Day 15: Difference between revisions
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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 | Left Keep on the Borderland in morning. Traveled east along main road to Caves of Chaos. Entered the gnoll cave. | ||
** Turn 1: | ** Turn 1: Edward scouts and finds trap, and sees light in distance. | ||
** Turn | ** Turn 2: Ventriloquism cast by Marvo causes gnolls to trigger trap: oil + flaming arrows lights the entry cave. | ||
** Turn | ** Turn 3: Cave burns. | ||
** Turn | ** 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 | ** Turn 5: Search room and rest. | ||
** Turn | ** Turn 6: Move down passage, down stairs. | ||
** Turn | ** Turn 7: Pass intersection. Leave torch at it. | ||
** Turn | ** Turn 8: enter room. | ||
** Turn | ** Turn 9: open door. A mass of orcs and gnolls moves past the lit intersection and up the stairs. | ||
** Turn | ** 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 | ** 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.