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

"Doomed," Yassam murmers, ignoring Amarin's question. "Doomed to die."

“We can speed that process,” Geoffrey says, his voice taking the tone of a dagger being slipped from its sheath. Yassam merely smiles.

“I can only hope there is truth in your words,” he says. “This place is cursed for us, for any. With my masters death we face only a few options – the soul death of the burning guardians, the long-death of starvation, or the eternal death offered by my master’s pet now loose in the caves. None of these have the same comfort of death by the sword, the dignity of an enemy’s blow. We have already lost some to my masters Basilisk, mercenaries whose forms we cannot return from stone. We seek to hold off the guardians while our magus seeks an escape, but all are aware that to Eyin we are but an afterthought.”

“What destroyed your master?” Amarin asks, his ever-present notebook in his hand.

“He tried to open the second portal,” Yassam says. “Channelling the energy of Set just as we entered the outer chambers. The power required was beyond him, and his control was simply too weak to contain the energy passing through him. Before our eyes, with Set’s power upon him, he withered and died. My master’s pet has run free through the caves, decimating the ranks of the mercenaries we sent after it in the hopes of keeping it from turning on the rest of us. Both Etenus and I tried to open the outer doors, but it is beyond our meagre abilities, especially weakened as I am now. There was a time, before the guardian, that I wielded more power than Etenus did. Now I’m forced to rely on his feeble spells to sustain my own existence...”

He pauses, lost in contemplation, and his eyes suddenly gleam with a wild light.

“You will kill me,” Yassam orders. “Now.”

When no one moves to react, the knife in his hand lashes out like a vipers tongue. It is a desperate strike, expected by everyone, but it has the desired effect. Both Blarth and Yip move on instinct, and the dagger clatters across the floor of the tunnel as Yassam El’Ahyid slumps against the wall, eyes glazed.

“Well, that explains a lot,” Halgo says. Everyone nods in agreement, then starts to raid the clerics equipment in a show of true pragmatism. There isn’t much of worth between either Yassam or Etenus’ belongings – a few scattered scrolls and potions, a small silver serpent that Halgo recognises as a Serpent Token that will animate and attack the enemy on its own, and some daggers and light armour. The one thing that captures everyone’s attention, however, is a crude map of the caves the Sulrathi have explored, with Yassam’s notes on where their troops are supposed to be stationed.

“Eyin,” Halgo says, pointing to the name written in the next room along their path. “He was the wizard. I don’t know who Dagrus is – maybe a mercenary leader of some kind given that he’s the only other person on his own– but we should probably expect him to come down and join in should a fight start.”

Yip is sent to scout, and soon returns with some news of the Sulrathi wizard’s defences. Eyin himself is somewhat oblivious to his surroundings, his attention focused almost entirely on the writing that fills the room he’s inhabiting, but he has a small group of serpent-like kobolds standing guard for him, all of them robed in black and carrying sharp daggers.

“Black-tongues,” Amarin identifies them. “They’re like kobolds, but they’re bred with snakes. Primarily used as political assassins, from memory.”
“I call them corpses,” Geoffrey says. He nods to Yip. “Sneak up and use one of the fireball vials to try and cut down their numbers, the rest of us will rush him when we hear the sound.”

Yip looks doubtful, his instincts telling him there is far to much danger in the plan.

“It’s an order,” Geoffrey says sternly, and with only a slight grimace Yip turns on his heel and starts crawling towards the wizard’s chamber.

His conviction that the plan is a bad one is only intensified when a glyph suddenly screams to life beneath his feet
 

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I knew a Yip was going to die soon when I said that. But I didn't want to get into superstition.

What was I thinking? We all know that the dice like certain people and hate others. Why would this be any different?

Sorry Yip. :(
 

Lela said:
I knew a Yip was going to die soon when I said that.

Pfft. He's a monk/rogue with a racial Dex bonus. That means he has an evasion and a Reflex save bonus of about +872. He'll be fine. Now if this was an attack-roll based trap: that'd be a worry. Yip has a tendency to attract the 20s, for those :)
 

Yip throws himself forward, the glyph erupting into a shower of blue energy behind him. He lands in a roll, spinning away from the glowing tower of energy. He becomes conscious of the itch in his scales, a sure sign that his reflexes have saved him by the barest of margins, and he quickly kicks himself to his feet once more as the glyph goes dark.

Then he hears the sound of the wizard chanting in the next room, alerted by the detonating trap, and Yip’s shrill, Chittering whistle ensures that even the less aware members of the group know that their plan won’t work. The sound of clanking armour echoes along the corridor as everyone charges, Yip scampering along in the lead with the fire-potion still cradled under one arm. In the back of his mind Yip is dimly aware of how lucky he is the vial didn’t break when the trap detonated, but such thoughts are quickly discarded once the tunnel empties out into a sizable chamber.

