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Created page with "- Main Page; Calendar Left Keep on the Borderland in morning. Traveled east along main road to Caves of Chaos. Entered the hobgoblin cave. ** Turn 1: travel into cave and ..."
 
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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 hobgoblin cave.
Left Keep on the Borderland in morning.  Traveled east along main road to Caves of Chaos.  Entered the gnoll cave.
** Turn 1: travel into cave and up the stairs.  Light torches.
** Turn 1: Edward scouts and finds trap, and sees light in distance.
** Turn 2: enter chieftain's room.
** Turn 2: Ventriloquism cast by Marvo causes gnolls to trigger trap:  oil + flaming arrows lights the entry cave.
** Turn 3: pass through secret doors.
** Turn 3: Cave burns.
** Turn 4: enter confluence of passages.
** 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 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.

Latest revision as of 21:15, 14 February 2013

- Main Page; Calendar

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 trap, and sees light in distance.
    • Turn 2: Ventriloquism cast by Marvo causes gnolls to trigger trap: oil + flaming arrows lights the entry cave.
    • Turn 3: Cave burns.
    • 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 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 armor. All 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.