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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: 1426097" data-attributes="member: 2292"><p>The doors are quickly examined, but the interior shows no sign of any locking mechanism besides the runes. </p><p></p><p>“It’ll probably open when you channel divine energy at it,” Halgo points out.</p><p>“Probably,” Geoffrey agrees.</p><p>“We should check to make sure,” Blarth says.</p><p>“Maybe, but it might be worth assuming we’re right,” Geoffrey says. “We have no idea what might be lurking in here, and St Cuthbert will not be pleased if I squander his power so freely. If I open the doors for no reason, I may not be able to turn back any undead we encounter.”</p><p>“I thought you were supposed to be good at this?” Halgo asks.</p><p>“I am,” Geoffrey says cautiously. “But I’ve never really tested the limits of my ability. In theory, I should be able to turn several times more, but the doors require great energy and it may take more than one attempt. A single check may tell us or we need to know, but we may well be forced to squander the ability in order to be sure.”</p><p>“Squander away,” Halgo says. “I’d rather know that we could get out – if we come up against undead, we can negotiate with them the same way we deal with everything else.”</p><p>“How do we negotiate with things?” Amarin asks, oblivious to the dwarf’s irony.</p><p>“We let Blarth hit them,” Halgo says cheerfully. “Several times, if necessary. It usually does the trick.</p><p></p><p>Geoffrey channels yet more divine energy towards the portal, just to be sure that they open as easily from the inside, and everyone breaths a sigh of relief when the portals crack open once more.</p><p></p><p>Outside, the quartet of dwarven guards are watching impassively.</p><p></p><p>“Just checking,” Geoffrey tells them, tucking the holy symbol under his armour. One of the guards nods in understanding as the doors shut once more.</p><p></p><p>“Cheerful, aren’t they?” Amarin asks.</p><p>“We’re violating the inner sanctum of their gods greatest shame,” Halgo reminds him. “They’re hardly happy about it.”</p><p>“Well, there is that,” Amarin admits. He lets out a short sigh. “I just don’t understand this religion thing, you know. We don’t really believe in gods back home.”</p><p></p><p>“That could be a very sensible decision,” Halgo says. “Remind me of that after all this is over.”</p><p></p><p>There are tracks leading deeper into the caves from the entry chamber, the smudged patches of soot an easy path to follow. By the light of Blarth’s sword, they can make out another passage leading off from the far side of the room, but it shows little sign of use. Their minds on the task, the Copperheads set off after the obvious sign of intruders.</p><p></p><p>The stone corridor twists and turns for a while, and every now and then Halgo pauses to check the stone hidden beneath the layers of soot. It still has the half-formed, curved look of melted stone that has re-set and it quickly becomes obvious that the entire cave network is likely to have suffered the same fate.</p><p></p><p>“Is this better or worse?” Amarin asks curiously, his pen paused over his notepad.</p><p>“We’ve travelled nearly a hundred feat,” Halgo points out evenly. “Whatever power or magic did this has covered at least that much, probably more. Let’s just say I don’t want to run into it.”</p><p></p><p>After a few minutes walk, the corridor splits. The group gathers for a few minutes at the intersection, examining the scuffmarks that lead off in both directions. The question of right or left is easily decided.</p><p></p><p>“Right,” Yip says sagely. “Yip hear noise, smell something down there.”</p><p></p><p>No one can think of a reason to oppose the kobolds advice, and no pressing reason to take the left passage manifests itself, so they quickly advance down the corridor with the small kobold in the lead. It opens out into a wide cavern, dimly lit by a stream of lava that runs through its centre. In the dim shadows, Yip can make out giant statues that bear a passing resemblance to orcs, as well as a stone bridge over the fiery liquid. Further details are lost, however, when his keen ears catch the sound of a bow being fired. His quick reflexes let him snatch a missile out of the air, a pleased expression coming over his face as he uses the arrows momentum to spin it like a marching baton before tossing it aside.</p><p></p><p>His glee lasts all of a second, before a second arrow burries itself in his stomach.</p></blockquote><p></p>
[QUOTE="arwink, post: 1426097, member: 2292"] The doors are quickly examined, but the interior shows no sign of any locking mechanism besides the runes. “It’ll probably open when you channel divine energy at it,” Halgo points out. “Probably,” Geoffrey agrees. “We should check to make sure,” Blarth says. “Maybe, but it might be worth assuming we’re right,” Geoffrey says. “We have no idea what might be lurking in here, and St Cuthbert will not be pleased if I squander his power so freely. If I open the doors for no reason, I may not be able to turn back any undead we encounter.” “I thought you were supposed to be good at this?” Halgo asks. “I am,” Geoffrey says cautiously. “But I’ve never really tested the limits of my ability. In theory, I should be able to turn several times more, but the doors require great energy and it may take more than one attempt. A single check may tell us or we need to know, but we may well be forced to squander the ability in order to be sure.” “Squander away,” Halgo says. “I’d rather know that we could get out – if we come up against undead, we can negotiate with them the same way we deal with everything else.” “How do we negotiate with things?” Amarin asks, oblivious to the dwarf’s irony. “We let Blarth hit them,” Halgo says cheerfully. “Several times, if necessary. It usually does the trick. Geoffrey channels yet more divine energy towards the portal, just to be sure that they open as easily from the inside, and everyone breaths a sigh of relief when the portals crack open once more. Outside, the quartet of dwarven guards are watching impassively. “Just checking,” Geoffrey tells them, tucking the holy symbol under his armour. One of the guards nods in understanding as the doors shut once more. “Cheerful, aren’t they?” Amarin asks. “We’re violating the inner sanctum of their gods greatest shame,” Halgo reminds him. “They’re hardly happy about it.” “Well, there is that,” Amarin admits. He lets out a short sigh. “I just don’t understand this religion thing, you know. We don’t really believe in gods back home.” “That could be a very sensible decision,” Halgo says. “Remind me of that after all this is over.” There are tracks leading deeper into the caves from the entry chamber, the smudged patches of soot an easy path to follow. By the light of Blarth’s sword, they can make out another passage leading off from the far side of the room, but it shows little sign of use. Their minds on the task, the Copperheads set off after the obvious sign of intruders. The stone corridor twists and turns for a while, and every now and then Halgo pauses to check the stone hidden beneath the layers of soot. It still has the half-formed, curved look of melted stone that has re-set and it quickly becomes obvious that the entire cave network is likely to have suffered the same fate. “Is this better or worse?” Amarin asks curiously, his pen paused over his notepad. “We’ve travelled nearly a hundred feat,” Halgo points out evenly. “Whatever power or magic did this has covered at least that much, probably more. Let’s just say I don’t want to run into it.” After a few minutes walk, the corridor splits. The group gathers for a few minutes at the intersection, examining the scuffmarks that lead off in both directions. The question of right or left is easily decided. “Right,” Yip says sagely. “Yip hear noise, smell something down there.” No one can think of a reason to oppose the kobolds advice, and no pressing reason to take the left passage manifests itself, so they quickly advance down the corridor with the small kobold in the lead. It opens out into a wide cavern, dimly lit by a stream of lava that runs through its centre. In the dim shadows, Yip can make out giant statues that bear a passing resemblance to orcs, as well as a stone bridge over the fiery liquid. Further details are lost, however, when his keen ears catch the sound of a bow being fired. His quick reflexes let him snatch a missile out of the air, a pleased expression coming over his face as he uses the arrows momentum to spin it like a marching baton before tossing it aside. His glee lasts all of a second, before a second arrow burries itself in his stomach. [/QUOTE]
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