Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
Playing the Game
Story Hour
Copperheads: Betrayal and Strange Runes and Burning Dead, oh my (short update 02/12)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="arwink" data-source="post: 1320475" data-attributes="member: 2292"><p>Amarin sits perched on tip of the goals, the roar of the crown echoing in his ears as he watches the game in progress. The stone ball has dropped from the ceiling, and both teams have started surging through the stone maze in search of it. From his vantage point, Amarin can make out nearly everything. Yip and Blarth are charging up the two long corridors that link both sides of the play area, their counterparts from the opposing team charging forward to meet them. Halgo and Geoffrey follow at a much slower pace, both of them in the process of casting spells as they move.</p><p></p><p>On the far side of the field, through the shimmering haze of moisture created by thousands of sweaty dwarves watching on, Amarin can see his counterpart. The Laughing Stones goalkeeper appears to be a black-scaled kobold, flying in front of the scoring area. Amarin remembers what Ogath told him of the opposition, of the kobold in particular, and Amarin permits himself a brief smile.</p><p></p><p>He focuses his will as both teams reach the drop-chamber at once, the air in front of him slowly coalescing into the form of an astral construct. With a thought he gives it dwarven features, adds a set of wings, and gently guides it in its task.</p><p></p><p>“Grab me that ball.”</p><p></p><p>The drop chamber becomes a zone of melee and spell casting almost immediately. Yip and his opposition counterpart reach it first, both of them leaping to the attack without bothering to draw weapons. Yip’s flying kick seems to shake his foe, but the back fist delivered in retaliation leaves the kobold stunned and bewildered. Before the dwarven mute-runner can pick up the ball, Blarth is there to fight him off with sword and spiked shield. As the second mute-runner arrives, Amarin can see Yip recover and press the attack. Both teams seem evenly matched – the speed and strength of Blarth and Yip easily countered by the opposition’s inherent toughness. The ball lies on the ground, untouched.</p><p></p><p>Amarin manifests a second construct, identical to the first, and smiles as he sees his initial creation scoop the ball from its cradle and fly towards the gaol. The kobold standing guard seems distracted, preparing to fend against a thrown ball, but the construct simply flies past and through the goal with ease.</p><p></p><p>The crowd goes wild, but Amarin can barely tell whether they support his tactics or decry them.</p><p></p><p>Halgo and Geoffrey start firing spells at Blarth and Yip. Both the Copperhead Mute-runners are closer to the ball, and they’ve managed to wound one of the opposition badly enough that he’s retreated to the Heal-caster. Amarin spots the opposition Attack-caster covering the area around the ball-drop with a layer of grease. Yip seems barely phased by the magical obstruction, smoothly skating across the area of effect as if it were ice before hammering a paw into the dwarf’s throat. The dwarf drops to her knees, choking.</p><p></p><p>A whistle sound as the second ball is dropped into play. It never hits the ground.</p><p></p><p>Amarin has three constructs at the ready, hovering eagerly beneath the drop-point. One of them manages to catch the ball before it lands, flinging itself towards the goal at high speed. The area around the goals suddenly fills with mist and fog, obscuring vision, and one of the dwarves throws a spell at the construct as it streaks towards the gaols. Amarin can fill a faint tickle on the edge of his consciousness, the slight mental link that allows him to communicate with the construct letting him know that the opposition has tried a mental effect of some kind. </p><p></p><p>Not for the first time, Amarin wonders at the people beyond his homeland and the poor knowledge they have beyond their backwards “magic.” The second ball goes through the hope. Blarth and Yip don’t even bother trying to hold the drop-zone, joining Halgo and Geoffrey in trying to force the opposition back towards their own goals. There is a shower of sparks as Halgo tags an opponent who tried to turn invisible. A loud cry as Geoffrey boosts Yip’s strength and speed in preparation for an offensive.</p><p></p><p>The third ball drops into a waiting constructs arm. Amarin sits on the goals, waiting for victory to come. Halgo webs one of the mute-runners. The other collapses Blarth with a well-placed kick to the groin. There is a brief flare of light as a lightening bolt is fired down a corridor, narrowly missing Yip and Geoffrey, and the construct flies for goal.</p><p></p><p>It never makes it.</p><p></p><p>Amarin isn’t entirely sure what happened, all he can see is the construct suddenly thrown off course by an invisible force. He scans the field, searching for the opposition Attack-caster, but she’s barely conscious after Blarth has attempted to club her. </p><p></p><p>“Wind wall,” Halgo yells. From his vantage point, he’s close enough to see the spell being cast. “The constructs can’t fly through it.</p><p></p><p>The construct circles away, aimless and uncertain now its goal has been impeded. Amarin hurriedly reaches out with his mind and instructs it, letting it drop the ball into Yip’s waiting hands.</p><p></p><p>“Clear a path,” Halgo yells. Geoffrey and Blarth do just that. Heavily armed and armoured, they are an imposing sight by anyone’s standards. Blarth charges down the corridor, brimming with enhancement magic that Geoffrey casts time and again. Opponents scatter or try to block them with magic, but Halgo does his best to counter the spells and keep them moving. It works well enough, although Blarth is hit with a <em>hold person</em> half-way down the corridor. Within seconds they have driven their way towards the goals, forcing themselves through the defences. Yip runs at high speed, his feet seeming to dance on the rocky floor. When the opposition kobold flies down to stop him, Yip simply leaps and catapults him off the floor. For a moment he’s caught in the updraft of the wind-wall, momentarily suspended in mid-air, and he lets the ball fly in a single fluid motion.</p><p></p><p>The Copperheads win three-nothing. The dwarven crowd is shocked, then uproarious, then a single roar that repeats the groups name over and over again.</p><p></p><p>“COP-PER-HEADS! COP-PER-HEADS! COP-PER-HEADS!”</p><p></p><p>From his vantage point on the Goals, Amarin simply smiles.</p></blockquote><p></p>
