Dungeons&Dragons Game Code dd0505   5 Day Turnaround Return to Home page
Orders due: 13 June or earlier : 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 Armoury WC check

Awtg Player Actions                 Armour  AC Weapons Equipment Wt HPs Cash XP
y Walt
Fighter2
Ch=9
Give Tarcastin a health potion, prepares to fight Chain+Shield 4 Sword of Speed (2 hits per turn)
Dagger(2)
Sling (18)
Healing Potions(2-1), Tinderbox, Backpack, Rope, Wolfsbane, Sword (Skill: +3 to hit ranged)+Chain + Sword 1045 8+1 239 263
rec'd Bruce
Elf1
Ch=
4
runs back towards JimF ' Retreat!' Leather 7 Spear
Shortbow(15+12)
Spells:Sleep
Backpack
Food
Healing Potions(1),  
Magic Broom+ Sword of Speed (2 hits per turn)+1Arrows(12)
260 6 71 309
rec'd Todd
Halfling2
Ch=
7
Prepares for battle Chain+Shield 2 Axe +4min, Sling(13) Backpack, Rope, Food
Tinderbox, Torches(1)
 
(Skill: +3 to hit)
Axe
535 6 100 133
rec'd Tarcastin
Thief2
Ch=
3
Follows JimF Leather 7 Shortbow(5+20)
Sword
Axe
 
Backpack, (Rope), Spikes
Tinderbox, 220,
3 Gems=50,500,500
Torches(4)
Shield(x2), Healing Potions(3+1)
(Skill: +3 to hit)
Potion+1Arrows(20)
490 3 157
+
1050
1509
y JimF
Cleric2
Ch=15
Leader
What's the plan? Plate+Shield of speed (-1 to hit for opponent) 2 Mace
Sling (18)
Axe, Keys

Any Level 1Spell
Backpack, Torches(3) Flask of Oil, Tinderbox, Rope, Healing Potion(x2), Shield
Potion 2gem
715 6 141 121
y Jair
Magic-User2
Ch=9
nmr Clothing 9 Crossbow(38+20), Dagger
Spells:Sleep, Magic Missile
Backpack, FlaskofOil(10),  Food, Pole, Spikes(12) Tinderbox, Rope, Wolfsbane(3), Healing Potion(8-2), Crystal Ball+1Bolts(20) 140 7 102 221
  KenW
Fighter2
Ch=9
nmr x (since turn 59)
Assumed dropped out
              31
  Walter
Dwarf1
dropped out: Turn61               55
  BrianD
Fighter1
dropped out: Turn55               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 88: With JimF waiting for someone to tell him what to do, and Walt feeling a bit shamefaced, gives Tarcastin one of his healing potions on the march. Looks for any combustible material or flotsam laying about to make torches with. Pulls sword out and follows Bruce to engage centipede. But Bruce has decided to retreat rapidly towards the leader. Both Todd and Walt are ready to fight but the others are confused and not quite prepared for the battle. With only one torch lit, the party waits to see what the centipede will do.
Todd says 'sssssh' as he vaguely sees some movement at the corner of the corridor. Scuttle, scuttle...
Turn 87: (Back again after a long delay due to holidays, illness, exams and visitors!!!) With the clocks going forward the time is confusing as it now decides to strike six.
Tarcastin pours a healing potion down Walt's throat (since he doesn't seem to want to drink his own). Due to the absence of any light in the group JimF lights a torch. Bruce rounds the corner and with his infravision can see that it is just a long corridor heading back East. He searches carefully but finds nothing. Walt limps carefully in the direction that Bruce disappeared into, while Tarcastin hangs onto him in the dark, although Walt starts to feel better as the potion takes effect. Todd bumps into the back of Tarcastin, while JimF briskly walks towards the rest of the group and spots Jair waiting in the corridor, and can just see Todd and Tarcastin rounding the corner. Unfortunately, the striking of the clock seems to have disturbed something, and there is the sound of scuttling north of  Todd, but he is unable to see anything. On the other hand Bruce hears the same sound and with his special vision can see a giant centipede scuttling towards him in the gloom.
