| Dungeons&Dragons Game Code dd1206wheel | ![]() |
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(move mouse over map to see previous position) The corridor is 10' (feet) wide & the wheel is 210' in diameter Once an area has been entered it will become visible to everyone. Score will be recalculated at the end of each turn. Click to see: Character Classes these are restricted to allow easier setting up Armour & Weapons Monsters Spells these are only 1st level Spells at present |
| Awtg | Player | Actions | Armour | AC | Weapons | Equipment | Wt | HPs | Cash | Score | Rooms Done |
XP | ||||
| 1 | 2 | 3 | 4 | Tot | ||||||||||||
| y | RobR Fighter2 |
attacks | Plate & Shield | 2 | Sword Shortbow(19) Skill: +3 to hit |
Wolfsbane |
770 | 6 | 80 | 7 | 8 | 6 | 21 | 3 | 80+5 | |
| y | Dylan Cleric2 Leader |
Attacks picture with Mace | Chain | 5 | Mace,
Sling(16) Gauntlets(str18 +3 to hit) Any Level 1Spell |
Rope(50')
Torches(11) +3 gems +rock+sand |
515 | 3 | 151 | 8 | 6 | 5 | 19 | 3 | 65+3 | |
| rec'd | MarkS Dwarf1 |
Attacks | Chain | 5 | 2H Sword, Axe | Backpack Tinderbox | 660 | 2 | 133 | 10 | 10 | 7 | 27 | 3 | 150+5+3 | |
| rec'd | Gina Elf1 |
Attacks | Chain & Shield | 4 | Sword Sling(16) | Torches(24), Rope, Backpack, Spikes(6) Healing Potion | 645 | 6 | 245 | 4 | 8 | 10 | 22 | 3 | 138+5+5 | |
| rec'd | Jair Cleric2 |
dives again | (Plate & Shield) | (2=)9 | Sling(20)
Mace Any Level 1Spell |
(Backpack, Healing Potion) | (715) | 6 | 108 | 4 | 6 | 8 | 18 | 3 | 15+5 | |
| y | KenW Thief1 |
nmr x 9? | Leather | 7 | Shortbow(20) Dagger
Sling(17) Skill: +3 to hit |
Pole Backpack 2xRope(50') |
295 | 4 | 167 | 5 | 4 | - | 9 | 1 | 261 | |
| BrianD Thief1 |
dropped out | Leather | 7 | Dagger
Shortbow(17) Skill: +3 to hit |
320 | 4 | 0 | 6 | - | 6 | 1 | 48 | ||||
| Legend: | Normal Movement: 0' 30' 60' 90' 120' per turn (in the Weight [Wt] columns); HP injured HP near death Torch = not lit/ lit | |||||||||||||||
Game Log: 1 December 2006-
| Turn32: | nmr from Ken. Jair takes a big breath and dives again where he tries to open the tap. (If he still has enough air he takes the small box with him to the surface). Dylan attacks the nearest picture with his mace - but too late the 3 fish get out and immediately start their attack. The water continues to rise, but with a supreme effort Jair manages to turn the tap and re-surface - with a cheer (hooray!!!) he realises that the water seems to have stopped rising for now! (5XP). Meanwhile 6 fish are milling about targeting their nearest prey. RobR fires an arrow at the one of the ones attacking Dylan & neatly skewers it (5XP). Gina does the same with the one nearest to her (5XP), and MarkS despatches the other one attacking Dylan using his sword (5XP). Dylan is safe for now but one remaining fish attacks the weaker MarkS, but can't get through his armor, while two more head directly towards Jair. RobR & Gina turn their attention to the fish heading for Jair while Dylan & MarkS attack the one nearest them slicing it into many pieces (3XP each). Gina despatches her target (5XP) but RobR misses his allowing it to home in on Jair. Jair takes a deep breath and dives again to attempt to reach the box but not before the remaining fish attacks in a frenzy. With no armour Jair is vulnerable, but the nasty fish misses on its first pass. |
| Turn31: | nmr from Ken. Jair dives under water shouting "Please
protect me if you can - gurgle gurgle". Both Dylan & Gina attack any
fish with their slings, while MarkS smashes the nearest picture.
