
Bud Wiser |

Bud says to the group after Jeannine speaks to him, "She knew she was from another planet but she was a good friend to them."
At the doorway Bud says, "Are we going to go back in now that w have her out, or should we stop for now? I'm set to go back in if everyone else is."

Ballar Fargrim |

Ballar shrugs, We've not don much, donna see any point'n rest'n. While the rest of the group debate the finer points of staying or going the dwarf busies himself looking for something, 'Course, we could mak'ka side trip ta ge-some paint.

Terquem |
The elven woman seems relieved to be outside of the castle, and thanks everyone in turn, with an offer of her hand. She bows, speaks again, and then turns to leave.

Terquem |
[bigger]Harrispania, a country of the empire of Alodoa. A fancy manor house in the style of a great watch tower, the outskirts of a village near the foothills of a great mountain range
Day 1, of Mirror, Mirror, sometime after sunset
The elven woman leaves, which draws the attention of the guards at the gate to the property. One of these men, a tall, thin man who appears to be in his mid-thirties, approaches the party moving briskly.
Well, I for one am sure glad you got that girl out of there safe and sound. We all had bets on who might make it out of the original party the society sent in, and my money was on her. You know, she seemed nice, but it’s a shame she never learned to speak the common tongue. Anyway, thanks for rescuing her. I’ll report it to the sergeant as soon as he wakes in the morning. Will you folks be camping here on the grounds, or heading back to the village tonight?
When the man speaks and all of you understand him, you feel a certain sort of mild confusion, and have to take a moment to remind yourselves just where you are now, and what it is you were supposed to be doing. That is when you each recall you were given, and are wearing, a special bracelet, festooned with small stones in odd polynomial shapes. And also remember that these bracelets are supposed to help you understand the common tongue of this other world, but apparently their powers end there, not granting you access to more peculiar languages you might encounter while here.

Ballar Fargrim |

Ballar watches the elf leave and shrugs at the guard's remarks about their side pool. One thing the sticks in his mind - the fact that elf never learned to speak common. Didn't the other party get bracelets? Nah why's tha?
Two thangs pr'vate. First, how man'y were in tha oth'r party? Sec'nd, wha ya got rid'n on us?
The dwarf partially listens however, his mind already drifting back to the bracelet, I'd compl'atelay for'got 'bout thas ...wond'r if tha'res a re'layshun 'tween us no und'rstand'n tha lass an this 'ear's n'chantm'nts.
Leaning over to Keryth and Bud Ballar wonders the same thought out loud, Do ya think thar's a good place ta eat 'round 'ere?

Bud Wiser |

"I'm sure there is someplace, but we have more work to do. Besides we've already found what I'm interested in. Nothing like drinking your dinner." Bud chuckles to Ballar and gives him a big grin with most of the teeth missing and nudges him in the ribs leaving a big wet ale smelling spot.

Terquem |
While it is entirely possible that Ballar is a bit confused, just because, it should be mentioned that he would have originally understood that the party of adventurers sent into the tower by the Solution Society, of this world, were not associated with It’Dupree in anyway, and in fact, the agent of it’Dupree in the nearby village specifically warned the two parties working for it’Dupree to stay clear of any unnecessary entanglements with members of the Solution Society
When Ballar asks what sort of odds were in play regarding his little bands chance of success in the tower, the man’s face turns pale, and he stammers a bit, before bursting out with a confession
Look, it’s already been spreading through the ranks that no one believes you fellows, and this fine lady, are members of the Society, not that they don’t have their fair share of odd ones, for sure and for certain, no that’s not it. You see, lately it seems the societies best and brightest investigators keep disappearing, and these folks who went in ahead of you, well, they were all new recruits. My brother is a cobbler, with a shop close to the Pear Wood Hall, and he talked to Melanie Gabble, who works tables at the Lugubrious Wizard, and she said…
A few minutes later, after following this man’s long winded rambling you can ascertain the following facts
The soldiers stationed outside the walls of this property do not any of you are members of the solution society.
Most of the soldiers don’t have any opinion on who you are, or what your goals are, but they don’t consider you dangerous either
A few soldiers believe your group might be in league with whoever caused the problem in the tower in the first place, and your motives are nefarious if not murderous, and the growing talk before everyone turned in was that your presence here should be reported to Captain Ogalvinjonsen as soon as possible.
When the man finally ends his story you get this last bit of information
Now, the Hall of the Solution Society is in Pizkoalut, the guard says that’s just three miles north of Oakdale, and he is probably hung up there, everyone knows he’s got the eyes for Commander Gandarauy, at the Hall, and he’s probably hanging around there longer than he promised his mother he would, but when he returns you’ll be known to him for sure. I have no idea what’s going on in there, but one thing I do know is this. My uncle used to be a butler in that tower, and them folks that live there kept things under spells and wards that often got close to coming unraveled, my uncle knew the day would come when things in there would get loose, and if you fellows can find it, keep it from getting out of the tower, or do whatever you have to do to lock it up safe again, it means we won’t have to deal with it and we can go home. One night of camping out here is enough if you ask me.

