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

This is only just starting to hit the point where Blarth's psychic warriorness is an issue. Everyone is hovering around 4th to 5th level here, which means the sole powers Blarth has at his command are Biofeedback and Hustle. Biofeedback was getting a lot of use, from memory, but I always forget to include it in the write ups :)

These days Blarth is more noticably psychic. He tends to stack a power called Construct Toughness (immunity to crits) on top of his Bio-feebacks, and he's more than willing to use psionically empowered strikes against opponents when he needs to. Between his natural strenght, defensive items and powers, he's a challenge to hurt in most combat.

Sidenote: For those wondering about the wealth of daily updates, especially when I have that annoying habit of neglecting the hour for weeks at a time, there is a reason :)

My current plan is to get the updates through to the end of session nine by Monday next week, largely due to the fact that session 9 was somewhat dire (in the "bad game" sense rather than the "giant animal" sense) and will likely be covered by three short posts.

After that, I get to start updating session ten, and that's when things really go to hell for the party :)
 

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Tallarn said:
Funny, I'd kind of forgotten Blarth's Psychic Warriorness. I tend to think of him more as a straight fighter.
Yeah, I do that all the time. Sometimes I swear he's raging too. It drives me nuts.

But this time it really came forward. I think I'd like to see more of that. It'd be great fleshed out.
 

Among his other talents, the merchant Teag proves to be a fair cook and eager to help after he’s rescued. After the dead bodies are cleared away, many of them loaded onto a wagon so they can be returned to the Steading for burial, he offers everyone lunch while they explain why they were searching for him. The danger of the swords is quickly explained, and the tall Reldanner looks concerned.

“Five days to late, I’m afraid,” he says sadly. “Sold all four of them on my way through to the Steading. One of them’s with a farmer out near Vallar, but the other three where only taken off my hands a day back. Two of them to a pair of elven twins, part of an adventuring band looking to go hunting goblin ears for Ulgar’s reward. The last one’s with Tak, the captain over at Heldar’s Stand. He was at Ulgar’s for some reason, didn’t think to ask why.”

“We should get moving then,” Geoffrey says, polishing off the last of some stew with a crust of bread. “If three of them are only a day away, we might be able to get there before anything goes wrong.”

“True enough,” Teag agrees, “But whose going to stop that farmer?”
“Blarth will go,” Blarth announces. “Take horse, have best chance of surviving on own.”
“Agreed,” Geoffrey says.
“Well the, before you go,” Teag says, digging through the back of his wagons. He emerges with several small sacks, distributing among the party.

“What’s this?” Geoffrey asks.
“Gold,” Teag says simply. “Probably about five hundred or so each. About two-thirds of my profits for the last run. Figure you’ve got as much claim to it as I have, what with me probably being dead if you didn’t come along and half the swords I sold being cursed an all. Do as much as you can to help the victims with one of the pouches, and keep the rest.”
Geoffrey looks at the coin-purse, slightly stunned.
“Thank you,” he says as he recovers his speech. “That’s very generous of you.”
“It’s slightly scheming of me too,” Teag announces with a wry smile. “I figure if I offer you a reward, it may make you a mite more inclined to helping me get these wagons back to the Steading by nightfall.”

It works. As soon as the lunch dishes are stowed, everyone takes up a position on a wagon and turns them around to make the journey back.

In any other realm of the Empire, Ulgar Steading would be little more than a military outpost, but after weeks in Bor it’s tall wooden palisades and hilltop keep are an imposing site. The wide range of defences pointing towards the Frost-stone Hills are a constant reminder of its purpose – holding back the goblin natives that infest this corner of Bor and ensuring they don’t swarm over the smaller communities to the south. There are few people in the small township that don’t have something to do with the military, and there are mercenaries and adventuring parties aplenty infesting the small inns tucked against the town walls, all eager to earn the bounty on goblin ears paid by Lord Heiron Ulgar. The small town square is bustling with movement – men and women alike wandering around armed as merchants hawk their wares from the backs of wagons.

“You three meet me at the Severed Ear,” Teag suggests, pointing to an inn across the square. “I’ll have a word with some of the locals and see if I can find out something about our elves.”

