Turn 2
TURNTURNTURN
10 Minutes pass // 20 minutes spent since arrival.
Ran the Rat Catcher and John the Counter approach the western door, edging back from the light. They listen carefully, wands in hand. Meanwhile, Bobby enters the room with them, and starts to search along the walls for odd seams and the sconces to see if they can move.
After some time, neither John nor Ran hear anything, and so Ran opens the door, wand at hand!
The room in front of Rat and John is 30 ft by 30ft square, except the corners are instead diagonal. It is a diamond shaped room with flat cardinal walls. The four diagonal walls each picture an intricate mural of robed men, look dour. On the wall closest, the man in robe's face and hands are smeared in black tar.
That's not what catches your eye, however. A flaming brazier smelling faintly of oil sits off center in the middle of the room, while the very center homes a huge bloodstain, dried with age.
Meanwhile, Bobby finds nothing of interest as he finishes his search, satisfied there is nothing to find here. Name arrives from the East, throwing open the door to the South. The room is filled with screeching! Two red eyes flicker in the light and peer out from the darkness, looming above Name. A snout of patchy pale fur, covered in oozing boils is all you can see, the hulking silhouette in the room still obscured, outside the flickering light.
Combat!
The creature is surprised - the Convicts attack first!
Usually anyone can post in any order during the team's turn. However, Ran and John already have wands equipped, so I recommend they go first.
Everyone has line of sight on the creature behind the South doorway. You can see it's snout starting to bulge, it's cheeks inflating, ooze dripping down the corner of it's raggedy mouth!
You are all currently unencumbered so can move
40ft in combat, or 4 squares. Each square is 10ft, so can fit two convicts on it. Your wands have a range of 120", or 12 squares, and can be used as long as you can see your target. You can just about aim for the creature's snout. Melee combat is also possible - you are currently unarmed so your damage, if you hit, will be either 1 or 2.
still trying to decide if we shall be 100% theatre of the mind or not, but for the sake of the first combat here's a reference.
Exits:North Wall, Memorial Room: A thick wooden door, swollen in it's frame. A horrendous odour comes from the North.
East Wall, Memorial Room: The door you have just come through, leading to the empty room.
West Corridor, Memorial Room: You see a long flagstone corridor, dissapearing into darkness after the brazier's light fails to reach further.
South Wall, Empty Room: Blocked by a Monster!
East Wall, Empty Room: Carl's awfully quiet...
Quests:
Find the 3 Lost Crates, scattered around the Dungeon, and reclaim them.
Items Around:
Destroyed Bedroom, current location of Carl:
Wands in Crates in Carl's Cart
1 Kit remains in Carl's room
First Empty Room, fully searched:
3 Unlit Torches
Memorial Room:
Lit Brazier, bolted to floor
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 ChangesNone this turn