Ballar Fargrim |
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The thought of a few drinks before dinner draws a sly grin to the dwarf's face and Ballar nods enthusiastically at Bud's suggestion.
But a second later the grin is gone and Ballar glares at the soldier as he confesses, hoping his hard stare will loosen the man's tongue more than the dwarf's question already has. In the end Ballar can't help but agree, ultimately the party's goal should be to ensure the safety of these people and if in the process of finding It'Dupree's mirror the party is able to do so, so much the better.
As the soldier's response comes to a close, Ballar crosses his arms at his chest and stares at the soldier a little bit more as he mulls over the possible likelihood of Melanie actually being a double agent. Does Melanie already sus'pect? We were a'tha Lugubrious Wizard, met thar an came st'raight 'ere. An tha cobbl'r, is he an un'wit'tn pawn in tha girl's sceem? Or does he too y'urn fa someth'n b'yond tha mun'dane? Like sand thro an hour glass...
Returning to his original question, the dwarf lifts up his coin purse and lets the sound of jingling silver fill the soldier's ears, So 10 ta one than?
Intuition: Would a little offering of coin keep these men quiet? Captain Ogalvinjonsen doesn't need to know about us...: 1d20 + 13 ⇒ (10) + 13 = 23

Niversal Two Blades |

Niversal listens to all this hum drum and will let Ballad do the talking for now knowing he may have to bluff them all out of this trouble soon enough simply flexing back and forth on his boots like a dumb straight forward fighter would who was bored.
bluff: 1d20 + 10 ⇒ (17) + 10 = 27

Terquem |
The guard looks at Ballar, and grins, but then his grin disappears as he weighs the complications of the matter, and asks, ten to one odds, given or taken? I take those odds against all four of you coming out alive with proof that the monster inside is defeated, twenty silver, and I’ll do my best to keep the captain out of your way at least until sunset tomorrow.

Zaehyra Sillaesa |

Only four of us? Zaehyra reflexively questions the offer. What would you say is sufficient proof?

Keryth Tarathiel |

Keryth, who had been waiting for Bud to take a look at the journal and the found vial's label since his language spell was cast, slips them into his backpack and sash respectively without another word. Shame, that likely would have proved insightful.
He then stands stone faced as Ballar talks wagers in poor taste with the guard. Not very sporting if the man can't even count.

Ballar Fargrim |

A ten ta one, ya best make sure ya capt'an's ent'rtain'd til ov'rmorrow lad! An if its sunset ya be want'n, we double tha odds - twenty ta one. Thas 400 silver ya'll be owe'n. Ballar speaks firmly with the guard, looking the man squarely in the eye as he counts out twenty silver coins. Then, in a more matter of fact manner Ballar adds, Oh, I'll be need'n a receipt from ya s'well.
Diplomacy/Negotiating: 1d20 + 2 ⇒ (17) + 2 = 19
Once Ballar has what he needs to complete the bribe, er, wager, the dwarf returns his purse, tucks his receipt into his pocket, adjusts his equipment and makes ready to return into the tower. Noticing Keryth's sympathetic expression of concern, elven emotions are so hard for Ballar to read, Ballar winks and gives the wizard the secret hand sign for 'everything will be fine.'
Ready to head back in.