RobR backs away from the water ready to protect himself with his bow. The two fish from the second South picture frame & one from the North head directly towards Jair, the fourth fish turns on Dylan. Both Gina & Dylan let fly with their slings: Gina misses but Dylan kills his fish (5XP). As Jair dives down he sees a tap and a small box next to it, but can't quite reach it this time as he runs out of air and has to surface in time to see two fish heading towards him. Gina & Dylan manage to fire more stones, this time Gina succeeds in killing the nearest fish to her (5XP) but Dylan misses as it is too close to him. Dylan's fish immediately attacks him in the water that is now up to his knees, but only hurts itself as it tries to bite through chain mail. Dylan brandishes his mace and clubs the attacking fish to death (5XP) while Gina slings her shot at the fish about to attack Jair - she hits and kills that one (5XP), so everyone is safe for the moment, but with the water lapping above the third set of pictures more fish are trying to escape (3 in each). MarkS totally destroys the picture he is attacking and finds that it is just a picture of fish - no more. The water continues to rise in the room... |
| Turn30: | nmr from Ken. Dylan makes the correct guess (5 pts) -
hooray, so all
players in the 3rd
room now have the correct answer: Pisces, Water, Neptune. However the door remains firmly closed and the water continues to rise. While RobR, MarkS & Gina prepare for a fight, Jair takes his life in his hands, strips off his armour and takes a running leap into the water to see what he can find on the fountain. Everyone is shocked by this brave action from the brown Cleric. With the activity in the water the fish in the first two pictures (1 in each) break out of the frames and swim ominously towards Jair. Both RobR & Gina fire their weapons at the fish. They are easy targets and RobR skewers one (5XP) and Gina kills the other (5XP), but there are more fish in the second two pictures struggling to get out. (2 in each) Undisturbed, Jair puts his head underwater to see if he can find the source of his inspiration. He gets a strange feeling as he looks down near the base of the fountain, but can't see anything without getting closer. The water is now quite deep and he needs to dive down to reach the base, but the water continues to rise rapidly now lapping at the bottom of the third pair of pictures and getting Dylan's feet wet. |
| Turn29: | nmr from Ken. Gina & Jair examine the pictures more closely and Gina tries to destroy them with her sword but it just bounces off the strong glass covering them. The two pictures are now half submerged and the large fish inside are struggling to get out. Gina decides to run back towards the door which is still dry, leaving Jair on his own up to his waist in water. Meanwhile RobR guesses correctly (6 points) but Dylan gets two out of three correct (1st & 3rd). The water continues to rise steadily and reaches the second set of pictures causing some activity inside the frames??? MarkS moves back from the water awaiting developments. All attempts at forcibly leaving the room fail miserably. |
| Turn28: | nmr from Ken. Dylan runs NW presumably to join the
rest of the group, while Gina examines the statue and looks for
something to plug the fountain. RobR follows Gina and makes an
incorrect guess (gets 1 out of 3 correct).
Jair attempts to plug the
water and clearly becomes inspired since he
makes a correct guess (8 points), as does
MarkS shortly afterwards
(7 points). Rob tries to depart the room but the
door is clearly fastened securely. The water is rapidly rising, and as the water reaches the first pictures - one on each side of the room - the fish in the pictures start to wriggle as if they are trying to get out of the picture and into the water. Gina is furthest in the water and it swirls around her ankles and Jair is also getting his feet wet. Gina detects that there is something of interest in the fountain and Jair gets a shiver down his back also, but as yet neither can find anything to stop the water. |
| Turn27: | nmr from Ken. Rob moves towards Gina,
carefully watching out for threats with Sword at hand.
