Editing Day 15

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- Main Page; [[Calendar]]
 
- Main Page; [[Calendar]]
  
Left Keep on the Borderland in morning.  Traveled east along main road to Caves of Chaos.  Entered the gnoll cave.
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Left Keep on the Borderland in morning.  Traveled east along main road to Caves of Chaos.  Entered the hobgoblin cave.
** Turn 1: Edward scouts and finds trap, and sees light in distance.
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** Turn 1: travel into cave and up the stairs.  Light torches.
** Turn 2: Ventriloquism cast by Marvo causes gnolls to trigger trap:  oil + flaming arrows lights the entry cave.
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** Turn 2: enter chieftain's room.
** Turn 3: Cave burns.
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** Turn 3: pass through secret doors.
** Turn 4: Characters enter and move directly down the hallway into orcs and then gnolls.  Orcs are destroyed.  Gnolls are slept and/or paralyzed.  Two escape.  Torches lit.
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** Turn 4: enter confluence of passages.
** Turn 5: Search room and rest.
 
** Turn 6: Move down passage, down stairs.
 
** Turn 7: Pass intersection.  Leave torch at it.
 
** Turn 8: enter room.
 
** Turn 9: open door.  A mass of orcs and gnolls moves past the lit intersection and up the stairs.
 
** Turn 10: quick search of room beyond shows standard goods and some weapons and armorAll goods left for now to be gathered later.  New torches.
 
** Turn 11: travel back to intersection.
 
** Turn 12: take side passage.
 
** Turn 13: find common room.  Cursory search produces nothing interesting.
 
** Turn 14: take passage to open door.
 
** Turn 15: enter chieftain's room.
 
** Turn 16: search room thoroughly.  Find secret door and loose stone at fireplace.  Coins and gems are taken.
 
** Turn 17: return to large common room.  New torches.
 
** Turn 18-26: thorough search of room produces nothing of interest. New torches.
 
** Turn 27: return to other guard/common room on lower level.
 
** Turn 28-30: thorough search produces several hides that have value.
 
** Turn 31-33: search storage room.  Find nothing of value. New torches.
 
** Turn 34-36: return up stairs.
 
** Turn 37-38: thorough search of guard room produces nothing interesting.  New torches.
 
** Turn 39: entry cavern is burned so that there's nothing of value left.
 
** Turn 40-42: return to chieftan's quarters.
 
** Turn 43-44: take secret passage.  New torches.
 
** Turn 45: enter storage room.
 
** Turn 46: contemplate gelatinous cube at exit.
 
** Turn 47: tangle with and turn 3 thouls.
 
** Turn 48: lure gelatinous cube into room to circumvent it.
 
** Turn 49: travel north in hallway to bolted doorway. New torches.
 
** Turn 50: study door and conclude it can't be opened.
 
** Turn 51: travel north and then west.
 
** Turn 52: take south passage.
 
** Turn 53: continue south to bolted door with window.
 
** Turn 54: open window and converse with medusa.
 
** Turn 55: enter room.  Red turned to stone.  Medusa put to sleep and slain.  New torches.
 
** Turn 56: travel north.
 
** Turn 57: run into clerics and fighter.  Sleep and dispatch them.
 
** Turn 58: search torture chamber.
 
** Turn 59: head north.
 
** Turn 60: north to guest room.
 
** Turn 61: search room.
 
** Turn 62-63: south
 
** Turn 64-66: west and then north to door.
 
** Turn 65: enter door and view giant halls.
 
** Turn 66: open door to north and dispatch inhabitants.
 
** Turn 67: search room.
 
** Turn 68-69: travel south in great hall to side passage outside.
 
** Turn 70-72: travel south in great hall to end.  Destroy zombies.
 
** Turn 73: enter hall to the west.  Destroy zombies.
 
** Turn 74: search hall.
 
** Turn 75: enter throne room.
 
** Turn 76: cross throne room to foot of dais.  Light torches.
 
** Turn 77: step on dais and fight 40 skeletons.  Kelp Essar (henchman) dies.  Take garnets form throne.
 
** Turn 78: burn the corpse of Kelp Essar.
 
** Turn 79-81: move to north end of large hallway.
 
** Turn 82: turn west in hallway to T-intersection.  Light torches.
 
** Turn 83-85:  Red and Dayrell scout south and find chapel.
 
** Turn 86-88:  Red and Dayrell scout north to doors.  Light torches.
 
** Turn 89-90:  move to doors, break in and kill two clerics
 
** Turn 91-92:  search room, destroy evil manuscripts, take candles
 
** Turn 93-96: go north in passage.
 
** Turn 97: enter side room and confront skeleton/zombie army.  Destroy it with fireball.
 
** Turn 98: enter temple.
 
** Turn 99: enter antechamber.  Fight zombies and cleric. Light torches.
 
** Turn 100: search antechamber & bedroom.
 
** Turn 101: locate secret passage, explore, collect loot from the wardrobe.
 
** Turn 102-103: loot temple.
 
** Turn 104-108: take main hall to chapel.  Light torches.
 

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