[QUOTE="arwink, post: 1320475, member: 2292"] Amarin sits perched on tip of the goals, the roar of the crown echoing in his ears as he watches the game in progress. The stone ball has dropped from the ceiling, and both teams have started surging through the stone maze in search of it. From his vantage point, Amarin can make out nearly everything. Yip and Blarth are charging up the two long corridors that link both sides of the play area, their counterparts from the opposing team charging forward to meet them. Halgo and Geoffrey follow at a much slower pace, both of them in the process of casting spells as they move. On the far side of the field, through the shimmering haze of moisture created by thousands of sweaty dwarves watching on, Amarin can see his counterpart. The Laughing Stones goalkeeper appears to be a black-scaled kobold, flying in front of the scoring area. Amarin remembers what Ogath told him of the opposition, of the kobold in particular, and Amarin permits himself a brief smile. He focuses his will as both teams reach the drop-chamber at once, the air in front of him slowly coalescing into the form of an astral construct. With a thought he gives it dwarven features, adds a set of wings, and gently guides it in its task. “Grab me that ball.” The drop chamber becomes a zone of melee and spell casting almost immediately. Yip and his opposition counterpart reach it first, both of them leaping to the attack without bothering to draw weapons. Yip’s flying kick seems to shake his foe, but the back fist delivered in retaliation leaves the kobold stunned and bewildered. Before the dwarven mute-runner can pick up the ball, Blarth is there to fight him off with sword and spiked shield. As the second mute-runner arrives, Amarin can see Yip recover and press the attack. Both teams seem evenly matched – the speed and strength of Blarth and Yip easily countered by the opposition’s inherent toughness. The ball lies on the ground, untouched. Amarin manifests a second construct, identical to the first, and smiles as he sees his initial creation scoop the ball from its cradle and fly towards the gaol. The kobold standing guard seems distracted, preparing to fend against a thrown ball, but the construct simply flies past and through the goal with ease. The crowd goes wild, but Amarin can barely tell whether they support his tactics or decry them. Halgo and Geoffrey start firing spells at Blarth and Yip. Both the Copperhead Mute-runners are closer to the ball, and they’ve managed to wound one of the opposition badly enough that he’s retreated to the Heal-caster. Amarin spots the opposition Attack-caster covering the area around the ball-drop with a layer of grease. Yip seems barely phased by the magical obstruction, smoothly skating across the area of effect as if it were ice before hammering a paw into the dwarf’s throat. The dwarf drops to her knees, choking. A whistle sound as the second ball is dropped into play. It never hits the ground. Amarin has three constructs at the ready, hovering eagerly beneath the drop-point. One of them manages to catch the ball before it lands, flinging itself towards the goal at high speed. The area around the goals suddenly fills with mist and fog, obscuring vision, and one of the dwarves throws a spell at the construct as it streaks towards the gaols. Amarin can fill a faint tickle on the edge of his consciousness, the slight mental link that allows him to communicate with the construct letting him know that the opposition has tried a mental effect of some kind. Not for the first time, Amarin wonders at the people beyond his homeland and the poor knowledge they have beyond their backwards “magic.” The second ball goes through the hope. Blarth and Yip don’t even bother trying to hold the drop-zone, joining Halgo and Geoffrey in trying to force the opposition back towards their own goals. There is a shower of sparks as Halgo tags an opponent who tried to turn invisible. A loud cry as Geoffrey boosts Yip’s strength and speed in preparation for an offensive. The third ball drops into a waiting constructs arm. Amarin sits on the goals, waiting for victory to come. Halgo webs one of the mute-runners. The other collapses Blarth with a well-placed kick to the groin. There is a brief flare of light as a lightening bolt is fired down a corridor, narrowly missing Yip and Geoffrey, and the construct flies for goal. It never makes it. Amarin isn’t entirely sure what happened, all he can see is the construct suddenly thrown off course by an invisible force. He scans the field, searching for the opposition Attack-caster, but she’s barely conscious after Blarth has attempted to club her. “Wind wall,” Halgo yells. From his vantage point, he’s close enough to see the spell being cast. “The constructs can’t fly through it. The construct circles away, aimless and uncertain now its goal has been impeded. Amarin hurriedly reaches out with his mind and instructs it, letting it drop the ball into Yip’s waiting hands. “Clear a path,” Halgo yells. Geoffrey and Blarth do just that. Heavily armed and armoured, they are an imposing sight by anyone’s standards. Blarth charges down the corridor, brimming with enhancement magic that Geoffrey casts time and again. Opponents scatter or try to block them with magic, but Halgo does his best to counter the spells and keep them moving. It works well enough, although Blarth is hit with a [i]hold person[/i] half-way down the corridor. Within seconds they have driven their way towards the goals, forcing themselves through the defences. Yip runs at high speed, his feet seeming to dance on the rocky floor. When the opposition kobold flies down to stop him, Yip simply leaps and catapults him off the floor. For a moment he’s caught in the updraft of the wind-wall, momentarily suspended in mid-air, and he lets the ball fly in a single fluid motion. The Copperheads win three-nothing. The dwarven crowd is shocked, then uproarious, then a single roar that repeats the groups name over and over again. “COP-PER-HEADS! COP-PER-HEADS! COP-PER-HEADS!” From his vantage point on the Goals, Amarin simply smiles. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Story Hour
Copperheads: Betrayal and Strange Runes and Burning Dead, oh my (short update 02/12)
Top