Turn 1
TURNTURNTURN
10 Minutes pass.
After some brief (muffled) screaming and confusion, you convicts descend upon the kits and then scramble to fill your pockets with the wands, sure it is the key to your survival. Everyone avoids looking at Name, who seems to bend reality around themselves slightly, but in a way that feels very peasant-like and mundane.
John Smith of Counting Renown feels comfort knowing he has some useful supplies on him, and Ran the Rat Tamer immediately focused on ensuring their food supplies were shored up.
Hm... Bobby looks through the cart, finding nothing of particular interest. What he does realise, however, is that the number of crates looks.... smaller then it should be, for 300 wands. You remember the Academy mentioning something about a teleporting accident.... and the wands being your responsibility. Uh-oh.
Carl watches the proceedings with a withering look.
John Smith and Ran step through the door to the next room. it is mostly empty, with simple cobbled floors and walls. The room is 30ft wide by 20 ft high. The door you just came through is behind you on the east wall. A door sits in the middle of the South wall, which a quiet scuttling sound emanates from. A door sitting on the bottom of the West wall, directly opposite, seems oddly quiet, but you can see light under the door.
The walls are lined with metal bolted sconces. 3 of them are empty, while another 3 hold a single unlit
Torch each.
New Quests:Find the 3 Lost Crates, scattered around the Dungeon, and reclaim them.
Optional Quest: Find your way outside. The Dungeon will certainly be useful for testing the wands, but it would be nice to be able to retreat into sunlight when needed, before you forget how sunlight feels.
Items Around:Wands in Crates in Carl's Cart
3 Torches in the new room
1 Kit remains in Carl's room
New Mechanics:Listen at a Door: Takes ten minutes. You can put your ear up against a door with a 1 in 6 chance per person to learn what's behind it. The roll is hidden, your character is always confident they heard correctly.
Search a Room: Takes ten minutes. You can spend ten minutes to thoroughly search a room, with a 1 in 6 chance per person to find secrets, if there are any. Note that if you give a specific action (such as: I search the bookcase for a book that's different then the others) that is directly the trigger for a secret (there is a secret door behind the bookcase) no roll is required and you succeed.
Spike a Door Shut: Only Bobby can do this currently. Takes ten minutes and creates noise, which might attract attention. Using his spikes and small hammer, he can spike a door shut to prevent other creature's from getting through it, until the spikes are removed.
Inventory ChangesName's Inventory: +Steel Handheld Mirror, +3 Sticks Chalk, +Thick Wool Blanket, +6x Wands, 16 Free Slots
John Smith's Inventory: +4x Standard Rations, +Waterskin (full of Water),+50ft Rope, +6x Wands, 16 Free Slots
Ran's Inventory; +2 Iron Rations, +1 Net, +1 Snare, +6 Wands (1 Equipped), 16 Free Slots
Bobby's Inventory: +1 Small Hammer, +1 Set of Spikes, +1 Smoking Pipe, 16 Free Slots
Karl's Cart Inventory: -24 Wands