Dungeons&Dragons Game Code dd0505 Return to Home page
Orders due: 3 July or earlier 5 day Turnaround: The Story so far...... Many adventurers have come this way to try to find their way to the centre of the Caves system, but none have yet succeeded. The rumours say that the caves are filled with creatures from another age, and wealth is there for the taking, providing that you can avoid the Curse of Khazad Dum!!!!!!!
 (move mouse over map to see previous position & Room names - if found)
Each square is 10' x 10' (feet)
Once an area has been entered it will become visible to the whole party.
Experience will be recalculated at the end of each turn.
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Character Classes
these are restricted to allow easier setting up
Armour & Weapons

Monsters

Spells

these are only 1st level Spells at present

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Web Bedroom Cloaks Boots Hall Barracks

Awtg Player Actions                 Armour  AC Weapons Equipment Wt HPs Cash XP
y Walt
Fighter2
Ch=9
nmr Chain+Shield 4 Sword
Dagger(2)
Sling (18)
Healing Potions(1), Tinderbox, Backpack, Rope, Wolfsbane, Sword (Skill: +3 to hit ranged) 1045 7 36 63
rec'd Bruce
Elf1
Ch=
4
Climbs down to attack Leather 7 Spear
Shortbow(15)
Spells:Sleep
Backpack
Food
Healing Potions(2), 1 gem
Magic Broom
260 6 231+? 296+?
rec'd Todd
Halfling2
Ch=
7
Slides down to kill sleeping orcs Chain+Shield 2 Axe, Sling(13) Backpack, Rope, Food
Tinderbox, Torches(2), 2 Gems
 
(Skill: +3 to hit)
535 4-1 0
+?
30
+?
rec'd Tarcastin
Thief2
Ch=
3
Kill & loot Leather 7 Shortbow(5)
Sword
Axe
Backpack, (Rope), Spikes
Tinderbox, 220,
3 Gems=50,500,500
Torches(5)
Shield(x2), Healing Potions(4)
(Skill: +3 to hit)
Potion
490 3 138+100
+
1050
320+10+100
+
1050
rec'd JimF
Cleric2
Ch=15
Finish off orcs, search & light torch Plate+Shield 2 Mace
Sling (19-1)
Axe

Any Level 1Spell
Backpack Torches(6-1) Flask of Oil, Tinderbox, Rope, Healing Potion(x2)
Potion
715 6 91+0 3+5+10+0
rec'd Jair
Magic-User2
Ch=9
Attacks Clothing 9 Crossbow(39-1), Dagger
Spells:Sleep, Magic Missile
Backpack, FlaskofOil(10), Torches(1), Food, Pole, Spikes(12) Tinderbox, Rope, Wolfsbane(3), Healing Potion(8) 140 7 2 3+10
y KenW
Fighter2
Ch=9
nmr x 9? Chain 5 Shortbow(16)
Sword,
2H-Sword
Backpack, Food, Torch(1)
Rope(1), Spikes (11), Tinderbox
(Skill: +3 to hit)
640 7 19 31
  Walter
Dwarf1
nmr=dropped out Turn61 Plate+Shield 2 Sword   660   10 55
  BrianD
Fighter1
nmr=dropped out Turn55   5
 
  0   0 34
Legend: Normal Movement: 0' 30' 60' 90' 120' per turn (in the Weight [Wt] columns);  HP injured    HP near death Torch = not / lit
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Game Log: 3 May 2005 -

Turn 66: nmr from  Ken & Walt. Most change weapon to join in the carnage of the orcs. Bruce climbs down the rope taking longer than most, but Todd slides down before him, badly burning his hands in the process (1 dmg). Only JimF has the sense to light a torch (5XP- common sense isn't very common?) the rest blunder into the darkness. Feeling around on the floor everyone manages to find their own personal orc to eliminate (10XP each)- although JimF nearly misses - a sling at close range is not normally very effective! However Bruce & Todd both realise that their orcs were already dead (so no points for them). Both JimF & Tarcastin loot their orcs finding an axe each, 0 & 100 gold; & 1 potion each - no-one else bothers.
There are two dead & looted orcs, 3 dead but unlooted and one still alive but asleep. Whether there are any more around the dark corner is unclear.
Turn 65: nmr from  Ken. Walt shouts a grand "Hooolah!!!! COME AND GET IT!!!" and flings sling stones at the orcs, but Bruce yells "Don't charge and fall back from them!", and casts his sleep spell on them. Todd attacks anyway from the bridge with his sling and the rest of the party fire their ranged weapons. In the fight both Todd & Jair have to drop their torches which splutter out on the floor.
The orcs fall over in a deep sleep (10XP to Bruce) and the barrage of fire gets the first and second orc as they lie on the ground acting as pin-cushions (3XP each). Everywhere goes silent as the party look on at the fallen enemy - two dead and at least four more asleep - but for how long? The darkness closes in with the lack of torches being lit, although the hall itself has sufficient light to see by from unknown sources.
Turn 64: nmr from  Ken. Walt doesn't speak to Bruce but Bruce says "Hi" to Jim and Jair:  I think I wanted to rob Walter who's out, and not Walt who's still in..." Bruce & Todd move North across the bridge, while Tarcastin retreats back to the group to report "there are more orcs inside that room at the end", although most seem to be on top of the bridge. Jair follows Tarcastin down the rope. JimF fixes another rope to the bridge and drops down to see Tarcastin "Hi everybody". With all of the chatting going on the group notice a sudden thickening of the silence descending on the Hall. Everyone holds their breath waiting for something to happen... Walt is ready to attack but nothing appears as yet. As Todd peers around the corner at the end of the bridge he thinks that he can see a closed door in the thick darkness, but before he can explore further there is shouting coming from the western corridor as a number of Orcs cry their battle charge towards the group. In the murky darkness only Bruce & Todd can peer into the gloom with their infravision but they are on top of the bridge - the others can't see how many are coming to the attack as yet... Walt fires his sling into the darkness on the off-chance that he might hit something but hears a clatter of stone against the far wall and an enraged shout from the enemy.
