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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, along with the first round of Fungeon Crawl: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Fun%20with%20Lego

The third round of Fungeon Crawl can be found here: >>2466480

Since the previous thread is about to be archived, I'll begin with a short recap.
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Your party consists of Carmen*V, a bard; Steve, Carmen’s assistant; The Brick, a shield-focused fighter; and Ava, a rogue. Your clients, the veteran adventurers Croix and Rood, tasked you with slaying the evil lich that dwells on the third floor of the Tomb of the Entombed. To do this, you will need to destroy both the lich and the container of its soul, a blue crystal.
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Over the course of your adventure in the Tomb of the Entombed, you’ve faced many ordeals, solved many frustratingly vague riddles, and wrangled with numerous NPCs of various degrees of hostility.
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On the third floor, your party met a ghostly singer named Fortuna, who asked you to stay and listen to her music. Everyone except for Carmen agreed; however, Fortuna’s motives turned out to be less than pure, and she has no intention of letting you go any time in the next decade.
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Sensing that her party was in danger, Carmen broke out of her sulk and challenged Fortuna to a musical duel for her and her friends’ souls. We pick up here, as the challenge commences, with the commands left in the previous thread.
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FORTUNA: “We’ll use the standard rules for magical singing duels; I assume you’re familiar with them?”
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CARMEN: “The first song is your choice, the second is chosen by the other singer, and the third is freestyle; best two out of three?”

FORTUNA: “Correct. And this enchanted trophy will be the judge. I trust you have no objections?”

CARMEN: “None.”
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FORTUNA: “Then I’ll begin.”
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Fortuna launches into a long-winded aria from some antiquated opera or another. You briefly give thought to the anachronism of you, an ostensibly medieval bard, considering the Renaissance-era musical tradition of opera outdated, but not too much thought. Pondering the metatextual ramifications of your existence makes your head spin, and it’s not like you’ve got a second expression printed on the back there.

Finally, Fortuna’s wretched squawking concludes.
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CARMEN: “Is that all you’ve got?”

FORTUNA: “Please, I was just warming up.”
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It’s your turn next.

CARMEN:
“Why do you build me up (build me up), oh, PaB cup, baby,
just to let me down (let me down) and mess me around?
And then yet worse still (yet worse still), you never fill, baby,
when you say you will (say you will), but I love you still.
I need you (I need you), more than anyone, darlin’;
you know that I have from the start,
so build me up (build me up), oh, PaB cup, don't break my heart.”
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After you finish, the trophy is silent for a while, then clears its non-existent throat and speaks.

TROPHY: “The winner of this round is… CARMEN*V!”
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FORTUNA: “Beginner’s luck. Now I get to pick your song.”

CARMEN: “Name it.”

FORTUNA: “Free Bird.”
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CARMEN: “Free Bird? Easy.”

As soon as you remember the lyrics, anyway. That one’s about… freeing some kind of bird? From a prison or something? There’s this bird. And someone’s got it trapped. And you gotta let that bird go free.

Yeah, that sounds pretty much correct. You’re gonna go with that.
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CARMEN:
“If you find a bird trapped somewhere,
you should go and set it free.
Birds don’t like to be in cages,
‘cause they’re usually flying around, you see.
But if I found a bird and—“

TROPHY: “Incorrect lyrics! Zero points!”
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FORTUNA: “Oh, that’s too bad.”

You gesture to her as rudely as you can with only two fingers.

CARMEN: “Your turn: sing the ‘Peter Piper’ rhyme, three times, and fast.”

FORTUNA: “Is that really what you’re going with?”

CARMEN: “Chickening out?”

FORTUNA: “Hardly. Listen and learn.”
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FORTUNA:
“Peter Piper picked a peck of pickled peppers;
a peck of pickled peppers Peter Piper picked.
If Peter Piper picked a peck of pickled peppers,
how many pickled peppers did Peter Piper pick?”

Damn, that was flawless. You probably should have known not to try a tongue-twister on someone who technically has no physical tongue.
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TROPHY: “The winner of this round is… FORTUNA!”

FORTUNA: “Thank you, thank you, you’re too kind.”

And now the score is tied.
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STEVE: “Carmen, I don’t want to sound critical, but—“

CARMEN: “Nobody asked you, Steve!”

AVA: “Actually, I’m not feeling too hot about this either.”

THE BRICK: [wiggles concernedly]

CARMEN: “Don’t sweat it; I’ve got this. Just have a little faith in me.”
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FORTUNA: “I’d sooner put my faith in Leg Slemt than in you.”

CARMEN: “Enough talk; let’s finish this.”

FORTUNA: “Very well. Then let the third round begin.”
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FORTUNA:
“I must commend your efforts, though they will not get you far.
You’re but a firefly: a bug that can’t outshine a star,
and though our scores, I will admit, till now have been on par,
you’ll faint from fear when you behold what my true powers are.”

She gives a slight bow, then gestures for you to begin your rebuttal.
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CARMEN:
“Carmen’s what they call me,
with a V like ‘vendetta’.
Think you’ll win this easy,
lady? I’ll learn you better.”
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CARMEN:
“I’m top at all the styles,
shoegaze to operatic.
I’m packing rhymes for miles,
popping them automatic.”
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FORTUNA:
“You’re top at only one thing and that is your petty spite.
The moment you are slighted, you come raring for a fight.
Your ego is a fragile as a cheese slope in sunlight.
Now clamp your trap and kneel before my cantatory might.”
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FORTUNA:
“Fortuna F. Formosa is the name by which I go.
The three F’s let you know that I sing fortississimo.
I am the greatest singer in the land or caves below—“

CARMEN:
“—and in two hundred years you’ve never once landed a show.”
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FORTUNA: “Insolent wastrel! I wasn’t finished!”
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CARMEN:
“If I let you finish,
we’d be here fifty years.
That ruckus would diminish
the good health of my ears.
So let’s wrap up this farce;
I’ll wipe the floor with you quick.
You sing well for an arse,
but flatulence ain’t music.”
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FORTUNA: “Why you little—

Uh oh.
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CARMEN:
“So now you’re playing dirty?
Well, for you, that’s no shocker.
Not like you could hurt me;
I’m a rock-hard pop-rocker.”
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FORTUNA: “Enough singing! This duel is over; now I’m just going to kill you the old fashioned way!”
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CARMEN:
“Sore loser? What a pity.”

