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Fungeon Crawl is a cooperative Lego roleplaying game where you control a party of heroic adventurers seeking to explore the depths of the Tomb of the Entombed. You, the player, post commands for the party, along with “dice+1d6” in the options field. In turn, I will carry out your commands and post images and narration of what ensues.

The previous adventures, Funtron and Emily Jones and the Quest for Playability can be found here: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Fun%20with%20Lego

The first round of Fungeon Crawl can be found here: http://suptg.thisisnotatrueending.com/qstarchive/2344072/

I'll begin with a short recap of the previous round.
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Your party (Ava the rogue; "The Brick", a tank; Carmen*V the bard; Steve the bard's assistant) recently accepted their first quest and set off for the mysterious dungeon known as the Tomb of the Entombed.
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At the Tomb of the Entombed, you met your clients, Croix and Rood, veteran adventurers. They told you of an ancient evil that dwells within the Tomb, and tasked you with slaying the lich that dwells on the Tomb's third floor. To do this, you will need to destroy both the lich and the container of its soul, a blue crystal.
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Within the Tomb, you faced numerous ordeals, including goblins, living statues, trolls, the undead, and trying to fish a staff out of a prison cell with a butterfly net.
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You also met a not-particularly-helpful trash gnome named Dansk, whose trash heap contained a treasure chest sealed by the magic of the sorceress Lady Constance, who apparently had something to do with the Tomb. You suspect you'll need to open this chest to advance, but you don't have the key.
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Elsewhere in the Tomb, you encountered a frustratingly vague riddle dealing with scepters and stone men. You reckon you'll need to solve this as well, but you're missing one of the four necessary scepters.
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There was also a dragon.
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You haven't had much luck with that one.
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We last left our heroes in R11, as shown on the map.
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Here you reunited with Ava, who managed to strike a deal with the local trolls to sell off the Tomb's furnishing at a markup and split the profits.
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AVA: "...aaand that's about for what I've been up to. How about the rest of you?"

STEVE: "We've been looking for the key to the chest, like we were supposed to."

AVA: "Oh, right, that was sort of important, wasn't it?"
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AVA: "You know, I think I saw something like that around here. Any of you fellas remember a key?"

TROLL LEADER: "Might have been one on the shelf? Maybe in the cupboard."
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AVA: "I'll just walk on over and take a look. Needed to stretch my legs anyway. Feels like I've been sitting in that chair for weeks."
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You open up the cupboard. Just as you expected, inside is a golden key! There's also a mysterious blue potion, and a lot of dust.
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CARMEN: "That's got to be it, right?"

STEVE: "It sure looks important."

THE BRICK: [knowing nod]

AVA: "Another job well done, as always. You all can thank me later. With money."

What will you do?
>>
Rolled 1 (1d6)

>>2452781
Im happy you didn't drop the quest OP, I find what you're doing quit enjoyable.

Go open the chest with the key and take the potion with you. Assuming the green guys let you.
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STEVE: "We've got the key, so let's get going to the trash heap!"

CARMEN: "I mean, there's no need to rush..."

STEVE: "Oh, and let's take the blue potion too. Maybe it'll come in handy."

AVA: "Sorry, Steve, but I'm afraid this here's not for public consumption. It's valuable merchandise that I'm going to sell at Honest Ava's Brick Superstore over in Port Epsilon."

STEVE: "But what if we need it? What if it's a unique potion that resurrects and heals all wounds, or instantly vaporizes dragons?"

AVA: "Then I'll be very rich."
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She tosses it over to the troll leader.

AVA: "Throw it on the cart with the rest of the goods, and then start loading up the furniture. Try not to scratch it."

TROLL LEADER: "You got it, boss."
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You proceed over to the trash heap in R12. On the way, you check your inventory for good measure.

POTIONS: 4
THE BRICK: spear, shield
AVA: rapier, key
CARMEN: guitar, Ken's sheet music
STEVE: axe
CRATE IN R5: 2 swords, empty bottle/clear potion, purple potion, shears, knife, cell key
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With that taken care of, you open the door to the trash heap and step inside. It looks about as filthy as last time you were here, and smells just as fetid. Dansk is standing atop the chest and shoots you a scowl as you enter.

DANSK: "Well, well. If it isn't the arsonist and friends. Can I assist you?"

