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

arwink said:
“Urac Thela Gharg, pherag naraq lar od dearishon,” he yells in goblinish.

“Their spirit weak, a betrayal to their order and their brothers,” Yip says with pride.

Be careful who you have doing the insults. He could have said "May you live in Interesting times" An old Chinese (I believe) Proverb/curse.

Still tops on my list Arwink. I can't wait to see where this leads.
 

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Whoa! 2 days and I finally got through all 21 pages! Nice one, Arwink! I'm actually running Of Sound Mind right now, and your story gives me a bunch of ideas. I really like that your campain runs so slowly- its been like eight adventures and they are still only 5th... And I like how well you move from one adventure to another. Keep updatiting!

Connor
 

The goblins are upon them before anyone can comment on Brind’s observation. There are dozens of the creatures, being led by a trio of warriors that seem to glow with mystic strength and speed. Halgo’s vision is prepared to see magic auras, and he quickly identifies several bull’s strengths, an entropic shield and an aid effect among the attackers, in addition to the leader wielding a magic blade that blazes with power.

For a second it appears that the goblins may have numbers and magic on their side, giving them an edge over the party. Then the goblins realise that the party has bottlenecked the tunnel that leads into the chamber, limiting the front line to but two goblins at a time. Sword, mace and fists flash, spells are cast, and hovering constructs let loose among the first goblins to arrive, and the goblin ranks are quickly whittled to the point where the goblin leaders are forced to try and bull-rush their way into the chamber. Blood, blades and goblin drool flies in all directions, and both side inflict grievous wounds upon one another.

Then the sound of a distant bell or gong being struck echoes through the chamber, a sound so soft that only the keenest of ears pick it up. Amarin pauses in the midst of ordering his constructs, his keen intellect racing as he tries to work out where the sound is coming from. Yip simply registers it, and dismisses it as less important than the raging goblin barbarian trying to carve off his face. Halgo squints at the goblins, vaguely concerned that this could be the manifestation of some new magical trick he doesn’t recognise. Everyone else fights, barely giving the matter a second thought if they hear the sound at all.

Until the floor of the cavern starts shaking, knocking Copperhead and Goblin alike off their feet. The deep wrenching noise of grinding stone can be heard all around them, and large cracks start to appear in the ceiling of the cavern as the shaking continues. Dust trickles down from the cracks, suddenly followed by pebbles and stones as the shaking gets worse. A stalactite
crashes to the floor, crushing a goblin skull as it falls.

Halgo barely has the time to yell “Earthquake” before it hits in full force. Everyone reels on the shaking floor as stone crumbles and breaks, throwing people about as if they were toys. The ceiling collapses in places, filling the chamber with debris. Copperhead and Goblin alike scream as they are crushed by the onslaught of stones, and only the most nimble manage to avoid being sucked into the deep cracks that form in the floor.

When it’s over, Yip is the only person who seems to have escaped harm, the nimble kobold’s training let him run and dodge despite the churning stone. His nostrils flare as he tries to snort out the scent of stone dust, his small eyes squinted as he scampers back and forth across the rubble to find survivors. His first discovery is a goblin, trapped under a pile of rubble and quickly dispatched by a sharp blow to the temple. Next are Geoffrey and Brind, both men pushing their way free from heavy piles of debris that trap their arms and legs. Halgo and Amarin require more effort, both scholar and wizard trapped deep within the rubble, and Amarin is barely breathing when he is eventually dug free.

Geoffrey takes command immediately.

“Brind, keep searching. Take out any goblins, and recover the magic sword if it’s possible. Yip, try and find us a way out of here. An earthquake that bad, I’m betting its closed off a lot of the caverns, right?”
Geoffrey looks at Halgo, who nods.
“Make it fast – you haven’t found anything in five minutes, get back here. With any luck, we should have Amarin awake and the rest of us in something that resembles a condition to move.”

