as a criticism; rather I find I'm exercising parts of my brain that I wouldn't expect to when playing D&D. If anything it feels like a tricky Call of Cthulhu investigation, and I love Call of Cthulhu.
The first session saw our party involved in a Deathtrap Dungeon style event, from which we emerged triumphant. This made us favourites of the new queen, who then sent us on a mission up north to deal with some troublesome goblins.
BORING!
Well, no, because while it could have been a case of crawling through caves killing off goblins here and there, as we've all seen a million times before, instead we found ourselves in a more complicated situation.
The villagers and the goblins lived side by side in peace up until the recent unpleasantness, but an elven merchant -- we don't trust him, because he's an elf -- claims that the goblins killed a group of villagers, and only he escaped.
Some villagers have fought back and captured -- and tortured -- the goblin chieftain's son. Other villagers can't believe that the goblins are now hostile. The local baron wants the goblins wiped out and has hired mercenaries. The goblins have enlisted the help of a hobgoblin warband. We half suspect both the mercenaries and the hobgoblins are working for the baron. The elf is up to something shifty. There may be a silver mine involved somewhere. Our ranger is certain that there's a demon working behind the scenes. We all suspect the elf.
Things are about to boil over into conflict and there we are, trying to work out what is happening, and then to work out how to stop it getting any worse, and it is challenging.
Part of me wonders if I've been overthinking it and in fact it is a simple go-and-kill-the-greenskins adventure, one that we've made more difficult for ourselves by assuming there is more going on than there is. If that is the case, it has still been fun to engage with a more complex situation than we expected, even if the complexity is of our own making.
The most recent session ended with our party inviting the hobgoblin leader to negotiate, only to find ourselves surrounded in the woods by the entire warband. We'll see what happens next.
Update: Stuart has written about the game from his perspective here.
In a lot of ways it needn't be a D&D5 game at all; we've been in a couple of fights and have used skills and spells here and there but for the most part the mechanics have been of little importance. Instead the game feels like a series of puzzles, and I have found it difficult to play.
I don't mean that as a criticism; rather I find I'm exercising parts of my brain that I wouldn't expect to when playing D&D. If anything it feels like a tricky Call of Cthulhu investigation, and I love Call of Cthulhu.
The first session saw our party involved in a Deathtrap Dungeon style event, from which we emerged triumphant. This made us favourites of the new queen, who then sent us on a mission up north to deal with some troublesome goblins.
BORING!
Well, no, because while it could have been a case of crawling through caves killing off goblins here and there, as we've all seen a million times before, instead we found ourselves in a more complicated situation.
The villagers and the goblins lived side by side in peace up until the recent unpleasantness, but an elven merchant -- we don't trust him, because he's an elf -- claims that the goblins killed a group of villagers, and only he escaped.
Some villagers have fought back and captured -- and tortured -- the goblin chieftain's son. Other villagers can't believe that the goblins are now hostile. The local baron wants the goblins wiped out and has hired mercenaries. The goblins have enlisted the help of a hobgoblin warband. We half suspect both the mercenaries and the hobgoblins are working for the baron. The elf is up to something shifty. There may be a silver mine involved somewhere. Our ranger is certain that there's a demon working behind the scenes. We all suspect the elf.
Things are about to boil over into conflict and there we are, trying to work out what is happening, and then to work out how to stop it getting any worse, and it is challenging.
Part of me wonders if I've been overthinking it and in fact it is a simple go-and-kill-the-greenskins adventure, one that we've made more difficult for ourselves by assuming there is more going on than there is. If that is the case, it has still been fun to engage with a more complex situation than we expected, even if the complexity is of our own making.
The most recent session ended with our party inviting the hobgoblin leader to negotiate, only to find ourselves surrounded in the woods by the entire warband. We'll see what happens next.
Update: Stuart has written about the game from his perspective here.
Thursday, January 28, 2016
Chris Bone, I Love You
Saturday, January 16, 2016
Marvellous
This was drawn in the summer for a charity auction. I have no idea if it sold, let alone for how much.
