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 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: move down a passage towards some lights.  Those lights are beetles that attack the party.  Beetles killed.
** Turn 5: Search room and rest.
** Turn 6: harvest glowing organs of beetles, and mark where the fight took place.
** Turn 6: Move down passage, down stairs.
** Turn 7: move down another passageAmbushed by minotaur, but defeat it.
** Turn 7: Pass intersectionLeave torch at it.
** Turn 8: move down passage to main cave entrance.
** Turn 8: enter room.
** Turn 9: move from entrance down north-west passage on leftEnd at dead-end T-intersection.
** Turn 9: open doorA mass of orcs and gnolls moves past the lit intersection and up the stairs.
** Turn 10: travel NE to intersection where beetles where killed.
** 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 NW to intersection.
** Turn 11: travel back to intersection.
** Turn 12: travel SE to intersection.
** Turn 12: take side passage.
** Turn 13: move into small intersection cavern.
** Turn 13: find common room.  Cursory search produces nothing interesting.
** Turn 14: take passage to large chamber.
** Turn 14: take passage to open door.
** Turn 15: encounter gray ooze.
** Turn 15: enter chieftain's room.
** Turns 16-26: lead gray ooze from cavern and kill itSee lizard-creatures in the distance.
** Turn 16: search room thoroughly.  Find secret door and loose stone at fireplace.  Coins and gems are taken.
** Turns 27-30: retrace steps into large chamber and move stone.
** Turn 17: return to large common roomNew torches.
** Turn 31: get into fight with lizard-creaturesDefeat them. Edward is struck down be a poison needle.
** Turn 18-26: thorough search of room produces nothing of interest. New torches.
** Turns 32-36: pack up and leave the caverns.
** 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 roomFind 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.


Return to the Keep to arrive around 6:00 pm.
Return to the Keep to arrive around 6:00 pm.

Revision as of 18:22, 21 January 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.

Return to the Keep to arrive around 6:00 pm.