Yip scampers, and he quickly discovers that Geoffrey is right. The way they came is closed off within a couple of dozen feet from the chamber, although there is a large rent in the ceiling that may well lead to the surface. He retreats back to the chamber and searches down the remaining passageways that survived the quake. Two of them close off quickly, ending in a pile of rubble. The last narrows to the width of a crack, little more than a foot wide in parts. Yip squeezes in sideways, his lithe frame barely halted by the narrow conditions.

Then he sense something wedged in the passage ahead of him, something large and green and holding a dagger in one hand at around the kobolds head height.

“Hello little Yip,” a guttural voice says, its imperial common accented. Yip looks up at the sight of a half-orc, obviously easing its frame through the crack and trying to maintain a defensive stance. As Yip takes a half step forward, the half-orc eases backwards through the crack to a point where its movements are a little less constrained. Yip notes that the humanoids chest still brushes against the cavern walls when it breathes in, but the dagger-point is still held at the ready.

“So, little Yip,” the half-orc says simply. “I’m guessing if you’re here, you’ve got yourself a Justicar here somewhere two. You got the kind of authority to make a deal, or did ‘e manage to survive the cave in?”
 
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The Earthquake was part of the module, and the main reason I used Depth's of Rage here instead of the original module in the progression for A Heroes Journey. I ditched the original because it was based around capturing the PC's and nerfing their abilities. Unfortunately, I picked a module that nerfed most of the PC's abilities to replace it with (Except for Yip, who had a fine old time making skill checks to squeeze through cracks others couldn't even make by taking off their armor).

At the time, though, everyone was far to distracted by the massive amount of damage they'd taken and the events coming up next to look into the significance of what preceeded the earthquake. It's only around now that they're starting to realise that something was up there...
 



arwink said:
At the time, though, everyone was far to distracted by the massive amount of damage they'd taken and the events coming up next to look into the significance of what preceeded the earthquake. It's only around now that they're starting to realise that something was up there...

Not true. We realised it was significant. We just didn't care, because of the massive amount of damage we'd taken :)

In all honesty, I'm still not sure if we care. There are so many more immediately interesting things you keep putting in our way :)
 

Capellan said:
In all honesty, I'm still not sure if we care. There are so many more immediately interesting things you keep putting in our way :)
looks mournfully at the file of ignored plot hooks from this campaign

Bastards, the lot of you :)
 

“The accent is Guantian,” Halgo comments, staring at the crack in the stone. “If that means anything.”
“Everything,” Geoffrey snarls. His fingers clench reflexively over the hilt of his mace, jaw throbbing with barely restrained anger. “I don’t think he can be trusted.”

“I think that goes without saying,” Halgo agrees. “I just think we might want to consider letting him go without making a big deal about how untrustworthy he is. Sure, he was staying with the goblins, and he’s admitted to working for some guantian wizard studying arcane phenomena, but he hasn’t actually done anything evil that we know of. Maybe we can let him go for now and hunt him down when we’re at full strength.”

Geoffrey stares intently at the stone wall, his grim features leaving no question as tow hat his answer may be. Yip crouches on top of a stone pile, watching the argument go back and forth between the cleric and the dwarf. Brind sits next to him, the battered fighter sharpening his blade as he waits for a decision to be made. His sole contribution to the debate has been to point out that the half-orc is offering a sizable amount of money for not fighting, and quite a bit of healing magic as well, should he be given access to the ceiling crack Yip thinks will lead outside. He also took the time to point out the heavy double-axe the orc has holstered across his back – a weapon requiring a great deal of training and finesse as well as brute strength to use adequately.

Yip eyes the fighter carefully, wondering why an ungodly mercenary is making more sense than his Justicar. He shakes his head at the complexities of the outside world before taking a swig from one of its few saving graces. When he's done, he catches sight of the questioning look in Brind's eye and hands the hip-flask over.