What will you do?
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Rolled 6 (1d6)

>>2452914
Give us the chest old man
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>>2452914
>Please get off the chest
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AVA: "Yeah, you can, actually: scoot so we can get at that chest."

DANSK: "Nah, this is my napping chest. I've been cleaning up after your lot all day and I'm bushed."

STEVE: "You've got a cot right there next to the chest. Couldn't you nap there and let us get the treasure?"

DANSK: "Nah."

CARMEN: "Please?"

DANSK: "Maybe if you apologized for the arson."

CARMEN: "Alright, I'm sorry I lit those bookshelves on fire and ran. I'm sure it must have been a huge mess for you, and I'm sorry for making it. Is that good?"

DANSK: "Mmm, a little grovelier ."

CARMEN: "Fine. I'm a horrible delinquent and vandal who doesn't deserve your mercy, but please forgive me?"

DANSK: "That's more like it."

AVA: "So you're going to move now, right?"

DANSK: "Nah."

The Brick fixes Dansk with a long and pointed stare.

THE BRICK: [head shake; brow furrow; nod]
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After a moment, Dansk sighs and hops down from the chest.

DANSK: "Fine, fine, you can have it if you want it that badly."
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He departs from the trash heap muttering to himself.

DANSK: "Low blow, bringing up Lady Constance like that...a whole lot of respect for their elders these adventurers have..."
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Finally, you can open the chest. Ava slips the key into the lock—a perfect fit!—and turns. There's a slight click as the lid pops open.
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Ava wastes no time getting down to business.
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Success! At last, the purple rod!

What will you do?
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>>2453151
Finish the puzzle
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>>2453165
In what order will you place the staves?
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>>2453171
Purple, Orange, Red, Blue
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You make your way back to R10, where the statues and staves await a solution to their riddle.
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With purple rod in hand, Ava makes her way over to the last statue. You think you've got this riddle figured out. The orange staff has to be next to both the red staff and the yellow flag, which fills up the middle statue's hands. Then purple has to go in the last remaining left hand, and blue takes whatever's left. Only one way to find out if you're right, though.
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You set the staff into the gargoyle's hand and wait. There is a clanking sound from above.
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The chest hits the stone floor with a solid thunk. Whatever is inside must be the promised aid against the dragon! What could it be?
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You open the chest and retrieve a vial of some lime-green elixir. Poison, maybe? Potion of fire resistance? Mountain Dew?

What will you do?
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Rolled 4 (1d6)

>>2453340
We really don't know what any of these potions do, go get all the potions and throw them at the dragon one at a time.
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Rolled 6 (1d6)

>>2453340
Offer the poisoned misty mountain dew to Girt the dragon, but don't tell him it's poison. Just say that it seems like he works hard and is probably parched.
Also slip a dollar bill into Ava's waistband.
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Now that you've got the Mountain Dew, you decide it's time to face the dragon. You take the Grape Fanta and water along as well. You're not sure what these potions actually do, but you're sure going to find out!

You open the door and step into the dragon's lair.
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AVA: "Hey, you! Yeah, you there. I bet you're really thirsty after guarding this room for, uh, however long you've been guarding it. You know what'd quench your thirst?"

DRAGON: [inquisitive growl]

AVA: "That's right—a nice, cool vial of Grape Fanta. You want it?"
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AVA: "Then come and get it!"
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The bottle smashes against the dragon's snout and sprays everywhere. It smells...well, it smells like Grape Fanta.
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Overcome by the fresh and fruity flavor, the dragon begins to sway wildly.
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With a mighty thud, it sinks to the ground.

STEVE: "Wow, that was easy. We didn't even need to use the secret weapon potion."

AVA: "Great; we can test it on you then."
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Suddenly, poof.
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When the smoke clears, you behold the true effects of the potion. The dragon stands before you transformed and sorta cute? You gaze into its soulful eyes, and a wholesome fantasy adventure for children ages 7-12 gazes back at you.
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STEVE: "Now that's what I'm talking about!"

CARMEN: "I don't know if I'd get that close to it—it's still the same dragon, isn't it?"

AVA: "It does look...friendlier, though. Maybe even Friendlier. Might be tame."

THE BRICK: [narrows eyes; inches back]

STEVE: "I call dibs on being the dragon ri—"
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Steve is promptly incinerated.
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That could have gone better.

