Copperheads: Betrayal and Strange Runes and Burning Dead, oh my (short update 02/12)

Wednesday, August 23rd, 508 AF, Continued

Geoffery kneels by the unconscious Broadsword. The horse has been savagely beaten, it's face a mess of small cuts where Blarth's iron gauntlets have broken skin. None of it is life-threatening, but the horse is guarenteed to be in pain when it returns to consciousness. As he's about to cast a simple healing spell, Geoffery notices something odd.

There's a scabby scratch in the centre of the creatures forehead, older and smaller than the wounds it's suffered at Blarths hands. Goeffery frowns, slightly troubled. Something about the scratch seems wrong, but he can't put his finger on it. He prods at the wound for a few seconds before he realises there's something caught beneath the scab, lodged below the surface of the skin.

"No problem," he says to himself. "I'll have that out in moment."
He pulls a dagger from its belt sheath and prepares to dig into the unconscious horse. He's about to make the incision when he's distracted by a strangled gasp of horror behind him. Geoffery whirls, and see's the recently awakened Othic struggling against Halgo.

"What do ye think ye'r doing?" the farmer demands.
"There's something stuck in the horses head," Geoffery offers innocently. "I was just going to get it out."
"Yer blade's a foot long!"
"It's all I've got," Geoffery replies, his tone defensive.

Othic is incredulous, wandering where in hell these people learned to care for animals. The two horses leading their wagon seem to be well cared for. Maybe they survived by luck.
"It's probably just a splinter, or a thorn," he tells Geoffery. "If they were wanderin the woods, they're likely to have picked up dozens of the things. Put yer dagger away, I've got proper tools back in the barn. I'll dig it out after dinner."
"You're sure, it's not trouble to do it here."

There's something dangerously eager about Geoffery's tone as he says this. Othic just stares at him, and it's immediately obvious to everyone that there is no doubt in the old man's mind about his decision. Geoffery shrugs and sheaths the dagger before muttering a healing prayer to St Cuthbert. The Saints energy flows through him and into the horse, closing the small cuts that cover its face and returning it to consciousness. Geoffery notices that the scab on the forehead doesn't heal, but then neither do all the cuts and bruises. He dismisses it as nothing and loops a second rope over the head of the groggy horse. Broadsword nickers quietly, snaps once at an armored
sleeve, then allows himself to be lead to the wagon and tied beside Blaze.

Othic takes a few minutes to look over his livestock, immensly pleased to find neither spell nor beating seem to have caused lasting damage. These strangers may be odd, but their methods did seem to work. He figures it works out even.

"Thank the gods," he says . "They both seem fine, so it looks like I owe ye a debt of gratitude. Ye say ye'r going to Bellhold?"

The group nods.

"Well, I'll tell ye what," Othic says. "Me farms only a mile or so down the road, and yer no more than two hours from the town. Why don't ye join me for a meal before ye head in. It'll save ye a couple of silver at the tavern, and it'll let an old man say thanks."

There is a breif conference atop the wagon, followed by Geoffery leaning over the side to offer Othic a hand up.
"Sounds good to me," as he assists Othic. "Can't be worse than the camp-cooking on the way here."
 
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The idea of recurring kobold monks with the same name is entirely Murrays.

See, Murray has a history of being on the wrong end of die rolls in my game, and he doesn't necessarily like playing a variety of characters over two or three games. He asked if it was okay, and I said it was fine if we could think of a legit reason to fit it into the campaign world. We threw some ideas back and forth, and the brotherhood was the result.

Yip's tend not to last too long, but they usually die in particularly spectacular ways. At least two have gone to triple twenty criticals in the past year.
 

Well, it finally happened. We just finished the third session of the campaign, and a Yip finally survived through an entire five hours of gaming :)

Not only that, the PC's have elected to take a company name, the Copperheads, in celebration of recent events.

Update coming soon. Just need to eat some dinner and I'll be typing away...
 

Wednesday, August 23rd, 508 AF, Continued

Othic's farm is a simple affair. A large paddock of horses on one side, a smaller paddock filled with vegetable crops on the other. Geoffery's query about the possibility of sleeping in the old man's barn on the short ride to the homestead is immediately answered by the size of the cramped hut, and the rickety condition of the barn.

"Hmm," he says, surveying the barns interior while Othic lets the horses loose. "Maybe we'll be better suited to an inn."
Othic nods quietly.

Dinner proves to be a simple fare, but after living on trail rations and the cooking of Haggash's inn, it goes down well. The adventureres feast on a simple stew, consisting mostly of mutton, carrots and potatoes, with slices of crusty bread that remains just the right side of stale.

For Yip, both bread and stew prove something of a revelation. His order dines primarily on nuts and berries, with strictly rationed meat supplies, while training. The notion of cooked food is still new to him, and every meal at a new settlement seems a new sensation. When Othic offers around a bottle of cheap but tasty wine, the kobold is nearly in heaven.