"We can take him," Geoffrey argues, his harsh whisper cutting into Yip's thoughts. "If we close in on him in closed quarters, we can limit him to daggers instead of that axe."

"Not likely," Yip says calmly. "Brind injured. Geoffrey injured. No-one else strong enough to keep half-orc contained at cave. Break free, walk through cave. Use axe easy. Yip could try and take half-orc in cave - but Yip probably die."

He adds the last comment with a hint of nervousness. His training always told him that any order should be followed, and death in the line of duty is the most glorious any kobold could ask for, but suddenly it seems a great deal less glamorous than his masters made it sound. Yip folds his arms and waits for an answer, idly wondering if St Cuthbert has alcohol in his afterlife.

“So what are our choices?” Brind sighs finally, fed up with the debate. “One – we let him go and take what he’s bargaining. Two – we pretend to take what he’s bargaining when he comes back, then jump him. Three – we send your tunnel-fighting kobold to try and jump him while he’s preparing to come through. Four – we try to leave before he gets back.”

“Two,” Geoffrey points out. “Three is a desperate plan, and while I have faith in Yip's abilities I'm not willing to risk him against an unknown enemy."

"Nice to know you're willing to risk all of us at once," Brind mutters under his breath.

"Ambush is the safest alternative.”

Geoffrey looks from face to face as he finishes, but his companions don't look convinced. Brind pushes himself to his feet, every muscle aching. He holds out an arm that is hastily splinted, still sprained after being crushed by stones. Fingers waggle back and forth, but there is a grimace of pain on the fighters face.

“Ordinarily, I’d agree with you,” Brind says. “But in case you haven’t noticed, we’re not exactly in great shape for a fight.”
“We have the advantage of numbers, and surprise,” Geoffrey says. “And at least ten minutes before he arrives that can be used preparing the area for ambush. I know none of you consider it wise, but we must strike now. If he gets to the surface, we’ll loose him in a manner of hours.”
“Just as long as you know I object,” Brind comments.
“Me too,” Halgo says. Geoffrey wheels on him, a look of surprise on his face.
"I'll still help," Halgo points out. "But it's not like this is the brightest course of action. There are times when survival should come before convictoins."
"This isn't one of them."
"Maybe not," Halgo says, frowning. "But sooner or later we'll run into one, and I'd like you to get used to the idea before you get us all killed."
“So we’re agreed on this?”
“Agreed,” Halgo says. “Except for the question of who explains it to Amarin.”
“No question,” Geoffrey says. “We just don’t. He hasn’t got the stomach for this kind of ambush, and he hasn’t the guile to avoid betraying our intent if he knows its coming. As far as he’s concerned, we’re letting Murkad through.”

Everyone nods, then finds a comfortable place to wait for the half-orcs return. Eyes scan the cavern floor, looking for stable areas where it could be safe to fight.

Yip can hear him coming long before anyone else does, the kobold’s keen sense picking out the quiet footfalls as they crunch through the gravel left after the earthquake. His darkvision makes out the half-orcs heavy cloak and hat through the crack of the passageway, the sound of metal blades being drawn from sheaths.

“He’s here,” Yip whispers.

“So,” the half-orcs voice calls. “You made a decision?”
“You can go,” Geoffrey says. “Five hundred gold, and three healing potions of moderate strength, and we give you safe passage to the way out.”
“Susposed way out,” the half-orc reminds him. “My agreement was until we find a way out – and even then I want at least ten minutes head start before you start chasing me. I know what you Justicars are like – lets nail down the finer details before we make the deal.”
“Fine,” Geoffrey says. “Until an exit is found, we work together.”
“Where’s the Yip,” Murkad asks.
“Why?”
“I want to hear it from 'im,” Murkad says. “I don’t necessarily trust you, Justicar.”
Geoffrey nods at Yip, who scampers to the side of the crack.
“It’s safe,” he lies. “We let out.”
“Alright then,” Murkad calls back. “Tell everyone to stand away from the entrance, and have no bows ready. I’m a better shot with a knife than you’d think, and I’d rather avoid any misunderstandings regarding intent. Not that I distrust you, but arrowstrings have a habit of slipping occasionally.”