Turn 86: nmr from Jair & Todd. Bruce: Listens at door, and opens it carefully, he goes south in the outside corridor. Tarcastin (Hiding) Goes through the secret door and travels south. Walt: carefully checks for secret passages along the hall that goes nowhere. "Can anyone heal me? I've been wounded forever". JimF sets off on his own heading towards the bridge.
These torches seem to be lasting well - but just as the thought strikes Tarcastin, JimF & Jair, their torches fizzle, pop and go out. The problem now is that apart from the rooms that have torches already lit the party is now in the dark... (Can anyone see Tarcastin???). Both Bruce & Tarcastin can tell that they are in the North-South corridor but can't see much. Bruce strains his infravision (+5XP) to deduce that this is the same corridor that they entered so many moons ago and he can determine that there is nothing untoward lurking either to the North or the South. Walt doesn't find anything new and JimF re-enters the , now deserted Armoury.
Suddenly a voice out of nowhere says Merry Christmas and a Happy New Year to you all
There is a big 'Hooray' clearly coming from the direction of the Barracks as the incumbents realise that Father Christmas will be arriving soon.
Turn 85: nmr from Walt & JimF. Tarcastin drinks a healing potion to regain 1 Hit point, while Jair gives him another and also gives Walt one to drink. Meanwhile, Bruce searches the 'dead end' and discovers a secret doorway (5XP). The lights go out in the Barracks.
Turn 84: JimF carefully checks the door, mace at the ready, and listens for any activity on the other side. (JimF had pocketed the keys not Tarcastin). Jair & Bruce follow behind, but Todd moves East away from the rest of the group. Meanwhile Tarcastin loots the room (finding only 5 Copper coins, a rusty sword and the tankard of stale ale) and accepts another healing potion from Bruce - although even with so few Hit Points left is reluctant to drink any. Walt again mutters about 'wounded' and gets quite irate at the healing potions being passed around but missing him! He listens at the door. If no sound, quietly open and recon what is beyond it. If NO IMMEDIATE THREAT, walk west. Walt walks down the empty corridor to find that it is a dead end - just a solid rock wall leading nowhere. It seems that the party is alone for the time being. Tarcastin, however, is feeling the effect of his wounds and has to lean against the wall to rest.
Turn 83: Walt mutters : Hey, can ANYONE heal me? I've been wounded forever. Now, let's consider creeping past the guard, eh? Tiptoe to the West door, This calls for a sneaky type. Bruce gets his directions mixed up and tries to sneak East past the guard, but realises his mistake as everyone moves in the opposite direction. Todd follows JimF, but Tarcastin decides to dispatch the Guard quickly and quietly - although using his stealth, the sword is a bit cumbersome to wield quietly and only causes 2 damage initially. Nevertheless he gets a critical hit and the attack from behind causes double damage resulting in the guard being sent to the 'Great Castle in the Sky' (10XP). Jair follows JimF carefully, while JimF checks anywhere and everywhere for keys. After searching the body of the dead Guard and finding nothing, JimF sees a bunch of keys hanging up on the wall and pockets them.
Although some of the group have healing potions, no-one seems to be taking any notice of Walt's request, and Tarcastin must be getting weaker from his wounds!
With the Guard lying dead over his table the party are under no threat, for now, but how long can that last.
Turn 82: Walt: Cautiously open south door, wonders about stealthily checking out a sleeping guard. whispers back to comrades. "Get cha new weapons out, and see if we can avoid a fracas.." tiptoeing by, like... The party make their way around the corner carefully, after equipping their weapons of choice, and can see a room to the west. Bruce moving quicker than the rest of the party announces quietly that it seems to be a small 'checking' area, and as informed there is a guard in the corner ,but he is fast asleep. He continues to describe what he sees: A torch on the wall lights the room, and the guard is asleep in a chair resting against a table which has a tankard and hunk on bread on it. What do we do now?
Turn 81: Note: You are welcome to exchange information on the Message Board, but you still have to send in Orders separately.
Walt: Equips his Sword of Speed. Sell old vanilla "Sword" to Trader for GP. Ask group to be healed, I've been injured for several turns. Ask Trader if it is permissible to exit via South entrance. Ask Trader where I can purchase torches if he doesn't sell them. Ask Trader if he knows the location of any treasures.
