Try and find a way to open the gates, if not:
"Hey, could you throw me up a rope? I could tie around something sturdy, and you guys could climb up. It would certainly be easier than trying to climb the mountain face like me."
It looks simple enough. Get down into the courtyard, remove bar, and get the gate open.
Get down (1d6=6) You excitedly jump down, impacting on the ground.
Damage roll (1d6=2, 1d6=3) Thankfully, you noticed your foolishness in time, and just get a few scrapes rolling on the ground.
Clamber up mountainside and into the keep.
Climb (1d6=4)You climb up the mountainside. It's slow, and you don't quite get on the outer wall yet.
"Hurry," Trael calls up over the keep's wall, "Open the gate! There is no time, no time..."
He walked over and stood, motionless before the gate. He wasn't fidgeting or shifting his weight or any other human habit, but he was certainly emenating a feeling of impatience. He wanted this over with, he wanted to find what had brought him here. And deal with it.
>Wait impatiently for Baradine to open the gate!
>If he takes too long, go climb that wall.
Wait impatiently (1d6=1)You think you're waiting impatiently, pacing around, periodically looking at the gate. In fact though, you start climbing less than a second after you see Baradine jumping down. He has had more than enough time, really.
Climb (1d6=5) Soon you stand on the outer wall, seeing that Baradine is still busy dusting himself off. Slacker.
Grunt, and move over to Trael's side for companionship.
Sharpen Axe with Rock.
Try to discern any noticeable marks from the gate that would give an idea on what we would face inside.
You barely arrive next to Trael as the guy dashes off, jumps up the mountainside, and climbs onto the outer wall.
Sharpen axe, examine gate for clues (1d6=1, 1d6=5)You try to sharpen your axe, dulling it instead (-1 to damage). Examining the gate... well, if you were to take the things on the gate for clues, you'd expect Larry's family, or maybe less savory things, to confront you. But since you've seen that it was Rorgrin who scratched those things in, you're left with a rather nondescript, if large, gate.
Go climb that wall.
Climb that wall (1d6+1=3) ((Forgot the rope; I'm counting it here, yes))
As Baradine has decided to go courtyard diving, you tie your rope to a lasso and throw it up. Unfortunately, it doesn't find any hold, preventing your ascent.
Hit points: 20
Action points: 10
TraitsSageNecromancerEquipmentSkull StaffGrim RobeManhide GrimoireUnmarked potionSpells:Draining GazeConsult DeadCall Shade Hit points: 20
Action points: 10
TraitsUsing everything as a weaponStaying eternally calmEquipmentA ropeWell-crafted knifeWarhammer Hit points: 20
Action points: 10
TraitsUnfeelingDrivenEquipment:Ancient, battered steel greatswordHeavy green wool cloakLarry Hit points: 25
Action points: 5
TraitsVigilantWarriorEquipment:Dulled, Tempered Steel Lochaber AxeLeather armorWoad body paintA rock Hit points: 19/20 (0/3 turns to healing)
Action points: 10
TraitsSkilled SwordsmanFire magicEquipment:Bronze LongswordBronze ShieldBook of Fire MagicSpells:FireboltFiery CylinderHeat Shield