Gina follows
MarkS and makes a correct guess (10 points)
at the symbol,
planet and element - in fact she guessed correctly last turn. Anyone can
guess at any time that they are in the relevant room. Dylan moves NW
carefully just into the room. MarkS checks for traps and tastes the
water. Jair looks for a blocked drain. As Dylan enters the room the door slams shut! Mark decides that the water from the fountain is fit to drink - in fact it is pleasantly cool, but with a slight fishy taste - Both MarkS & Jair determine that there is something fishy with the fountain but can't quite put their finger on it yet. (5 XP each). Everyone notices that the water is rapidly rising in the room and is lapping at the bottom of the first two pictures on the walls. A feeling of dread descends over the group... ... |
| Turn26: | nmr from Ken. Mark, Gina & Jair wander over to the fountain to examine it carefully. Rob enters the room with his eye out for monsters, and Dylan teleports back to the orrery. Gina gets the feeling that there are traps scattered along the walls but can't get a fix on them yet. MarkS notices that the fountain is full to the brim and some water is flowing over onto the floor and collecting against the back wall. Rob notices the pictures of different kinds of fish carefully mounted on the walls near the entrance. The water burbles merrily out of the top of the fountain and trickles down the statue of a mermaid holding a jug pouring the water. |
| Turn25: | nmr from Ken but since he is the last I have credited him with 4 points for the room. Answer to the second riddle is: Capricorn, Saturn, Earth. All recover from the aging and slowing effects of the second room (except for Dylan & Ken who are still in the room), so back to normal movement for the weight carried. RobR follows the leader which is difficult since he is resting in the second room, so he rests also. Gina follows MarkS into the third room and looks at a picture with him - the picture is a painting of a very fine looking fish, probably a pike or something similar. The fountain burbles away, but the room is empty except for the pictures. |
| Turn24: | nmr from Ken. Rob & Gina both transport out of the
room to the orrery after making successful guesses last turn. Both Dylan
& Jair make successful guesses leaving only Ken to find the
answer to the second room. Jair collects his armour on the way and
Gina picks up any remains left by Brian. As MarkS nears the door of the open room he can see that the room is very damp. At the far end there appears to be a working fountain. The floor slopes down away from the doorway. Also there are many pictures hanging along the walls on either side. |
| Turn23: | With MarkS making the correct guess he is transported back
to the orrery just as the clock strikes four - the orrery rotates yet again.
Marks has time to rest and contemplate the astro-clock. Rob & Gina make
successful guesses to solve the problem & may be transported next time if
they ask nicely. Ken guesses incorrectly - only 1
out of 3 this time. Jair removes armour and crosses the bridge - he is much
lighter but then is slowed down once over the bridge.(5XP for realising the
difficulty). Dylan runs around to pick up the valuables from
Brian's drop, slows down as he crosses the second bridge. Rob
tries to follow Dylan but can hardly move at all. As the clock strikes and the orrery rotates a door to another room opens with a groan. |
| Turn22: | Brian has unfortunately had to drop out, but we have
two new players, Gina & Jair. Since they can't do the first room, I've
credited them both with 4 points of Score so that they are not too far
behind and I've started them in the second room. Also nmr from RobR & Ken
so they rest and recover 1 HitPoint each. Dylan moves North East over the bridge and immediately feels an ageing and slowing down effect. In the meantime MarkS makes a correct guess on the answers to the second room. So far only MarkS & Ken have made guesses. All of the equipment that Brian was carrying has just been left in a pile on the middle island. As a reminder and for the new players: the orrery in the centre alters with time and gives a clue for one of the answers for each room. What is in the room and what effects are there should give clues for the other two answers. So for the first room the answers were Leo, Sun & Fire - in the 'room' were large cats-lions, it was very hot and dry, and once all the cats were killed the symbol appeared on the map. The sign of Leo is ruled by the Sun and its element is Fire. All other rooms are similar in answers, but one symbol is missing and to complete the quest the missing one needs to be solved. |
| Turn21: | Brian nmr. Ken takes a stab in the dark and attempts to state the element, planet and symbol - he gets two of them correct (but which two?). Rob attempts to name the element and planet but gets them both wrong, and queries if the sign is likely to be in the centre - probably a reasonable assumption. Meanwhile Rob and Dylan go to grab the potion. Dylan examines the potion by taking a small sip, and immediately floats a few inches/centimetres off the ground just for a second or two, and then lets Rob have it if he wants it. MarkS continues east around to the next bridge (Trip Trap, Trip, Trap, Trip Trap says the second bridge). As Rob crosses the first bridge to follow Mark he is immediately slowed down so much that he is unable to move. |
| Turn20: | Dylan puts the newly found Gauntlets on, immediately giving him extra power, and the ability to carry more weight. Brian asks "is there a key for this room" but gets a booming answer "Solve the rhyme, within the time, the answer is quite near. Name the signs, and you will find, the door will open here". Both Brian & Ken look for traps and discover that as each bridge is crossed individuals start to age and will be slowed down. (5XP each). MarkS head around the inner circle towards the north slowly. The troll has now faded away, but the red potion remains on the ground. Only Mark has dared to cross the bridge so far. Time ticks on... |
| Turn19: see new Experience Ladders |
nmr from Ken, Brian. Rob is thorough: Check troll is not regenerating. Clean Sword, Pick up backpack, get ready to cover leader, while Dylan also searches the dead Troll. Mark crosses the bridge safely but feels weaker and slower as he does so. Rob & Dylan find two things secreted about the body of the Troll - Dylan identifies a magic item = Gauntlets of Ogre Power and a red potion.- no money however |
| Turn18: | nmr from Rob: The attacks continue on the troll,
particularly aiming for the eyes. Dylan joins in with his sling. The troll
is well armoured but Ken manages to hit him (roll 13+3), Dylan's
(roll 9) & Brian's (roll 7+3) shots bounce off harmlessly, MarkS
takes a vicious swing with his sword (roll 13) but also does no damage.