Turn 63: JimF joins the adventure as a Cleric2 & Jair as a Magic User2.
nmr from Walt & Ken. As Todd was resting he heard some strange shufflings just South of him at the edge of the bridge. As soon as he looks that way there is a rasping on a tinderbox and a torch is lit to reveal two explorers sitting on the floor relaxing and carefully watching Todd. The explorers are a Cleric well suited up for battle in shining plate armour and a Magic User dressed in his brown robe. The Cleric clearly is more outgoing and says "Been having an interesting fight have you?"
Meanwhile Bruce tries to remove some of the equipment from Walt while he isn't looking. Walt may have something to say about this of course?
Tarcastin moves further west and can see into the room and although he can't see anyone there are are least two more Orcs behind the door licking their wounds. They seem totally unaware of the presence of Tarcastin as he moves stealthily (5XP) forward. The bodies of the dead monsters evaporate into the atmosphere leaving nothing behind. All is now quiet in the Hall and on the Bridge.
Turn 62: Walter unfortunately drops out of the game: nmr from Ken & Walt: Perhaps some new blood needs to be brought into the game? (I have emailed everyone who wanted to join a D&D and have no response from anyone - it looks like the 4? of you are on your own!)
Bruce
drops down the rope to help Ken who is unresponsive, retrieves arrows & searches the orcs. Todd rests and eats some food to recover some Hit Points (+1). Tarcastin grabs a torch off the wall and takes a look down the west hall. Bruce recovers 5 arrows from the fetid smelling bodies. He searches the dead spiders to find absolutely nothing, and then moves on to the dead orcs - all 4 bodies have gold on the person 93, 11, 17, 75; one has a gem on him and another has a Magic Broom stuffed up his shirt - no wonder he couldn't fight properly! Tarcastin gets most of the way down the hall before he hears some agitated mutterings coming from the room at the end.
Turn 61: nmr from Ken & Walter: Walt lashes out with berserk fury, yelling a war cry. The party turn to face the new menace behind them, while Walter & Ken are so exhausted that they try to get their breath back. The 3 ranged attackers fire: Bruce rolls 6(+3), Todd rolls 6(+3), Tarcastin rolls 19(+3). The first 2 miss but Tarcastin gets a critical hit causing 6 damage to the nearest spider. Not surprisingly it is enraged at the arrow sticking out of its body so it lashes out at the nearest antagonist which is Walt. But the spider in its agony misses. The second spider is not close enough to him but moves nearer. The team concentrate on the wounded monster Bruce rolls 17(+3), Todd rolls 20(+3), Tarcastin rolls 6(+3), Walt rolls 17. This time both Bruce & Todd get critical hits causing 20 & 4 damage respectively, Tarcastin misses this time, but Walt lays in to cause a further 5 damage. The nearest monster dies with a gurgle (9 XP each since all attackers caused some damage). The second spider lashes out at the easiest opponent which is Ken but causes no damage. Everyone concentrates on the viscious spider Bruce rolls 13(+3), Todd rolls 9(+3), Tarcastin rolls 16(+3), Walt rolls 10. Bruce & Tarcastin stick the monster with arrows causing 1+3 damage. This is just annoying and the spider jumps onto Ken but amazingly doesn't injure him. While it is occupied trying to work its way through Ken's Chain mail and pinning him down the rest of the party attack Bruce rolls 16(+3), Todd rolls 2(+3), Tarcastin rolls 19(+3), Walt rolls 3. So Bruce hits (3 damage) & Tarcastin gets a critical hit (10 damage). The spider dies miserably (18 XP for Bruce & Tarcastin) & collapses on Ken crushing him & causing 3 damage. Ken struggles for breath as the weight is bearing down on him - he is unable to speak and is on the verge of losing consciousness...
Turn 60: nmr from Ken: Faced with an all out attack from the group of intrepid explorers, and seeing his comrades piled up in front of him the orc shouts at the top of his voice 'Aaaaihhhh' and turns around to run back the way that he came, nearly knocking over another orc that was following him. However 3 shortbows and a sling despatch their ammunition into his fleeing back - his toughened armour causes the arrows to bounce off , but Todd's slingshot hits home causing 2 damage. The sword-fighters are now well out of range as the two struggling orcs run around the corner, leaving their dead comrades to rot in the big Hall. All has gone quiet for a few moments. Tarcastin's torch splutters out but fortunately the hall is well lit by torched ledged into the walls. Suddenly there is an ominous hiss and rattle behind them and the group turn to see 2 monstrous spiders emerging from the corner of the Hall with murder glinting in their eyes.
Turn 59: nmr from Ken & Walter: but the others attack anything that moves. Todd attempts to climb the rope before attacking - he struggles with all of his equipment but by sheer strength pulls himself onto the bridge. Walter is in a dangerous position as the Orcs advance around the corner of the corridor, but Bruce is keeping his eye in him and fires his bow at the advancing Orc killing it outright with an arrow through the throat (10XP). Still more advance however, but Walter is temporarily saved. Tarcastin & Todd fire their weapons at the next Orc before it is within reach of Walt, Tarcastin scores but Todd's aim is out with his exertions of climbing the rope - Tarcastin only wounds the Orc however (2 dmg) and with a roar charges towards the party clambering over the bodies of his friends. Nevertheless the two bowmen & sling wielder get chance to fire at the charging Orc again - this time Bruce & Tarcastin miss completely but Todd, having got his breath back, lets fly with a shot causing some slight damage (1 dmg). As the Orc climbs over the bodies he is within reach of  Walt's sword who unfortunately misses. The Orc with a growl slashes out at Walt but stumbles and misses by a mile. This is an opportunity for the party as arrows, stones and sword concentrate on the unbalanced monster. Bruce hits (2 dmg), but Tarcastin misses again, Todd connects (2dmg) but Walt slips and misses. However it is enough to despatch the aggressive Orc.(3 XP for Bruce, Tarcastin & Todd & 1XP to Walt for effort).
