
Osseus Mercari |

”Makes sense to me.” Osseus puts down his pack and begins moving what loose stones he can, doing his best to find relatively flat specimens for easy stacking.

GM BrOp |

Emmet and Gildreak approach the portcullis and get the best grip they can on it given the circumstances while Kymil stands guard with his bow and the others stand by with stones to shove underneath it once the others get it off the ground. The two lifters count down together and then put all their strength into lifting the rusty iron gate. At first it does not budge, but then there is a sound in one of the nearby rooms, the sound of something metal giving way and the portcullis begins slowly to rise. After they have lifted in about a foot, the others jam in the blocks to keep it from descending again. At the edge of their stamina, the two lifters let go of the portcullis and it comes to rest of the stone blocks with a dull thud.
Do you want to repeat this procedure to lift the portcullis higher and then put more blocks underneath, or send someone skinny through the current gap (about a foot) to see if there is an easier way of lifting the portcullis somewhere nearby?

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"Give me a lever long enough and I will move the world," he paraphrases, "so maybe a sufficiently strong piece of fallen wood can lever the gate up, using a rock or another log as a fulcrum, and then you can shove those rocks under it to keep it partway up."
"Aye Knuckles and I can try!" says the dwarf.

Osseus Mercari |

At first it does not budge, but then there is a sound in one of the nearby rooms, the sound of something metal giving way and the portcullis begins slowly to rise.
”Did you hear that?” Osseus asks as he shoves his stones into place. ”Sounds as if the winch for this is nearby.” He eyes the space under the portcullis, then the shadowy passage beyond.
”I can slip under and try to find it - I’m accustomed to working in dim passages.” For a moment his mind drifts back to the labyrinthine tunnels of the temple - the comforting closeness of earth and stone, the dry warmth of the flensing chambers; the cloying burnt-sulphur aroma of the Altar of Deep Marrow, where no light had ever shone, and the most honored dead were laid into the embrace of slow-bubbling tar to descend quickly and safely within that molten, transitive element, down to the caverns of the Underworld and the presence of their divine mentor…
”Though I’m afraid I have more experience with the dead than the living. If there’s guards, I’m unlikely to overpower or hide from them.”
I’m fine with either option: sending someone to find the winch, or manhandling the portcullis up high enough for everyone to get through. Now faced with the opportunity, Osseus is just eager to get back underground :)

GM BrOp |

Kymil shimmies under the barely-raised portcullis, making sure not to catch his bow on the rusty spikes along the bottom. Once through, he creeps forward and looks around the corner at each of the rooms that branch off the main entrance corridor. Although it is hard to make out any fine detail in either of them in this low light, even with his heightened elven vision, he does notice a winch along the wall of the western chamber.

GM BrOp |

Judging by its overall condition, the mechanism (winch, cable, sprockets, etc) have been maintained recently, but are still difficult to move. Only by exerting all of his strength is Kymil able to slowly start lifting the portcullis outside.
How high to you want to raise the portcullis? There is a clamp to lock it off at any height at the winch.
The main entrance corridor seems to split into two smaller corridors about 40 feet past the portcullis. Both smaller passageways have their own portcullis, but thankfully for your collective backs, both seem to be in the "up" position.
Three things: 1) You're going to need a light source to move farther into the dungeon from here on, 2) You have not fully explored either of the rooms on either side of the entrance corridor. Even Kymil's elven vision is not able to make out fine detail in the near-darkness here, and 3) None of you seem to have responded to my post in the OOC Discussion thread that talks about whether you want to use the standard OSE exploration rules for the dungeon.

Osseus Mercari |

With the portcullis now raised high enough for everyone to fit under, Osseus lights his lantern while they await Kymil's return.
"Perhaps Emmett and Gildreak should take the lead, followed by Aiden and Barnabas, then Felder and I, and finally Ariadne as rearguard.. not sure whether the elf would prefer to scout a short distance ahead, or hang back to assist Araidne? Best to ask him when he returns."
If we put Aiden or Barnabas to the rear, they're just as likely to flee as to help should our front lines run into trouble.

Emmett "Knuckles" Thorpe |

Emmett lights up a torch then passes it on to one of the newbies, then draws his great sword.
Just a normal sword... but it's a sword he thinks is great, and straps on his shield.

GM BrOp |

Palace of the Silver Princess, Turn 1
ca. 11:00–11:10 hours
Wandering Monsters: 1d6 ⇒ 4, no encounter
Your group movement rate currently is 60 feet per turn. I know the map I have linked to does not distance, but I'll keep track of that. For this turn, you'll be able to move up to where the entrance corridor splits and a bit beyond, unless you want to search the two side rooms first (the ones that had the mechanism to lift the portcullis.

GM BrOp |

Also a reminder that you have to rest for 1 turn in every hour (each turn is 10 minutes long), or else you take a -1 on all rolls.

Osseus Mercari |

While Emmett supervises torch distribution, Osseus steps into each of the side rooms and shines his lantern about for cursory inspections. If these held danger, surely Kymil would have noticed… or been attacked!
Wis 16 (Perception): 1d20 ⇒ 15

GM BrOp |

Upon closer inspection by Osseus, he finds that they seem to have been used as a makeshift camp sites over a long period of time. Trash is strewn about both chambers and the remains of various fires can be seen, but nothing looks to be of any worth until he comes across a small puch that someone must have dropped. It contains a silver bracelet with a single red gem in it. (Worth: 8 gp)
In the room opposite the mechanism that opened the portcullis, he finds graffitti written all over the wall, some of it in the Common tongue of man, and some in other languages he does not recognize. The writing he can read seems to fall into two categories: 1) praise to something called the "Earth Mother", and 2) various forms of "I was here" messages.
OK, I think this is how we'll work the turn-based dungeon exploration. During every turn, each PC can perform a "major" action along with a number of "minor" ones. Major actions can include searching an entire room, studying something in order to find out more about it, opening a locked door, etc. In addition, everyone can chat as much as they like; that never takes any "time" according to this system as banter between folk is the lifeblood of PbP games. You may also perform as many "minor" actions that only take a few moments as logically make sense. So in the instances of the last two actions by Knuckles and Osseus above, I would say that Knuckles handing out the torches is a "minor" action, while Osseus' searching the rooms is a "major" one. You don't have to perform a major action every turn. If you don't, you're just assumed to be standing around or keeping watch.