AVA: "Time for potion number two!"
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The bottle shatters on impact, splattering a clear, hard-to-see liquid all over the dragon's head. At least there was actually a potion in there—you weren't quite sure the bottle was actually full.
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poof
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In a blink of the eye, the dragon vanishes.

Maybe that was a potion of obliteration or annihilation or the like? If so, you feel a little bad about blowing it on the first boss, but it sure did get the job done.
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AVA: "And we still have the green potion left. Not bad; not bad at—"
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Suddenly, a blast of fire erupts out of the empty air!

AVA: "Oh, for love of Godt—that was an invisibility potion, wasn't it?"
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Your only hope against this new, invisible terror of your own creation is the last potion! You hurl it at what you can only pray is the dragon's head and hope it actually works.
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poof
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Third time's the charm.
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You inspect the vanquished beast.

AVA: "So do you reckon that ugly, cantankerous piece of shit is dead or what?"

CARMEN: "Hmm. It's hard to say, but he's looking awfully burnt. Oh, his hair's still on fi—"

AVA: "I was talking about the dragon."
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Dead it is not, however. On closer inspection, you can hear a deep snore rumbling in the dragon's chest. It appears to be sound asleep, and quite contentedly at that.

What will you do?
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Rolled 4 (1d6)

>>2454483
Strike its heart while it sleeps, stealthily of course
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Rolled 3 (1d6)

>>2454731
+1
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Rolled 1 (1d6)

>>2454483
>MURDER
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<3
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Rolled 3 (1d6)

>>2454483
>Stab the sleepy fuck ONE MILLION TIMES!

Cute formerly invisible dragon skin has got to be worth $$$
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>>2454869
That's what I'm talking about
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>>2454869
Amazing! Thank you, anon; I will cherish this forever.
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By popular demand, it's time to get your murder on. Attacking a prone and sleeping enemy's got to be worth a least two or three extra attack dice.
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However, no matter where you stab, you can't seem to pierce the dragon's thick hide. Perhaps that's what the riddle meant with all that "Girt the Impregnable" stuff or whatever it said. Didn't it mention some sort of weakness too?

"Girt impregnable / save by the dead." That was it. Maybe you need to get the undead to kill it? Or maybe poison one of the goblin corpses and feed it to the dragon?
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Either way, it looks like you've got the dragon taken care of for now. The way to the stairs down is clear. Maybe you can leave a note for the trolls asking them to haul the dragon out to Port Epsilon for you. That thing's gotta be worth the big bucks.
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You also have a second unconscious washout to deal with. Steve is currently at 0 HP, and it would take 3 of your 4 potions to return him to full health.

What will you do?
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Why does a lego make my peepee hard?
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>>2456087
>Revive him. He has 3 inventory slots.
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>>2456102
This, then continue with the dungeon to the next floor
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You can probably find more potions somewhere down the line; you reckon you're unlikely to find another party member. You take most of your remaining healing potions and dump them down Steve's gullet.

STEVE: *gurgle* "The dragon!"

CARMEN: "We already dealt with that, Steve. And no, you don't get to ride it."

STEVE: "Man, I thought I was a goner. Thanks for reviving me, Carmen."

CARMEN: "Of course, Steve. You're very important to our team."

STEVE: "Wait, do you really mean that? Do you really think I'm important?"

CARMEN: "Definitely! No one else in the guild can play bass."

AVA: "And I could always use another pair of hands to carry my loot."
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And with that, you have concluded your business on Floor One.
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In the next room, you find a stairway leading down. There's only one way to go from here.
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>>2456265
I'm glad Dansk is here to keep all these torches lit
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You take your first steps into Floor Two. It looks even more abandoned that Floor One did—you suppose the dragon must have been doing its job very well.

Two doors lead out from this room, one to the west and the other to the north.
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You open up your handy map and take note of this.

What will you do?
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Rolled 4 (1d6)

>>2456283
Clockwise every time, go west. brick 1st
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>>2456293
>>2456283
First have Steve grab a torch while Brick checks that box

If spiders, light web on fire
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Rolled 3 (1d6)

>>2456283
>Go west
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You have The Brick check the crates, with Steve standing at the ready with the torch in case of spiders. Fortunately, it seems the web is just a cobweb, and inside the crates you find a green goblet. Might be worth something later, so you pocket it.

