Turn 3: Order: Dwarmin (2!,1!), Zestorum (4!), Sephiroth (2!,4!), Mr. Person (5!); New order: Mr. Person, Zestorum, Sephiroth, Dwarmin
((I just wanted to get this up now while I had a bit of time. I don't usually post on the weekends, but if I do get some time it'll be easier this way. Zestorum is ahead of you Dwarmin, and since his action may affect yours I'm waiting to post your action. Otherwise, I'll do Turn 4 on Monday!
Mr. Person... not my fault you picked the direction that no trade comes from, and therefore has no gate. Oh, and think carefully how all your fortressess are defended before you stroll through too casually.))
Mr. Person-
You begin to seriously wonder if there's a way in this thing at all as you travel along the south side. After your berry incident you're a little more cautious though. (Observation check:5!) You do notice a decent amount of wildlife as you approach the south-west corner of the place, mostly waterfowl. It's quite a ways away but as you reach the corner you realize only then that the wall itself has shown no signs of cracking, despite it being in a swamp. You can only surmise that the dwarves must have dug down until they reached stone before laying the foundation. As you round the corner and scan the vast length of the west wall you can clearly see an indentation in it that is most likely the gate. You can't see a path from where you are but it should be a simple enough matter to make your way to it from where you are. You reason that if you were to run along the wall where the ground is firmer you could make better time even.
(+2 Observation experience)
Zestorum-
You look around in yor natural environment for something, anything that you could use in regards to swordsmanship or fire. (Observation Check: 6!+1 3!+1->4!) You think the kobold might have some idea how to use magic but you're not sure why. Perhaps it's the staff in his hand. But as you approach he does a little dance and you, for some reason, feel very afraid of him and decide to look elsewhere. Your observant eyes take in everything and though it seems a little far fetched you think the surrounding trees might be able to be fashioned into a sword with the proper application of magic. If you knew magic that could do it. You've seen some fire magic be cast... that might be enough. Though the idea of using fire to create a sword out of a tree seems like somewhat of a stretch.
(+1 Observation experience, Strange idea!)
Dwarmin-
Seeing the large evil looking bad man you quickly think back to what your tribal shaman would have done. (Action:5!) You can recall with exactness one of his favorite voodoo dances and quickly grab your staff in both hands, raising it above your head, calling down curses upon him in your sibilant speech. (Zestorum's resistance (magical dodge): 1!) A strange thing happens then and and a look of abject fear crosses his face and he quickly decides to look elsewhere for whatever he wanted.
(+2 Curse experience)
Sephiroth-
You very cautiously move along one side of the corridor towards the other exit, keeping a wary eye out for traps. (Observation check:3+1 (active search bonus) The thickness of the wall is amazing. You could probably drive two wagons next to each other on the top of it. But it seems solid enough as you proceed. Shortly before you get to the open space you stop. You spot a small bone fragment that lies tucked against the wall nearly a food in front of you. Just then you realize that this place must be trapped, and very near to where you are standing. You don't know where might be safe, nor exactly where the traps are.
(Traps found! Uncertain as to number and location. +1 to searching for traps until one is found)