Mirror, Mirror: The Further Adventures

Game Master Terquem

Released from four centuries of self-imposed imprisonment, It’Dupree sets out to correct a mistake of her past which may have terrible consequences for her very existence.


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male

The group continues up and on along the mountain trail. The sky begins to turn grey, as dark clouds gather overhead. There is no wind. The stillness of the air and gathering gloom seem to suggest a storm is brewing. There is a dry feeling, and a crackle of lightning pierces high overhead followed by a low rumbling as if even the thunder is afraid to make a show here.

The terrain becomes indistinguishable from one turn in the path to the next. The broken stone cliffs to the left and the right give nothing away and the sounds of your footsteps are swallowed by the dust and dirt on the ground.

Suddenly, as the path takes a sweeping turn to the right, the mountainsides that were all around you give way and the way ahead of you opens up to what must be a vast plateau on the side of the mountain facing east. About forty yards ahead of you stand two round stone towers flanking the beginning of a long stone bridge extending to a mighty fortress on the very edge of the plateau itself/ A cleft in the plateau separates the towers from the castle, and the bridge is the only way to reach the huge structure ahead of you.

It should be late afternoon, but there is no sun or no moon either. A grey pall fills the sky as far as you can see and lightning flashes on the horizon. There is no sound, not even the rolling thunder you heard earlier can be heard.

The castle is enormous, and from where you stand you can see spires striking defiantly upward toward the dark cloudy sky. Two, three, maybe four towers can be counted but it almost seems that the harder you look to identify details of the castle the more its grey and black stonework and slate tiled roof dance among the shadows.

There are no lights, but the outline of grate windows can be made out on the surface of the walls.

There are no guards at the towers, no peasants huddled in their rags at the entrance of the bridge begging for scraps or a few coins. Nothing moves here. There is no sign of life. All is still, quiet, and calm, but it is the calm before the storm, that you can feel right down to your toes.

Except Bud. Bud can’t feel his toes. Bud can’t feel anything. Bud doesn’t remember if he has toes. Bud doesn’t like getting caught in the rain. It is one thing when your cloths get soaked. It’s another when the rain gets on the inside and makes everything slosh around.


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

Impressive, Keryth remarks as he takes in the castle and its surroundings. Walking slowly forward, the wizard checks out the rift and the drawbridge spanning it.


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Yah think? Ballar appraises the new guy, wondering how much this elf has experienced compared to himself.
The dwarf takes in the sight of the castle from the perspective of his own heritage and wobbles his head from side to side indecisively. Ah suppose. 'Ard ta know 'ow stable tha cleft is though. Meh be tha whole thing'll come down aft'r one good light'n strike. Ballar contorts his face and mimics lightning striking a narrow portion of the cleft followed by an explosion of rock and falling debris. Grinning to himself he turns to the masked elf, Bet ya our vampire used magiks ta hold it all up. Eh?! Why don't ya give us a look? Yah know, Ballar wiggles his fingers as though to cast a spell, give it ya old ether'al eye?

Suggest casting detect magic and evil on the castle, once in range. Although I don't quite understand the whole range bit in this case. If a structure as large as a castle is shrouded in enchantments, wouldn't it be easier to detect while the whole thing is in view? Perhaps not the type of enchantments, but something should ping off the old radar screen. A closer inspection would tell more, but that could wait.


Male Undead Arcanist 7 | AC 16 T 12 FF 14 | HP 79/79 | F +7 R +4 W +5 | Init +2 | Perc +7

Bud looks up and shudders as a few loose pieces of flesh fall to the ground. "Rain! Bah! I hate rain! Let's get going. This looks like the only way in. I'll cast detect magic and see if there is any on this side before we walk onto the bridge." Bud then casts detect magic and examines the towers and bridge before walking out.

Perception: 1d20 + 7 ⇒ (20) + 7 = 27


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

As though noticing the rain for the first time, Ballar brushes the shoulders of his rented dark green cloak. He'd put it on over his fabulous red and the extra layer has kept the dwarf mostly dry to now. Es no'tha bad Bud, could be rain'n Manitcore piss or some sort. He gives his fellow drunkard a cheerful smile before nattering on, Ya got any notion s'ta why thar's no thund'r? Plenty'o flash'n go'in on, an not tha good type, Ballar's eyes show a mischievous twinkle, Ah'm guess'n dark magiks by tha look o'tha dark sky.

Spellcraft: What's with the thunder?: 1d20 + 10 ⇒ (13) + 10 = 23


Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

ah gods could it be any more predictable with the gloom and the weather.. for damn sake this is right out of undead are us periodical front cover and all without the hot mostly clothing optional vampire


Male Undead Arcanist 7 | AC 16 T 12 FF 14 | HP 79/79 | F +7 R +4 W +5 | Init +2 | Perc +7

Bud tilts his head and looks at Niversal for a moment and then says "How do you know the vampire isn't clothing optional? I'm just hoping he has some ale worth drinking we can 'requisition'."