Fortunately Ken's sling shot causes more than enough damage (roll 3)
to finish off the Troll. However in his dying agony he lashes out at
everything within reach - Mark (Troll rolls 4) - misses, Dylan
(Troll rolls 11) - misses & Ken (Troll rolls 12) narrowly misses. The troll collapses in a heap and a tremendous heart-rending groan. The first obstacle to the quest has been defeated to gain some fantastic experience points: (Rob caused 0 damage=34+0 pts; Ken caused 4+6+3 damage=34+195 pts; Dylan caused 0 damage=34+0 pts; MarkS caused 5 damage=34+75 pts; BrianD caused 4 damage=34+60 pts) |
| Turn17: | Rob unslings his backpack, and attacks with Sword.
"Look out Mr Troll our big fighter is coming" Ken shouts and whips
his sling out. Dylan waits with sling at the ready. MarkS
attacks with his big sword "You'll not make a meal out of my companions".
Brian aims for its eyes with his bow and arrows
"Has apathy set in?". Ken,
"I don't know if we can defeat it. We can keep fighting him, but we may ALL
die." (Rob rolls 1 and trips over his own backpack, Ken rolls 19+3 causing a critical hit of 6 damage, Mark rolls 17 slicing a massive 5 damage off the troll, and Brian manages to roll 13+3 just enough but causing double damage of 4 near its eyes.) The troll is now mortally wounded but still has chance to lash out with arms flailing and teeth gnashing - he naturally goes for the bigger bodies to satiate his hunger - his left claw swipes at Rob and connects, knocking him off his feet = 5 dmg, his right claw swings at Dylan but misses, and his teeth snap at MarkS to bite down hard with amazingly little damage - a mere 3 dmg, but this is enough to nearly take Mark out of the fight. The troll roars choking Mark with its foetid breath ready to attack again... |
| Turn16: | BrianD nmr. MarkS shouts "You'll not make a meal of my companions!" and attacks. Ken & Rob leap into the attack while Dylan hangs back. The poor troll, ready for its dinner, is surprised at the sudden attack. Ken lets fly with his sling and hits the troll with such a good shot on his nose that it causes 4 damage - the Troll roars. Unfortunately neither MarkS nor Rob manage to hit him as his tough hide protects him well. The troll shouts "you really don't want to fight me. With my large claws and vicious teeth you don't stand a chance. I could kill the three of you in one wink of an eye. Just give me the fattest in your little band for my dinner and I'll let you go." |
| Turn15: | BrianD nmr. Dylan shouts 'Don't attack unless the monster attacks first.' Everyone stands with weapons at the ready. Rob queries the use of fire, but no response. Mark replies to the green creature "A simple dwarf seeking the other side of the bridge." 'Not very big are you!' the creature says disappointedly, 'Do have you have any friends bigger than you that want to come this way? I'm feeling hungry so someone big and juicy would relieve my hunger. I particularly like the ones that have the nice metal coating - it gives a nice tang to the meal. If you promise that someone else can satiate my hunger then I'll let you pass.' |
| Turn14: | Rob "Get ready to defend against attacks - is there
movement in the water? Can I see how deep it is?" Brian "watch out
for trolls!" Have bow ready to shoot at whatever beastie pops up to eat one
of my goat-ish companions" As all move in to the room the door slams shut. Mark carefully tries to cross the bridge - as he does so a horrid moss-green creature surfaces from the water and pokes its head over the edge of the bridge. "Trip, trap, trip, trap! " went the bridge. "Who's that tripping over my bridge?" roared the creature. Everyone feels weak at the knees confronted by this monster, but Mark is on the spot... Brian however manages to let fly with an arrow, but misses due to the shock of the encounter |
| Turn13: | All head to the NE yellow room. Only Brian remains outside to throw a rock in first. Everyone else has weapons at the ready. As MarkS & Ken move the quickest, they are the first to see that the first bridge crosses a cascading stream with no other way to get over. (Trip Trap, Trip, Trap, Trip Trap says the bridge). A rock comes flying over from Brian near the entrance - due to his unerring accuracy he hits the central area as planned (5XP) (Trip Trap, Trip, Trap, Trip Trap says the first bridge). The four explorers in the room start to feel weaker- slowing them down and suffering some damage (see background colour in Wt column for current speed - highlighted is normal movement). Apart from the flowing streams with bridges over them, they see a grassy knoll in the middle with the rest of the room covered in light sandy soil. |
