Day 6, Turn 2: Order: The goblin (6!), Reece (2!), Ajax (1!,4!,6!), Dwareet'ik (1!,4!,4!), Dragnar (5!); New order: The goblin, Dragnar, Reece, Ajax, Dwareet'ik
The goblin and Reece-
(Observation check:The goblin(1!), Reece (3!-2))
The pair of you creep quietly over to the single door on the western wall of the large craftshall. The door has markings outside it, but none that you can make out. They're not intented to be legible to those of your race. (Stealth:2!-1) The goblin does his best to hide behind Reece as the human cautiously opens the door but as he moves forward to peek into the room he trips suddenly, sprawling him forward and tumbling him into the room. The goblin gets dust in his eyes and it takes him several minutes of furious and somewhat panicked wiping to clear them. During which time he was miraculously not eaten alive. Reece fumbles out his lantern to help him see at all properly into the chamber and enters.
The room is small, with a single hallway leading perhaps thirty feet in before coming abruptly to what appears to be a wall from this distance. The walls are heavily engraved and appears to be some sort of instruction. You walk forward and nearly trip on some small stone balls littering the floor. You notice balls of several different materials. As you enter you see a worn table and chair, expertly made and decorated in various bones. There apparently used to be two small stacks of parchment but when you try to pick them up they crumble into dust. The inkwell on the table appears to be full but the ink must have solidified after so many years. The feather/bone quill comes apart when you try to remove it.
As you enter the room proper you see in front of you a large contraption of some sort. It has a list of items on the left side with numbers next to them but you can't make out the specifics of the language. On the center of the wall you see a multitude of little openings, roughly the right size for the stone balls on the floor. Stacked against one wall, on your left, is a collapsed wooden shelving unit and a large pile of assorted balls lie in a pile at it's foot. On the right side of the room is a similar pile, though smaller, and a small door with a visible warning carved into it. You can't read the warning. But the skull and crossbones on it seems to be indication enough.
(Recovery roll: The goblin:1! The fall jarred your injured arm and worsened your wound.
Recovery roll: Reece:4! Your left arm feels fine now.
Dragnar-
(Search:5!) You think back to when you entered the fortress and it seemed to you that there might be a secluded section of grassland above the quarry that might be accessible to the fortress residents but you do not know of any way to get there. Instead you focus your exploring efforts on locating the dining hall. Presumably an easy enough task. They're usually centrally located. You enter the craftshall and peer through the northern doors. It looks clear, and you enter the Great hall of Geshud Osod. The hall is nearly a hundred feet wide and easily several hundred feet long, though it sinks into darkness on the back end and you cannot make it out clearly. There appears to be a central stairway heading up into the higher reaches of the fortress but the way is unmarked. There appear to be decorative statues of exceedingly fine stonework decorating the hall which gives it the eerie impression of being populated but the statues appear to be only stone, though decorated heavily with bone. You notice to your immediate west a promising set of double doors. They're orthoclase and appear inviting. Or perhaps it's the large sign on them that says:
The Bold Anvil
"Where ye come to get hammered!"
There is a founding year carved into it. Year 5! If that is true then you can only imagine that any alcohol in here is centuries old. Any food is sure to have long rotted. The door is slightly ajar and you tentatively push it open further. You hesitate to enter then, as the sight of the interior of the room practically screams that caution is needed. From the door you can see a large orthoclase bar, smooth and polished underneath the centuries of dust. Several circular spots in the dust indicate that mugs may have rested there at one time but seem now to be largely gone.
Most disconcerting are the large strands of webbing hanging almost haphazardly around the room.
(+2 Observation check. You have discovered the Great hall and the Bold Anvil)
Recovery roll:3! You feel neither better nor worse, but your stomach growls and your mouth feels parched.
Ajax-
(Observation check:4!)(Hunt:4!+1)(Birds:3!)
You very cautiously begin stalking your prey. You are careful to both remain downwind of the waterfowl who seem content in their isolation, and to be silent in your movement. You seem to be successful in your efforts and are rewarded with a lake-side shot at one of the birds. You carefully pick your target and fire. (Attack:5!)(Dodge:Surprised)(Location:4!)(Damage:6!,3!) Your bolt fairly skips across the water, catching the bird at the waterline. The bolt passes through the unfortunate birds' thigh and disappears. The bird squawks loudly once and is obscured momentarily by a massive flutter of wings as the remaining birds take to flight. When things settle the dead bird lies motionless, a small dark stain spreading rapidly through the water where it floats.
It appears your hunt was successful! The swan is vanquished. Now if only it had fallen over land...
(+2 Crossbow exp, +2 Stealth exp.)
Dwareet'ik-
(Meditation:5!) You remain in meditation as you reflect on your surroundings and try to rest.
Casting your mind out around you, you take in the elements and try to contact someone or something associated with them. (Invocation:5!) (Luck:5!) You begin searching for sentience and feel a presence around you. The room your body is in appears before your eyes, brighter and cleaner than before. Out of the Magma a figure emerges and moves towards you. You hesitate and flinch back and you see it smile, though the flowing magma of a face moves surprisingly little. It stops then and shrugs, sinking quickly into the stone. The magma in the chamber starts to rise and is soon overflowing the boundaries of the channel. You despereately look behind you, only to find the door a blank stone wall. The fiery fluid engulfs you and a wave of heat passes over you as you black out.
(Recovery roll:5!) You are unaware of your body.
+2 Meditation exp.