| Dungeons&Dragons Game Code dd0505 5 Day Turnaround | ![]() |
Game Log Page2 : Return to Page 1 & game
| 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. |