They pause for a moment, but another Orc appears around the corner - how many more of them are there?
Turn 58: nmr from Walt & Walter: Bruce secures the rope to the edge of the bridge and everyone attacks the orcs. Walter as the nearest defends with his sword while the others fire arrows and stones into the fray. Walter slices into the first one decapitating it with one blow (10XP), while Todd lets loose with his sling but misses. Tarcastin & Ken fire arrows at the second Orc both lodging arrows in its chest and killing it outright (5XP each). Bruce manages to fire off a shot at the third one to come around the corner but misses in his haste. The immediate threat has gone away but the sounds indicate that more are coming.
Turn 57: Tarcastin nmr but joins in any fighting. Walter says 'Ill try to get as soon as possible to my hated enemy the orc and  try to kill them when I see them'. Walt, Ken, and Todd share out Brian's drops - Ken & Todd get food and a torch each. Ken also gets Spikes & a Tinderbox; leaving Walt with Tinderbox, Backpack, Rope & Wolfsbane plus Chain, Dagger, Sling & Sword and 12 Cash severely slowing him down. In the meantime Bruce easily shimmies up the rope (5XP) to get a good view from the bridge. With his infravision he can see into two corridors either side but no further, and he also sees an Orc appear around the corner from whence he came. With a shout (guaranteed to bring more) the orc leaps towards Walter & Tarcastin. Tarcastin lets fly with the arrow that he had in waiting and his aim is true causing some severe damage (3 dmg) but not quite enough - however Walter at the ready with his sword thrusts his sword through the throat to dispatch the orc immediately (5XP+5XP from Tarcastin nmr). The two of them stand at the ready wondering whether any more will accompany the first - they are not disappointed as another is seen at the end of the corridor clearly followed by some of his chums.
Turn 56: Walt nmr: With Brian out of the game perhaps a new leader ought to be elected. Bruce walks slowly back to join the group and tells them about the orcs. Ken suggests that Bruce ought to climb the rope as the lightest. Todd is getting ready to fight. Tarcastin readies his bow. Walter starts to construct a bridge with the door but not sure where. With Brian magically disappearing out of the dungeon all of his armour and equipment are left on the floor in a pile.
Turn 55: BrianD nmr. Bruce moves South West using his infravision (+5XP) to find the corridor continues West, but stops as he discovers an open door leading into another room - there are loud groans and moans coming from the room with a gruff conversation in Goblin language. Meanwhile Tarcastin catches up with the main group and Walt swallows a potent healing potion (3HP recovered). Walter asks for help with the door that he has taken off its hinges and Todd has a look at it hoping there might be an entrance behind it - but since it isn't a magic door it just just boringly leans against the wall. Ken takes a spike from Brian and throws up his 50 foot rope - now since he is a tall fellow the rope snakes up to the bridge and with his accuracy he is able to get the spike caught in the bridge somehow (+5XP) - whether it will support anyone's weight is a different matter however. Brian drops out of the game
Turn 54: BrianD nmr. Walt, now back on his feet, follows the rest and draws his sword. Bruce looks underneath the bridge as he moves west. Todd follows and Tarcastin lights a torch giving Walt 2 healing potions which he can't drink while he is moving. Walter showing off his strength tries to lift the door off its hinges so it can be used as a bridge. He succeeds in getting it off and lays it gently on it's side against the wall, since it is too big to carry under his arm. The party are now getting puzzled by the lack of any life around the hall, but it does give them time to explore further. Bruce and Brian having examined the bridge can see that it is a strong structure, but with no way to climb up to it. Todd's long lasting torch goes out, but the room is well lit. Bruce moves to the end of the corridor and although he has no torch can see around the corner with his infravision - the corridor turns south and then continues to the west.
Turn 53: Tarcastin administers more healing potions to Walt who heals more quickly and although weak is now able to move around. The rest of the party move into the cavern and Brian & Walter bravely explore the area. Tarcastin's torch picks that moment to fizzle out. The exploring party are not disturbed and Brian looks up at the massive wooden bridge across the cave. The lowest part of it is about fifty feet up and there are no supports below it - it seems to be supported at either end presumably leading into more of the cave complex. The cave walls are fairly smooth rock and would appear to be naturally formed a long time ago. The echoes around are slightly unnerving and it sounds as if the caves contain many more orcs and other unidentifiable monsters.
Turn 52:
see new
Experience
Ladders
While Walt visualises dancing the flamenco, Tarcastin & Walter both run back to administer the healing potions, with Todd in attendance. Bruce asks for some potions so he can run back with them. Now they are running they get back easily and quickly to Walt and give him the first potion which gets him off the critical list. The two fighters, Ken & Brian, stand at the doorway to the large cave uncertain as to what to do but heaving a sigh of relief as their co-fighter starts to show some sign of recovery.
Turn 51: Tarcastin-nmr: so continues walking back with the protection of Walter. Bruce runs out to meet them. Todd keeps Walt alive with spoonsful of honey 'Mmmm honey'. Walt desperately tries to lift his sword, but is just too weak. Meanwhile Brian daringly opens the door ready for anything, while Ken stands at the ready.
The door creaks open to reveal a large echoing cavern that is brightly lit with many hundreds of lit torches all around the walls. Amazingly it is totally deserted, but there are many strange echoes, booms, barks and shouts from every direction. The most prominent feature is a massive wooden bridge spanning the full width of the cavern at a height of about fifty feet.
No wandering monsters are to be seen at this time: Luck is clearly on the party's side at present but how long can it last?????
Turn 50: Todd keeps Walt alive by spooning honey down his throat - at least it stops him coughing. Tarcastin heads back towards the party as quickly as he can at normal speed, followed by Walter, not hearing the last request for a sword. The rest of the party stand ready to fight near the door. The clock strikes zero announcing the witching hour! And some strange sounds reverberate from behind the closed doorway. Can the shoppers return to Walt in time? - death may have been averted but is he brain-damaged?, and will the party be together for the threat of what is behind the doorway? Also will any wandering monsters appear to hold up the return or attack while some of the party are badly injured?