Trader: Talk a lot don't you - yes I'll take your Sword for 3 Gold, thank you.
Bruce: Exchange items with trader... peek through south door...
Todd rests a while and gains 1 HP back.
Tarcastin gives Todd a healing potion which he drinks, bringing his HP back to normal.
Jair follows JimF, equipping his Crossbow with normal bolts.
JimF, having negotiated to swap his gems for a shield of speed (-1 to hit for opponent), equips it and opens South door.
The Trader continues the conversation: 'Yes, you can leave by the South door. There is a guard down there but he is usually asleep. The only place you can get Torches is the travelling salesman normally found at the main entrance - although you might find some in the Kitchen over to the East. Now treasure, that's a different matter - there are rumours that there is a pile of Gold locked away high in the dungeon, but I've never seen it. The rumour says that it is guarded by some monster from the pits of hell, but that's just a story and I don't believe in fairy tales.'
As the trader is talking the clock strikes 5 and the blacksmith gives a quick 'whoop' and puts his tools down. Trader: 'Well, it is our knocking off time now, so we both have to go. My wife will be waiting in anticipation for me... he he... know what I mean? The alarms are set, so all of the equipment is safe - don't try stealing anything or the whole dungeon will decimate you.' They both stretch and yawn and leave quickly by the North door.
The party look through the door to the South and see the corridor turning West.
Turn 80: Lots of shopping going on: Walt: Can I trade you this magic Item (?) for a Sword of Speed? Trader: Of course, sir, with pleasure. This Black sword is as good as they get and it moves so fast that your opponent won't see it coming... he he... Bruce: I will purchase a "speed" sword and a dozen +1 arrows. Trader: Well the arrows will cost you 60 Gold, but the Sword will cost another 400 Gold and I don't think that you have that amount of money... what do you want to do? I could always charge you 360 Gold plus the Gem??? Todd: I'd like to trade my two gems for an axe with +4 min damage. Trader: No problem... This Red Axe is guaranteed to reek significant damage on anyone... Have fun... Tarcastin: While the others figure out what kind of items they want, I will buy 20 arrows with my available cash. Trader: I assume that you want the +1Arrows, so for 20 that will be 100 Gold. JimF: I'll purchase a shield of speed (-1 to hit for opponent) Trader: Are you paying for that with your 2 gems, since you can't afford the cash? Jair: I want 20 +1Bolts please. Trader: That will be 100 Gold, thank you.
Trader: Now you all seem content, except for the Red and Purple looking customers. Can I do anything else for you?
Bruce agrees to the deal.
Turn 79: Walt switches to his other Chain Mail, thinking it is magic - but that is not the Magic Item, and runs towards the rest of the group - clank, clank, chink, jingle - to look at the wares. Bruce asks how much the bows and arrows cost? while Todd asks the little guy if he has any weapon/shield/item he would trade for the two gems he has? Tarcastin tries to sell his gems, while Jair wants to buy 12 torches, and JimF wants to check out the attributes of the Shields.
"Now slow-down" the guy in charge shouts, "I can only deal with one customer at once. Firstly I don't deal in anything my Blacksmith can't make - I have to keep up appearances y'know. So he doesn't do Bows or Torches - although he can make some pretty mean arrows in a few minutes if you want to wait - they are quite accurate and give a +1 to hit. They are 5 Gold per arrow. Now, I like the look of these gems that you are offering. I would gladly take 2 gems for any one item of your choosing - Sword, Shield, Arrows/Bolts (for 20), Axe or Mace - each can be instilled with one attribute +1 to hit; +4 min damage; +4 max damage; poison; speed (2 hits in same time); The Shields are slightly different and give +1 hit point, -1 min damage from opponent; -1 max damage from opponent; poison (attacker has to check against poison); speed ( -1 on opponent hitting). So gentlemen what is your pleasure?