Over dinner, Othic proves to be a wealth of information about the towns history as well as an eager gossip. He tells his dinner companions that Bellhold was held in the grip of the dragon Copperdeath until nearly fifty years ago, and that he and many other townsfolk were were forced to work in the copper mines as the dragon's servants. Tears nearly spring to the old man's eyes as he talks of the dragons death at the hand of a company of adventurers. He also urges the party to return towards midsummer, when the festival celebrating fifty years since the dragon's death is to be held.

After a brief diversion into his family (widowed, two children), and his drift into farming after the dragon was defeated, Othic also starts hinting about darker news from the town. While much of the gossip he relates while sipping at the wine seems meaningless, there is the occasional suggestion of missing children being searched for by local heroes, and tales of headaches and bad dreams infecting the population that are bad enough to drive away Karthain, the towns wizard, and the high priests of the three major temples. Geoffery and Halgo drive towards more information on all of these, but Othic's news is sketchy and he laughs at it all as gossip.

"Haven't felt a thing like a nightmare out here," he says, waving an arm at the door leading out to the paddocks. "I got nothin' more to worry about than escaping horses. And Children go missing here from time to time, wandering in the woods to the north mostly. Usually the town gets into an uproar until the heroes of the Bell find 'em wandering lost and bring 'em home. Ah, just gossip and news. People don't know the meaning of the word trouble since ol' Copperdeath was laid low."

He looks at the dark sky through the window, smoking a small pipe to help his digestion.
"I think ye best be going," he says, nodding. "Getting late, and ye still got a good mile to go afore ye hit town.

Geoffery nods the the others, and they reluctantly pick themselves up from Othic's table. The farmer leads them out to their wagon. Blaze and Broadsword are standing in the midst of the field, grazing quietly.
"Thanks again for ye help," Othic says. "Couldn't have got them back without ye."
"Pleased to help," Geoffery replies. "Thanks again for dinner."
There is a small yip of agreement from Yip in the back of the wagon.

"One last thing," Geoffery asks, "Can you recommend an inn in town?"
"Well, the Bell and Clapper's probably the best," Othic says, considering the question carefully. "Run by a half-elf, Tokket. Son of one o' the heroes who slew Copperdeath. Keeps some interesting trinkets laying about for folk to stare at. Well worth a look, and he keeps some mighty fine ale on tap."

Othic scratches his chin for a second, deep in thought. "Actually, I'm due in town tomorrow for business," he muses. "Tokket cooks a fine breakfast, and it may well be worth calling in for a bite after I'm done. If ye're interested in hearing a few more of an old man's stories, why don't I meet you?"

The four companions look at one another. Othic's proved a genial and forthcoming dinner companion, if a little over-eager for tales of their own adventures when gaps arrived in conversation. There is a quick nod of agreement.
"Sure," Geoffery agrees. "We'll meet you there."
Halgo shakes the reigns on the wagon, setting the horses moving.

"Thanks again," Othic waves. The wagon slowly trundles back onto the road, covering the last hours travel into Bellhold.
 
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Wednesday, August 23rd, 508 AF

Bellhold is a wide, pleasant looking town. The four companions drive through in their wagon, through streets lit by flickering torches. There are people everywhere on the street despite the late hour, trading back and forth in the small stores. All of them look tired and on edge, their voices slightly sharper than normal. Every now and then, they can hear the sound of an arguement breaking out in the distance. As they pass through the streets, they notice that perhaps one building in three has the apperance of being abandoned, it's doors locked and curtains drawn. Some stores have closed signs that look like they haven't moved in days, and Yip spots one that has a small spiderweb growing over the corner of it's doorway.

Othic has given them directions to the Bell and Clapper, and they quickly follow them. Down the main road towards the town square, where Halgo is forced to slow the cart down. The crowd is thicker here, clustered in clumps around various speakers or merchants. The largest seems to be a group of elderly folk, standing in a large cluster near the bell-tower in the centre of the square. A stone plaque midway up the towers length proclaims the square Wyrmcall Plaza. Everyone remembers Othics explanation.

"Named after the bell," Othic had said. "Big 'un, it is. Used to ring it to warn the folk the dragon was commin'. Calls folk to the meetings now, in the town square. Ye should hear it rung, if ye're in town long enough. Is an experience, to be sure."

Looking up at Wyrmcall's copper expanse, none of the group has any doubt. The bell is huge, easily a good fifteen feet across.

"Left?" Halgo asks, remembering Othic's directions. Geoffery nods and the dwarven illusionist edges the wagon slowly through the crowd.

They find the Bell and Clapper on the southern edge of the square. It's an impressive building, looming over the two story buildings that surround it in the square and the small houses that make up the rest of the village. A yawning boy leans against the door to a nearby stable.