If anyone wants to have a go at colouring it -- I am rubbish at colouring -- then feel free!
If anyone wants to have a go at colouring it -- I am rubbish at colouring -- then feel free!
Labels:
Black Widow,
Groot,
Iron Man,
Marvel,
Rocket Raccoon,
Spider-Man,
stuff that I drew,
Thor
Wednesday, December 30, 2015
Talkin' 'bout a Resolution
I don't do New Year resolutions because they're a bit naff and seem dishonest; if you're going to make a significant lifestyle change, why wait until the first of January? If it's worth doing, it's worth doing now, yes?
That said, here are some things I'd like to get done in 2016, but none are of the life-changing sort:
Run The Dracula Dossier. I love Dracula and the idea of mashing it up with a Bourne Identity style spy Eurothriller and making that the basis of a role-playing game is exciting. Alas, I am unconvinced by the Night's Black Agents ruleset and I am unimpressed by the minimal support given in The Dracula Dossier itself for running the thing, but I will persevere.
Run Eyes of the Stone Thief. I've been itching to get back to 13th Age for a long time, and this campaign looks like great fun.
Paint my eldar army so I can play some second edition Warhammer 40,000 with Stuart, although he will probably play necrons and necrons werea bit overpowered experimental in 40K2, so I'll be painting them only to send them to their deaths. Oh well.
Read more. This is my unread book pile as of right this second:
That doesn't include about a dozen larger-format books that won't go on the pile without collapsing it. I was starting to catch up, then Christmas happened.
Write more. Forgive Us came out a long time ago and people have asked for a follow-up. I've had some ideas but nothing has yet made it past both my own self-doubt and James Raggi's keen eye; I think we have something now, so I hope that will appear before June. Well, I hope it will appear before March, but let's be realistic.
Catch up on computer games. I have a rule that I don't get a new computer game until I've finished one, but that doesn't stop other people getting them for me and throwing the system out of whack. I've got my eyes on some upcoming releases so I need to clear the queue before they arrive. This would be easier if PlayStation trophies didn't sit there, glinting and taunting and implying that no, I haven't really finished the game, even if I did beat the final boss.
Play more and different games. I didn't quite manage fifty-one different games in 2015 but I got closeish. I'd like to try lots of different things in 2016; I have a number of unplayed games on my shelf and I know that the rest of my group isthe same even worse, so this shouldn't be too difficult.
"Shouldn't be too difficult" I say, but some of those books have been in that teetering pile for over three years, and the eldar have been sitting in an undercoated state for about two. Oh dear.
But I shall be confident! I'll revisit this post this time next year and see how well I did. I bet you cannot wait.
Have a good New Year everyone. I don't do the party thing but for those who do, enjoy, and for those who don't, enjoy whatever it is you'll be doing.
I shall be reading.
That said, here are some things I'd like to get done in 2016, but none are of the life-changing sort:
Run The Dracula Dossier. I love Dracula and the idea of mashing it up with a Bourne Identity style spy Eurothriller and making that the basis of a role-playing game is exciting. Alas, I am unconvinced by the Night's Black Agents ruleset and I am unimpressed by the minimal support given in The Dracula Dossier itself for running the thing, but I will persevere.
Run Eyes of the Stone Thief. I've been itching to get back to 13th Age for a long time, and this campaign looks like great fun.
Paint my eldar army so I can play some second edition Warhammer 40,000 with Stuart, although he will probably play necrons and necrons were
Read more. This is my unread book pile as of right this second:
That doesn't include about a dozen larger-format books that won't go on the pile without collapsing it. I was starting to catch up, then Christmas happened.
Write more. Forgive Us came out a long time ago and people have asked for a follow-up. I've had some ideas but nothing has yet made it past both my own self-doubt and James Raggi's keen eye; I think we have something now, so I hope that will appear before June. Well, I hope it will appear before March, but let's be realistic.