You then proceed west.
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You enter into a hall lined with stone statues. Armed stone statues, positioned as though guarding a golden treasure chest.
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You have a bad feeling about this.

What will you do?

Note: Pausing here for now, but Fungeon Crawl will resume later in the day.
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Rolled 3 (1d6)

>>2456366
>>2456364
Oh god not this shit again
have brick walk up to a statue ready with his shield, if it doesn't attack smash both the statues hands then continue on to the next statue and repeat until all the statues have no hands
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Rolled 4 (1d6)

>>2456366
>If the statues react to the chest opening, we'll just steal the chest and open it elsewhere.
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You didn't fall for the spooky skeleton trap back on floor one and you're not falling for this blatantly transparent shit either. These statues are obviously just waiting to jump out and attack the moment you open the chest, and you're not having any of that.
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One by one, you smash each of the statues into rubble.
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They don't put up much resistance.
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When the job's done, you step back to admire your handiwork. Those statues won't be ambushing anyone, and now the treasure's all yours for the taking.
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AVA: "I call opening the chest!"

STEVE: "Open it slowly so we can see if the statues react!"
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AVA: "Sure, sure, slowly, right."
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You pop open the latch on the chest. A wave of heat surges out from inside of it! Out the corner of your eye, you see the shattered remains of the statue snap to attention.

You have an even worse feeling about this.
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FIRE ELEMENTAL: "Timete, mortales! Ecce flammam principialem! Ex vinculis Constantiae ereptus sum!"
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You have no idea what he's going on about, but it doesn't sound very good. The statue guards, sensing the broken seal on the chest, attempt to take up arms, but aren't quite able to pull themselves together.

FIRE ELEMENTAL: "Fatui qui me liberaverunt estis?"

What will you do?
>>
Rolled 5 (1d6)

>>2459024
bow before him, play him a tune
>>
Rolled 2 (1d6)

>>2459024
>Befriend the elemental!
>>
>>2459024
No one can speak fire elemental, but the Brick is a master of pantomime!

Brick, tell it we're adventurers looking for the necromancer so if it could point us that way it would be grand.
>>
>>2459145
roll
>>
Rolled 4 (1d6)

>>2459024
dump random bottle/flask on him to put out his flames.
>>
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STEVE: "Carmen, you took language classes in Bardic College, right? Do you understand any, uh... Ancient Pretentian or whatever it is he's speaking?"

CARMEN: "I think you mean Ancient Legalese, and I can read and write a bit, but I failed the oral examinations..."

THE BRICK: [wiggles feet; shimmies shoulders]

AVA: "Yeah, let's just go with that."
>>
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You throw yourselves on the ground before the fire elemental's feet, or whatever he's got going on down there.

CARMEN: "O flamma, uh, magna—wait, if it's male, should I say ignis? Um... O ignis magnus—wait, but if it's the vocative—O ignis magne? Supplicantibus, um, parce."

FIRE ELEMENTAL: "Festina, stulta, ne vos uram."

AVA: "Psst, just get to the song."

CARMEN: "Right, sorry. So, here's 'Fire Gang' from Jim Henson's Labyri—"

AVA: "Not that one!"
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CARMEN: "Alright, here goes! Kick it, Steve!

You shake my nerves and you rattle my brain.
Too much love drives a man insane.
You broke my will, oh what a thrill,
goodness gracious, great balls of fire!"
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You go on like this for a couple minutes. When the song is over, the fire elemental nods contentedly at you.

FIRE ELEMENTAL: "Carmen tuum placet mihi, ergo praemium unum vobis dabo."

CARMEN: "I think he's saying he'll do us a favor. Pretty sure, but don't quote me on it. Maybe you should handle this part, The Brick."
>>
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That seems like the best option here. The Brick steps forward and, using the universal language of pantomime, asks the fire elemental where you might find the necromancer.

THE BRICK: [points down; spooky face; shrug]
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FIRE ELEMENTAL: [nods; points; handwave]

AVA: "Well, what's it saying?"

The Brick faithfully relays the fire elemental's information back to you. According to the elemental, it was sealed away in that chest by a sorceress named Constance at least one or two centuries ago. At that time, there were no necromancers or undead dwelling within the Tomb of the Entombed, though the Tomb was the abode of a demon-worshipping cult.