"You the stable-boy?" Geoffery asks.
"Aye."
"Can you store this in there?" Geoffery nodds down at the wagon, then points to the Stables.
"Aye, just. Ye'll have to pay Tokket extra for the stablin."
Geoffery just nods and gestures to his comrades. They quickly retrieve their packs and climb down from the wagon, handing the reigns over the the youth. The boy yawns again as he climbs onto the driving seat.

"Tired?" Halgo asks.
The boy nods.
"Nightmares. Ain't slept right for days" he says, then shrugs. "Just like everyone else."
He snaps the reigns and coaxes the wagon through the stable doors.

Geoffery stares up at the Inn, then over at Yip and Blarth.
"Well," he says, "Do you think they'll have problems serving kobolds?"
 
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As an aside - we finished Of Sound Mind tonight. I'm still at least two and a half sessions behind, so I'll be updating pretty often over the next week or so. It also means that I have only very plans worked out for the PC's from here on in, and only one very altered pre-published adventure converted from 2e in the near future.

If you've got any rat-bastardly ideas to spare, why not click on the discussion thread link in my sig and share them around :)
 

Wednesday, August 23rd, 508 AF, Continued

The lower level of the Bell and Clapper is all ale-room, it's walls laden with flickering candlabra, and a collection of trophies and artifacts with an adventuring theme. A large axe hungs prominantly over the bar, alongside a shield and several smaller weapons. A glass case has been pushed against the far wall, with several scraps of parchment and daggers laid out on display alongside an open book. Halgo's gleaming eyes spot the book almost instantly, and he looks up at Geoffery with an eager expression.

"I'll get the rooms," Geoffery sighs. "Go read."

The barkeep is a tall half-elf, his blond hair thinning. He's serving some locals on the far end of the bar, but it doesn't take him long to rush to Geoffery's service.

"Evenin," he says. "The names Tokket. Welcome to the Bell and Clapper. What can I do fer ye?"

Geoffery looks in the bag of gold Y'Dey gave him for expenses. The majority of it's still there.
"I'd like room for four, some ale, and perhaps something as a late supper if you've got it. We've got a wagon and two horses in your stables as well"

Tokket nods, then quickly scans the companions at Geoffery's side.
"It'll be five silver for a meal and bed for three of ye, and I'll include the kobold in the stables with yer horses."
Yip snarls slightly at this, his nostrils flaring and ears flattening against his head.

"The kobold is tame, civilised," Geoffery assures Tokket. "We'd prefer to keep him inside with us."
Halgo, on the far end of the sparsly populated tap-room, hears toe comment and pauses in his reading.
"It's not a kobold," he yells. "It's my intelligent, bipedal familiar."

Neither arguement seems to sway the half-elf.
"It ain't stayin in my inn," Tokket says bluntly. "I run a worthwhile establishment, the best in town. I ain't letting no stinkin kobold ruin that reputation. Yer lucky I'm letting yer orcish friend stay."

Yip growls again, and Geoffery puts a warning arm on the small monks shoulder to stop him from leaping.
"We'll be willing to pay extra for the kobold to sleep inside," he sighs. "How much?"

Tokket scowls at Yip, doing the calculations in his head.
"Eight silver," he says finally, "And ye don't let yer pet go wandering unsupervised."

Geoffery agrees, then sends Blarth and Yip to a shadowed table with orders to avoid drawing attention. Both complain quietly as they cross the room.

Meanwhile, Halgo joins them with his eyes shinning.
"Well," he says, "Seems Bellhold was more interesting than we were told..."
 
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Wednesday, August 23rd, 508 AF, Continued

Halgo quickly relates what he learned from the book. It seems the writting was the journal of a dwarven adventurer, one of the original four that freed Bellhold from the fist of the Dragon Copperdeath. The pages that are displayed tell of the dragons defeat, as well as mention that the beast had a secret passage down into the towns copper mine. He also reveals that the dragon had mastered the art of mind control, and dominated the adventurers who came to slay it for a short time before they broke free.

Goeffery arrives with a round of drinks, and further news he's learned from the barkeep. Seems that Tokket is the son of one of the adventurer's who killed the dragon, and inherited the Bell and Clapper from her a few years after the beasts death. He's also learned a lot more of the local news, expanding on Othic's gossip. The group learns that the local adventuring company has gone searching for the children, and more people have become concerned when the Company of the Bell failed to return.

One thing Goeffery learns that Othic didn't tell them was the prophecy that the dreams and troubled sleep would be over by the end of the week. SEems the local wise-woman had a vision predicting the end to the troubles, which seems to have abated concerns a great deal. Despite this, Tokket spent most of their chat blaming the gods for Bellhold's troubles.

The four of them drink in silence, mulling over the odd bits of news and watching the tired, agitated townsfolk milling about in the tap-room. Yip is quietest of all, sitting in the shadowy corner of the booth, occasionally glaring out at Tokket when the barkeep scowls at their table. After a quick supper of bread and cheese, they head up to their room to sleep.
 
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