The Sulrathi necromancer is waiting for them, multiple mirror-images shifting back and forth in the middle of a small force of black-scaled kobolds that hiss in anger at the intrusion. Yip is filled with disgust when he notices the sharp fangs on the Sulrathi kobolds – a sure sign that their master has altered the creatures, and with a smooth throw he hurls the fire-potion at the small group. The vial arcs into the very centre, passing through one of the necromancer’s images before smashing against the floor and flowering into a burst of flame. The blast of heat is warm, even from the edge of the room, and in the fireball’s aftermath only the necromancer and his images remain standing. He looks at the charred corpses of his bodyguard, scattered about the room by the fiery blast, and a faint squeak of terror emerges from his throat.

Blarth, Geoffrey and one of Amarin’s constructs come charging into the room, and the sulrathi wizards squeak turns into a squeal of terror. He cries out a name in his native tongue as the enemies approach, pleading for Dagrus to come to his aid, then quickly rattles off some words in accented draconic. A shield of yellow energy suddenly appearing around him, throwing off the lighter jabs and thrusts of his attackers, but it does little against opponents with Blarth’s strength and Geoffrey’s skill. The Copperheads start work on his mirror images, quickly causing one after another to vanish, and it quickly becomes apparent to everyone that the Sulrathi will be lucky to get off a second spell. He dodges backwards as best he can, readying a scroll, but Blarth cuts him down when the words are halfway out his throat. A faint surge of energy passes through the room, but the magic is unfocused and incomplete, lucky to even carry enough force that non-spell casters noticed it being gathered.

“Bastard,” Halgo comments, prodding at the blank scrap of parchment with a crossbow bolt. “I probably could have used that.”

No-one else is listening, their attention focused on a set of stairs leading up from the far edge of the chamber. There are multiple tunnels leading off from here, but according to Yassam’s map the stairs will lead to Dagrus. The same Dagrus the wizard called for in his last moments of life.

Weapons clenched tightly in their hands, the group waits for the wizards aid to come.
 

All dead in a single explosion of alchemist's fire? Ouch, I understand your earlier comment better now. I hope they'll last a little longer in my campaign. If you are interested, I'll leet you know what happens, and how I use them. I'll also be throwing in the Hornded Kobolds as engineered creatures as well to suit my campaign. Cheers on the continued entertaining retelling of the parties' adventures.

GW
 



It's been a long and busy week, but hopefully I'll get the chance to prep another couple of updates over this weekend.

Lela said:
I thought it was a Fireball spell in potion from.

It is. But the effects are similar enough that it's easy to be amused.

Of course, Khynal's comment probably deserves some explanation:

[non-update digression] Many years ago (at least three), before the days of Yip, at least half the Copperhead's members played in a campaign set around a large island city where the PC's were part of a prophecy that would allow access to the outer planes*. It was only our second 3e campaign, and the first time Yip was experimenting with the magic using classes. He quickly created Sven - wild elf druid who came to the city in search of his missing brother**.

Sven was great fun, but it quickly became apparent that Yip wasn't necessarily all that focused on areas of effects. His entangles tended to be feared by friends as much as foes, and his darkness spells would often eclipse his comrades vision as well as his foes. Still, in the tradition of all Yips characters, he was good fun to have around and drank a mean mug of ale.

Until the day the party uncovered a necklace of fireballs, and gave it to Sven.

This didn't go to badly at the beginning - hordes of Dragon-temple clerics and hextorite preists were exterminated, rambling hordes of kobolds in the undercity went the way of flames, and he even managed to resist using it when they got in trouble with the town guard.

Things went bad when the party got wind that Sven's brother was still alive*** and went to investigate. They uncovered charmed sailors down in the city docks, old family enemies of Sven's in the upper rooms of the in, and an undead creature that turned into mist before they could kill it.

They head down to the cellar to investigate, opening the external doors and letting sunlight spill down the stairs. They can hear the vampires hissing, eager to get at prey but unable to enter the patch of sunlight on the stairs. The lead character works out where they are, The stairs are thick wood, and in the very centre of the room - the vampires are hiding underneath them to avoid the sun - and figures the party could be saves a lot of trouble should a fireball globe be thrown into the hiding space while the party uses the stairs as cover.

All in all, it's a good plan.

Then Sven ambles down the stairs, detaches a fireball globe from his necklace, and hands it to the scout at the bottom of the stairs.

"Here you go," he says.

The rest of us blink a few times, then I gleefully roll up the seven dice of damage and force everyone to make Reflex saves. The vampires, with the stairs between them and the detonation, manage to take no damage. The rest of the party is pretty banged up. They retreat.

Since then, the maxim of "Don't give Yip fire" has been one of the key tenets of any adventuring party.[/non-update digression]

Please keep in mind that Yip has another one of those fireball potions :)





*Err, yes. Far to much Buffy in the time I was putting that together. Why do you ask?

**That one of the other players had seen Sven's brother die in the first adventure seemed irrelevant, because it was Khynal's character and he didn't see much point telling Sven.

***Which confused Khynal completely, and turned out to be about as nasty as you'd expect in the long run.
 


It's like pulling the pin out of a hand grenade, but there's no little lever to hold down.

I remember being stuck in a briar web of Sven's too.
 

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