Turn 4 continued
10 minutes passing || 40 minutes spent since arrival.
Bobby watches the fire as his torch FWUMs to life in his hand, warming his face. He walks 70ft down the corridor, passing an empty alchove to his North. Another alchove sits along the corridor after another 20ft. As he approaches the second alchove, his torch illuminates a door on the Southern wall, 30ft ahead of him. There is a faint scent of vinegar in the air. Just beyond the flickering torchlight, he swears the corridor turns from West to South. Is that a Door on the North Wall of the corner? At his current level of encumbrance, Bobby can move another 50 ft or 5 squares, either back the way he came or West towards the new areas. If he proceeds forwards to the end of his movement this turn, he will stop outside the Southern door.
John scoops up the parchment and gives it a read. "Jossel, if you plan on shirking your duties and covorting with the ladies of the various villages you are on mission too, at least be careful. At least the High Priest is the jovial type. He says you might need these." Thinking a moment, John decides to open the Earthenware Jar, and finds 3 engraved golden rings within, each carved with 'To my One and Only" and "J♥E" ""J♥A" "J♥M" respectively. He pulls out a wand as he rushes away leaving the secret shelves open, passing Name and the room Ran is in, to assist in Bobby's exploration. He just about manages to catch up to the edge of Bobby's torchlight in the stone corridor.
Inventory Changes:Ran: Pending 1x Glowing Cursed Sword (
Cursed - Equipped) 1x 50ft Rope (1 Slot), Tinderbox (1 Slot) Musty Bedroll (1 Slot) , Empty Waterskin (1 Slot), Full Wineskin (1 Slot), 2x Iron Rations (1 Slot - can combine with existing if you wish), Bag of Marbles (1 Slot), 3x Torches (1 Slot), Firewood (1 Slot), Backpack (-). You can safely cram 12x more Wands, in 2 sets of 6, in your Backpack haphazardly, or 1x Set of 6 Wands normally. Additionally, items stored in your backpack are
less likely to get dropped, lost or stolen.
John: 1x Tiara (Worth 250 GP, equippable, -), 3x Golden Rings (Worth 50 GP each, equippable, -) Earthnware Jar (1 Slot), Piece of Parchment (-), Full Leather Pouch (Woops, this is 1 Slot), 3x Red Scrolls (1 Slot), Silver-headed Light Mace (1 Slot), obsidian sphere earring (Worth 25 GP)
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, Diseased Rat's Lair: The bulbous corpse must be stepped over to enter this room. It oozes putrecance.
North-East Wall, Empty Room: Mysterious Ornate Bronze Door, flanked by finely carved blood-red statues.
East Wall, Empty Room: Carl looks indignantly.
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
Secret Shelves:
empty
First Empty Room, fully searched:
2 Unlit Torches
Memorial Room:
Lit Brazier, bolted to floor
Dried Old Bloodstain
Monstrous Rat's Lair:
Dead Adventurer's Kit
Glowing Longsword
Mechanics:
Light: The party is at the mercy of the light sources available in the dungeon. Light will be tracked and being in darkness will cause negative modifiers and consequences, particularly in battle. At the moment you have access to Torches - 1 Torch lasts 1 hour from the time it is lit and spreads light in 30 ft around it.
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.