However, it now detects a very strong aura of necromantic magic emanating from the third floor. Specifically, it senses no fewer than three sources of necromantic power there, along with muted traces of something ancient and dreadful. All four magical presences seem to be located toward the north end of the floor, though the elemental can't discern anything more precise.

What will you do?
>>
>>2459261
Thank the elemental?
then left door if he is done with us
>>
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CARMEN: "Gratias tibi, ignis magne. Vale; nunc egrediemur."

FIRE ELEMENTAL: "Vale, mortales, et bonam fortunam tibi exopto."

With those parting words, the fire elemental drifts off down the hall towards the exit. You reckon it's heading for the surface to wreak untold havoc and destruction upon the world above in a rain of terrible fires.

You reckon that's someone else's problem.
>>
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Time to see what's behind the next door.

Note: Here's where I'll leave off for tonight. I'll begin tomorrow with the next room. Thanks for playing!
>>
Rolled 2 (1d6)

>>2459324
the statue that decided to go all "nightmare face?" smash it on the way out for being a creepy cunt of a thing.
>>
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You proceed through the doorway into the next room, or perhaps rooms. The dividing wall between the small jail on your side and the lavatory on the other has been completely smashed through. You wonder what sort of beast might have been responsible.
>>
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What will you do?
>>
Rolled 4 (1d6)

>>2461563
I'll bet $100 bills to 1x1 round tile with donut printing that those buckets are used as part of some kind of trap or mechanism. Take a peek at that raven and then peek through the door by the basin.
>>
>>2461571
>>2461682
I don't think its a trap but what the fuck is up with that raven in a dungeon
>>
Rolled 1 (1d6)

>>2461724
>>
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You go to take a closer look at the perfectly empty and ordinary chair across the way. Hmm, that's odd. You could have sworn there was a little bird sitting there just a moment ago. Perhaps it was a trick of the light.
>>
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Might as well peek at the next room too while you're at it.
>>
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Looks like a long and unremarkable corridor—the most dangerous kind of all.
>>
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What will you do?
>>
>>2461775
Take a look at the sweet helmet the skeleton ahs on, is it any good?
>>
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You decide to check out the helmet on that skull, and to pay homage to that other famous Dane.

THE BRICK: [furrows brow; frowns; gestures with skull]

That line never gets old.
>>
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Unfortunately, the skeleton's helmet doesn't mesh so well with your armor, though it does accentuate your eyebrows nicely. You pass it off to Steve, who still has inventory space.

What will you do?
>>
>>2461821
Make Steve put it on, we will make a man out of him yet. Then the left room of r.8
>>
>>2461755
Ever since Emily Jones and the Quest for Playability, I don't trust birds.
>>
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Maybe it's time you taught Steve a little bit about the noble art of tanking, the first rule of which is to wear as much armor as possible. You motion for him to don the helmet. It's a perfect fit. Now you just need some armor and a shield for him. And a backbone.
>>
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Then you set off down the corridor and take the first door on the left.
>>
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You are met with a dapper-looking ghost or ghoul or whatnot seated at a table. A strain of tinny instrumental music wafts through the air from an unseen source. Shelves and boxes cover every wall and surface of the room, bedecked with all sorts of intriguing items.

The shopkeeper hails you with an unctuous grin and an excessively loud voice.

BIG MO: "Welcome to Big Mo's Item Central! We've got all the warmest items and item accessories Right Here, Right Now!!!"

STEVE: "That sounds...great?"

BIG MO: "You're Damn Right! And what's more, you're just in time for Big Mo's Guaranteed Prices!!! That's right—Guaranteed Prices!!! What are Guaranteed Prices, you ask?"

CARMEN: "Uh, I didn't as—"
>>
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BIG MO: "It means Real Savings, The Big Mo Way! When you buy an item, You Get It, No Questions Asked! No Hassle! No Refunds!"
>>
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BIG MO: "Other stores? They just can't compete with Big Mo's Real-Time Savings! You won't get values like these anywhere! We're talking Zero Percent Down! Extended Warrant! Two Prices for One!"
>>
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BIG MO: "Layaway? Competitive inventorying? Night stalker? We've Got It All! If you can find a better price, then You Can—"

AVA: "Psst, this guy's giving me some seriously sleazy vibes. I'm pretty sure he's like, a conman or a scalper or something."

