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| ** Turn 37-38: thorough search of guard room produces nothing interesting. New torches. | | ** 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 39: entry cavern is burned so that there's nothing of value left. |
− | ** Turn 40-42: return to chieftan's quarters.
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− | ** Turn 43-44: take secret passage. New torches.
| + | Return to the Keep to arrive around 6:00 pm. |
− | ** 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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