| Turn12d: Answer1 |
Unfortunately MarkR the elf decides to drop out, and remains basking in the sun to get a nice suntan. Everyone else manages to utter the passwords in order to escape from the hot desert. The order of escape was MarkS (last turn), then Dylan, RobR, BrianD, & KenW. Only RobR queries the Sun being a planet (5XP for tenacity) - a voice booms out... now that you know the order of things, the revelation of 12 signs, 10 planets & 4 elements will guide you towards the answers to the other quests. Everything revolves around the earth centre in the orrery and all are planets - so look carefully to see which one marks the hour. Time starts again.... MarkS followed by BrianD pause at the door to the newly opened NE door... they see an open area with what appears to be 2 bridges over something that they can't quite see yet. Answer to the first riddle is: Leo, Sun, Fire |
| Turn12c: | Rob & MarkS are the only players to have another attempt at vocalising their escape!!! Rob gets 2 out of 3, but MarkS gets it right and miraculously appears on the outside of the doorway.(Scores 10 pts) He can now look to the other rooms if he wishes, while the others are still trapped! |
| Turn12b: | Four of you know the element, two of you know the symbol, & two of you know the planet. No-one has stated the correct three as yet. To leave the room each of you must state the three requirements. Time has been momentarily stopped for you to learn your lessons. |
| Turn12a: | Three of you know the element, one of you knows the symbol, but no-ones knows the planet. None of you have stated more than one of the names and some have stated none. The element, planet & symbol are all linked in some way. Only one planet has been named amongst you, but that is not the correct one for this dilemma. To leave the room each of you must state the three requirements. Time has been momentarily stopped for you to ponder this onerous problem. |
| Turn12: | The group search except for MarkR who rests a bit.
Everyone has their own object to search for now: Ken searches the
female cat but finds nothing; Rob searches the nearest
boulder-nothing; MarkS searches the big male cat- nothing; Dylan
searches the other female cat- nothing; while Brian checks out the
southern boulder - again nothing. It is as if there was nothing in the room
except cats and heat. A booming voice sounds out: 'Your first task is complete - you have the knowledge to escape this room. Some of you have the element within your grasp, and others may have to name the element to be free - you have all been shown the planet on the orrery, so now behold the symbol!!!!!!' As if by magic a meaningful symbol appears in the sand near to the last boulder examined. |
| Turn11: 3pm |
Everyone searches for traps, secrets and anything else. Dylan searches rocks, while Rob stands by the door hoping his weight might affect the opening. Brian thinks a lot, and may be on to something, but he keeps his thoughts to himself for now. As Rob reaches the door his weight triggers another voice 'You cannot leave until you have solved the secret of the room! - each one of you needs a symbol, a planet and an element to pass!' MarkR examines the little rock to the South but finds nothing; Ken preens the cat nearest to him - nothing; Dylan searches the boulder to find nothing. Brian doesn't have any luck either. As almost everyone stands there looking baffled they hear the clock chime 3 times - and the whole Wheel reverberates with sound - the mechanism of the orrery turns... and another door opens... |
| Turn10: | Everyone looks around searching for something. No traps or
secret doors are found except the trap at the doorway that set off the
recent sequence of events. However MarkR examining this trap realizes
that it was set off by the weight that had been on the floor just inside the
door (5XP). Both Ken & Brian recover the arrows that they lost.