CARMEN: "Oh, and you're one to talk?"

BIG MO: "—and that's Guaranteed!!!"
>>
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BIG MO: "Take a look around! Everything Is On Sale! And here at Big Mo's Item Central, we also do trades for Real Cash Value! If you have something, We'll Take It!"

What will you do?
>>
Rolled 3 (1d6)

>>2462690
walk right back out, dont even talk to him. Go to the other room
>>
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>>
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Nah.
>>
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>>
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Time to go to pretty much any other room. How about the one at the end of the hall?
>>
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Or not.
>>
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You don't need to make a perception check to see where this is going. Giant articulated statue? With a sword and shield? Standing ominously in an otherwise empty and oversized room? You give your map a quick check.
>>
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Yep, just as you suspected. That's a boss room if you ever saw one. Fortunately, the stone statue doesn't seem to have activated yet. You're safe—for now.

What will you do?
>>
Rolled 2 (1d6)

>>2462848
Go back to R.2 an through the other door.
>>
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You take the other door out of R2 and end up in what appears to be a laboratory of some sort.
>>
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Potions of various colors lie all about the room, all unlabeled. A pair of doors lead to the north and south.

What will you do?
>>
Rolled 1 (1d6)

>>2462848

Brick and Steve fuck up the shopkeeper, everyone else explore a different room
>>
Rolled 5 (1d6)

>>2463003
read skelescroll and the book
>>
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Carmen sits down with the teal tome and begins to read. It could be a while.

Meanwhile, you head over to check out the scroll. That sure looks like another Frustratingly Vague Riddle! You can't wait to find out what sort of nonsense rhymes lie in wait this time.
>>
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You give this a bit of thought while Carmen continues to read.

Note: I'll finish off the night with the contents of Carmen's book in a little bit. Feel free to leave commands in the meantime; I'll begin with those tomorrow.
>>
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Carmen finally finishes leafing through the potion book. In addition to various potion recipes well outside your reading comprehension, you find this loose paper.

What will you do?
>>
>>2463101
Let's take a look at them potions
>>
>>2463101
>Collect all loot, inspect for value.
>>
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You gather up everything from the laboratory, scouring the drawers and shelves for anything of value. You end up with five big potions, a green bottle of something, two little figurines, a saucepan, and the teal tome of potion recipes/existential regret.

What will you do?
>>
>>2464013
The only idea I have is that the yellow one killed him since he is positioned right in front of it with a cup in his hand

I'm sure one of these potions will kill the golem even if we have to throw all of them at him

Maybe compare your healing potions to his potions but he makes knock off potions s so who knows

That's all I got
>>
Rolled 3 (1d6)

>>2464264
>>
File deleted.
>>2464266
>>2464264
Unfortunately, you threw every last potion you had at the dragon back on F1. You also aren't certain of the skeleton's identity.
>>
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>>2464289
Please disregard the previous map.
>>
>>2464295
Sure but don't we have healing potions that don't take up inventory? We should have 1 left. Also check north room, the little figurines in the shop room and this room may be important later
>>
Rolled 3 (1d6)

find out if BIG MO can sort this out. He might know about appraising crap like this.
>>
>>2462812
Poor Big Mo

We're probably the only new customers he's seen in a decade.
>>
>>2464540
>>2464796
We will have to come back to talk with big MO eventually I think but we should clear a bit more so we can actually bring items to swap with. All we got is that golden goblet and maybe the lil statues, he has one.
>>
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You compare the riddle potions with the generic, intangible "potions" you keep on hand for healing. None of them seem to match, however.

You consider taking them down to Big Mo to see if he can appraise them, but the thought of enduring even another second of Guaranteed Prices gives you pause. Maybe you'll go scavenge up a bit more loot before paying him another visit.
>>
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With that settled, you proceed through the north exit.
>>
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You're beginning to sense a theme with this floor.
>>
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You find yourself faced with yet another set of statues. Fortunately, you're all very genre-savvy adventurers, much too clever to walk into such an obvious trap.
>>
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However, it seems this trap is less about waiting to be walked into and more about doing the walking itself.
>>
Rolled 4 (1d6)

>>2465067
What if this is the room where the statues are just statues?

