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	<title>April 23, 699 - Revision history</title>
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	<updated>2026-07-30T10:29:54Z</updated>
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		<id>https://wiki.rpg.net/index.php?title=April_23,_699&amp;diff=226913&amp;oldid=prev</id>
		<title>75.23.250.92: Created page with &quot;- Main Page; April 699  Left Keep on the Borderland in morning.  Traveled east along main road to Caves of Chaos.  Entered the gnoll cave. ** Turn 1: Edward scouts and finds ...&quot;</title>
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		<updated>2013-02-20T07:17:33Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;- Main Page; &lt;a href=&quot;/index.php/April_699&quot; title=&quot;April 699&quot;&gt;April 699&lt;/a&gt;  Left Keep on the Borderland in morning.  Traveled east along main road to Caves of Chaos.  Entered the gnoll cave. ** Turn 1: Edward scouts and finds ...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;- Main Page; [[April 699]]&lt;br /&gt;
&lt;br /&gt;
Left Keep on the Borderland in morning.  Traveled east along main road to Caves of Chaos.  Entered the gnoll cave.&lt;br /&gt;
** Turn 1: Edward scouts and finds trap, and sees light in distance.&lt;br /&gt;
** Turn 2: Ventriloquism cast by Marvo causes gnolls to trigger trap:  oil + flaming arrows lights the entry cave.&lt;br /&gt;
** Turn 3: Cave burns.&lt;br /&gt;
** 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.&lt;br /&gt;
** Turn 5: Search room and rest.&lt;br /&gt;
** Turn 6: Move down passage, down stairs.&lt;br /&gt;
** Turn 7: Pass intersection.  Leave torch at it.&lt;br /&gt;
** Turn 8: enter room.&lt;br /&gt;
** Turn 9: open door.  A mass of orcs and gnolls moves past the lit intersection and up the stairs.&lt;br /&gt;
** 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.&lt;br /&gt;
** Turn 11: travel back to intersection.&lt;br /&gt;
** Turn 12: take side passage.&lt;br /&gt;
** Turn 13: find common room.  Cursory search produces nothing interesting.&lt;br /&gt;
** Turn 14: take passage to open door.&lt;br /&gt;
** Turn 15: enter chieftain&amp;#039;s room.&lt;br /&gt;
** Turn 16: search room thoroughly.  Find secret door and loose stone at fireplace.  Coins and gems are taken.&lt;br /&gt;
** Turn 17: return to large common room.  New torches.&lt;br /&gt;
** Turn 18-26: thorough search of room produces nothing of interest. New torches.&lt;br /&gt;
** Turn 27: return to other guard/common room on lower level.&lt;br /&gt;
** Turn 28-30: thorough search produces several hides that have value.&lt;br /&gt;
** Turn 31-33: search storage room.  Find nothing of value. New torches.&lt;br /&gt;
** Turn 34-36: return up stairs.&lt;br /&gt;
** Turn 37-38: thorough search of guard room produces nothing interesting.  New torches.&lt;br /&gt;
** Turn 39: entry cavern is burned so that there&amp;#039;s nothing of value left.&lt;br /&gt;
** Turn 40-42: return to chieftan&amp;#039;s quarters.&lt;br /&gt;
** Turn 43-44: take secret passage.  New torches.&lt;br /&gt;
** Turn 45: enter storage room.&lt;br /&gt;
** Turn 46: contemplate gelatinous cube at exit.&lt;br /&gt;
** Turn 47: tangle with and turn 3 thouls.&lt;br /&gt;
** Turn 48: lure gelatinous cube into room to circumvent it.&lt;br /&gt;
** Turn 49: travel north in hallway to bolted doorway. New torches.&lt;br /&gt;
** Turn 50: study door and conclude it can&amp;#039;t be opened.&lt;br /&gt;
** Turn 51: travel north and then west.&lt;br /&gt;
** Turn 52: take south passage.&lt;br /&gt;
** Turn 53: continue south to bolted door with window.&lt;br /&gt;
** Turn 54: open window and converse with medusa.&lt;br /&gt;
** Turn 55: enter room.  Red turned to stone.  Medusa put to sleep and slain.  New torches.&lt;br /&gt;
** Turn 56: travel north.&lt;br /&gt;
** Turn 57: run into clerics and fighter.  Sleep and dispatch them.&lt;br /&gt;
** Turn 58: search torture chamber.&lt;br /&gt;
** Turn 59: head north.&lt;br /&gt;
** Turn 60: north to guest room.&lt;br /&gt;
** Turn 61: search room.&lt;br /&gt;
** Turn 62-63: south&lt;br /&gt;
** Turn 64-66: west and then north to door.&lt;br /&gt;
** Turn 65: enter door and view giant halls.&lt;br /&gt;
** Turn 66: open door to north and dispatch inhabitants.&lt;br /&gt;
** Turn 67: search room.&lt;br /&gt;
** Turn 68-69: travel south in great hall to side passage outside.&lt;br /&gt;
** Turn 70-72: travel south in great hall to end.  Destroy zombies.&lt;br /&gt;
** Turn 73: enter hall to the west.  Destroy zombies.&lt;br /&gt;
** Turn 74: search hall.&lt;br /&gt;
** Turn 75: enter throne room.&lt;br /&gt;
** Turn 76: cross throne room to foot of dais.  Light torches.&lt;br /&gt;
** Turn 77: step on dais and fight 40 skeletons.  Kelp Essar (henchman) dies.  Take garnets form throne.&lt;br /&gt;
** Turn 78: burn the corpse of Kelp Essar.&lt;br /&gt;
** Turn 79-81: move to north end of large hallway.&lt;br /&gt;
** Turn 82: turn west in hallway to T-intersection.  Light torches.&lt;br /&gt;
** Turn 83-85:  Red and Dayrell scout south and find chapel.&lt;br /&gt;
** Turn 86-88:  Red and Dayrell scout north to doors.  Light torches.&lt;br /&gt;
** Turn 89-90:  move to doors, break in and kill two clerics&lt;br /&gt;
** Turn 91-92:  search room, destroy evil manuscripts, take candles&lt;br /&gt;
** Turn 93-96: go north in passage.&lt;br /&gt;
** Turn 97: enter side room and confront skeleton/zombie army.  Destroy it with fireball.&lt;br /&gt;
** Turn 98: enter temple.&lt;br /&gt;
** Turn 99: enter antechamber.  Fight zombies and cleric. Light torches.&lt;br /&gt;
** Turn 100: search antechamber &amp;amp; bedroom.&lt;br /&gt;
** Turn 101: locate secret passage, explore, collect loot from the wardrobe.&lt;br /&gt;
** Turn 102-103: loot temple.&lt;br /&gt;
** Turn 104-108: take main hall to chapel.  Light torches.&lt;/div&gt;</summary>
		<author><name>75.23.250.92</name></author>
	</entry>
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