FORTUNA:
“I could beat you in my sleep!”

CARMEN:
“Not with rhymes that shitty;
you’re an out-of-fashion creep.”
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CARMEN:
“Something wrong? Throwing fits?
This whole bit’s run too long,
so my song I’ll call quits;
hope for crits—"
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CARMEN:
"—eat kabong!
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As Fortuna evaporates into a cloud of vaguely malevolent mist, the ghostly fetters holding your teammates down vanish as well. Looks like you're the winner of that little talent show. Not that any of your talents aside from swinging a burning guitar really, really hard mattered all that much to the outcome, but you're not that picky about the details!
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STEVE: “Carmen! You actually managed to save us!”

CARMEN: “Well, that is my job.”

AVA: “Credit where it’s due; you were way less awful than her, Free Bird aside.”

THE BRICK: [claps]
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A standing ovation; a throng of adoring fans; a golden trophy—it’s almost like you died and went to Legoland! You stop to bask in this feeling for as long as you can, which is about ten seconds.
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AVA: “Just so we’re clear, though, I had dibs on that trophy.”

What will you do?
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>>2504148
So is our guitar destroyed beyond repair? Also trade for lightning stone
>>
>>2504148
This was worth the wait.
This quest is outstanding.

>If Ava wants the trophy she can sing-duel Carmen for it
>Now let's continue onward!
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>>2504139
AW YISS
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CARMEN: "You really want it? If you can beat me in a singing contest, it's all yours."

Everyone in the room immediately recalls Ken's disastrous "karaoke night" back at the Wooden Duck Tavern.

AVA: "You know what, I think I'll pass."
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With your position as prima donna firmly cemented, you turn your attention to your guitar, or what remains of it at any rate. After all these years of service, you suppose being lit on fire and smashed across the face of your rival made for a pretty fitting final act. You'll sure miss it, though. You've never known a more faithful and dependable companion—Steve included. Guess you'd better start practicing your a cappella.

But first, you have a trade to make.
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CARMEN: "Hey, I found something I think you guys'll like! Wanna swap for that electro-rock?"

Mars and Orion turn from their artistic pondering as you burst into their room, gold trophy in hand.

ORION: "Is that—"

MARS: "Could it possibly be..?"
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MARS: "Mm, yes, no doubt about it."

ORION: "Never thought I'd see one of these in person."

CARMEN: "It's cool and rare, right?"

ORION: "They don't get any rarer than this!"

MARS: "Yes, for this Mr. Gold figure, we'd happily hand over our family heirloom!"
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As Mars begins removing the chest from atop the cabinet, Ava's Bad Deal Sense begins to tingle.

AVA: "Mr. Gold?! Wait, hold up, there's no way in hell we're trading that!"

CARMEN: "It's mine, and I am. That electro-rock will probably be useful against the lich."

AVA: "Do you have any idea how much that thing is worth?"

CARMEN: "It's a dingy little figurine that Fortuna's probably had her grubby, incorporeal mitts on for centuries. Maybe ¢4,000? I mean, that's still an awful lot, but I think a powerful magical artifact would be worth even mo—"

AVA: "¢150,000."

CARMEN: "Come on, Ava, I know you love a good markup, but that's absurd."

AVA: "Do I look like I'm kidding around here?"

CARMEN: "No one in their right mind would pay that much for a tiny plastic figure. Anyway, a deal's a deal; let's check out this heirloom!"
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You open the chest and retrieve a tiny gemstone from its depths. It crackles a little when you touch it; you get the sense that it houses an exceptionally powerful magic.

CARMEN: "Hmm... now, how to activate it...? Do I just point or—"
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bzzzzzt

As you point your finger, a bolt of electricity snakes out of your hand and discharges into the air!

ORION: "Whoa, careful with that! I'm all about shocking people's artistic sensibilities, but let's not take it too far."

MARS: "And if I recall correctly, it can only release so much electricity at a time before it needs to recharge."

You stuff the gem back into your pocket and try to brush your hair back into shape from the static.

CARMEN: "Thanks for the warning."

What will you do?
>>
File deleted.
This is the current map. Your inventory consists of:

POTIONS: 4

HEALTH: full on all characters

CARMEN: voltstone; crossbow; potion of fun surprises; Ken's sheet music

STEVE: Sword of Elemental Fury; axe; teacup

THE BRICK: spear; anti-magic hammer; shield

AVA: rapier; compass of locating; teapot

AT BIG MO'S: antiques book; crown; dark blue figurine; sand green figurine

MO BUCKS: zero
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>>2506424
Wrong map, sorry!
>>
Rolled 5 (1d6)

>>2506430
throw the potion of fun surprises into the spider room
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>>2506431
This sounds like fun
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>>2507309
Probably more like !!FUN!!, but I agree to this course of action.
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>>2506431
Why not?
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Seeing as the rest of your party is busy messing around and bickering, you reckon at least one of you should actually be getting something done, and as usual, it ain't Steve. You grab the Potion of Fun Surprises and open the door to the spider room.
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Yep, still full of spiders. What a pain. It's not that you're afraid of spiders—"fear" is one of the many, many words that you've never uttered—but you have a perfectly rational wariness of anything fanged, poisonous, and big enough to pop out an eyeball if it got the chance.
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If Jane were here, she'd probably say the spiders are more afraid of you than you are of them, and she'd urge you to let them be in their natural habitat.
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You're glad Jane's not here.
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splat

Wow, red blood? Is that normal for spiders, or are these some kind of weird, hyper-advanced mutants? Perhaps having Jane around would have its benefits.
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Either way, you're not going to get very far squishing one at a time, and now it seems the spiders are beginning to notice your presence. Better go to Plan B.
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The "B" stands for "this had Better not be a potion of enlargement or Big Mo's going to get such an earful". Or would that be an eyeful if it's in pantomime?
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sploosh

The Potion of Fun Surprises shatters in the middle of the room and splashes everywhere. As soon as you catch a whiff of the fumes, you recognize the scent.
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Big Mo must have mixed up some of his alcohol with his potions, though you're not sure this stuff is necessarily potable. The vapors filling the room are nauseatingly strong. Perhaps it might cause the spiders to become intoxicated, sparing you a fight? Can spiders even get drunk? Any human would be legless after a couple sips of whatever was in that bottle, though when it comes to legs, you'll admit the spiders do have an advantage.
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Better shut the door extra-tight, just in case. The last thing you want is an army of spiders subclassed as Drunken Masters. The grapple checks don't bear thinking about.
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You relay the results of your experiment to the rest of the party.