To be safe we should put the tapestries over them before we walk between them.
>>
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What will you do?
>>
Rolled 6 (1d6)

>>2465087
FIGHT!
Have the brick and steve tank, have ava wrap them up in tapastry, have carmen sing a song of not getting fucked up by statues
>>
>>2465087
Maaaan... I wonder if that potion of draconic invisibility would have worked on humans too. Oh, well.

Ava sneaks around the back and grabs the tapestries to throw over the statues while Steve and Brick run interferen>>2465103
what this guy said and rolled
>>
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You enter combat formation, with The Brick and Steve tanking up front while Ava sneaks behind enemy lines and Carmen plays something vaguely inspiring.

CARMEN: "Let's see... stone monsters... songs about stone monsters... songs about not getting murdered by stone monsters... Aha, got it! Hit it, Ste—oh, wait, never mind."

You commence a solo rendition of the off-brand Queen classic, "You Won't Rock Us".
>>
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Meanwhile, Ava sets her sights on the ubiquitous yellow and green tapestries.
>>
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These things are stiff as boards! What kind of starch do they put in the wash around here?
>>
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Though on second thought, unless Dansk is secretly running a laundromat out of his trash heap, you very much doubt these have been washed at all in the last century or two. Maybe that's why.
>>
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Either way, they'll do just fine for this.
>>
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One down, one to go!
>>
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With a crack of stone on stone, you topple the second statue and cover it with the tapestry. They both lie still, unable to detect intruders with the literal wool pulled over their eyes.
>>
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A very tidy victory.

What will you do?
>>
>>2465249
Go back and check out the closet in r4, also
>dat raven again
>>
>>2465239
Yes! We're expert dungeoneers!

>>2465258
Shit!
>>
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Out of the corner of your eye, you catch sight of that peculiar black bird again, but when you go to look, it's gone. Spooky, yet for some reason, you don't get the sense that it means to impede you. It just seems to be watching.

You're not sure whether you like that any better.
>>
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Regardless, out of sight, out of mind. You return to R4 to check out what looked like a closet on your map.
>>
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It is indeed a closet, and within it you find yet another furtive-looking character.

???: "You were, uh—you were supposed to knock and give the password first. You are here for the, uh—the beverages, right?"
>>
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What will you do?
>>
>>2465343
Yeah, beverages for big MO, give em up
>>
Rolled 4 (1d6)

>>2465370
>>
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AVA: "Yeah, the beverages. Big Mo sent us to pick 'em up."

???: "Oh, the beverages. Yeah, I got his order, but you, uh—you still gotta give me the password. So I know you're not, uh—not a cop."

What will you do?
>>
Rolled 4 (1d6)

>>2465445
Big mo never said no passwords, listen we wouldn't be here if he didnt send us, if we are cops you are 100% busted one way or the other. I can clearly see the goods right there
>>
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AVA: "Big Mo never said anything about a password, and he never said his dealer would be so cagey. You trying to pull one over on us?"

???: "Whoa, easy there. We're all friends here, yeah? Sildenafil always keeps her word. Lemme just go get your, uh—your beverages."
>>
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She rummages through her chest. You hear the clinking and sloshing of many bottles of unidentifiable liquids.
>>
>>2465554
Oh god she is going to throw acid in our face
>>
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SILDENAFIL: "Alright, here's the goods: two bottles of, uh—two bottles of the ol' grape juice. Finely aged grape juice, yeah. Just the way Big Mo likes it."

AVA: "You do realize you can just call it wine, don't you?"

Sildenafil's eyes go wide and she glances around the room with evident agitation.

SILDENAFIL: "You can't just go around saying things like that! They've got ears everywhere. You go around dropping, uh—dropping Mild Alcohol References and you're gonna end up just like Filthy Charles. You don't want to end up like Filthy Charles, do you?"

AVA: "I'm not familiar with Filthy Charles."

SILDENAFIL: "Exactly."
>>
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Sildenafil hands you the bottles of, uh—the bottles of finely aged grape juice.

SILDENAFIL: "You got any other business?"

What will you do?
>>
Rolled 2 (1d6)

>>2465600
Any samples on healing potions?
>>
>>2465608
>>2465600
or to just buy even
>>
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AVA: "Actually, we are looking for some healing potions, if you've got any to sample or purchase."

SILDENAFIL: "And by 'healing potions', you mean, uh..."

