Turn 12: Order: Sephiroth (2!,2!), Mr. Person (5!), Dwarmin (2!,5!), Zestorum (6!); New order: Zestorum, Mr. Person, Dwarmin, Sephiroth
Zestorum-
(Observation check:2!) You enter the passageway, intent on exploring it to it's uttermost and only shortly thereafter do you realize that this is really just the gateway into the fortress territory. Well, onward in any case. You know the kobold and the other human have come this way, it can't be all that bad.
While you're musing on the singularity of coincidences that led the three of you to the doors of the ruined fortress at the same time you meander through the length of the entry way. (Trap avoid:5!) There doesn't seem to be anything out of the ordinary at all and though you see a few scuff marks on the ground you walk by them to one side and have no difficulties whatsoever. You stand in the entrance of the fortess now. A fairly large and overgrown swampy area is in this lower portion and you can see parts of an overgrown road leading to some large structure immeadiately to your east. About halfway between it and your position and to the north appears to be another smaller structure.
The fortress is open to you, where would you like to go exploring?
You're a little hungry.
Mr. Person-
You break for the cover of trees only a few feet away as the eagle attacks again! (Grapple:2!) It misses as you make tree cover and you quickly pick up rocks and sticks hurtling it at the bird.
(Throw:5!) (Bird dodge:5!) (Tie breaker, you:3!, bird:6!,4!)
It pulls up shrieking at it's lost prey but stays nearby waiting for you to move. You continue to throw things at it. Picking up a rock you throw it with all your might (Throw:5!) (Bird Dodge:6!,6!) and the Giant Eagle finally gets the hint and flies off, searching for easier prey. You wait under cover until it is well out of range and has moved off to the south before continuing on. You're a little hungry but hunger is a weakness of the body that can be overcome.
(+2 Throwing experience)
Dwarmin-
You think deeply about how you could do something about the undead goats but most of your voodoo pertained to the living. The spirits have little influence over the undead. However, a strange human that once came to live among your people taught you some interesting things that might help, and you quickly draw a holy symbol in the air and invoke a prayer in the human tongue. (which you don't speak, except for what you memorized, even if you don't know what it means)
(Turn undead 1:4!) (Goat 1 resist:2!), (Turn undead 2:4!) (Goat 2 resist:6!,1!)
(Secret DM roll:6!,5!)
(Additional Secret DM roll:6!)
(Observation check:4!)
To be honest you're not quite sure you believe what you saw after you uttered the words but the symbol you drew in the air became brilliantly white for a second and flashed out towards the goats. One of them turned away in terror, fleeing in the opposite direction. The other stops in it's tracks.
The symbol gradually fades but it buys you considerable time. One of the goats is immobile, the other is fleeing. (Conditions will persist for next turn.) Strangely you hear a voice come from nowhere in the human tongue that you can't understand. It's a reassuring voice but you can make out little else. You do however, feel a little braver in regards to facing the undead. You also feel a little hungrier.
(You are now a worshipper of an unknown human deity. You are no longer timid when it comes to fighting undead. You are thirsty.)
Sephiroth-
(Stealth check:2!+1+1) (Observation check:4!) (Secret DM roll:1!)
The tower is short and you do your best to climb it quietly. It's also fairly short and you notice very little of worth as you do so. It's only three stories tall and fairly small. From the top of it you can more clearly see above you and it raises up into empty space in darkness beyond what you can see. You think you can make out what appear to be bridges above you. The top platform itself has two unusual indentations on the sides and you quickly get the idea that it's for a bridge to secure to. Looking across the way into the darkness you can just barely make out in the distance (40' or so) an entrance in each wall, both the north and east walls. There is a pair of levers over there and what might be a stone retractible bridge.
As soon as you look north again though you realize that there are two dwarves standing at the platform! (Detection checks:3!, 1!) Neither of them appears to have seen you yet and it's a wonder that you didn't hear them before. One of them is carrying what appears to be a large wooden cage, similar to the one you were caught in. The other is carrying little that is visible but may be wearing some sort of armor. He, or she, since you can't tell at this distnace, pulls on a lever and the north bridge begins extending towards you.
You're amazed that there are still dwarves living in this place. You've long heard it was abandoned and they've no trade with anyone that you're aware of. (oh, and your secret DM roll was a listen check this time)
Many of you are now hungry. No penalties for hunger applied this round but it's something to keep in mind for next round. Again, eating and drinking does not consume your turn and unless you're engaged in combat that lasts multiple turns can be dealt with quickly. Cius... you have no penalties associated with being hungry since you're a monk and are used to fasting. But once you hit starving bad things start happening.