Terquem |
When the actual amount of money on the line, that he might owe, is mentioned, the guard seems to lose a bit of his confidence.
Hold on, I don’t have that kind of money he seems to say out loud, though it appears he is more talking to himself than to the rest of you. No, I can’t take that bet. He shakes his head, selling himself on his decision, and then says, Besides, if you don’t come out alive by tomorrow night, I’ll feel like I took money from a fool. Tell you what, he counts ten coins back out of Ballar’s twenty, and holds them out. I’ll take ten silver, and guarantee the captain won’t interfere with you for at least another full day, and if you come out alive tomorrow with word the tower is safe, I’ll give five more back, keeping only five for my efforts. Besides, if word got out you folks were taking wagers on your own success, II’m afraid there are some of my fellow soldiers who might sell you out for the wager alone, not to mention the chance to loot your corpses. Let’s keep this simple and quiet. You pay me, and I’ll keep everyone else out of your affairs for a full day. I’ll sign a receipt, if you have any paper. I don’t have any? How’s that?

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Imrael quietly seethes as their fate is counted in silver. Silver!
The Order can of course be moved for sufficient amounts of devotion, colored gold and counted by the hundredweight, but bickering over less than a handful of silver coins while BATTLE is yet to be adequately waged borders on insult.

Ballar Fargrim |

Ballar chuckles at the guard's thoughts of unwittingly sending soldiers in to loot the party, Ha! Slow down now wee lad, ya'r forgett'n we're tha ones go'n in ta take care o'thas problem. Thar'sa reason no one ask'd yuu lot. Ah say, send ya mates in if they're spoil'n forra fight. Let em flush out tha demon or wat'ev'r ya got lurk'n 'bout. Save us some time, eh Bud! Ballar throws Bud a wink.
The MMA cleric lets the soldier take the 10 silver and commits the man's face to memory, No pap'r? Right, Ah'll 'ave ya name an then 'ave off with ya. We've all go'work ta do now.
Happy to have secured the party with some time to conduct a proper investigation of the tower Ballar lets the guard leave. Safely out of earshot the dwarf rolls his eyes at Imrael's seething, Re'lax. Toss'n a few coins ta keep tha captain outta our hair tis silv'r well spent, yeah? Common lads! Waving a hairy arm the dwarf heads back up to the tower to resume the search.
Let's go!

Terquem |
The group reenters the tower, now in almost complete darkness, no setting sunlight coming in through any of the first floor windows any more.
They move quickly back to the center of the tower, where the stone steps on the left go down to the basement, the storage rooms, wine cellar, and cells, and on the right, the wooden stairs that go up to the next, unexplored level of the tower.

Keryth Tarathiel |

I haven't been paying too close attention. Did we complete the lower level?
I am off to Phoenix for a week of R&R. Please DMPC me as needed.

Ballar Fargrim |

I don't think so. Once we found the captive, we pretty much got her out of there. Checking the encounter map, there is a door to the north where the body was found which looks unopened (or was that where the monkey was found?) and then the cells to the south which look incomplete.

Zaehyra Sillaesa |

I think below first. Clear out anything if we need to get back down from the top on a hurry.

Terquem |
Imreal leads the group down the stairs on the left, checks the storage room, where the strange and timid ape like creature can still be seen moving in the shadows between the boxes, and then passed the wine cellar to the three cells at the end of the hall. Nothing new is discovered
Furious with this delay and having found no enemy to engage, he stomps back up the stairs to the first level

Ballar Fargrim |

Wha!? Ballar raises his hands and shrugs, Want'd ta be sure. Sides, where'd tha monkey come from? We're sav'n it too, righ?
The dwarf trudges up the stairs behind everyone else muttering something about how it would have been nice to have a monkey in the group, running around and doing things for them...

Zaehyra Sillaesa |

Zaehyra perks up to mention of the 'monkey' and adds, The ape is too sensitive to the maligned presence of the demon to join us, let alone leave that room. Once the demon is taken care of I'll try again before resulting to a more extreme strategy. If not simply because I want to avoid forcing it to comply, then because I don't like the look that a cart and cage would lend us.

Niversal Two Blades |

Niversal turns around and mimics the monkey saying to Ballar and Zae I thought I was the monkey of this group. Now I feel less loved He winks at them both and continues searching as they ascend the stairs.

Zaehyra Sillaesa |

Mmm, yes. You still are, no worries there Nivers. No Ape could truly replace you. Zae pauses a moment before self correcting, I mean, not any ape I know of.