CARMEN: "I don't know much about spiders, but that sounds like it went well?"

STEVE: "But why'd you do it alone? I'd definitely have come along and helped if you'd told me you were going!"

You pantomime rudely in Steve's direction.

AVA: "Damn, I bet we probably could have sold that alcohol back to Big Mo for twice the price."

What will you do?
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>>2510254
Open the door and ignite the alcohol fumes with the sword.
>>
Rolled 5 (1d6)

>>2510297
Good plan
>>
>>2510297
I support this explosive idea.
>>
>>2510252
>Ava pleading for the Mr. Gold back
>>
>>2510297
Since Carmen has voltstone, we can do this from the distance, without risk of unnecessary burns. Besides, the voltstone can recharge itself (most likely infinitely), but who knows how bad those ancient furries were at making batteries.
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>>2510790
Don't use the volt stone, we don't know the recharge timer
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>>2510790
>we can do this from the distance
Good idea.

>>2510858
>Don't use the volt stone, we don't know the recharge timer
Good point.

If that door opened inward, I'd have The Brick stand behind it and close it after we threw a torch in.

We could have Steve do it.

...or we could leave the spiders for now and check out that east corridor...
Gonna read back and see if there was a reason we didn't before.
>>
>>2511090
If we wait too long the alcohol fumes might dissipate. We need to set those webs on fire while the spiders are drunk and suggestible.
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>>2511090
>if there was a reason we didn't before.
Carmen was exploring.
Ah.

Still, we're here.
The fumes are fresh.
I say we explode as safely as possible.
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>>2511095
>If we wait too long the alcohol fumes might dissipate.
Agreed.

>We need to set those webs on fire while the spiders are drunk and suggestible.
Settle down there Cosby.
>>
>>2510297
Yeah mang supporting this with that sweet 5 roll

>>2510457
>>
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STEVE: "Well, if there's one thing I know it's that alcohol is highly flammable!"

CARMEN: "Which is why we don't meet at the Guarded Inn anymore..."

MARS: "Ah, so you're saying you want to light it on fire."

STEVE: "Bingo!"

MARS: "With your relatively unstable flame sword."

STEVE: "Yep."

MARS: "To cause a potentially catastrophic explosion, flinging fire, shrapnel, and burning spider corpses everywhere."

STEVE: "More or less."

MARS: "And you want to do all this in the room directly adjacent to ours."

STEVE: "Yes. May I?"

MARS: "...Okay, go ahead."
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You stick the end of the Chima Sword of Elemental Fury into the keyhole and chant the magic words.

STEVE: "Multi-pronged marketing!"
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fwoosh

The flames snake up the length of the blade, pass through the keyhole, and—
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BOOM
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As you lie dazed and mildly singed on the floor, Ava walks up to you.

AVA: "Wow, that was sure an explosion. Everything intact? I'd be devastated if you broke anything."

STEVE: "I'm fine, actually, but that's really touching that you'd—"

AVA: "Whoa, slow down there; I was asking about the sword."
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It sure looks like you showed those spiders a thing or two, along with everything else in the room, living or otherwise. You reckon if you weren't already at the top of Dansk's shitlist, you are now.

At any rate, the way ahead into the west wing is now clear. There are also the two doors in the east wing that Carmen never got around to. So many choices!

What will you do?
>>
>>2515021
>Investigate the doors from R6 while the flames are dying down here.
>>
>>2515021
If the flames are safe to get past, apologize for the messy spider removal to Mars and move through.
If they need time to die down, then: >>2515125
>>Investigate the doors from R6 while the flames are dying down here.

If the fire is getting worse, panic, then put it out with our usual efficiency.
But not with singed Steve.
>>
>>2515252
>If the flames are safe to get past, apologize for the messy spider removal to Mars and move through.
Agreed; assuming the room is safe to cross, let's check out what's past this room while we're here. Otherwise let's check out Carmen's cheerless corridor.
>>
>>2515021
Southern room in r.6
>>
>>2515252
This- seems a less Steve-ey course of action!
>>
>4chan has posting image problems in the middle of a Funtron game

The Archon of Lifestyle Products is probably behind this
>>
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>>2515916
I missed most of the tumult thanks to a splitting headache, but I'm glad the site seems to have stabilized for the moment!
>>
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The flames in the room formerly known as the spider room are still a little high for your tastes. You're pretty sure you could make it across if you hustled, but you don't want to risk it, especially since almost every catastrophe you've been through so far has involved pyrotechnics. For now, better to go back to R6 and investigate those mysterious doors. You bid farewell to the ogres and set off.
>>
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CARMEN: "...and this is the statue I leaned up against before singing my incredible rendition of 'Carmen*V Superstar', which it's really a shame you weren't there for, but I guess that's what happens when you snub your ever-faithful bard for a snooty opera ghost."
>>
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CARMEN: "And this is the first door I didn't go through, which come to think of it I never got a very good look at."

It looks somehow different from this new angle. Perhaps it's the giant magical crystal stuck into the keyhole? The crystal seems to be sealing the door shut; try as you might, the door doesn't budge. There must be a way past, but for now, you move on to the next door.
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Surprise, surprise—it's your good pal, the dragon scroll! And a bunch of weird, glowing tiles and a big stone block. You sense a powerful magical presence somewhere nearby, perhaps a source of the aura you felt upon arriving on Floor Three.
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STEVE: "What's this thing for? It smells like multi-pronged mar—"

AVA: "Hey, careful you don't light yourself on fire there."

THE BRICK: [shrugs]

CARMEN: "I'm sure this scroll will explain everything! Well, probably less 'explain' and more 'obfuscate', but still..."
>>
Frustratingly vague, as ever.
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Regardless, you're pretty sure these tiles are the key to whatever it is this riddle is asking you to do. You lay them out to get a better look at them: wizard staff; bee; fire dragon; swooping bats; music symbol; breaking chain; sword; slime ball; scarab beetle; fundamental particle.

