"Well, we could use Rogrin's rope combined with some of our weapons to make a grappling hook..."
Suggest, and look for alternate methods of entry.
Look for alternate methods of entry (1d6=5)((Whoops, wrong character for the bonus.))
Your suggestion to use the rope only earns scowls from Rorgrin when he arrives, so you begin looking for potential entryways. The way the keep and the outer walls jut out from the mountain side, you could probably climb up the slope to gain access to the outer wall, at least. Huh. Isn't there a rope dangling from the western wall? Ah, no, that's too rotten to carry any weight.
((So...no rock in inventory?))
"Finally."
Follow the rest to the Keep entrance!
When there, try to discern if the walls are smashable.
You arrive at the keep, and promptly examine if the walls are smashable.
(1d6+1=6). Why yes, they are! Now, where did you leave your battering ram that you'll need for that...?
"Hm. Or we could look for another way in."
Follow the path, see where it leads! If it goes on too long, just return to group and ponder gate some more.
You follow the path for a bit, but it becomes apparent that it only leads deeper into the mountains, and return to ponder the gate.
(1d6=6) Heavy, metal-reinforced, with some interesting pattern in the treated wood... How did they even move the thing, you wonder. Those patterns look interesting. Kind of hypnotic... You could look at them for sooo long. You really don't want to stop studying the gate.
"Curses!" Trael stared at the door before him. If he had a face, it would probably be scowling.
"All this way, all thiss destiny, just to be foiled by a door?! I think not, Larry..."
>Shout at door, "Open!"
>...Then follow others to find entrance, as sheepishly as a skeleton can.
"I suppose we must work together to gain entry to this place. So close now... I can feel it in my bones... So close."
You shout at the door to open, but predictably, it doesn't. "Sesame, this place ain't."
Find entrance (1d6=3)You're not quite sure where to start looking for another entrance.
"Well, we could use Rogrin's rope combined with some of our weapons to make a grappling hook..."
Rorgrin scowls. Losing a weapon and a rope at the same time doesn't seem smart.
Walk up to the keep.
You arrive at the keep, the party complete once more. Baradine suggests using your rope as a makeshift climbing hook. How dare he! Your rope! You scowl at him, and he sensibly looks for other ways to enter the keep.
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: 24/25 (1/3 turns to healing)
Action points: 5
TraitsVigilantWarriorEquipment:Tempered Steel Lochaber AxeLeather armorWoad body paintA rock Hit points: 20
Action points: 10
TraitsSkilled SwordsmanFire magicEquipment:Bronze LongswordBronze ShieldBook of Fire MagicSpells:FireboltFiery CylinderHeat Shield