Difference between revisions of "Day 15"

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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.
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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.
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** Turn 1: Edward scouts and finds trap, and sees light in distance.
** Turn 2: enter chieftain's room.
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** Turn 2: Ventriloquism cast by Marvo causes gnolls to trigger trap:  oil + flaming arrows lights the entry cave.
** Turn 3: pass through secret doors.
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** Turn 3: Cave burns.
** Turn 4: enter confluence of passages.
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** 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.
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** Turn 5: Search room and rest.
** Turn 6: harvest glowing organs of beetles, and mark where the fight took place.
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** Turn 6: Move down passage, down stairs.
** Turn 7: move down another passageAmbushed by minotaur, but defeat it.
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** Turn 7: Pass intersectionLeave torch at it.
** Turn 8: move down passage to main cave entrance.
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** Turn 8: enter room.
** Turn 9: move from entrance down north-west passage on leftEnd at dead-end T-intersection.
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** 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.
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** 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.
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** Turn 11: travel back to intersection.
** Turn 12: travel SE to intersection.
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** Turn 12: take side passage.
** Turn 13: move into small intersection cavern.
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** Turn 13: find common room.  Cursory search produces nothing interesting.
** Turn 14: take passage to large chamber.
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** Turn 14: take passage to open door.
** Turn 15: encounter gray ooze.
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** Turn 15: enter chieftain's room.
** Turns 16-26: lead gray ooze from cavern and kill itSee lizard-creatures in the distance.
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** 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.
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** 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.
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** Turn 18-26: thorough search of room produces nothing of interest. New torches.
** Turns 32-36: pack up and leave the caverns.
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** Turn 27: return to other guard/common room on lower level.
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** Turn 28-30: thorough search produces several hides that have value.
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** Turn 31-33: search storage roomFind nothing of value. New torches.
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** Turn 34-36: return up stairs.
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** Turn 37-38: thorough search of guard room produces nothing interesting.  New torches.
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** 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 11:22, 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.