AVA: "I mean healing potions."

SILDENAFIL: "Oh, I got those all right. I got plenty, but they ain't free. What are you offering?"

What will you do?
>>
>>2465648
The golden goblet from the other room and a book of potion recipes that has no value to us
>>
Rolled 2 (1d6)

>>2465655
>>
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AVA: "How about this fine gold goblet, and this book of potions penned by Elfland's finest illicit potion dealer?"

SILDENAFIL: "...you just picked those up from the lab next door, didn't you?"

AVA: "That's...within the realm of possibility."

SILDENAFIL: "You, uh—you do realize that's my lab?"

What will you do?
>>
Rolled 4 (1d6)

>>2465673
then you'll be well aware of it's worth
>>
Rolled 4 (1d6)

>>2465687
this but also

>>2465673
If its your stuff then why is it in our inventory? Riddle me that
>>
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AVA: "If it's your lab, then explain how 'your' things ended up in my inventory."

SILDENAFIL: "Because you're a thief?"

AVA: "You got a problem with that? I'm sure you of all people understand the value of what I'm offering."

Sildenafil scowls, but it seems she has no further arguments.

SILDENAFIL: "Fine, have it your way. I'll give you two potions for that book."

What will you do?
>>
>>2465724
>"Because you're a thief?"
Nah wasn't me
>>
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SILDENAFIL: "..."
>>
Rolled 5 (1d6)

>>2465724
Threaten violence for the whole lot, or worse- we could leave Steve with her.
>>
>>2465724
>Threaten to trade Steve for potions
>>
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AVA: "We'll take the two potions for the book, but we're looking for a little bit more, yeah? Adventuring's a dangerous business. I think we'll need every healing potion you've got."

SILDENAFIL: "You couldn't possibly afford it."

AVA: "Oh, who said anything about afford?"

SILDENAFIL: "Is that a threat? Because you don't scare me. I ain't budging."

AVA: "Fine. Then we'll have to do this the hard way."
>>
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AVA: "Sildenafil, meet my good friend Steve. Steve, this is Sildenafil the potion seller."

SILDENAFIL: "This guy's your heavy? Looks a little dense, but I'm not so sure about heavy."

AVA: "Oh, no, he's not here to intimidate you. He's actually a master musician!"

STEVE: "Wow, you really think so, Ava?"

AVA: "Of course I do, Steve. And it's your lucky day, Sil, because Steve here's going to put on a concert just for you."

SILDENAFIL: "That's pretty weak for a bribe."

AVA: "No bribe, Sil. Just a show of our gratitude to you. Steve, make sure you play every song you know for our good friend here—don't want her to get bored. Oh, and you'll probably need to sing a little louder than usual on account of the acoustics in that helmet."

STEVE: "This is great! Carmen never lets me sing with her! I won't let you down!"

AVA: "No, I'm sure you won't. Keep him as long as you want, Sil. He's all yours."
>>
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You step back into the lab and shut the door behind you.

AVA: "I think I've solved our potion problem."

CARMEN: "How'd you manage that?"

AVA: "You'll find out in a couple minutes."
>>
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In the meantime, you take a moment to lounge around in the lab. Through the door you can hear the muted thrum of Steve's bass, but not much else. These doors must have some great soundproofing—lucky for you.
>>
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Then, after a couple minutes, Steve emerges from Sildenafil's closet carrying her entire tub of healing potions.

STEVE: "Hey, look what Sildenafil gave me as a present!"

All according to plan.
>>
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CARMEN: "That's awfully generous of her."

STEVE: "I know! She said I had a really emotional voice, and she was moved to tears before I'd even finished my first song! Although I'm not sure why, since I was only singing 'Happy Birthday'... Anyway, she said she was giving us these as a present and that I had to go and deliver them to you right away!"

AVA: "Nicely done, Steve."

STEVE: "Now I suppose I'd better go thank her. Maybe I should do an encore?"

He goes to open the door to the closet, but it has been locked from inside.

You now have a total of 8 potions. What will you do?
>>
>>2466247
>Check out the northern door from R1
>>
>>2466247
update the map
>>
Rolled 6 (1d6)

>>2466254
This.
>>
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If I recall correctly, we're at the image limit for this thread, so I've begun a new one:

>>2466480
>>2466480
>>2466480




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