What will you do?
>>
>>2517875
>>2517876
East must be music symbol. Not sure about the rest, but south is most likely bee, and north might be fundamental particle.
>>
>>2517876
>>2517895
West might be swooping bats as well. And on second thought south might be breacking chain.
>>
>>2517875
>>2517876
Okay...
I'm pretty sure I got this, mostly.
I got North and South definitely.
...maybe west.
Wrestling with East.
>>
>>2517875
>>2517876
Thoughts:
>North is the key to the others
>Form the words of the others using the word of the North as part of it

>South:
North = bee
South = sword
Add North to South = beesword
Add an apostrophe = bee'sword
Break up South = bee's word
And "Buzz" is the result

>West
Flicker of your window's shade
Eyes are windows to the soul
Window's shade flicker could be a wink or blink
Blink = bee + link?
Link = chain?
Maybe?

>East
A song rises from a siren
Siren's sea = siren's C?
B Note?
Musical Staff?
Musical key?
Wtf is 7?
Swoop There It Is?
...or maybe it's just the dragon and music is a red herring, but I doubt it.

Pretty sure on the Bee though.
>>
>>2518118
Nice theory about south and west
>East
>Wtf is 7?
Reference to seven notes in octave.
>>
>>2518140
Okay, that fits.
But B Link is at least a full guess.
What's the word for East?
B Sharp?
B Flat?
B Note?
B Treble Clef?

I can't suss it out unless it's just "B Note" and we're meant to extrapolate from the limited available symbols they had to work with.
>>
Rolled 2 (1d6)

>>2517833
Hit this door / crystal with your magic hammer
>>
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CARMEN: "I think I've got this solved, or most of it at least. Just give me a moment to put everything in its place."
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You set the bee tile in the north position, along with the chain link tile in the west and the sword in the south. You're sure those are right, but the east seems a little iffy. "B Note" seems like it should be the answer—starting from C and going up seven, you end up at B—but all you've got is this treble clef. "Key of B", maybe? That's stretching it, but maybe the riddlemaker screwed something up. Only one way to find out.
>>
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Success! As soon as you've placed the last tile, they begin to glow and from somewhere there comes the sound of shifting stones.
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Where before there was only a blank stone wall, suddenly a doorway appears. The lich's soul crystal must be just through here. You can sense its power emanating out from the next room.
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Maybe it'd be best to save that part of the east wing for last. While you're in the vicinity, you decide to go check out that sealed door again.
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The door is still tightly shut and locked with the magic crystal, but fortunately you've got a hammer made just for this sort of occasion. You take a swing at the crystal.
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The hammer shatters the crystal easily, and with the crystal gone, the pent-up magical energy behind the door comes gushing out like champagne, though decidedly less potable.
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With a low creak, the door swings inward on its own, revealing...
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...a bunch of armed maniacs charging straight at you!
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They're not charging very quickly, though. In fact, they don't appear to be moving at all. The trio of glowy-eyed weirdos stand frozen in their tracks, and there's a stillness in the air that suggests to you that neither they nor anything else in the room have been disturbed in ages. For the moment, it seems you're safe.

What will you do?
>>
>>2518144
This is my bad. When I wrote this riddle several weeks ago, I was totally certain that the print on the green tile was of music notes, not a treble clef, making the solution "B note". It wasn't until last night that I realized my mistake and had to edit the riddle to keep it frustratingly vague instead of frustratingly impossible. I'm glad you were able to solve them; nicely done!

If you'd like to try some less broken riddles, this morning I wrote up an alternate set that uses the same tiles and rules as before.
>>
Rolled 2 (1d6)

>>2518554
I would say its the skull, since its looking right at them. Have Steve use his axe to hook the womans axe and pull her out of the room. Im pretty sure it would reach.

>>2518118
Amazing, where were you for the potion riddle?
>>
>>2518571
>I was totally certain that the print on the green tile was of music notes, not a treble clef
I thought it might be something like that.

>>2518837
>Amazing, where were you for the potion riddle?
Thanks!
I, uh, got stuck looking at it the wrong way, took a break, and then it was all over.
Loving this quest.
>>
>>2518554
Test the frozenness by tossing an object in towards them, weapons ready just in case.

Toss in something useless.
That isn't Steve.
>>
>>2518118
VERY nice job, anon!

>>2518554
Before we enter this room, we should toss a piece of refuse through the door and see if it freezes in time or if it's just the stuff the skull is facing that gets paused.

>>2518837
>I would say its the skull, since its looking right at them. Have Steve use his axe to hook the womans axe and pull her out of the room. Im pretty sure it would reach.
I think we should throw something we don't care about in before we possibly lose a useful item.
>>
>>2519585
>>2519243
Ok, toss in something first
>>
Rolled 1 (1d6)

>>2518554
Have Brick rip off the previous door, and use it as a line of sight shield to get close to the LichCo Signature Body Freeze Skull.
>>
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These folks don't look friendly. To make sure they won't suddenly unfreeze and attack you, you decide to throw in a useless item and see if they react—in this case, one of the teacups.
>>
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As the teacup swooshes through the air, it casts a ripple through the magic hanging in the room—the magic that you presume is holding the trio in stasis.
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Something tells you this won't go so well.
>>
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bonk

The instant the teacup collides with the first member of the group, they all unfreeze and charge forward with a shout!

???: "—abo! Morere, lamia!"

It sounds like you're catching the tail end of a conversation they were in the middle of when they were frozen, probably many hundreds of years ago, going by their Ancient Legalese.
>>
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Whatever they were shouting about, they sure seem mad about it! The Brick tries to hold them off, but one of the aggressors catches him with a slash to the chest, dealing 1 damage.
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It's getting awfully crowded in here.

What will you do?
>>
>>2521383
>Conduct negotiations in Ancient Legalese.
>>
Rolled 6 (1d6)

>>2521390
This

also pull back to the previous room and set up a kill zone. We cant fight them in this corridor
>>
>>2521419
I was about to bitch at you for using up an image slot but then I saw what you posted and now I'm happy

Also supporting >>2521390
>>
OP, what is the current year and date in Funville?
>>
Rolled 2 (1d6)

>>2521383
Is anyone else thinking what I'm thinking?

>lightning gem!

>LIGHTNING gem!!!!

>LIGHTNING GEEEEEEEEEMMMMMM!!!!!!
>>
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>>2521687
Let's see how this parquet view Latino* works out first. And I'm thinking more about this letter we found in the goblin bedroom on the first level.

