Thanks BFldyq. (Odd the irc bot gave me different numbers, though the winning vote was the same.)
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
You elect to say nothing. It's not that you don't want to spread Wil's delicious blood all over your floors; it's just that, yes, he'd be more useful spreading the word and attracting more adventurers later. His sweet delicious blood probably tastes awful anyway!
This way, he'll tell people what he encountered and mention exactly what traps he faced. The next adventurers will be far more incompetent and oafish and petty. Torturing them to death won't make you feel bad at all, not that torturing Wil to death could possibly make you feel bad. Just, this way people will start to ask questions which lead them back to you. Right! It's absolutely inconceivable that some part of you feels pity for the last human inside you, brought to the point of despair. You eat despair! Despair is the best flavor, so there's absolutely no chance whatsoever you feel the slightest hint of pity for such a foolish adventurer.
You gave them a chance, and his brother wouldn't have died at all if it wasn't for his own haste. You weren't even trying to kill him. That's right, the incompetent deserve death, you were generous with hints, more than fair. You won, and these are your spoils.
So you let Wil rage and cry and promise vengeance against you--now that's just uncalled for. You gave fair warning about all the death traps you made and the wild animals inside you! It's not your fault they killed Vic. Still, you manage to resist the urge to crush Wil where he stands when he starts attacking your walls with his hatchet. It doesn't actually hurt you. Still, the nerve of some meat.
It's almost too much when he picks up his brother's corpse and starts carrying it out with him. Really, is that what mercy gets you? Let one live, for purely pragmatic reasons, and he has to take away all the other dead ones too? You were going to eat that! You don't seem to gain anything extra for crushing up the corpse after you've killed successfully, but they just taste so wonderful. And what use does he have for it anyway? You're pretty sure that he isn't actually capable of eating many parts of that. And you couldn't even imagine what else a corpse might be good for.
Wil is an adventurer, no matter how awful at it, and manages to fumble around in the dark to take as much of the shiny whitish coins--so they do like that kind after all--as he can carry without dropping the corpse. You really need to ask someone what they actually use thos for sometime. Regardless, they are quite shiny, so someone is bound to notice that he has them eventually. And that will lead more food to you.
++++Wil the Bandit has escaped++++
++++Wil the Bandit spreads the story in a bar once drunk. Wil the Bandit spends silver around town++++
++++Dungeon Danger Reputation Decreased by 1++++
++++Dungeon Treasure Reputation Increased by 2++++
++++Telling Lies of a Long Dead Mage and a bound spirit has unlocked a new reputation: Mystery was unlocked.++++
++++Dungeon Mystery Reputation Increased by 1++++
Reputation Mystery: There are mysterious things going on around you. This reputation serves to attract those with an interest in arcane knowledge and magical artifacts. At high levels, this reputation will deter adventurers without magical knowledge.
1. You have 1 life remaining. Would you like to spend it?
[ ] Increase a base stat
-[ ] Raise Monsters to 1 (cost: 1 life)
-[ ] Raise Magic to 1 (cost: 1 life)
-[ ] Raise Layout to 2 (cost: 4 lives)
-[ ] Raise Treasure to 3 (cost: 9 lives)
-[ ] Raise Traps to 4 (cost 16 lives)
[ ] Improve a specific ability
- [ ] Improve a trap
--[ ] Improve tripwires to "ordinary" (cost 1 life)
--[ ] Obtain Pressure Plate subtype "Specific Weight" (cost 1 life)
Insufficient Souls for other improvements
- [ ] Improve a treasure -No treasures currently possessed may be improved
FURTHER OPTIONS NOT YET UNLOCKED
[ ] Save your life
Specific Weight Pressure Plates will trigger if the weight on the pressure plate exceeds or falls below a specific set amount. You can trigger them to activate only once an adventurer has taken enough gold to encumber movement, or only when two or three adventurers have entered the trap's area together. Such specific traps leave more room for failure if the conditions aren't met or clever adventurers attempt to fool it.
Next Round:
This dice roll has been tampered with!
Rolled 1d5 : 5, total 5