Day 3, Turn 15: Order: Dwareet'ik (1!,1!), Reece (4!), Dragnar (2!), Keris (1!,4!); New order: Reece, Dragnar, Keris, Dwareet'ik
Reece-
(Observation check:4!) You introduce yourself to the dwarf that freed you and the two of you exchange some trivialities. You really know nothing of him, but he was nice enough to let you out of the trap, so that's got to mean something. The pair of you head towards the main hall, apparently at the direction of the dwarf, who, strangely seems to know his way around here already. It's a decent hike and soon you see the ramp up to the entrance to the skull-keep rising before you. You saw a few wild animals around but they seemed to mostly avoid the pair of you.
The ramp appears to be made of natural stone and rises to a considerable height before you. At it's base you see two small doors leading into the cliff-side. Your companion stalwartly trudges towards the ramp, undeterred.
Dragnar-
After resetting the traps and the like you turn to the human who introduces himself, perhaps somewhat chagrined. (Observation check:5!) He seems a sturdy enough sort, and has callouses on his hands that indicate some significant practice even if he only has a wooden sword. It's beginning to get dark and the sun will be setting soon though so you waste no time in moving on. You can easily pick out the overgrown trade road leading in a nearly direct line towards the skull-keep. The keep itself is quite impressive as you approach, half fashioned directly out of the natural stone and finished, undoubtedly, with the excavated stone above the level of the cliff. As you approach you see the cliffs cut away from the structure so that it is entirely free-standing and it occurs to you that that technique was likely a defensive measure. The removed cliff-sides were likely part of the quarry that helped to build the walls and anything else that was needed. Two small doors at the base of the cliff likely led to the old quarry.
You keep your eyes mostly on the structure itself and you pick out some fine details. Here and there you see small patches of natural stone blocked in, as if the original builders had removed all valuable material and filled in the spaces with unadorned stone. The ramp itself is natural, though shaped appropriately. You smell a faint hint of smoke on the air, wood smoke.
(+2 Observation exp.)
Keris-
You confidently stride ahead as the goblins advance upon you, calling out to them in common. (Reaction roll:5!-1(goblin killed by elf recently) They seem to hear and understand you and delight that you are there to kill things. They seem to bear no particular ill will against you personally but they do seem a bit on edge. They relax some when they don't see any bow or arrows on your person though. The entire patrol surrounds you and 'escorts' you to the camp. They don't bother taking your weapon as you pass through their ranks. You see many more that you hadn't seen previously and realize the true numbers of the siege are roughly just upwards of sixty goblins. The squad leader behind you fingers his pike nervously as you all approach the siegemasters tent. (Resist reaction:1!)
He passes you and calls out to the tent and shortly you see another goblin emerge. This one is clad in well decorated iron armor and carries a quality mace, adorned with small finger-bones. The squad leader greets him, grovelling slightly and the siegemaster frowns when he sees you but the two converse rapidly in goblin. The siegemaster grunts and approaches you.
"You, elf-thing, what you here for? What you want?"
(Persuade:5!) "Me? I have come to kill! I have come to pay back the earth-defilers for their actions against my people."
(Resist persuasion:5!) (Opposed rolls: Keris:6!,3!; Siegemaster:2!) He seems hesitant to believe you at first but your bold actions seem to have convinced him on a primitive level and he slaps you heartily on one shoulder.
"Is good then. We have gates open by morning. We send one squad broken into patrols to scout while we wait. You can lead patrol. Return with report. You camp here with us, can go through doors in morning."
He disappears into his tent and the squad leader looks at you with something like concern and hatred but takes you into the camp. Already you see a tree trunk being brought into position against the doors.
(Persuade:2!, gained trust of goblins)
Dwareet'ik-
(Healing meditation:1!) You again look out upon the waves and stretch forth your hand commanding them but they seem heedless to you. In frustration you call out to the spirits around you, calling them to you. (Call spirit:1!)
A crack of thunder fills the air filling your nose with the acrid smell of ozone and you see a massive black cloudbank moving towards you impossibly quickly across the ocean. As it approaches you see a wave rising up from the ocean, billowing and white. Once it is close enough you see it for what it truly is, a wave of fire riding across the water towards you, steam billowing up around it. At it's crest is a figure that you cannot see all of but seems to have a faintly draconic appears and as it approaches you get a sudden sense of fear. The fear grows upon you as the creature approaches, wreathed in fire and steam and you try to flee the presence.
The world fades to black as you hear a faint laughter and the words "What is wrong little morsel, did you not call me?"
All is blackness.
You are unconcious.
Recovery roll:3! You are unaware of your body.
All right. Keep in mind that it's nearly nightfall. I'll need you all to post your actions and where you plan on sleeping and what precautions you're taking and what-not. Keep in mind we've had someone die every night so far. Night-time is high risk, so prepare well and you may survive. I'll give you the weekend to think about it.
(Oh, and Keris, you really dodged a bullet that time. lol)