*I do not speak Ancient Legalese
>>
>>2521687
>It's getting awfully crowded in here.
I wouldn't, not yet
>>
>>2521712
>>2521720

letter schmetter, crowded plowded!

KRACKABOOM!!!!!!
>>
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You beat a strategic retreat into the riddle room and set up a bottleneck so that anyone who tries to enter will have to take the rest of you on solo. Alarmingly, the three seem quite willing to try.
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Listening to their angry shouting, an idea occurs to you.

CARMEN: “Wait, uh—desinite! In pace venimus?”
>>
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Your assailants pause at these words, though they don’t lower their arms.

???: “Ei! Clientes lamiae non estis. Ad quid venistis?”
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Slowly, you make an attempt to introduce yourselves to the trio using your rudimentary knowledge of Ancient Legalese. You’re Carmen*V and the Dungeoneers, you tell them, and you were just curious about this place, that’s all. You broke the seal on the door there, but you definitely don’t mean any harm and you’re not trying to kill them or loot their home, honest!
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Fortunately, the three seem to take you at your word. They introduce themselves as acolytes of the Undying One, whose wrath is boundless, whose rightful dominion is the whole of existence, and in whose holiest sanctum you stand as trespassers. They say they mistook you for minions of that damned sorceress whom they were in the middle of fighting when she cast the sealing spell on them. However, since in truth you were the ones who freed them from the sorceress’s seal, they suppose there’s no need to kill you. Yet.
>>
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They ask you what the current year is, and you tell them it’s May 1, 933 Anno Danico. At first they don’t believe you, but after a bit of work you’re able to convince them. Apparently their fight with the sorceress was centuries ago, back in 419 AD. They ask if you’ve seen any of the other acolytes around the Tomb; you tell them you haven’t. After all these years, you say to them, surely the other acolytes must all be dead?

At that, they only laugh.
>>
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With that information in hand, the acolytes tell you they must go and resume the rites to break the ancient seal that lies upon the Undying One. They sense that their master is not yet free, and until that is rectified, they have but one purpose in life.

And as for you, out of gratitude for unsealing them, they offer you a choice: depart from the Tomb of the Entombed and leave them to their rituals, or die here as sacrifices to the Undying One. They hope you will choose correctly.

What will you do?
>>
>>2521419
Fantastic art, as always. I wish I could print stickers so I could put this on a 2x3 tile.
>>
Rolled 3 (1d6)

>>2521867
Sure, yup, heading right back to the entrance, good luck with your rituals!

Then wait for them to leave and check out that door in the hallway next to us.
>>
Also can we please have an updated map
>>
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>>2521890
>>2521876
As it happens, I was just about to post one. Which door did you want to check out?
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>>2521871
>>2521419
For now, this is the best I can do.
>>
>>2521899
R8, assuming they don't go that way. We discovered the hidden door but never checked out the lich's soul!
>>
Rolled 4 (1d6)

>>2521867
Y'all shoulda listened!

>1. Agree to bail amicably.
>2. Wait for evil groupies to turn back.
>3. LIGHTNING GEM!!!!
>4. ????????
>5. Profit.
>>
>>2521913
>We discovered the hidden door but never checked out the lich's soul!
Yeah...

See
>>2518538
>Maybe it'd be best to save that part of the east wing for last.
a.k.a. "Hint, hint, hintity hint-hint."
I bet your GM asks you "Are you SURE?" a lot.
>>
>>2522061
One peek won't hurt!
>>
>>2521867
I say:

>Plan A:
>>2521876
>Sure, yup, heading right back to the entrance, good luck with your rituals!
>Then wait for them to leave
And then loot that chest that was behind them.

>Plan B:
>1. Agree to leave amicably.
>2. Evil groupies wait for us to go first
>3. Go check out that add spider room.
>4. Double-back to loot that sweetass chest.

>Plan C:
>>2521962
>>1. They start up some trouble, impede us, threaten us, etc...
>>2. Wait for evil groupies to turn their backs. (Perhaps distract them)
>>3. LIGHTNING GEM!!!!
>>4. ????????
>>5. Profit.
>>
>>2522077
You get that from the "Big List of Famous PC Last Words"?
>>
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CARMEN [IN STILTED LEGALESE]: "Good luck to you for your rituals, friends. We will depart immediately."

ACOLYTE: "Yes, depart, and pray we do not see your faces again. But stay or go, know that your souls are the Undying One's to reap."
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With those cheerful parting words, the acolytes hurry off down to corridor to tend to whatever it is they need tending to. As you watch them go, you notice a pained sort of twitchiness to their movements, as though merely existing in this place is causing them discomfort. Perhaps some of the seals left by the sorceress they mentioned still linger upon the Tomb, warding against their ilk. Or perhaps they're just stiff after a few centuries of stasis.
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AVA: "Are they gone?"

STEVE: "Sounds like it. Think we ought to scram like they told us to?"

AVA: "Hell no! We've got a lich crystal to smash, and a leftover treasure chest to loot! Now let's get to it before they come back this way."
>>
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Your first order of business, in ascending order of potential risk, is to quickly sneak back to the acolytes' chamber and check out their chest. Inside you find three generic healing potions! That takes care of the Brick's wound from the acolyte fight and brings you up to a total of six. Not a lot, but you take what you can get since Big Mo's out of stock and Sildenafil's out of goodwill.
>>
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After that, you return to the riddle room to take a peek at the room supposedly containing the lich's heart. You expect to find a glowing, blue crystal, probably surrounded by some ominous flames, maybe some of those stone pillars, and an army of skeletons for good measure.
>>
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Glowing, blue crystal? Check.

Ominous flames? Check.

Stone pillars? Check.

Army of skeletons?
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Check.
>>
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What will you do?
>>
Rolled 1 (1d6)

>>2521906
So cute! You really do excellent work.

>>2522178
Simple, since they have split their forces in an attempt to surround us we will dive entirely into the enemys on the left and destroy them before the enemys on the right can even reach us.

lightning stone that wizard, swap to magic hammer (crushing is better vs skeletons) and light that flame sword.
>>
>>2522299
>>
>>2522299
>>2522307

I hate to be "that anon", but can you two knock off snagging image slots from Funtron please. His shit is well thought and preplanned. So stop.

