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Copperheads: Betrayal and Strange Runes and Burning Dead, oh my (short update 02/12)
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<blockquote data-quote="arwink" data-source="post: 1124122" data-attributes="member: 2292"><p><em>Wednesday, October 18th</em></p><p></p><p>The Attu Watch.</p><p></p><p>For the locals, the name conjurs up a long and grim history of violence and bloodshed. The remains of an old keep, long decayed, whose wide and bloodstone paved courtyard has become a favored camping spot for those who travel the road between Hommlet and the Holy City of Petrev. Ancient stones set into the side of a steep hill, surrounded by the fey-filled Tusk forest. Bards sing tales of its history, the grandure of its creators and the bravery of heroes who have used the ruins as the site of their last stand.</p><p></p><p>This means nothing to the approaching Copperheads, who simply look at the crenulated lip of the Watch as a challenge.</p><p></p><p>"Only one way up," Geoffrey comments, examining the hill face. "The rest of it is to difficult to climb in armor, and leaves us exposed to missile fire."</p><p>"Blarth not like," Blarth says. "Path might be trapped."</p><p>"Might be?" Halgo says. "Will be is more like it. Selandar had Yip's, remember? If they've had even a few days to turn this into a base of opperations, then they'll have trapped that path for sure."</p><p>"It doesn't matter, the only clue we have is up there," Geoffrey says, his jawline setting into firm resolve. "Selandar's betrayed his god and killed the holy servants who were sent to return him. We find him, we kill him, and we return his belongings to my brothers in Petrev."</p><p></p><p>It's not a prospect that fills anyone with joy, but they gear up and start along the path. Single file, Blarth in the lead where his armored form can soak the worst of any traps they may trigger. They know that all Yip's have some skill with the trapmakers art, but their main hope is that the Yip's that follow Salandar have done little to develop their natural talent.</p><p></p><p>Fortunately, it appears that they haven't. The trap comes halfway up the climb, a tripwire that causes two sharpened stakes to swing out at knee level. Blarth is at the ready when he hears the sudden click of the wire, leaping to one side and dropping his shield low enough to deflect the worst of the blow. He suffers nothing more than a thin scratch through his greaves.</p><p></p><p>"Ouch," he grunts. "Found trap."</p><p>"Right," Geoffrey says blandly, examining the wound. "No poison, and its not deep."</p><p>He mutters the words of a spell under his breath and heals the shallow cut.</p><p>"Let's go."</p><p></p><p>The cautious climb continues, but there are no further traps to waylay the heroes, just an hour of narrow path winding back and forth along the slope. As it nears the tip, it straightens, leading forward to the edge of the Watch. </p><p></p><p>"They're waiting for us," Geoffrey says, pointing at a pair of twitching ears barely vissible over one of the crumbling battlements. "Let's not dissapoint them."</p><p></p><p>He hefts his sheild into place and readies his mace, holding it loosely in one hand.</p><p></p><p>"Can anyone think of an easy way to sneak up on them?"</p><p></p><p>No-one can.</p><p></p><p>"Then we charge. Blarth and I in the lead, Halgo stay behind and out of arrowshot. They should only be armed with throwing blades, but they may not follow the restrictions of the order now so be ready for anything."</p></blockquote><p></p>
[QUOTE="arwink, post: 1124122, member: 2292"] [i]Wednesday, October 18th[/i] The Attu Watch. For the locals, the name conjurs up a long and grim history of violence and bloodshed. The remains of an old keep, long decayed, whose wide and bloodstone paved courtyard has become a favored camping spot for those who travel the road between Hommlet and the Holy City of Petrev. Ancient stones set into the side of a steep hill, surrounded by the fey-filled Tusk forest. Bards sing tales of its history, the grandure of its creators and the bravery of heroes who have used the ruins as the site of their last stand. This means nothing to the approaching Copperheads, who simply look at the crenulated lip of the Watch as a challenge. "Only one way up," Geoffrey comments, examining the hill face. "The rest of it is to difficult to climb in armor, and leaves us exposed to missile fire." "Blarth not like," Blarth says. "Path might be trapped." "Might be?" Halgo says. "Will be is more like it. Selandar had Yip's, remember? If they've had even a few days to turn this into a base of opperations, then they'll have trapped that path for sure." "It doesn't matter, the only clue we have is up there," Geoffrey says, his jawline setting into firm resolve. "Selandar's betrayed his god and killed the holy servants who were sent to return him. We find him, we kill him, and we return his belongings to my brothers in Petrev." It's not a prospect that fills anyone with joy, but they gear up and start along the path. Single file, Blarth in the lead where his armored form can soak the worst of any traps they may trigger. They know that all Yip's have some skill with the trapmakers art, but their main hope is that the Yip's that follow Salandar have done little to develop their natural talent. Fortunately, it appears that they haven't. The trap comes halfway up the climb, a tripwire that causes two sharpened stakes to swing out at knee level. Blarth is at the ready when he hears the sudden click of the wire, leaping to one side and dropping his shield low enough to deflect the worst of the blow. He suffers nothing more than a thin scratch through his greaves. "Ouch," he grunts. "Found trap." "Right," Geoffrey says blandly, examining the wound. "No poison, and its not deep." He mutters the words of a spell under his breath and heals the shallow cut. "Let's go." The cautious climb continues, but there are no further traps to waylay the heroes, just an hour of narrow path winding back and forth along the slope. As it nears the tip, it straightens, leading forward to the edge of the Watch. "They're waiting for us," Geoffrey says, pointing at a pair of twitching ears barely vissible over one of the crumbling battlements. "Let's not dissapoint them." He hefts his sheild into place and readies his mace, holding it loosely in one hand. "Can anyone think of an easy way to sneak up on them?" No-one can. "Then we charge. Blarth and I in the lead, Halgo stay behind and out of arrowshot. They should only be armed with throwing blades, but they may not follow the restrictions of the order now so be ready for anything." [/QUOTE]
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