Terquem |
The wooden stairs groan noticeably with the weight of the armed and armored party as they slowly march up to the next level. There is a small landing, half way up, and the stairs continue, now to the south, up to the second floor.
There is absolutely no light here. No windows can be seen from the area where the stairs emerge. Directly in front of you are two large wooden doors set in walls made of stone, while further to the left and right you can see wood walls going north. As the first floor was laid out, it seems that a ten foot wide hallway circles the stairs on this floor, allowing access to whatever rooms are here. The main structure of the keep appears to be a central stone work encompassing the stairs, and the outer stone walls, with two parallel stone walls equally spaced from the north and south exterior walls which must support the floors and ceiling.
There is a second set of wooden stairs going up, on the right side of the central stone structure of the keep. You have just ascended the stairs that now go down, back to the first floor, which is on the left side of the central stone structure.

Bud Wiser |

Bud looks at the doors directly ahead, "Do you want to take a look at those doors Niversal. I'll do some research on spells and look for a way to turn you into a monkey if that is what you want as well." He then smiles at Niversal with missing teeth in a very disturbing way.

Zaehyra Sillaesa |

Zaehyra speaks the word of her first orison, and touches the bandolier on Israel's right shoulder to impart a blessing of light spilling illumination through the darkness.

Terquem |
When the light is turned on, a trail of dried blood, barely noticeable on the dark stained wood floor, can be seen on the left. It is in the center of the hallway, and appears to suggest a body was dragged through the doors in front of you.

Niversal Two Blades |

disarm: 1d20 + 14 ⇒ (19) + 14 = 33
steath: 1d20 + 19 ⇒ (7) + 19 = 26
sleight of hand: 1d20 + 9 ⇒ (11) + 9 = 20

Terquem |
As the others become aware of the blood stain on the wood floor, Niversal reaches as high as he can gently sliding his slim hand between the slightly open door on the right and the lintel. With a perfect sense of balance he lifts a large piece of flat glass off of the top of the door, gently moves the door a bit further open with his knee and then slowly lowers the glass down until he has it in both hands.
It is only then that he realizes he is holding a broken piece of a large mirrored glass. The silver coating of the back of the glass is facing him, while the reflective surface faces the partially open door. The piece of glass he is holding is about ten inches wide and fifteen inches tall.

Zaehyra Sillaesa |

If no one is going to say it, I will. Looks like the trail to another one of the creatures victims. Zaehyra says with a waver in her hushed tone and a comforting caress of Kamastra's fur.

Keryth Tarathiel |

The revelation of the mirror elicits a reaction from Kerth. Watching the room via scrying? Or a trap of some kind? Or both? Pondering further he adds, If the mirror had broken... before drifting off in thought.

Zaehyra Sillaesa |

Not a overwhelmingly reassuring Nivs, Zaehyra worries. So what do we do now? Walk in and find out or find another way?

Ballar Fargrim |

Jas noise lass, Ballar shrugs as this is the most obvious appraisal for anyone placing anything on the top of a partially open door. Per'aps ta give ya a wee scratch 'swell. Although the possibility that the mirror may function as a portal flashes across his mind, the stray thought soon vanishes, replaced by the dwarf's anticipation of Nivers "get'n on with it". A couple quick flicks of Ballar's chin pointing first at the rogue then to the door concludes the cleric's thoughts.

Terquem |
Niversal carefully opens the door further to let the party move into the room beyond.
This room is quite large, and extends to the east (to your left) forty five feet to the tower’s east wall, where there is a small fireplace, while to the west (to your right) the room extends twenty feet to a wooden wall, where there is a set of double, wooden doors, both of which are shut.
the room is twenty feet deep, that is it is twenty feet from the doors to the opposite wall. This wall, the south facing tower wall, has three narrow windows, shuttered now, with no glass.
The room is well appointed, extravagant even, and appears to be some sort of planning or strategy room. There are canvas maps, in elegant frames hanging on the walls, and the table is set with several trays which hold ink pots, and writing instruments (though you see no paper, anywhere around this room) as well as three silver trays with a silver pitcher and two silver cups on each tray
Light reflects from a mirror that is propped up on the fireplace mantel to your left.

Niversal Two Blades |

damn mirrors everywhere and starting to make me nervous. Other adventurers killed and injured by something we have yet to meet. What is going on in this tower...
Niversal will move to the side of the mirror on the fireplace and cover that as well keeping a continued look for traps
perc: 1d20 + 13 ⇒ (9) + 13 = 22