Turn 78: Bruce mutters 'Hmmm - not sure what to do now!   LOL'. Walt continues East carefully 10' at a time. Todd prompts the leader to ask about the wares. Tarcastin runs (up to 450') back to the party coughing and spluttering with burning lungs. Jair keeps his eye on the Smith and the small guy, spell at the ready. JimF takes the prompt and asks the Smithy 'what do you have for sale?' Everyone is wondering what the item is that Walt is carrying - well only a Magic User can tell him, but the heavy weight is due to the extra Chain that he picked up from Brian's body [in turn 57] (this wasn't obvious in his equipment, but on examining his backpack he finds that he had stuffed it in there).
The little guy interrupts "Now didn't I tell you to leave my Blacksmith alone. If you want to buy things, talk to me. Everything you see on the bench is for sale - Shields and Swords are our speciality and they all have special powers, they are not just any old piece of equipment. Our top of the range Sword, for example - that's the blue one, does more damage (1-12) and lets you get two hits in one go - a must for the dextrous fighter. But can you afford it at 400 gold? Of course we have cheaper models that you might be able to afford, and we can make items to order - if you have the cash.
Turn 77: Walt moves east carefully hoping to examine the wares, but only edges along the walls with the weight that he is carrying. Bruce pretends to examine the weapons, but moves towards the open southern door, and slowly and quietly closes it... Meanwhile Todd moves between the small guy and the South door. Tarcastin carefully searches the room that he is in (WC), while Jair waits in anticipation in the Smithy. JimF offers him (the small guy) 50 gold for any useful information he has on the caves, trying to get info on the guards, and wondering if they are the orcs that we just killed... sorry encountered? He replies "Now don't get me wrong, they are my kin and all that, but those that want to be guards to earn their daily bread are usually aggressive and some can be downright nasty. Of course, some can be nice y'know, but be careful with the ones wearing negligees - they can be too nice, if y'know what I mean ha... ha... Now I see that you've closed the door. I suppose it was a bit draughty in here, but it will soon warm up with this roaring fire. Now what can I sell you? Oh and thank you very much for the 50 Gold - I won't say no to a bit of extra cash in my pocket." Meanwhile Tarcastin's examination of the WC is forced to be mercifully brief ,but fortunately he only suffers 1 point of damage due to the poisonous atmosphere. If he stays any longer he will have to check for serious poisoning. He does however find a handful of Gold coins (19) that have obviously dropped out of previous visitors pockets - there may be more? At that moment Todd's torch fizzles out, but the room is well lit anyway.
Turn 76: The leader JimF decides that the Blacksmith looks friendly enough, even though he is wearing a worried look on his face, and asks "what do you know of the caves? I will pay you for your trouble." Walt wants to negotiate also but has to make his way slowly back along the corridor. Tarcastin on the other hand decides to check the door to the South West for traps, finds none, so opens it carefully. He immediately sees a hole in the floor in the far corner, the edges of which are spattered with an assortment of revolting greeny-brown objects. A small stream of flowing water exits the room down into the hole, and then the smell hits him - his eyes and nose water and he reels back in disgust. Meanwhile back in the armoury, Todd joins in the conversation followed closely by Bruce. The Blacksmith looks worriedly from one person to the other and whispers fearfully in Common language "I can't say anything... they will hurt me if I do." Suddenly the servant with a harsh accent shouts "No talking in here - what do you want? Leave my Blacksmith to get on with his work. If you want anything you have to ask me... and if I don't like the colour of your money, I'll have the guards set on you... Now what do you want? Don't get any ideas - All of my wares over on the east wall are protected from theft and alarmed to warn the guards immediately."
Turn 75: Tarcastin lights a torch continuing SW and is joined by Walt, but their way is blocked by another door. Throwing all caution to the wind JimF decides to bash the door down. He is quickly followed by Todd & Jair. Bruce, checking for traps, suddenly realises that the small group with him have burst into the room and looking for subtle traps is a bit irrelevant. With an almighty crash the door smashed back on its hinges against the wall - the team fall into the room to discover a very large blacksmith hammering out a new sword on his anvil, with a miniscule servant running around pumping the bellows to heat the fire. The room is well-lit with the roaring fire and numerous torches around the walls, but with their dramatic entrance the hammering and bellowing stop and there is a sudden silence as the blacksmith and his minion turn to look at the intruders...