I'm perturbed so I won't roll but: engage hostile undead Linear Guild style, hell mix some Jon Woo in that mix!
>>
>>2522178
>GANK THE MAGE
>>
>>2522337
Are you, new to /qst/?
>>
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You engage the enemy with everything you've got, throwing the whole of your offensive might into the undead on the left. They're tougher than the horde of unarmed skeletons you fought back in the dining hall, but not tougher than you. Besides, considering this dungeon is ostensibly undead-themed, a proper skeleton fight is really overdue.
>>
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The skeleton mages you could do without, though. The one with the green staff fires off a magical blast that takes The Brick down to 2 HP.
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Better deal with those mages quick! Fortunately, you've got just the thing for a situation like this. You take out the voltstone, aim for the mage, point, and—
>>
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BZZZZZZZZZZZT
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Burning every last spark of energy from the voltstone, you incinerate the skeleton mage on the spot.
>>
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However, the skeleton's not the only casualty.

CARMEN: "No, The Brick! Oh Godt, I didn't mean to hit you too!"
>>
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While Carmen struggles to revive the KO'd The Brick, Ava and Steve make quick work of the remaining skeletons on the left.
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This leaves a gap in the rear of your defenses that the skeletons quickly exploit. With a scream, Carmen goes down as well.
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AVA: "Why is it that whenever we get caught in a party wipe, I always get stuck with you?"

STEVE: "Maybe you and I are desti—"

AVA: "—aaaand you can stop right there."

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

>>2522381
>It's time for Steve to do a heroic feat of valor (mostly thanks to the sword) and fight off the skeletons (mostly thanks to the sword)
>>
A part of me says we should shoot the lich heart but the meta game part of me says we will need it.

ill abstain after that 1 roll, do your best
>>
Rolled 1 (1d6)

>>2522381
>Steve: it's time to remember everything that you've learnde about tanking and get as much of attention as possible.
>Ava: sneak behid skeletons and dismember them all, starting with mage.
>Carmen: A good bard should know how to sing inspiring songs while unconscious. In fact good bard should practice it regulary.
>>
Rolled 5 (1d6)

>>2522381
Ava: Give the rightmost Spearskelly the old shankey shankey.

Steve: Use chimasword to try and 2-in-1 the left skelly and the bonewizard with FIRE.
>>
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It’s Friday night at Club Paradisa, Funville’s most elite entertainment venue, and the crowd is going wild for Carmen*V, the rising star of the music scene! The heart-wrenching final song in her set has left not a dry eye in the house, nor a pair of hands unclapped.

CARMEN: “Thank you! Thank you all! Of course, I’d love to do an encore! What’s this? A giant trophy? Oh, I couldn’t possibly accept this! Well, maybe just this once.”

It’s like a dream come true.
>>
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CARMEN: “mrpmhmblemmrmmlmrmrrrmph

AVA: “She really doesn’t know when to call it quits, does she?”

STEVE: “Whatever she’s singing, I don’t think it’s helping.”
>>
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With Carmen and The Brick out cold, you need a way to even those odds, and fast.

AVA: “Steve, cover me! I’m going to sneak around the side and ambush their mage, so do a tank thing or something.”

STEVE: “Tank thing—got it!”
>>
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While Steve grasps tenuously at the skeletons’ aggro, you rush toward the mage, hoping to catch it by surprise.
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It doesn’t go so hot.
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The impact knocks Ava out of the crystal chamber and back into the riddle room. She’s down to 1 HP and, though not knocked out, is temporarily out of the action.
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Which just leaves you.
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STEVE: “Oh man, that does not look good.”
>>
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Revitalized by the crystal’s energy, the felled skeletons rise once more!
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The fight is now six versus one.

STEVE: “Okay, Steve. This isn’t that bad! Nope, not bad at all! Everything is fine! Just gotta remember what you learned about tanking. And about soloing encounters. And, uh, about not dying. But you can totally do this! Yeah, this’ll be easy!”
>>
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You brace yourself for the fight of a lifetime.
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AVA: “…ow, my head… Hey, Steve, what’s going on? Are you alive? Did we win? Am I still stuck with you?”
>>
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AVA: “Wow, what happened here?”
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STEVE: “Ava! It was incredible! I fought off all six skeletons all by myself!”

AVA: “Six?”

STEVE: “The lich’s crystal revived the ones we’d beaten and I had to fight them all over again! But they were no match for me and my trusty sword! There was fire shooting everywhere, and the crystal was glowing a bunch, and I’m pretty certain I accidentally channeled the long-deceased spirit of an ancient Chiman warrior king? It was awesome; you should have seen it!”
>>
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AVA: “Awesome, right. Uh-huh. I’m sure it was great, Steve.”

STEVE: “No, I’m serious! It really happened!”

AVA: “And I’ve got a 10214 Tower Bridge to sell you.”

STEVE: “Wait, really? Because I’ve been looking for one of those and—“

AVA: “Actually, you know what? Never mind.”

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

>>2522470
I'd say Steve is really proud to have saved his team, so this time he can't just accept to be treated like a buffoon again. He temporarily removes his helm and, very serious, says to Ava that she should take him more seriously. Then kisses her.

(...oh, and i hope our two party members aren't charred corpses now. After that I'd say we revive them, then loot the skeletons. And maybe take a look at that book. But, before we try anything with the heart, I'd like to go to the west side of the dungeon. But in this very moment, the kiss is more important!)
>>
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Rolled 2 (1d6)

>>2522481
>I'd say Steve is really proud to have saved his team, so this time he can't just accept to be treated like a buffoon again. He temporarily removes his helm and, very serious, says to Ava that she should take him more seriously. Then kisses her.
That's incredibly retarded, disgusting and cringy course of action. It's beyond immoral and totally inaproriate. What kind of degenerate mind could dare to terrify us with this horrific idea? Nevertheless, this is the reason why I totally support this.
>>
>>2522470
Be a practical guy and destroy the lich's crystal.
>>
>>2522470
>What will you do?
While Steve is daydreaming ( >>2522481 >>2522488 ) or attempting suicide or what

I'd say Ava is rousing Carmen and the Brick BEFORE we >>2522534
>Be a practical guy and destroy the lich's crystal
>>
>>2522481
>He temporarily removes his helm and, very serious, says to Ava that she should take him more seriously. Then kisses her.
Immediately thought of the following, by the way
https://giphy.com/gifs/finalspacetbs-2AMBNj5ZgPAO5MPGhi
>>
>>2522470
Jesus christ that sword is good, too bad I wasted the lighting stone. Steve is such a MAN

>>2522534
>>2522572
DO NOT DESTROY THE CRYSTAL

there are clearly 2 end game bosses here. Do not destroy the possibly helpful lich ctystal without understanding more about it. Read that book first and see if we can pocket it.