Turn 49: Walter - nmr moving house. "buy (phlegmy cough) more torches, Tarcastin...." Walt says weakly. Bruce after a significant rest manages to relearn his Sleep spell. Ken and Brian join Todd to check for traps and listen carefully at the door - but they hear nothing new. Meanwhile Tarcastin backed up by Walter buys another Shield, and 6 Torches (prompted by a whisper from Walt), and has his 3 gems evaluated at 50, 500, 500. Tarcastin is totally shocked by the value of the gems and keeps them well hidden - just in case. The weight of the extra shield slows him down significantly. For the moment the party seems to be safe, although Walt really is in a bad way - some more of that honey might help a little.
Turn 48: BrianD nmr. Bruce continues to relearn spell (which may take him about an hour). Tarcastin starts to buy items from the Travelling salesman, while Walter catches up with him. Ken picks up the 2H Sword dropped by Brian, which slows him down a bit. Tarcastin buys as many Healing Potions as he can - in fact the whole stock that the salesman currently has with him (10). 'Is there anything else that I can sell you? I could do you a good deal with those sparkling gems if you let me have a look.' Meanwhile Walt just hangs in there trying to bequeath his worldly goods. Todd listens at the door and can hear 'boom', 'boom'... 'boom', 'boom'... faintly echoing from the other side of the door. Even the door seems to vibrate to the sound. Fortunately nothing else approaches either group of the party, at the moment.
Turn 47: As Tarcastin runs back to the entrance, Walter escorts him but is slower so gets left behind in the dark. However his infravision allows him to see where he is going. Walt still lying on his death bed (kaff,kaff) is alleviated a little by the honey that Todd smears on his lips. Brian also having lit a torch looks around for more torches in the walls (finds 2) and drops his 2H Sword on the floor, which reduces his carrying weight so he can move faster. Tarcastin finds the Travelling salesman dressed in his new clothes. 'What can I sell you?' he asks. 'Perhaps you would like me to help you with those glittering gems that you have in your pocket?' Bruce tries to learn his spell in the meantime, but it will take more than 10 minutes.
Turn 46: As Walt bleeds gracefully, and Walter prays "By the Silverbeard of Claggedin" for help. Brian tells Tarcastin to run back to the entrance to find the Salesman with a shopping list for 4 healing potions and a shield. Brian asks for a volunteer to stay with Walt while he and the rest explore the corridor further. Todd searches the remains of the bees to find a few drops of some form of honey. Brian & Ken come across a door at the end of the corridor. Both Brian's & Todd's torches flicker out.
Turn 45: Walt lies in pain and confusion, but is hanging on - he desperately needs some form of healing, but with no Cleric in the party, or handy potions, who can heal him??? Does the party continue on to see if they can find a method of healing, or will this just add more danger? Is there anything that could help in any of the rooms they have explored? Or perhaps some passing Salesman might be able to help??? Tarcastin lights a torch.
Turn 44: Brian desperately tries to get everyone out of the way. Ken & Tarcastin comply but Walter & Walt are oblivious with their obsession to fight. No-one is in the slightest surprised, except for perhaps Walter & Walt, when the whole southern end of the corridor erupts in a sheet of flame - aaaargh, buzzzzzzz, aaargh, buzzzzzzzzz, buzzzz, buzz, b, b.... as the insects all shrivel up in the heat (10XP to Brian for the oil, & 5XP each for Walt & Walter for the torches). Fortunately they (W&W) are well armoured and don't sustain any serious damage initially but they both suffer  burns to any exposed skin. However before anyone realises the flask of oil in Walt's backpack explodes in the heat, causing an explosion only muffled by the backpack and Walt's armour - all of his equipment is destroyed including the negligees. Walt suffers severe burns to his back & neck and he is on the verge of death. Walter sustains similar damage but is better protected and lies on the ground moaning. Walt just lies back and smokes in his blackened armour presumably thinking of England (or America if he prefers)... The sound of the clock striking eleven booms around the corridors as if sounding a death knell.............??????
Turn 43: Brian leads by moving slowly South shouting "Be careful - the cloud might be insects." The cloud approaches, so he throws an oil flask ands yell to Walt "throw torch at oil puddle" Unfortunately Walt doesn't seem to be taking any notice. Walter however seems to be getting dangerously close to the buzzing (and the pool of oil) with his newly lit torch. Tarcastin & Ken seem to be drawn by the torch and the three of them stare at the angry swarm of insects in front of them.
Turn 42: Walt bursts into action running towards Tarcastin & shining his torch as he goes. Everyone else follows at their own pace except for Todd who rests carefully(?), and Brian has a brainwave - why not collect any torches in the wall as he goes - he grabs at some but they are jammed in the wall, however he manages to prise 2 free to take with him. As they reach the corner they see a corridor heading South. Walter can see a little farther with his infravision and notices a strange cloud in the distance making peculiar buzzing noises. It doesn't appear to be threatening (yet?)...
Turn 41: Brian & Walt both have a rest, while Bruce tests for secret doors, but finds nothing & Ken stands ready to attack. The rest head east, Tarcastin perhaps a bit foolhardy leads the way. Tarcastin reaches a corner in the corridor but can't see very far without a torch being lit - he does get the impression that it is quite a long corridor going south, but can't hear anything untoward in it.
Turn 40:

see new
Experience
Ladders
Brian instructs the party to split up - Tarcastin & Walter to accompany him towards the East and the rest to the West. However there is no immediate access across the chasm, and Tarcastin finds a door that is not locked so he opens it carefully. A length of empty corridor is revealed without having to cross the chasm. Tarcastin loses his torch but Walt lights another, which causes some embarrassment due to him wearing one of the negligees.
