Turn 3 continued
20-ish minutes spent since arrival.
Ran examines the tome, realizing it is not an ordinary book but in fact a Spellbook, the pages scrawled in arcane runes and a magic worker's thoughtful scribblings. As a peasant the arcane arts evade you, but as you grow in experience perhaps learning magic will become possible.
Charm Person - Level 1
Comprehend Languages- Level 1
Erase - Level 1
Sleep - Level 1
Friends - Level 1
Message - Level 1
Mirror Image - Level 2
Fool's Gold - Level 2
John Smith scoops up the potion that landed at his feet and brings it over to Bobby, as he squirrels his wands away back into his pockets. As Ran informs him of his headless situation, the Rat-Catcher approaches the summoned door. The huge bronze door fills the party with a sinister feeling, a carving above the archway speaks of the Lost Temple of Zaharan, honouring evil Chthonic gods of legend that you would realise have not been spoken of in many centuries.
Criptfeind - guess slightly more specific on the type of book and you will have it
You can gain the 10xp for the Instant duration. John can speak just fine.
Effect of Quirk:
Target of Quirk: Above the Caster
Duration of Quirk: Instantaeneous
Optional - Cure for Quirk:Second of John's Wands quirks correctly guessed:
Effect of Quirk: Turn the Head invisible
Target of Quirk: Caster
Duration of Quirk:
Optional - Cure for Quirk:35 XP up for grabs but I'm happy to split it 20 each if that works better, since John can't see it for himself without a mirror or pond reflection.
Inventory Changes:Ran: Caster's Spellbook, 1 Slot
Bobby: option to take 1x Mysterious Potion, 1 Slot
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: Diseased Rat Lair, it's bulbous corpse must be stepped over to enter this room.
North-East Wall, Empty Room: Mysterious Ornate Bronze Door, flanked by finely carved blood-red statues.
East Wall, Empty Room: Carl looks guilty.
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
Dried Old Bloodstain
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.
[also no worries Crazyabe, I've been having the same problem so glad it's not just me. If it's easier to edit your post in with an action I'll keep an eye out. I've been able to edit easier then post but that might be a placebo..]