Everyone does as Teag wishes, stowing his wagons and heading for the taproom where they can pass the time. It’s a bustling place, filled to the rafters with blond, broad-shouldered Reldanners and the dark-skinned Thorbeck dwarves. The group starts sidling its way through the crowd towards the bar, when Amarin’s crystal spots the familiar face of Halgo among the crowd. He’s sequestered at a quiet table with a tall human, a Seldarni soldier from his appearance. In no time the group has gathered together and related the tales of their adventures, and Halgo does his best to explain what he’s done in his absence from the group.

“The king had me here easing the agreement between the steading and the dwarves,” Halgo says. “The human merchants are going to take a hit with all the dwarves providing weapons for the place, and we needed to convince the Thorbeck delegates of how important this place is. Brind here was one of the guards for the delegation. He’s handy with a sword, and not unintelligent when it comes to conversation, so he helped me fill in time. Regardless of what the king thinks, my jobs mostly waiting around for people to talk.”

“How much longer will the agreement take?” Geoffrey asks. “We could use your help in the near future.”
“I think we can safely say I’m no longer needed,” Halgo announces. “And if we’re after a spare blade, we can probably convince Brind to come along. There isn’t much to do here if the goblins aren’t attacking.”
 



Teag arrives back at the tavern after a few hours, a grave look on his face.
“We’re too late,” he says. “Tak and the elves are already gone. I’ve sent a messenger after Tak, warning him to keep the sword out of sight and not use it, but the elven twins were part of an adventuring group who went after the Goblin King.”

“Goblin King?” Geoffrey asks. “I didn’t think they were that organised?”
“They’re not,” Halgo explains, “but there’s a tribe out there full of berserkers, and they tend to brow-beat the other tribes in line. Their leader has been terrorising these parts for years, his wolf-riders running down travellers. Heiron’s come face to face with him twice and not managed to kill him, and Heiron Ulgar is probably the best warrior around these parts. All he’s gotten for the effort is a scar the length of a sword-blade across his stomach.”

“People started calling him the Goblin King cause he doesn’t die,” Teag finishes. “Lords it over the other tribes like he’s a king, even if he doesn’t wield any real power over the masses of them. What I don’t understand is why a group of adventurers was willing to go out after them.”
“The tribes been robbing graves lately,” Halgo says. “Hitting the cairns just outside town. Picked through the corpses of some fairly important people, including Ulgar’s father, and taken a fair amount of weapons and armour. People have gotten a little more nervous about the Goblin King and his tribe than they used to be.”
“So we’re heading for a graveyard?” Geoffrey asks.
“If your serious about tracking those elves,” Halgo says. “Unless you can pick them up with your Symbol.”
“It doesn’t have the range, and I haven’t ever seen the targets. I guess we should all get some rest while we can, it looks like we’ll be spending most of tonight awake.”



The graveyard for the steading is set in the heart of a shallow valley, the snow-covered ground littered with stone cairns that tower almost as high as a man. The Copperheads move among the stone piles as the sun sets, searching for any signs that goblin raiders have come in recent evenings. There are several tumbled cairns, the stones scattered across the valley floor, but no real signs of goblin tracks.

“This probably works to our advantage,” Geoffrey says, surveying the area. “It means they’re more likely to hit the place soon. It’ll be a cold couple of nights out here if we have to wait.”
“Not easy to see,” Geoffrey mutters, looking through the maze of stones. “Why they not burry bodies like normal people.”
“To cold,” Brind explains. “It’ll take to long to dig a grave while the grounds frozen, so they pile stones on top of it instead.”
“Makes it easy for them to sneak up on us,” Amarin says.
“Or for us to ambush them,” Geoffrey says. “We can hide among the stones and take them when they get close. From what we heard at the Steading, they’re likely to have archers and ranged combat is not our forte. This works to our advantage.”
“Assuming they don’t see us hiding,” Amarin mutters.
“I think I can fix that,” Halgo says. “Minor Image can make it look like this entire place is uninhabited, even if we’re standing in the centre of it. Wont hold up under close inspection, and we’ll have to be quiet, but it’ll work until they get close. All we have to do is stay close to me…”

Everyone considers that for a few minutes, and since no-one has a better plan they go with it.

It’s a long wait into the Bor evening, the rapidly shortening days getting colder as darkness falls. Everyone takes a position among the stone graves, huddling under winter cloaks and doing their best to keep their teeth from chattering. Yip lets out the occasional whine of self-pity, his scaled body suffering in the cold no matter how many layers of clothing he wears, but everyone else bears the chilly conditions with grim determination.

