Orders for next turn are due Friday, February 13th 2005 noon (GMT).
You are at Cave entrance.
Use the 'Enter' order from this location if you want to
enter a deeper level.
Phase 1; order: use oil on lantern
You fill your lantern with oil.
Phase 2; order: use tinderbox on lantern
Glorfindel's filled lantern is lit.
Phase 3; order: examine blob
Glorfindel examines Blob.
You don't know anything about oozes.
Blob is equipped with nothing.
Phase 4; order: move e
Trekking
east, you move over cave floor.
You are on cave floor.
Glorfindel shoots at Blob with her light crossbow.
The attack was off the mark and misses Blob.
Blob lashes back at Glorfindel.
The attack narrowly missed Glorfindel.
Blob digests a giant rat corpse.
Phase 5; order: move ne
Moving
northeast, you move over cave floor.
You are on cave floor.
Glorfindel shoots at Blob with her light crossbow.
The attack misses Blob.
Blob lashes back at Glorfindel.
A hit, 1 point of damage.
Glorfindel is eaten by acid, 1 point of damage.
Blob moves northeast.
Phase 6; order: move e
Travelling
east, you move over cave floor.
You are on cave floor.
You see here the following characters:
Blob.
Glorfindel slashes at Blob with her frostblade.
Glorfindel is struk by extreme cold.
It was a succesful strike, but Blob appears impervious to
slashing attacks.
Blob lashes back at Glorfindel.
The blow landed squarely, 1 point of damage.
Phase 7; order: move ne
You spot Bal the Faithful in the
eastnortheast.
Moving northeast, you move over cave
floor.
You are on cave floor.
Glorfindel slashes at Blob with her frostblade.
The blow landed squarely, but Blob appears impervious to
slashing attacks.
Blob lashes back at Glorfindel.
It was a succesful strike, 1 point of damage.
Phase 8; order: move ne
Travelling
northeast, you move over cave floor.
You are on cave floor.
Glorfindel shoots at Blob with her light crossbow.
The attack narrowly missed Blob.
Blob moves west.
Phase 9; order: use lockpick
Glorfindel picks the lock and opens the door.
Phase 10; order: move ne
Trekking
northeast, you arrive at an open door.
You are at an open door.
Glorfindel shoots at Blob with her light crossbow.
It was a succesful strike, but Blob remains unhurt.
Phase 11; order: examine heater shield
You examine your heater shield.
(information about heater shields added to 'Gathered
information'-section).
Bal the Faithful moves southwest.
Phase 12 and later; no more orders
Bal the Faithful moves southwest.
Bal the Faithful moves north.
Bal the Faithful moves south.
Bal the Faithful moves
southwest, leaving your field of vision.
You spot Bal the Faithful in the
southsouthwest.
Bal the
Faithful moves northeast.
Location: Witch caves
Automap
|
| Pentagram
. |
|
| A badly wounded male ogre called
Bal the Faithful (#63). |
|
A ooze called Blob (#69).
|
|
| Cave entrance. |
|
Wooden sign. |
|
|
You are here |
|
You were here |
|
Hidden
|
 | Shallow water
|
 | Cave floor
|
 | Solid rock
|
 | Tiled floor
|
 | Locked door
|
 | Open door
|
 | Darkness
|

A pathway leads deeper into the caves. You think you can
hear footsteps below. Lots of footsteps.

The sign says: DEAD END!

A green pentagram has been painted on the floor. The paint
is still wet. Paint? Well, you don't know what it is.
You're not sure you want to know.
Glorfindel, 3rd level female
elven witch
You wield a frostblade (#28) and a light crossbow (#269).
You wear a chain coif (#1469), a leather armor (#1025), a
pair of leather shoes (#179), a kite shield (#504), a pair
of leather pants (#274) and a pair of leather gloves
(#279).
You are carrying a lockpick (#299), a rat tail (#522), a scroll labeled 'VERR YED HORRE' (unidentified) (#494), a war hammer (#261), a long bow (#268), a pair of soft boots (#278), 3 flasks of oil (#395), a heater shield (#27), 2 throwing daggers (#259), a torch (#34), 2 double axes (#50), a silver potion (unidentified) (#301), 54 silverpieces (#325), 2 long swords (#485), 3 candles (#289), 19 copperpieces (#406), a tinderbox (#280), a knife (#417), an empty flask (#1) and a filled lantern (#245).
Your filled lantern (#245) radiates light (4 squares
radius) for 8 more turns
You have 559 cpr worth of cash.
Lanterns, torches and
candles are used to light otherwise dark places. Magic can
cause items to shed a more blueish light. By flame or
magic, the result is the same: the darkness dissapears and
people can see where they are and where they are going.
When flesh is exposed
to acid, it can cause great pains and severe scars. And
your equipment isn't safe either. Glass tends to be pretty
resilient to it, but wood and leather certainly are not.
Perversely, extreme
cold causes burns. Potions have been known to freeze and
shatter their container when exposed to cold.
| Aggression |
medium |
| Caution | 0 |
| Collect | on |
You
are looking for information about: dragons, fireblades,
easthaven.
Your enemies are: Blob (#69)
You are considered an enemy by: Blob
(#69)
On the most proficient warriors list, you rank #1 with a
score of 8.
On the most proficient spell casters list, you rank #1 with
a score of 42.
On the most kills list, you rank #1 with a score of 22.
In mortal combat, you have defeated:
1 naga
8 snakes
1 ogre
7 rats
5 bats
| Frequency |
common |
| Value | 70 cpr |
| Weight | 4.5 kg (9.9 lbs) |
| Worn on | shield arm |
| Block bonus | 12 |
Requires strength 12
The heater shield is a medium sized shield whose design is
directly descendant of the kite shield. Its name is
derived from then common name for cast-iron flatirons,
which were heated on a stove before use.