Catch up on computer games. I have a rule that I don't get a new computer game until I've finished one, but that doesn't stop other people getting them for me and throwing the system out of whack. I've got my eyes on some upcoming releases so I need to clear the queue before they arrive. This would be easier if PlayStation trophies didn't sit there, glinting and taunting and implying that no, I haven't really finished the game, even if I did beat the final boss.
Play more and different games. I didn't quite manage fifty-one different games in 2015 but I got closeish. I'd like to try lots of different things in 2016; I have a number of unplayed games on my shelf and I know that the rest of my group is
"Shouldn't be too difficult" I say, but some of those books have been in that teetering pile for over three years, and the eldar have been sitting in an undercoated state for about two. Oh dear.
But I shall be confident! I'll revisit this post this time next year and see how well I did. I bet you cannot wait.
Have a good New Year everyone. I don't do the party thing but for those who do, enjoy, and for those who don't, enjoy whatever it is you'll be doing.
I shall be reading.
Labels:
making plans (but not for Nigel)
Wednesday, December 16, 2015
Back in Black
Those of you looking forward to more of Guthrun's Viking Diary -- hello Mike! -- will have to be patient; our GM is taking bit of a break so we'll be returning to our longboat in a few weeks. Until then, Stuart has stepped in and has resumed his Deadlands Noir campaign and has summarised the most recent session in two parts here and here for those interested; I am playing Doctor Ross LeBoeuf, a character with zero combat ability but a knack for persuasion.
I am having great fun. The game is based on Savage Worlds, a system of which I am quite fond, and Stuart has done an excellent job of creating a vivid playground full of interesting options; the adventure with the supersoldier-turned-boxer that took up a couple of evenings of play was a side job quite unrelated to our characters and their goals, and I have no doubt that there are plenty more of these off-piste tangents hidden in the setting. Each of our characters does have what could be called a main plot that is there to be pursued should we so choose, but there's also a real sense that we can wander off and do anything we like; after a few years of packaged adventures -- some of which have been quite good, lest this be seen as an attack on the published campaign format -- it's quite refreshing to play in a game that seems to offer so much freedom.
I've wanted to run a game of this sort for a while. The last time I had any success with such a format was a bonkers Fighting Fantasy campaign that I made up as I went along in my teens; my Rogue Trader campaign was an attempt to do something similar but it collapsed for a number of reasons, and my Stardust Investigations Call of Cthulhu thing was supposed to be an open, player-led game, but I don't think I communicated that idea to the players, so that didn't work either.
One day I will try again - perhaps with Modiphius' post-apocalyptic Mutant Zero -- but for now I have a number of more structured but exciting campaigns to run, and I'm quite happy roaming around Stuart's alternate 1930's New Orleans.
I am having great fun. The game is based on Savage Worlds, a system of which I am quite fond, and Stuart has done an excellent job of creating a vivid playground full of interesting options; the adventure with the supersoldier-turned-boxer that took up a couple of evenings of play was a side job quite unrelated to our characters and their goals, and I have no doubt that there are plenty more of these off-piste tangents hidden in the setting. Each of our characters does have what could be called a main plot that is there to be pursued should we so choose, but there's also a real sense that we can wander off and do anything we like; after a few years of packaged adventures -- some of which have been quite good, lest this be seen as an attack on the published campaign format -- it's quite refreshing to play in a game that seems to offer so much freedom.
I've wanted to run a game of this sort for a while. The last time I had any success with such a format was a bonkers Fighting Fantasy campaign that I made up as I went along in my teens; my Rogue Trader campaign was an attempt to do something similar but it collapsed for a number of reasons, and my Stardust Investigations Call of Cthulhu thing was supposed to be an open, player-led game, but I don't think I communicated that idea to the players, so that didn't work either.
One day I will try again - perhaps with Modiphius' post-apocalyptic Mutant Zero -- but for now I have a number of more structured but exciting campaigns to run, and I'm quite happy roaming around Stuart's alternate 1930's New Orleans.