A few hours after sunset their patience is rewarded, Blarth, Yip and Halgo all spotting a crude rope sliding down the side of the valley with a lean goblin warrior coming after it. Halgo nudges Geoffrey and Amarin, letting them know that there are enemies coming in through the dark, and Geoffrey tenses with the words to a light spell on his lips.

“Give it time,” Halgo whispers, his voice little louder than an insect's buzz. “Only one. Wait for the signal.”

Three more goblins join the first on the floor of the valley, while two more of the creatures take covering positions with bows. Halgo puts his hand on Geoffrey’s arm, just below the shoulder plate so it can still be felt, and waits until the last warrior is halfway down the rope before removing it with a cry of “Now.”

Geoffrey’s light spell springs into existence, casting a blue-tinged illumination over the graveyard. The rest of the Copperheads are already moving, Yip and Brind running to engage the goblins on the valley floor while Halgo uses a colour spray to blind the archers. Amarin’s brow is furrowed in concentration, a construct appearing in front of him, but it hardly seems necessary. One of the archers stumbles and falls over the edge of the cliff, two of the warriors fall to the combined assault of Yip and Blarth, and the final archer is so frightened by the spell that his shot flies far wide of the combatants below.

“We need a prisoner,” Geoffrey orders, noting the speed with which the goblins are falling. Yip immediately complies, hammering his paw just below the ribs of a goblin, then quickly snapping a blow onto an artery that sends it into unconsciousness. Brind wraps one hand around the goblin rope and uses it to hoist himself up the steep incline of the valley wall. It’s a short climb, and he’s cut down the second archer within moments of reaching the top.

The fight takes less than ten seconds, and all the goblins are dead save one. Amarin looks at the three foot construct he’s manifested, shrugs when he realises it’s unlikely to be of use, and orders it to sit on the prisoners chest while the others ready rope.

“So what do you actually do when the fighting starts?” Brind asks, slightly sarcastically. “Stand around and look constipated?”
Amarin refuses to answer.

“Don’t bother with the rope,” Geoffrey suggests. “I’ve got a better idea.”
He reaches for his holy symbol and uses one of its greater powers, shackling the goblins spirit to his own.

“That should do it,” Geoffrey says. “Wake him up.”

Some of Yip’s whisky is splashed on the goblins face, jolting it back to consciousness. Its catlike eyes dart wildly as it surveys the group that has it surrounded, a hiss seeping through its lips. Everyone watches as it hands grope for weapons that are no longer there, the darting eyes searching for weak spots or points of escape.

No-one reacts when it spots one, darting to its feet and sprinting as fast as it can. It makes it ten paces before it collides with an invisible barrier, bouncing backwards and skidding across the stone. A trail of blood drips from the creatures nose, attesting to the force with which it’s collided with the limits of its movement.

“I’m betting that hurt,” Brind suggests blandly. No-one argues with him. “Does anyone actually speak goblin?”
“Yip does,” Geoffrey says.
“Great,” Brind grins. “This could have been embarrassing otherwise.”
‘Shut up,” Geoffrey says. He turns to the goblin. “Tell it it can’t escape.”
Yip does, and the goblin stops struggling against the invisible barrier long enough to turn and glare at the cleric.
“Tell it it can’t lie either,” Geoffrey orders. Yip does so.
“Now ask it where we can find its lair.”

The creatures face contorts, the lie caught in its throat by the magic of Geoffrey’s holy symbol. It chokes on the words, its hand trembling when it tries to point in the wrong direction, and eventually it gives Yip directions in a broken, guttural version of the goblin tongue.

“Those the directions?” Geoffrey asks. “All of them?”
Yip nods.
“Excellent.”

His morning star flashes out, breaking the shackling spell that keeps the goblin close. The goblin has a half-second to revel in the fact it can move further than a few paces from the cleric before a sharp metal spike shatters its skull.
 


arwink said:
“Those the directions?” Geoffrey asks. “All of them?”
Yip nods.
“Excellent.”

His morning star flashes out, breaking the shackling spell that keeps the goblin close. The goblin has a half-second to revel in the fact it can move further than a few paces from the cleric before a sharp metal spike shatters its skull.
Heh, gotta love Geoffrey.
 


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