Turn 5:Three goblins head for the chest.
Defiant takes his time, but
Hits and
Rides go straight there.
Rides was closer though, and manages to get there first.
Opening the chest, what will he find? A weapon? Armour? Mystical Wands? Vast Treasure?
He pulls out... A Two-Goblin Saw!
...
A Two-Goblin Saw? What's he going to do with that? This thing is much too big to wield as a weapon. I guess if you wanted to chance missing with something that would swing so slowly...
Rides puts the saw in inventory though. You never know...
Foxes, meanwhile, reads out the contents of the note.
"Free lit torch dispensor. Warning: Do not stand under while using."This is lost on
To Be Decided, who already knows what the button does just by looking at it. She pushes the button and neatly catches the torch that comes out.
Meanwhile,
Play inspects the braziers.
"Guys be careful, there ought to be traps around."
Meanwhile, outside,
Eats a Weird Bug hunts deer. He leaps onto the deer, grabbing on and trying to bite it. But he finds himself unable to do anything substantial to it when unaided and unarmed. It quickly runs off, with
Eats hanging on.
Hides, who had been preparing to help with first aid when
Eats failed, finds himself left behind.

While Eats finds himself carried to a new location.

Meanwhile, Nightgaunt just seems to have spaced out in front of the door.

Rides checks on the location west of the tree. Still nothing.

Two Goblin Saw:att: +2
Only a 10% chance to hit while wielded.
When used by two goblins, it cuts stuff.
Torch:Att: +1, lights stuff on fire, makes light.
Reminder: Adventurers arrive on turn 10.
SPOILERS:To Be Decided figured it out right away. No note needed. Nice work.
Also, you opened a chest! Hooray!
Edit: Oh Yeah, and the statues are facing West. I remember that was asked.