Kymil Dawynn |

Kymil uses his superior vision to look around and see where everyone is before he moves into the bright light of the torches.
"I can go first and use my elvish vision to examine the room first...to make sure there is no one hiding in the dark to attack us!"
If no one objects, the elf slips into the darkness and lets his sight roam the space in search of any heat emanations.

GM BrOp |

The western corridor (the one to the left on the map) continues on for about 60 feet before turning a corner south, while the eastern one immediately branches in two again, one branch heading east and the other south. The occasional screams you heard earlier can still be heard at this intersection, although they still seem to be quite distant and seem to be coming from all directions further within the dungeon.
Please consult the map to make more sense of this. Which direction would you like to explore first?

GM BrOp |

"What's down there?" He whispers.
I'll use the dwarves search for stone traps feature?
Normally I'd ask you to make an Intelligence check to investigate, but in this instance I'll tell you that you notice nothing ususual about these corridors. They seem to have been dug out of the rock (like a mine) a long time ago and seem to be of excellent workmanship. If it was your guess, you would guess that dwarves were involved in the construction, but that might just be your own prejudice. Certainly no other people you know of could match this tunnelling craftsmanship in your experience.

Emmett "Knuckles" Thorpe |

The new boys, he says heedless of any offense they might feel.
He waves his shield towards the experienced Mercenary.
Her? She's guarding you.
Hirelings are an unappreciated and misunderstood part of OSE/OSR and while maybe not cheap, are a great labour saving device for Characters AND a source for replacement characters

Osseus Mercari |

Osseus leaves his lantern lit. Aiden and Barnabas are more likely to need their torch-hand for fighting than I. And should we face danger behind, it would be best if Ariadne can see.
”A sound strategy, Felder.” The cleric follows as the party heads down the passage to their right. ”How long has it been since the last dwarf set foot in this land, I wonder?”

GM BrOp |

FYI, Aiden and Barnabas both belong to the Thief class, and according to OSE rules, are the best at listening at doors (along with Kymil). This is something that you would have noticed over the past several weeks of travel. The two of them obviously don't consider themselves "thieves", and refer to themselves as "entrepreneurs", a fancy word that you're not sure they know the correct meaning of.
The group carefully passes under the raised portcullis to the right and follows the corridor westward. After 50 feet it turns southward and continues past where even the elf can see in the flickering light spread by the torches. There are two doors leading off this corridor (all to the east), the closest being about 15' away and the next at about 60'.
Should we come up with a standard procedure for what you want to do with doors?
Map has been expanded. Remember that the red "P" stands for party and marks your approximate current location.

GM BrOp |

I keep getting "request rate exceeded" message when I try to post to Paizo.com, so if anyone knows what that's about, please let me know! Apologies in the meantime for the delay.
Just to kepe things moving, I'll also say that ANYONE can make rolls for the three NPCs. I'll post their stats in the "Campaign" tab shortly. I'll do it for now.
Aiden and Barnabas creep forward to listen at the door, pressing them up against the ancient wood. Aiden steps back a few moments later, shaking his head. Barnabas keeps listening and then holds up his fingers, indicating he can hear something.

GM BrOp |

Barnabas stays mum but makes a symbol with his fingers of someone walking very quickly.

Osseus Mercari |

Given the fact he’s staying put, I assume that means he hears someone running - rather than signaling for us to run!
Osseus pulls his cape over his lantern for the moment, hoping to lessen any light that may be shining through the cracks of the doorway.
Barnabas, meanwhile, draws his blade, slow and quiet.

GM BrOp |

The two slowly open the door, trying their best not to make any noise. The door, however, has other plans. Being of considerable age, it lets out a loud, long squeak as the two immediately begin cringing and looking apologetically at Knuckles. The room beyond looks unlit and seems to contain seveal huge wooden tables overturned in the southeast corner. It seems to have been some kind of study, classroom, or library, as it is covered in thousands of scraps of paper scattered about the floor.
The room has no other visible exits and appears unoccupied.

GM BrOp |

Kymil hears some light movement coming from behind the overturned wooden tables in the corner, as if someone were hiding there.

Osseus Mercari |

Osseus remains in the hallway while Barnabas, aggravated by his perceived failure with the door, steps boldly into the room, ready to take on anything that might jump out from behind the tables.

GM BrOp |

Waiting for someone to make a definitive move towards the tables. Those hiding there will otherwise remain hidden, believing that they have not been spotted.

Emmett "Knuckles" Thorpe |

The Mercenary strides directly towards the tables, confident, boots not exactly heavy on the stones but definitely no effort made at stealth. His shield raised defensively and weapon readied.
If no movement is made from the area, he kicks a table aside.

Osseus Mercari |

Barnabas, torch held high and sword at the ready, blocks the doorway, intending to stop whatever’s behind the tables from running into the rest of the party in the hall if need be.

GM BrOp |

As Knuckles kicks over the table, a group of five red-scaled kobolds jump out from behind it, holding their hands up in the air. Two are obviously adults, but three are young ones, although not exactly children. The two adult throw themselves on the ground and begin to scream "Mercy! Mercy!" in heavily accented Common while the three children scuttle into the corner, clinging to each other.