Everyone waits quietly for Murkad to crawl through the narrow crack in the stone, the sound of his passage echoing as he negotiates the narrow confines. He’s got a knife in his hand as he emerges in their cavern, poised and ready to throw. He wears a chain shirt, the uncovered arms gleaming in the light of Geoffrey’s church. Halgo notices a faintly silver sheen to the shine, evidence that the half-orc has undergone some kind of magical enhancement to his already considerable bulk. Evidently his lack of trust has manifested itself in preperation. Halgo tries to hide his concern and hopes that Geoffrey is aware enough to notice.

No one moves.

“Your side of the bargain?” Geoffrey asks, holding forth a hand.
“Is still back there,” Murkad says, gesturing towards the crack with a toss of his head. “Hidden. Trapped. I’ve got a map and directions for disarming the trap written down in here.”
He holds up a small pouch.
“You get this once I’m climbing free. Kill me, and it’ll cost you to get the price. One life for one life may sound like a good deal to you, but I don’t think whoever gets volunteered to go after the gold is really going to be all that thrilled with the prospect.”
“You don’t trust us?” Geoffrey asks.
Murkad shrugs.
“Like I said, I’ve dealt with Justicars before.”

They move through the cavern as a group, everyone standing well clear of the half-orc, but the cluster of armed adventurers keeps pace with him as he moves. EVeryone is tense, maintaining careful footing on the rubble. The half-orc does his best to keep an eye on everyone, back against one wall. Geoffrey’s eyes watch his progression, carefully judging the best moment to spring the ambush. He silently curses when he realises Murkad is smart enough to avoid being surrounded, but takes some pleasure when he sees a path of unsteady rocks in the half-orcs path. Keeping his features neutral, Geoffrey slowly tightens his grip on his weapon and prepares to spring the ambush. Murkad either has to step away from the wall when they can cut off his escape, or give some attention to keeping his footing.

Luckily, the half-orc chooses to skirt the unstable rubble. He circles wide, moving slowly and carefully. Geoffrey sees Yip cicling casually in the opposite direction until Murkad is directly between the cleric and the kobold. GEoffrey give a brief smile of triumph.

“Now!” he screams, and Geoffrey is running forward as he yells. He can hear the sound of someone crying out in surprise and slipping on the loose stones, but unfortunately it’s Amarin loosing his footing with the sudden suprise. Murkad is, however, caught off guard by the sudden movement and takes a heavy blow from Geoffrey’s mace in his chest. Geoffrey smiles with grim satisfaction as he hears ribs snap and sees the half-orcs eyes narrows in pain.

“Now,” he screams again. “Get him.”

They don't get a chance to obey the order. Instead they watch in stunned surprise as Murkad smoothly sheaths his dagger and unfurls his double-axe in a single movement. The weapon circles in a wide arc as he draws it free, one blade biting into Geoffrey’s leg with sickening crunch. Brind takes half a step forward, but he gets no further before Murkad neatly pivots the weapon and brings the second blade down on Geoffrey’s head. Blood fountains from the wound, and Geoffrey drops to the floor. A crimson stain slowly spreads from his body.

For a moment, no one moves. Amarin is lying on the ground, still stunned by Geoffrey’s sudden attack. Brind and Yip are both tense and on the balls of their feet, ready to strike but afraid of the half-orcs gleaming blades. Halgo blinks twice, then takes a step towards the half-orc with both hands raised.

“Terribly sorry about that,” he says smoothly. “He gets a bit over-exited at times. As you said, you know what Justicars are like. The exit is over that way, feel free to make your way there without any further trouble. Yip can show you, if you like, although I’m sure he’s willing to keep a nice, safe distance away from you.”
 
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