Turn 39: Everyone follows Brian to the Boot room, although Tarcastin gets there first. Most are armed ready for anything, while Todd discovers that there are no secret passages to find, and no-one is taking any notice of his plea for healing. Nothing is found in the Boots room, and the whole place is now deathly quiet.
Turn 38: nmr from Walt. Brian leads the party out of the area, while Todd asks for some healing but everyone ignores him. Tarcastin moves ahead lighting the way. Walter and Bruce continue to search for secrets or treasures using their infravision, but to no avail. It seems this portion of the dungeon has been fully explored.
Turn 37: Walt shouts about missing some treasure, while Todd asks for healing but gets torches instead from Brian. Tarcastin gives Brian the magic Sword.
All remains quiet as the dead bodies disintegrate.
Turn 36: At this critical point Walt slides to the floor, and Bruce waits to see what is happening. Todd sensibly lights a torch, but it is his last one, and looks carefully at the gems. He sees that they are very nice, and thinks they might be worth a lot of money. Meanwhile Brian struggles to get the female off him with the help of Ken. Walter takes a final swipe at the last female and murders her in her sleep(10XP). Tarcastin has a good look around the bed and the naked females and finds 220 gold coins piled under the bed, 3 gems under the pillows, and a magic sword. All now remains quiet.
Turn 35: The torches go out!!!!!!! Everyone joins in the fray, but with the lights out no-one can see what they are doing, let alone search for treasure or remaining goblins. Walt shouts "Nice Knickers!  Come and get 'em!". Apart from Todd and Tarcastin that are searching around on the floor, and Brian who is still wedged under a dead female, the swords & spears are flying around in the darkness. Walt doesn't connect with anyone, since Bruce has infravision he manages to stop his spear thrust before impaling Ken, Ken misses in the darkness also, but Walter connects with Walt causing a massive 6 damage to his friend.
Turn 34: Walt, after grabbing the negligees, and Walter run to join the fray. Everyone else continues fighting in their preferred method of attack. Brian desperately tries to get the naked female off him, while Bruce tries to send the other females to sleep - strange party this ;>) . Ken & Tarcastin both fire at the female on top of Brian as bats her with his sword - Ken completely misses again (must need some practice), but Tarcastin hits home (5XP), and Brian knocks her senseless (5XP) and she expires in a heavy heap on top of Brian, Meanwhile Bruce puts the remaining females to sleep (5XP), who fall back onto the big bed. Todd immediately decapitates one of them (10XP) with his axe. The remaining female goblin snores loudly..... Todd's torch starts to flicker out.
Turn 33: Bruce enters the room, bow at the ready shouting "Walt stop playing with those negligees and come and help". Walter, from the distant boot room, hears the shouts and roar and moves towards the noise with his bow at the ready. As Todd walks into the room his lighted torch reveals all - yet another naked female goblin in the smaller part of the room and also a big male goblin obviously ready for anything. The arrows from Ken, Tarcastin & Bruce streak from the bows - Ken's arrow misses the goblin in the gloom, Tarcastin's thuds into the goblins chest (1 dmg) but doesn't even slow him down, and Bruce's arrow only strikes a glancing blow. However Brian swings his sword with all of his might to deliver a massive blow (9 dmg) to the goblin knocking him off his feet and causing him to miss his target. Although severely wounded the monster struggles to get up and attack again. His partner, in total shock, leaps out of bed and with a shriek prepares to attack Brian. Meanwhile chaos rules in the main bedroom where Todd takes on the two females with his axe. He fails to get both at the same time and delivers a blow to the nearest one (2 dmg). But even his armour can't protect him totally against the frenzy of two women scorned and he is bitten by the uninjured one (1 dmg). 
Total mayhem ensues as a second volley of arrows pursue the male goblin - again Ken & Bruce miss but Tarcastin finds his target (3 dmg) and kills the bull monster. Brian just has time to turn around as the deprived female launches herself off the bed towards him - he injures her (2 dmg) but not enough as her weight knocks him flat and she breathes her fetid breath into his face - she bites right through his chain mail into his shoulder (1 dmg) to cause him some real pain. Meanwhile Todd takes a second swing. This time he catches both of them, nearly decapitating both in one swing(3 & 5 dmg). However neither are dead yet and with their remaining strength both leap at him at once. One slithers to the ground but the second one manages to grab him around the throat and squeeze (2 dmg). With the room going black around him Todd  is unable to swing his axe again! 
Is this how it will end? With two of the party in severe danger what can the others do to help them?
Turn 32: As the clock strikes nine, Brian runs West shouting "Hfrf J cpmf!  Clpsf ypvr fyfs!" and most of the party follow him. Brian crashes through the door at the corner revealing a short corridor with another door at the end. After a slight pause he crashes through that door and is amazed and perhaps revolted by the sight in front of him exposed in the light of Todd's torch!!!!!!!
Two naked, obviously female, goblins lean over either side of a massive bed. As they suddenly realise that it is not Xog but a group of adventurers brandishing swords they both emit deafening shrieks!!!!!!!!! 
As Brian and Todd clap their hands to their ears to block out the sound, there is a terrifying roar from the other part of the room hidden in darkness. The rest of the party hear the sounds but cannot yet see what is happening from their position in the corridor.
Meanwhile oblivious to this commotion Walt lights a torch and examines the cloakroom he is in and finds rows of leather jackets and helmets, but also surprisingly three diaphanous negligees. 
With swords, axes and bows at the ready the rest of the party prepare to fight.
Turn 31: After a bit of translation and encouragement from the leader saying "Cpmf jn hfrf - J hbve b svrprjsf fpr ypv!" (Not sure quite what he has in mind but everyone seems all for it!), the gruff voice responds "Whbt dp ypv mfbn 'hbve'. Cbn ypv npt spfbk prppfrly bnymprf? Brf ypv drvnk? Bfcbvsf jf ypv brf ypv cbn fprgft jt." Since Brian is moving carefully the rest of the group that are following just close up a bit, while Bruce wanders off to the East and Walt rushes to the South bashing into a door. The crash of Walts armour against the door smashes it open revealing a room with rows of cloaks, jackets and helmets hung on pegs on the walls just as Walts torch gets snuffed out by the violent break in. Everyone else is stunned by the crash. "Whbt js bll thf bbngjng? J wpnt bf jn thf mppd mvch lpnger!"