>>2522481
I too have started shipping them since the 2nd thread, but in my head canon Steve likes the abuse.
>>
>>2522837
i support not destroying the phylactery too, that's why i also said
>And maybe take a look at that book. But, before we try anything with the heart, I'd like to go to the west side of the dungeon

Also, who knows, i just said that he kisses her. It's all in our Master's hands now~
>>
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LAVAL: “Have a little pride in yourself, my good Steve.”

STEVE: “King Laval! So I wasn’t just hallucinating!”

LAVAL: “No, indeed. When your blazing soul resonated with mine, I knew it was my duty to come to your aid. In the heat of battle, it was my hand that guided your blade to glorious victory!”

STEVE: “Wow! Thanks, your majesty!”

LAVAL: “Oh, that was but a trifle for one such as me. My support is yours.”

STEVE: “So did you show up this time to help me with my personal problems?”

LAVAL: “What? No, no, I’m not a therapist or anything. But I did come here to tell you to get a backbone and stand up for yourself. It’s, uh… a little embarrassing being the spirit champion for the comic relief. So for starters, I think that Ava’s got a thing for you, and I know you like her. Don’t be so passive—tell her how you feel!”

STEVE: “Ava? No way! She hates me.”

LAVAL: “Trust me on this one.”

STEVE: “What if you’re wrong?”

LAVAL: “Steve, love is like a floor covered in bricks. If all you do is skip over it, you’re gonna have sore feet, but if you stop and try your hand at it, who knows? Might be a lot of fun. Anyway, that’s all I’ve got; Laval out.”
>>
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STEVE: “Okay, Steve; floor covered in bricks. Backbone. You got this.

AVA: “You okay? You’ve been staring off into the distance for a couple minutes now.”

STEVE: “Me? No, I’m totally fine! Never been better!”

AVA: “Alright, that’s technically correct.”

STEVE: “Also, I wanted to tell you that I have a spinal cord, and that the floor is covered in bricks. Wait, no—I mean, I wanted to say that this time I’m standing up for myself! I actually did save us all this time, and I wish you’d take me more seriously!”

AVA: “You want me to stop making fun of you?”

STEVE: “Well, I wouldn’t mind if you still did it a little (actually, I sort of like it)—but I want to be treated like an equal! Don’t I deserve as much respect as you give Carmen or The Brick?”

AVA: “Setting an awfully low bar for yourself there, but alright, if that’s what you want. You did a nice job with those skeletons, and when it comes to rescuing the party from a near-wipe, you and I do make a pretty good team. Even if you do look like an idiot with that giant helmet on.”

STEVE: “Really?”

AVA: “What, was that jab at the helmet too mu—“
>>
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smooch
>>
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STEVE: “Uh, anyway…”

AVA: “Yep. So…”

STEVE: “...we should probably revive the others.”

AVA: “Good idea.”
>>
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You proceed to revive your teammates while making minimal eye contact. Might be a while before that gets resolved. Additionally, you’re down to 2 potions now; another fight like this could mean real trouble.

CARMEN: “What happened? Is everyone okay? And why is everything on fire?”

AVA: “Steve can probably tell you better than I can.”
>>
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When you’re all back on your feet, you go to inspect the lich’s soul crystal.

CARMEN: “Should we smash it now?”

AVA: “What if we need it later?”

CARMEN: “We can’t sell it, if that’s what you’re thinking.”

THE BRICK: [points]

STEVE: “Good idea; before we make any hasty decisions, how about we see what’s in that book?”
>>
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Carmen opens up the dusty, old tome and begins leafing through it.

CARMEN: “It’s in Ancient Legalese, but if you give me a bit of time, I might be able to translate it.”

AVA: “How much time are we talking?”

CARMEN: “Hard to say for certain, but it’s not like we’re in a hurry, right?”
>>
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STEVE: “About that…”
>>
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You translate as quickly as you can.

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

>>2523082
I bet R is the lich
>Grab the crystal and abscond.
>>
>>2523089
I agree that undying and the lich are not the same person. Diane Greaves the junior necromancer, someone who is constantly changing her name, I most likely the sorceress and demon hunter that is battling the acolytes of the Undying One. Before I assumed she was the lich but looking back at the old letter she says that she resurrects someone, that some one could be the lich. Although she says her new friends name will be lacrimosa so im not sure where the R comes from.

>>2523073
Take the phylactery and run
>>
Rolled 4 (1d6)

>>2523117
If we cant take the phylactery, simply take all the weapons from the room and leave the skeletons be
>>
>>2523121
Good idea. Then, onto the artifacts the book mentioned.
>>
>>2523082
(I dearly hope that kiss doesn't kill our chance to make Steve wield the Spear of Radiance, if we manage to get it. if it's the case, my bad, sorry guys)
>>
>>2523331
There is none purer than Steve

This dungeon hasn't corrupted him yet
>>
>>2523574
The Brick is purer (and has ranks in Spears)
>>
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AVA: "I think I've got this all figured out now."

CARMEN: "You do?"

AVA: "Yeah; this business with the lich is all a big red herring!"

STEVE: "You mean it's actually a mer-lich?"

AVA: "Wow, what a brilliant dedu—sorry, force of habit—what I mean is that I think the lich isn't the same thing as the Entombed and/or the Undying One. It sounds almost like the lich and the Entombed might be enemies, and you know what they say: the enemy of my enemy is my friend."

CARMEN: "But which one is our enemy again?"

AVA: "Still working on that part. But either way it goes, for now I say we nab this soul crystal and scram."

CARMEN: "I really wouldn't touch that if I were you."

AVA: "Relax; when it comes to stealing magic crystals, I'm the be—"
>>
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[OMINOUS MAGICAL SOUNDS]
>>
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STEVE: "No, Ava!"

