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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: 1458442" data-attributes="member: 2292"><p>It's been a long and busy week, but hopefully I'll get the chance to prep another couple of updates over this weekend.</p><p></p><p></p><p></p><p>It is. But the effects are similar enough that it's easy to be amused.</p><p></p><p>Of course, Khynal's comment probably deserves some explanation:</p><p></p><p>[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**.</p><p></p><p>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.</p><p></p><p>Until the day the party uncovered a necklace of fireballs, and gave it to Sven.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>All in all, it's a good plan.</p><p></p><p>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.</p><p></p><p>"Here you go," he says.</p><p></p><p>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.</p><p></p><p>Since then, the maxim of "Don't give Yip fire" has been one of the key tenets of any adventuring party.[/non-update digression]</p><p></p><p>Please keep in mind that Yip has another one of those fireball potions <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p></p><p></p><p>*Err, yes. Far to much Buffy in the time I was putting that together. Why do you ask?</p><p></p><p>**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.</p><p></p><p>***Which confused Khynal completely, and turned out to be about as nasty as you'd expect in the long run.</p></blockquote><p></p>
[QUOTE="arwink, post: 1458442, member: 2292"] It's been a long and busy week, but hopefully I'll get the chance to prep another couple of updates over this weekend. 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. [/QUOTE]
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