Turn 30: Ryan & William finally get back to the entrance safely and leave the game. Brian says softly "Not loud feet - let's take the next one by surprise." Ken & Walter follow him. Brian tries to move carefully South but ends up flat against a solid wall. Tarcastin moves West to catch up with Walt who appears mesmerised. Bruce backs off and is joined by Todd, leaving the leader and helpers in the dark. Suddenly they all freeze as there is a loud gruff shout from the room far to the West "Hfy, Xpg ypv brf tbkjng b lpng tjmf tp gft ypvr bppts pff, j hbve b njcf svrprjsf fpr ypv jf ypv brf qvjck."
Turn 29: Brian grabs the massive sword from the dead body - this slows him down considerably, after giving his lit torch to Walt who explores the corridor further. Ken ties rope around his waist and jumps over to Walt who is no longer there, but fortunately he jumps over without any problem. Todd stays near Brian ignoring the now available armour. Tarcastin falls asleep at the doorway, while Walter rushes past to join Brian. Meanwhile Bruce moves towards the door to the South and discovers that it is not locked, however he does hear some loud snoring from further along the corridor.
Turn 28: New leader Brian: 'I propose that those with one-handed weapons carry torches. We need to distribute torches, as well - we're not going to get anywhere with no light.' In line with this Walt hands a torch to Todd & Walter. (Bruce & Ken are occupied holding their bows & arrows. Tarcastin also hands a torch to Todd, who now has 2. Both Brian & Todd light torches. Todd searches the gruesome body to find 2 gems tucked into a pouch, plus the usual axe, leather armour and shield - he puts the gems in his pocket and contemplates the other items. Bruce moves along the corridor using his infravision to find two closed doors to the south. 
Brian notices the massive sword partially hidden under the body that somehow Todd missed.
Turn 27: Ryan bows out of the adventure, crosses back to the main corridor and works his way back to the entrance, and carrying William with him, lighting a torch so he can see his way. He leaves his sling, 3 torches, rope and tinderbox with Brian, who with the highest charisma (18) nominally takes over as Acting Leader.
Brian throws his lit torch at the brute which completely misses drops to the floor and sputters out leaving everyone in darkness. As the torch fizzles out Tarcastin fires his shortbow at the monster and Brian leaps at it with his sword. Tarcastin accurately pierces the brute (4 damage), and Brian skewers him (9 damage) before it can get up off its seat. The brute dies without a sound (5 XP each)
Meanwhile Ken has some practice firing arrows into the darkness with no result, and Bruce manages to prevent Todd and Walter from falling back into the chasm.
The darkness gets more intense as time marches on!
Turn 27: William's sleeping sickness seems to be affecting Ryan now. As Walt's torch fizzles out, Tarcastin lights one and passes it to Brian, who is looking around the door. Brian sees a big ugly brute sitting in the corner pulling his boots off. Time stands still as the clock resounds out 8 clangs. The brute and Brian glare at each other with undiluted loathing. The brute ignores his boots to pick up a massive sword lying at his side...
Meanwhile Bruce tries to tie the rope to the stake - good idea, but the stake is on the other side of the chasm. However Walt streaks across the chasm nakedly shoving Ryan out of the way. closely followed by Walter and Todd. Todd teeters on the edge of the chasm grabbing the rope as Bruce hangs onto the end of it. Walter lands solidly on the edge, but starts to lose his balance as the edge crumbles under his feet due to the sheer weight of his armour, and stocky little body. Ken is now the only conscious one on the outside of the chasm.
Turn 26: Walt & Todd both run back to collect the rope. Todd gets there first and picks it up, while Walt stabs the dead spider just for fun. They run back to the party. Ryan throws the clothes/equipment (Bruce's & his own) to Bruce so he can get dressed, and with an almighty leap jumps the chasm. He nearly trips over the stake in the ground, and drops the torch down the chasm. Tarcastin heads west in hiding, achieving this admirably in the depths of the darkness surrounding him, but discovers nothing new. Brian moves south until he encounters a door - although dark he perceives a boot stopping the door from opening. Somehow Bruce manages to hold on to the rope while getting dressed, and Walter holds the other end.
Turn 25: Nmr from William again, so he rests for a bit longer. Brian opens the door carefully ready to schwack something (nice word that - must be some strange dialect). While Ryan relights a torch, the others stand around guarding and discussing ropes. Bruce desperately tries to get dressed but embarrassingly he left his clothes on the other side, so he throws the rope back over to Walter, hanging on to the end of it. At that moment, Tarcastin fed up with waiting decides to jump the chasm. Because of the lack of room he bumps into Brian knocking him through the now open door to the west. The party all hold their breath... but all is quiet... perhaps the lull before the storm??? The torches from the corridor show some of what can be seen including another door, half open to the south, but Bruce can see a little more due to his infravision (5 XP) and describes a corridor going west with two passages off it to the south, with no sign of any occupants that he can see.
Turn 24: Nmr from William, so he rests for a bit. While Brian puts his equipment back on, Bruce takes his clothes off (interesting party this?) and equipment and jumps the chasm without any problem. Walt finds a rock to bash spikes in, but he hasn't got any of his own - however he grabs one off Tarcastin and hammers it into the floor. Walt realises that he left his rope at the other chasm near the dead spider, when he tried to balance his pole across. Although Bruce managed to get across, there clearly isn't enough room at present for anyone else to jump across, until Brian or Bruce move through one of the doors. Ryan's torch goes out for good this time, leaving only Walt in the light.
