Turn 8: Order: Sephiroth (4!,3!), Dwarmin (3!), Mr. Person (4!,2!), Zestorum (2!); New order: Sephiroth, Mr. Person, Dwarmin, Zestorum
Sephiroth-
You continue singing softly to the wood and attempt to slip out of of the cage. (Escape attempt:5!) The wood continues to become more supple and you carefully slip out of the top of the cage, using it to climb up and out of the pit. You leg still pains you somewhat but it's relatively easy going for you.
(Observation check:6!,4!) As you climb out of the pit you crawl out into the fortress proper. The stone here has been smoothed around the inside of the wall, providing almost a path around the interior. A light scattering of dust and sand coat the otherwise smooth surface. You notice a section of stone near the entrance that has some of the sand blown away from the wall and you can only think that this might occur if air were passing in that area, as if underneath a door. Further examination should reveal it's exact location and the method of opening. In addition off to your left, to the south-west you see a large domed structure that appears to be a building. A very large building.
(And because I forgot the last two times... Healing check(x3 for the missded turns):6!,6!;4!;6!,6!)
Something about the elvish song must have helped your leg heal faster as you look down and realize that your skin has already closed and the blood has stopped flowing. Your cut should continue to heal well enough on it's own now.
(+2 escape artist exp, +1 observation exp, +1 to rolls if searching for secret door in this location)
Mr. Person- (survival mode)
(Observation check:1!) You decide you're thirsty and head towards a small stream you can make out to the south of your location. It's easy enough to get there, despite the trees and the ice looks reasonably thick. But as you step onto it you realize it isn't and fall through slipping on the ice. (Luck:4!) Fortunately for you you manage to catch yourself and don't get completely wet, though you are soaked and cold now from the knees down. Standing in the frigid water you take a deep drink from the waterskin, draining half of it and refilling it at the cold clear stream.
Hey, you might be wet but at least you're not thirsty. And you've marked this as a good location to get water from now that the ice is broken through.
(Found water source)
Dwarmin-
You sit down next to the wall and relax, (Action:4!) allowing your thoughts to drift out. You relax reasonably well, more so once the large and annoying human has left the area. (Observation check:1!) You completely blank out your surroundings as you reflect on what you've been taught in the past and what you've done recently. (Meditation:6!,6!) The spirit of your dead uncle approaches you, brining with him another kobold you don't recognize. And they sit down and the three of you begin to talk. Apparently the other kobold is a somewhat famous traveller named Jreengus. You learn much while talking.
(+2 Meditation experience, +2 voodoo experience, In Trance)
Zestorum-
(My apologies, I've added +2 experience for your successful Meditation previously as well)
Standing up you make your way to the fortress doors with your newly regained sight. (Observation check:5!+1,1!) You focus on the doors as you approach ignoring everything else. The metal they are made of is steel, with a rippling hue to it that gives it a lustre, almost like shimmering waves on water. They would certainly be valuable but the doors stand nearly thirty feet tall and likely way hundreds of times more than you.
(Action:3!+1-1) You gaze into the metal, and very briefly you see images of things, dwarves raising the gates and hanging them with massive wooden scaffolds and hundreds of ropes and pulleys. You realize this must be the past you were seeing and you blink. Just as suddenly the vision is gone and you're staring a large metal doors leading into the fortress.
(+1 Observation experience, Insight)
It is now mid-afternoon. The sun warms all of you but Zestorum who is in shadow. But the sun will set soon and who knows what roams the fortress at night. Keep in mind you need to find a safe place to rest by turn 16 or you'll be camping out in the open. Every 16 turns we'll have our resting phase in which you can be interrupted or attacked. Those of you who get less than 6 hours of sleep (are interrupted more than twice) will be tired on the next day. Many of you are now thirsty. You get a penalty to mental actions when you're thirsty, a penalty to physical actions if you're hungry (unless you're a monk which reduces the penalty for that by 1). Drinking and eating do not consume your turn if you have the food on you and it does not require any preparation. You cannot eat or drink in an unconcious or sub-concious state.