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