Turn 23: Nmr from Walter, so he rests for a bit. Brian gets inundated with ropes, non-existent torches and sword being thrown at him - thump, swish, crash and clatter. The rope, spikes and sword lie on the floor. Bruce shouts "Secure it on your side, and we should all be able to cross safely", and Todd shouts "Light the torch!  It's gonna be dark over there!". Brian responds "What torch- you haven't got one!"
Brian looks around and sees that apart from the chasm yawning in front of him, there are doors to the east and west. Nothing else appears to be threatening the party as yet.
Turn 22: While everyone concentrates on checking for traps and more doors, Brian strips off and takes a massive leap across the chasm. He lands successfully on the other side - almost naked and defenceless except for his dagger, but does graze his knee on landing.(1 dmg). No traps or secret doors are found and everyone stands in amazement looking at Brian on the other side of the chasm. All is quiet for now. Torches held by Tarcastin & William suddenly fizzle out! Bruce's comment about 'throwing a dwarf gets a dirty look from Walter. nmr from William.
Turn 21: By some strange magic - Crispin (at the entrance) transforms into Todd who runs North with amazing agility in the dark, and jumping over the dead spider to catch up with party. nmr from William
Walt moves carefully South to the secret door and lights his torch. Bruce stays close peering through the doorway, and Ken stands ready with bow nocked. Ryan and Tarcastin run towards each other - have they got a thing going? Walter waits for someone to tell him what to do, so as Walt shout "follow me" he does. Brian follows Bruce ready for a fight.
As Walt opens the door fully and says "Hollah, my good fellows! Follow me!" everything goes quiet. With the door open and torches shining they can all see a small corridor on the other side of a bottomless chasm. The corridor is bounded on the South by the cave wall, but there are closed doors east & west. The corridor is empty!
Turn 20: Walt & Bruce move to the East to check out the secret door. Ken moves carefully Westwards, bow at the ready. Ryan wants to move towards the party but gets his directions mixed up and moves East. Tarcastin lights another torch, and finds one arrow, and Brian moves towards the East scraping the green sticky stuff off his armour onto the wall. Without torches Walt, Bruce and Brian are in the dark for a while. Walter charges around looking for something to kill. nmr from William, so he just stands and stares at what everyone else is doing. Bruce uses his infravision to see where he is going, and Brian is scraping along the wall, but Walt running blind trips and bashes into the wall, fortunately his armour protects him and he is just a bit dazed. Bruce hears a faraway voice through the opened secret door "Bm j glbd tp gft thfsf bppts pff."
Turn 19: As most of the party charge into the attack, there is a bit of a struggle with everyone trying to get past each other to get at the monster. Ken & Ryan stay back to guard the corridor to the East, but they can't see much in the dark. William stays at the back of the fighting group to light the way. Bruce & Tarcastin attack with shortbows, but with so many of the Party between them and the spider there is a serious risk of hitting someone else. However with Tarcastin's superior dexterity and intelligence he is able to get a critical hit on the spider (8 dmg) severely wounding it. Bruce unfortunately is not as accurate, and his arrow whizzes over Walter & Williams shoulders to hit Tarcastin in the back to cause 1HP dmg. Meanwhile Brian & Walt have reached the spider, swinging swords. Brian aims an almighty chop but the spider side-steps/steps/steps/steps/steps/steps/steps/steps, Walt takes the opportunity with the spider off balance to skewer it through the eye (8 dmg). With a dying gasp the spider snaps at Brian, but fortunately his chain mail protects him enough to prevent a wound. (35XP= 16 to Walt & Tarcastin, 2 to Brian, and 1 to Bruce for trying). In the excitement Tarcastin drops his torch and it goes out, and Brian stares at the green sticky stuff running down his shiny armour.
After Ken & Ryan hold their breath for a few seconds Ryan's torch miraculously bursts back into flames
Turn 18: Sorry for the delays - my fault -CB. 
Walt
shouts "Let's kill something!! Hellllloooooo!". Cluster around leader.  this everyman for himself strategy is getting ridiculous (quote me on that). Whispers: This task calls for a thief.
Apart from Bruce exploring in the dark, the party at long last have got closer together.
Tarcastin attempts to pick the lock, and succeeds (10exp), so with a shout 'way to go' Bruce plans to run back to join the party. However as Ken looks out for anything appearing from the East, Walter and Bruce (5exp each) hear strange sounds coming from the West. Walter looks over his shoulder, and with his infravision (+5exp) sees a many legged shape moving about along the corridor towards the party.
Turn 17: nmr from William. Walter moves to the door and tries to bash it down, but doesn't even mark it. It is getting very dark now, so the passageway can hardly be made out except where the torches are shining - held by Ryan, Tarcastin, & William.
Turn 16: Both Tarcastin & William/Brian light torches to see their way. Bruce & Walter have infravision so can just about see around them. Ryan, Ken & Walt are almost in the dark, and therefore have less chance of seeing anything. Walter & Bruce manage to find a secret door (5 exp each) with the help of their infravision. Everything else is quiet. As Brian & William reach the gap in the corridor they hear a strange rattling noise coming from beyond the grating.
Turn 15: nmr from Walt.  Walter, Ken & Ryan move east along the corridor, quickly caught up by Bruce; but they don't find anything. As Tarcastin returns around the corner he gets a tingling sensation all over. Brian & William move towards the Party, shouting "Follow me to freedom", but they might not have seen or heard them yet. As the clock strikes 6 the light in the corridors starts to fade significantly - of course the torches that were lit 2 hours ago have long since gone out.
Turn 14: As Crispin returns to the entrance he passes William who is making his way towards the rest of the Party, and finds Brian who wants to get the Party together, but is still at the Entrance - Brian in a dark brown voice says 'Hello' to Crispin. The rest of the Party seem to be doing their own thing. Tarcastin strikes lucky and find a secret door. (5 exp) Everyone else is being very careful in their movements so any progress is slow. Ryan & Ken stick together as Walt & Walter explore carefully.