Dylan searches the cat to the SW but finds nothing. MarkS moves
to the SW corner of the room & examines around the boulder but finds
nothing. Brian examines the small boulder nearest the cats & finds 3
gems & his thiefly knowledge identifies them as Fire Agate, Fire Opal & Fire
Ruby (5XP - perhaps of no monetary value at present, but????). Time is ticking away and Dylan gets a sense of foreboding that if this puzzle isn't resolved quickly they may never get out of the room. The clock edges towards the hour... ... ... |
| Amended Experience |
Amendment to Rob's experience - he was involved in the fight with the Male so I've added 18 points to his experience score. |
| Experience | Although the Experience points are
not the main aim of this game, I've decided to allocate them anyway since
they will add to the overall experience of the individual on the
Experience Ladder of Life. See
Ladders for experience so far. In the event of tied scores at the
end then Experience will be taken into account. By my calculations the Male Cat was killed between MarkR, Ken, Brian and MarkS (plus Rob); female1 by Brian, MarkR & Dylan; female2 by MarkR & Brian; female3 by MarkS & Rob; female4 by MarkR, Dylan, Ken & Brian: giving Rob 18+18=36 points; MarkR 18+12+18+9=57 pts; Ken 18+9=27 pts; Dylan 12+9=21 pts, MarkS 18+18=36 pts; & Brian 18+12+18+9=57 pts so far. |
| Turn9: | The fight continues. MarkS & Rob move around the big
rock to attack the cat side by side - both slash into the poor pussy with no
mercy causing 3+5 damage. MarkR & Dylan, assisted by the bowmen, take
on the other cat - they cause 2+4 damage while the bowmen definitely need
some target practice. Both cats retaliate - MarkS fends off the
attack with his strong armour, but Dylan gets caught suffering 3
damage. Again the attack continues - MarkS & Rob bear down on their cat but can't thrust home. MarkR & Dylan are totally panicked by the viciousness of the attack & fumble in their second attempt -this time Ken does get a arrow on target at last, causing 2 damage. The situation is starting to look a little desperate, but some luck is with them as the cat behind the rock stumbles causing itself 4 damage & the cat in the open also falters & doesn't strike. Could this be the opportunity the party is hoping for:- MarkS & Rob leap in hard causing 9 more damage to extinguish its life with a sigh of relief. MarkR & Dylan do the same Dylan gaining a critical hit (9 damage) with Ken & Brian adding another 6 damage - the last cat expires with a roar... The silence is now deafening, as the triumphant party step back to examine the carnage, and their own state of health... |
| Turn8: | The fight continues while MarkS desperately tries to
push the heavy cat off and with Robs help they succeed.. Brian
fires at the first female causing critical damage (10dmg) killing it
immediately, as Dylan approaches with burning torch. MarkR & Ken
take on a second female who gets close enough - MarkR thrusts with
all his might and draws blood (5 dmg), but Ken misses. Cat2 slashes out at its nearest antagonist MarkR - but is fended off by the shield. Brian & Dylan turn their attention to Cat2, since the other cats are not yet close enough. Brian & Ken fire arrows into the cat - Brian again gets a critical hit (12 dmg) severely wounding the animal, while Ken misses yet again. Dylan is too far away with his torch, but MarkR slashes with his sword (1dmg) finishing Cat2 off. Not to be deterred the other two cats approach threateningly... |
| Turn7: | Everyone joins in the fight, including Dylan who waves a lit torch at the animals. While Ken, Rob & MarkS concentrate on the big male, Brian, MarkR & Dylan take on the first female. Ken's arrow thuds into the cat (5 dmg), and Rob gets a critical hit on the animal (2dmg x2), but MarkS is weakened and can't swing his sword enough to damage the cat. Nevertheless the male cat can take no more and expires on top of MarkS pinning him down. Both Brian & MarkR miss, but Dylan puts the female off enough by thrusting the burning torch in its face to prevent it from attacking. The other cats now approach more carefully due to the death of their leader. |