Labels:
Deadlands Noir,
Savage Worlds
Monday, November 30, 2015
Guthrun's Viking Diary, Part One
I don't know how we found the island, because Blind Skellig is blind. Snorgun says that he is touched by the gods but I don't see how that helps if Skellig doesn't have eyes.
There was a thing made of wood on the beach. The others called it an "effigy" but it looked like a witch to me. I don't like witches. They were afraid to go near it so I ran over and chopped it down with my axe. I found the axe when we killed Uncle Bjorn for the second time. The witch came to life but axes are good for chopping wood and lopping heads and it fell over.
The others saw a raven and tried to shoot it with their arrows. I didn't have any arrows and I was tired anyway, so I sat down and looked at the sea.
We found a village where everyone was frozen stiff and in the long hall there were skeletons covered in ice. They got up from the table and tried to eat us but we smashed them. Taavi said they weren't real but I smashed them so I don't know what he meant.
We went to the top of the hill in the middle of the island and from there we could see for miles. We saw some smoke rising from a village on the mainland and we also saw a longship sailing away from our island. Fat Erik said there was no one else up here so we didn't know who the others were.
We cleaned up the long hall. I lit a fire but the others said that was bad because of the ice god but I didn't see any ice god and I was cold.
I woke up in the night to see Snorgun and Taavi chasing a squirrel around the long hall. It was funny to watch them but then they told me to get up because they were going to follow it outside in the cold and that wasn't as funny.
Taavi must have good eyes from being half aelf, because he said he could follow the squirrel's tracks in the snow. We ended up back at the beach, close to an old ruined hut. There was a witch inside who tried to cast spells on us but Taavi set her on fire. She had lots of treasures. The others gave me a cloak that made me feel stronger but was too small for me so I tucked it in my belt.
The next morning we decided to go in our boat to the other island, but we bumped into the other longship on the way there. The men on the other boat looked like us, except they were covered in frost and when they looked at us we felt cold. We got closer and I jumped over to their boat to fight them. Snorgun came too. The frost men were angry like I sometimes am and their aim was not good so we killed them all except one. He told us that there were two other witches living on the mainland.
I don't like witches.
There was a thing made of wood on the beach. The others called it an "effigy" but it looked like a witch to me. I don't like witches. They were afraid to go near it so I ran over and chopped it down with my axe. I found the axe when we killed Uncle Bjorn for the second time. The witch came to life but axes are good for chopping wood and lopping heads and it fell over.
The others saw a raven and tried to shoot it with their arrows. I didn't have any arrows and I was tired anyway, so I sat down and looked at the sea.
We found a village where everyone was frozen stiff and in the long hall there were skeletons covered in ice. They got up from the table and tried to eat us but we smashed them. Taavi said they weren't real but I smashed them so I don't know what he meant.
We went to the top of the hill in the middle of the island and from there we could see for miles. We saw some smoke rising from a village on the mainland and we also saw a longship sailing away from our island. Fat Erik said there was no one else up here so we didn't know who the others were.
We cleaned up the long hall. I lit a fire but the others said that was bad because of the ice god but I didn't see any ice god and I was cold.
I woke up in the night to see Snorgun and Taavi chasing a squirrel around the long hall. It was funny to watch them but then they told me to get up because they were going to follow it outside in the cold and that wasn't as funny.
Taavi must have good eyes from being half aelf, because he said he could follow the squirrel's tracks in the snow. We ended up back at the beach, close to an old ruined hut. There was a witch inside who tried to cast spells on us but Taavi set her on fire. She had lots of treasures. The others gave me a cloak that made me feel stronger but was too small for me so I tucked it in my belt.
The next morning we decided to go in our boat to the other island, but we bumped into the other longship on the way there. The men on the other boat looked like us, except they were covered in frost and when they looked at us we felt cold. We got closer and I jumped over to their boat to fight them. Snorgun came too. The frost men were angry like I sometimes am and their aim was not good so we killed them all except one. He told us that there were two other witches living on the mainland.
I don't like witches.
Labels:
Dungeons and Dragons,
viking diary
Subscribe to:
Posts (Atom)