Turn 13: Nmr from Walt, Ryan & Crispin. 'Crispin' decides to work his way back to the Entrance to await results. Two new adventurers, Brian- a Fighter and William -a Cleric, have been buying equipment and stand at the Entrance.
With the lack of the leader there is some indecision in the ranks. Apart from Tarcastin running East, and Crispin returning to the entrance, no-one else moves. Fortunately nothing else appears to distract them out of their reverie. Perhaps the new adventurers at the Entrance may be able to help the rest of the Party??????
The new adventurers call out to attract someones attention, but no-one is close enough to hear.
Turn 12: Nmr from Ryan & Crispin again, so they just tag along. Walt tries to use his pole to fit across the chasm, but it doesn't quite reach. Bruce ties a spike to his rope and swings it across the gap. He tries 5 times but can't get the spike to take hold anywhere. Tarcastin can't see anything above.
Note: on turn11 it is the door that fell into the Chasm, not Walter.
Turn 11: Walter the dwarf shows his strength, and correspondingly low intelligence - with an almighty screech of rusted bolts the door gradually starts to lift. Walter turns bright red with the effort, and with an tremendous shout lifts the door off its hinges (5 XP), to teeter on the edge and then fall away into the bottomless chasm. An eerie silence follows for a few heart beats, before there is a crash somewhere deep below. Although the rock is rough Walt is unable to see any hand holds. Tarcastin successfully fires his arrow across the chasm, but it just bounces off the rock on the other side.
There is a strange rattling noise from across the chasm.
Turn 10: Tarcastin squeezes past everyone to reach the secret door first. Ryan moves as quickly as possible but has not reached the door yet, and his faithful followers remain with him, bows nocked and swords at the ready. Bruce keeps his eyes peeled for any more bats....
The door swings back with a deafening screech to reveal a corridor on the other side of a bottomless chasm. Tarcastin manages to hang on to the rock to stop himself from falling in!!! After his initial shock the first thing he notices is the unbelievable stench that seems to come from the other side of the chasm. At the end of the short corridor is a grating which lets Tarcastin see slightly beyond.
Turn 9: Most of the party attack the bats in the corridor with Ryan at the back ready to heal. Walter with his cumbersome armour moves towards the fight as quick as his little legs can carry him. Ken & Walt hit the first bat shredding it into many pieces, and Tarcastin & Bruce hit the second bat skewering it in mid flight. The fight is over .... for now.
Turn 8: The fight begins: Ken moves down the corridor letting fly with his bow, Walt runs up behind him swinging his sword and shouting 'Die, foul beast from the pit!!!'. Bruce cries out that there are now 3. Both score hits on the bat , decapitating it in mid flight (10 exp each). 
Meanwhile: Bruce & Tarcastin both discover a secret door (5 exp each) that they had missed the first time passed.
Turn 7: As the line moves slowly East, Tarcastin loses that funny feeling, but Bruce gets it instead. The party try to join together again. As Tarcastin is searching, both Ryan & Ken shout that there is some movement ahead in the corridor. They can't see what it is yet, but Bruce, having better eyesight shouts out that it is a bat, and there may be more than one. Ken fires his bow & arrow over the heads of Ryan & Tarcastin, but the range is too great (for now!)
Turn 6: Nmr from Ryan & Crispin, so they just tag along. Tarcastin takes the lead but with a Charisma of 3 it is not likely to last long. The group is splitting up again due to differing speeds. Tarcastin gets a bit of a funny feeling as he moves along the corridor, but is distracted by seeing some movement at the far end of the North corridor.
Turn 5: Everone starts moving North, but with Tarcastin in front and in Hiding progress is slow.
Walt tries to run but there is only room for one along the corridor, so it is single file unfortunately.
Turn 4: Ryan The Holy calls to his comrades in Arms, " Oh ye of little faith!  Know that the easiest way to die is not get a heal.  The easiest way to not get healed is to leave the cleric.  The easiest way for a party to fall in to the dangers of a dungeon is to split up the part.  I entreat you southerners to join us to the North.  There is safety in numbers.  Look into your hearts and see the wisdom of my words.!"
Bruce the Elf, raises an eyebrow at Walter the dwarf, and whispers, "Aye, it seems that the faithful has put too much faith into his deity and not enough into his comrade's sword or bow."
There is absolute silence in the corridors, so thick that you could cut it with a knife. 
Turn 3: The party splits into North & South. So far no traps or secret passages have been found. Perhaps it is just one long corridor with no doors - at least that is what all of the failed adventurers before have told them.
Turn 2: Not quite sure who is leading who, but there seems to be some confusion as to which way to go. Too many plans & suggestions to know what to do. Nevertheless everyone is being very careful, and all are suitably armed. The party starts to split up. Although it is dark, both the Elf & Dwarf have infravision so they can see 60 feet normally in the dark, but with the help of the torches they can see the corners in the North & South.
Turn 1: With a Charisma of 15 this makes Ryan the leader of the Party. At present Crispin is the only member of the Party that is totally naked, and defenceless. Bruce is by far the most Intelligent, but generally the party is Strong & Dextrous, but with no Magic User there could be problems ahead, Nevertheless you have 2 spells to your credit.
It is 3:30 in the afternoon and the Travelling Salesman has gone to his tea. You are on your own at the entrance to the caves. In the nick of time Crispin manages to obtain some clothes & equipment on the Black Market (at a higher price). 'he he he...  the hobbit chuckles to himself and wishes he brought his pipeweed.'
As the party edges carefully to the entrance, all they can see is a dark tunnel going north & south. The walls look pretty solid, but no traps or anything else is detected by anyone. Time passes!
Turn 0: 5 joined March 2005 - 7 in April You are at the entrance. 
Although you have a plan of the area you are not aware of what is inside each area, until you enter. 
A Travelling Salesman meets you there - what can I sell you good sirs......... I will always be at this entrance between Midday and 3pm if ever you want to purchase anything else..... see his wares.