Turn 74: nmr from Walt: Bruce & Todd continue to follow their leader JimF, who lights a torch and moves east carefully. Tarcastin moves South West carefully and becomes engulfed by darkness and cannot see anything, while Jair puts his crystal ball away, after a quick polish, lights a torch and rejoins the party, just as the sound of a clock strikes 4 in the dim recesses of the dungeons. The leader can see yet another door blocking the corridor heading South again. However a strange smell of smoke and hot metal seeps under the door and they can hear clanking and banging with the odd swear words thrown in for luck...
Merry Christmas & a Happy New Year - note longer timescales for the holiday.
Turn 73: nmr from Walt: JimF, the intrepid leader, moves carefully allowing the others to catch up. Bruce & Todd follow him. Tarcastin moves eastwards sneakily in hiding. Meanwhile Jair tests out his crystal ball (5XP) looking to see what he can see to the South and East - he can clearly see the 4 members of his party in the corridor to the South, and he can see part of the goblin's bedroom to the east. However since he is no longer with anyone that has a torch, he is cast into darkness, at which point JimF's torch goes out. Fortunately nothing else disturbs the party.
Turn 72: nmr from Walt: While Todd rests to heal slightly, Jair searches the last bed to find a magic crystal ball hidden under the covers. JimF, Bruce and Tarcastin edge warily into the corridor to see that it splits into two - the corridor heading south kinks slightly but appears to end with another door; while the corridor to the east looks as if it might turn south. There is the sound of a sudden gush of water to the south, and some clanking and heavy banging sounds coming from the east. The three explorers freeze waiting for something to happen...
Turn 71: "Sssh everybody, we are listening at the door." JimF, Tarcastin and Jair listen quietly at the door while the others carefully search the beds. Walt finds 100 Gold and a strange item that he can't identify; Bruce finds 100 Gold; Todd also finds 100 Gold: only one bed left to search. The advance party can't hear anything at the door so JimF asserts his authority and carefully pushes the door open to expose a corridor. All is quite in the corridor that appears to go off in two directions. Perhaps all of the inhabitants are either asleep or dead!!!!!
Turn 70: nmr from  Ken : The big search starts with some watching the passageway. Tarcastin moves down the new passageway to find a closed door at the end. Walt is unable to find any traps but does find 100 Gold hidden under the nearest bed. Bruce moves towards the corner, ferrets around in the bed and also finds 100 Gold. Todd doesn't find any Gold in the bed he examines but does find a large red Gem. Jair finds 100 Gold in his, and JimF who searched the big bed finds 100 Gold and a red Gem. There are four beds still to search and there is an unnerving silence hanging over the room. No sounds are coming from either direction.
Turn 69: nmr from  Ken : JimF leads the party into the room carefully, attracting Walt & Ken's attention. Walt rejoins the party with a quick & silent trot brandishing his sword, but Ken seems to be out of it. Jair prepares his Sleep spell as they all move into the room. Fortunately for them all they quickly realise that the room is empty - it is clearly sleeping quarters for the orcs since there are a number of beds all neatly arranged. But there is no sign of any occupants now. But are they all accounted for?
Turn 68: nmr from  Ken, Todd & Walt. (After a bout of illness restricting the use of his drinking arm the DM returns to the game). With no obvious leader the person with the most Charisma takes the lead and that's JimF. Everyone moves west with Jair being careful. A large booming clock strikes three - bongggg, bongggg, bongggg - in the depths of the caves as the group approach the door to the west. Everyone stops at the sound listening for any movement, but none can be heard. Jair reaches the door and pauses deciding whether to enter or not, while he determines how many of the party are still with him. He looks carefully at the visible area displayed by his torch, but sees nothing untoward.
Turn 67: nmr from  Ken & Walt. Attack & loot - the remaining orc (fast asleep) stands no chance and is cut up into many pieces (3XP to all except Tarcastin who only loots). All except Bruce loot the remaining 4 bodies - Jair finds 100 gold on the body that he searches, JimF finds a gem. Nothing else is found. Todd lights a torch and sees the rest of the corridor, but no more evidence of orcs as yet.
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?????
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