| Turn6: | Before anyone can move the door crashes shut with a permanent sound. Both Dylan and Rob try to withdraw but there is no escape route. Those with clear sight fire their bows & slings as MarkS, the gutsy dwarf, bears the brunt of the male attack with his sword. MarkR, Ken & Brian's arrows thud into the chest of the male, while MarkS thrusts his sword into the beast. The bowmen do 11 damage and MarkS does 7 damage, but although badly wounded the cat continues its attack. The big cat smashes into MarkS and knocks him to the ground causing 3 damage. The other cats are more wary but the first female leaps at Brian... |
| Turn5: | Welcome back after a long Christmas & New Year break. Everyone now enters the desert-like room carefully, except for MarkS & Ken who bravely stride forward. Rob mutters to the party 'That sounds like multiple targets to me. I'm guessing about 3 large boulders and so about 2-3 sources of growls. I wonder if it sounds like more than one growl per source or not?' Mark's query is soon answered as a large male cat leaps out from behind the large boulder and 4 females appear from behind smaller ones. The large male is almost on top of MarkS & Ken as the cats decide that it is feeding time!!!! The arrows and bullets let fly... Ken (roll 10+3); Brian (roll 3+3); MarkR (roll 12); Dylan (roll 7); MarkS swings his sword (roll 4), but Rob is too far away to get to the cats. With the shock of these cats appearing almost out of nowhere everyone misses as they bound towards the party. The big male cat is close enough to swipe at MarkS with his razor sharp claws (roll 10) raking his armour but not doing any damage... With loud roars the other cats pounce towards their dinner... |
| Turn4: | Everyone is now fully armed except Dylan who carefully moves just inside the doorway, with Ken & Rob following him. The party regroups at the doorway. The intense heat hits Dylan, Ken & Rob and it is so bright that it is difficult to see anything - it looks like a desert for as far as they can see, with a few large boulders strewn about the room. The minute Dylan & Rob enter the room however there is a loud voice all around them which says: 'Here, kitty, kitty... suppertime...' As the group freeze - difficult in this heat - they hear some 'interested' growls coming from behind the boulders. |
| Turn3: | Time moves on - nmr from MarkS. Rob carefully turns to face the open door ensuring he doesn't hit anything with his sword, and his shadow doesn't fall across the doorway. Dylan moves SW and stops at doorway with Ken & Brian following checking for traps. The two Marks stand at a locked door, while the rest of the party stand around the open door. Rob, MarkR & Brian have their weapons at the ready. Neither Ken nor Brian detect any traps, as the group of four stare into the room - it is bright and it is hot, and nothing can be seen or heard from where the group stand. |
| Turn2: 2pm |
The whole Wheel reverberates with sound as
the clock strikes two. Rob watches out for monsters, while MarkR
follows Dylan, the leader, checking that he is happy to be followed.
Ken also follows Dylan checking for traps. Dylan moves
carefully NE and stands near the door, while MarkS checks for traps
near him. Meanwhile Brian looks carefully at the orrery and planets. No-one detects any traps and no monsters appear, but as the clock strikes, the orrery rotates, and with a deep scraping sound a door opens. Suddenly appearing around the base of the orrery is a message: There are 12 rooms as you can see, so try your luck at each, The astro-clock will show you how, which one that you can reach. Complete each task to find the key, to free you from the Wheel, The missing link that is no task, will break the magic seals. All is now as quite as a grave as Rob turns apprehensively to see an open door behind him!!!!!!!!!. |
| Turn1: | With the most Charisma, Dylan takes on
the roll as leader of the party. MarkR still has to choose a Spell to
take with him. The party is transported to the centre of the Wheel where they are surrounded by 4 corridors leading N, S, E & W and 12 doors. In the centre of the circular intersection is an earth-centric orrery. The time is now just before 2pm - the wheel turns into a pumpkin at 12 midnight. |
| Turn 0: | 8 joined November 2006 You are at the entrance.
6 confirmed so far, 2 dropped out. 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 outside - what can I sell you good sirs.......... see his wares. |