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

To Bud's left comes the sound of a book snapping shut. It is not as worn or well used as the large leather bound P.R.D. volume Ballar references from time to time, but perhaps a tenth of the size. Similarly bound, the booklet is entitled, Fiske's Guide to Local Vampiric Culture and Customs and has a small metal disk stapled to the front cover with the inscription Du’Orbna Public Library upon it. It'll pro-bab-lay be wine. Red. 'Course thas onlay in Du’Orbna prop'r. Out 'ere could be diff'rent an it'll depend on availabili-tay. Ballar thinks for a moment, No matt'r tha color, could be-a well aged vint'age.

Knowledge Religion: Favored alcoholic beverages of vampires: 1d20 + 10 ⇒ (8) + 10 = 18


male

The gloom sees to distort all time. Ages pass in a flicker, and then the next moment hangs in the air as if it will never pass.

There are no enchantments on the stone towers that flank the bridge. No sign of any guards either. If it were not for the light that shines in a window here and there high up on the castle walls, the place would seem to be abandoned.

Approaching the bridge you can see it is ancient in construction, and of the best quality.

There is little to do now bu decide to turn around, or cross the bridge to what appears to be the outer walls, and outer ward, of the castle itself.

Vampires can drink wine and other fine liquors. There are Vampire clubs in Du'Orbna where the micro brewing trade has become all the rage. Nos' Four Oh Two, brew is said to be heady, and dark with oak-y undertones and a burnt cherry finish. There is no way to tell, other than asking the gods, what the lord of this castle drinks, when he entertains

Ballar sees the lightning, and counts, One miss is sipping, two miss is sipping, three miss is sipping, but no sound of thunder comes, suggesting the lightning is far away and the rumble of the distant thunder is swallowed by the mountains all around


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Having run out of fingers to mark the time between flashes and thunders, Ballar sighs and carries on, Speak'n o'drink'n, 'Ave ya been ta No's Four Oh Two Bud? They've gotta heady brew there that'll warm ya up. 'Course tis no subs'tatoot fa tha Boom Boom. Another sigh escapes Ballar, this one carrying an accent of reminisce for a girl.
Shifting his satchel the MMA 'pseudo expert' makes for the bridge with the intent of crossing, Right, Ah'll take tha lead. Nivers, ya watch mah step. When we get ta tha door we'll 'ave tha new guy knock. The dwarf shoots the new guy a wink and mouths, Tha's his job, and points quietly at the other elf.


Male Undead Arcanist 7 | AC 16 T 12 FF 14 | HP 79/79 | F +7 R +4 W +5 | Init +2 | Perc +7

Bud stops and looks at Ballar "So we gonna just know on the door and ask nicely for him to give us what we came for? Can't wait to see how that goes." Bud starts walking and follows along.


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Aye, no'much choice Bud. Sides, don't see 'noth'r way o'gett'n in, do you lot? Ballar offers the question to the rest of the group. He's hoping one of the elves will step in with some sort of elvish wisdom or smart stuff before he leads the group into a deadly trap - or worse. Ballar screws up his face in thought, Hang on, what's worse than death? He looks over at Bud. But nothing happens.

Anyways, the direct approach is pretty much all the dwarf knows. All this sneaking around stuff isn't part of his contract and besides, Ballar's previous attempts at stealth haven't enjoyed much success. Neither is strategy. There is at least a 36% chance Ballar would have remembered seeing a strategy clause during his last round of negotiations and if there were one, the contract may have had to go into mediation.


Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

Niversal looks at them and considers the knock on the front door and says well when you knock on the door I will be hiding right beside you.


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15
Ballar Fargrim wrote:
Sides, don't see 'noth'r way o'gett'n in, do you lot?

Keryth looks this way and that. Where do you see a door?


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Ballar looks at Nivers incredulously, Yu can do tha?!
As the dwarf contemplates the possible applications of having a party member who can skillfully hide in plain sight, the new guy pipes in.

The depth of this masked one's simple question staggers Ballar. Although only at the bridge, Ballar had assumed there would be a door, somewhere...eventually. Yet, as of now there is none to be seen.
Thar 'as ta be a door, the dwarf thinks,Per'aps aft'r tha gate. Ba wha if thar's no door? Wha then? The prospect of having to climb their way into the castle does not fill Ballar with good feelings and the new guy's profound question nearly stops Ballar in his tracks. Turning to reply Ballar tries to compose himself and point confidently toward the castle, Wha? Tha door? Sure. Ov'r thar. Jus pas tha, er, thing a bopp'r. The dwarf's attempt at pointing results in a vague gesture toward one of the castle obvious structures. Ya know, near tha part tha's stick'n up.

Leadership skill (Cha+level+party reputation): 1d20 + 2 + 7 - 15 ⇒ (8) + 2 + 7 - 15 = 2

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