CARMEN: "That's exactly what I thought would happen..."
>>
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You switch to your backup plan: grab every weapon you can and run. At least this way when the army of skeletons come chasing after you, some of them will be unarmed. Or maybe you should have stolen their arms too?
>>
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Once you're back in the riddle room, you slam the door and drop your last two potions to bring Ava back to consciousness.

CARMEN: "I did tell you not to touch the glowing magic stone. Not that you ever listen..."

THE BRICK: [shakes head]

AVA: "Fine, fine, you were right this time. But at least now we know what that thing can do."

STEVE: "And we got some useful info from that book too, so going there wasn't a total waste!"

CARMEN: "I suppose that's true. It sounds like we should go look for the Aegis, the Spear, and the Sigil next."

THE BRICK: [nods]

STEVE: "And, uh, we should do it quickly before the skeletons pull themselves back together and chase us."

AVA: "Then it's settled: to the west wing!"
>>
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You hurry back the way you came and over to the unexplored door in the ex-spider room. Along the way, you do a quick inventory check.

POTIONS: 0
MO BUCKS: 0

CARMEN (1 HP): crossbow; voltstone; sword (pilfered from skeletons); Ken's sheet music

STEVE (2 HP): Chima sword; axe; spear (pilfered from skeletons)

THE BRICK (1 HP): hammer; spear; shield

AVA (1 HP): rapier; compass of locating; teapot

AT BIG MO'S: antiques book; crown; dark blue figurine; sand green figurine
>>
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ORION: "Oh, welcome back! We just finished up a new piece, if you wanted to—"

CARMEN: "No time to chat, sorry! We're in a big hurry over here. Oh, and you should probably lock that door, like, now."
>>
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You arrive slightly out of breath at your destination: another unremarkable corridor. With any luck, it'll be a while before the skeletons catch up to you here. Though if the acolytes went this way, then you might have an entirely different set of problems waiting for you.
>>
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What will you do?
>>
>>2524768
ask the ogres if the acolytes passed through here, check the charge on our lightning stone, ask the compass where the teleportation stone is. If we have that we can at least escape this place.

Also, check that sheet music ken gave you. I keep forgetting to ask about it. what the hell is it?
>>
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Since either door could mean peril, and since you're a little low on potions to be tackling peril right now, you decide to return to the safety of the ogres' den to attend to a few small matters.

MARS: "Oh, and here they come again. You ought to try slowing down a little. Can't appreciate beauty when you're always in a rush."

CARMEN: "Actually, taking a breather is exactly what we had in mind. We're all pretty beat; would it be alright if we crashed here for a bit?"

ORION: "Be our guests! Like the old saying goes: two's company, but four's a battlepack."
>>
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You waste no time making yourselves comfortable.

STEVE: "Just curious, but have you seen any creepy cultists with glowing eyes pass through here within the last hour or so?"

ORION: "No; should we be expecting them?"

STEVE: "That seems pretty likely."

MARS: "Great, we love company! We'll make sure to tell them you were here."

STEVE: "No, no, definitely no. Anything but that."
>>
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AVA: "Better make sure this thing really works. Compass of Locating, point me to... Mr. Gold."

The compass needle pivots to point to the elusive figurine sitting on the ogres' table. Once you've taken a good, covetous look at Mr. Gold, the compass returns to its aimless spinning. Exactly as advertised.

AVA: "Compass of Locating, point me to the Sigil of Warping."
>>
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Using the compass and your map, you're able to triangulate the rough location of the Sigil of Warping. Now that's a handy trick. You can already imagine all kinds of quasi-legal shenanigans you could get up to with this thing—as soon as you're done with your quest, of course.
>>
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CARMEN: "Let's see... The voltstone's still below a quarter charged, and there's nothing else to do but wait for the others to sort out their business. Guess it's about time I took a look at this. I did promise Ken, after all."

You unfold Ken's sheet music and attempt to parse it. The melody makes sense, and the opening is at least good for a solo voice, but the lyrics are all in Ninjago, or rather, 忍者語. Ken has helpfully annotated it with what you assume are the phonetic pronunciations, so singing it is at least within the realm of possibility. Understanding it is another matter entirely, though.

CARMEN: "La, do, re, do, re, re, re, so, fa, mi, re, mi..."

That is pretty catchy. You'll keep this one in mind for later so you can break it out when the time is right.

What will you do?
>>
>>2524917
Not sure if it sounds exactly like that, but i tried playing it, vocaroo/i/s07EmNIx0OQR
>>
>>2524917
Only thing to do is go into that room and prey
>>
>>2524902
Oh, Godt, I love this bear hide! We have to trade somethig to get it on our way back.
>>
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With a last glance at that bearskin rug, you bid the ogre brothers farewell again and set off to find the Sigil of Warping. You'll have to remember to come back on the way out and trade for the rug. It'd look great on the floor of your shop at Port Epsilon.

AVA: "And remember, if the acolytes ask, you never saw us."

ORION: "Of course. That said, I'm not very good at lying."

AVA: "Just think of it as performance art."
>>
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Onward to loot!
>>
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Though this much might be overkill.

What will you do?
>>
Rolled 6 (1d6)

>>2525744
I saw this in a movie once.

The Brick ignores the blatant gold chest and opens the one directly behind him.
>>
>>2523057
Filename

>>2525744
Cant we just use the compass to locate the correct chest?
>>
Rolled 4 (1d6)

>>2525744
Search the white drawered dresser first.
>>
>>2525815
>Cant we just use the compass to locate the correct chest?
Good idea, but we'd have to ask for the chest with x in it, not the "correct chest".

Donde esta el sigil?
>>
>>2525815
Also love the art
>>
>>2525815
I just want you to know I've been saving all your pictures but I saved this one twice as hard
>>
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Nice try, but you're not falling for that old ruse. The big, shiny, gold thing is always a poor choice. The Sigil will probably be in the rattiest, oldest chest in the room, and the rest are all full of spiders or poison or spheres of annihilation.
>>
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This chest looks conspicuously inconspicuous. Let's see what's inside.
>>
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Ew. Is that blood mixed in with the slime? That's way too foul to mess with even if there were a treasure buried under all that ichor.
>>
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The little dresser gives similar results. Fortunately, your Compass of Locating is still set to look for the Sigil, and will be until you find it. It should be able to give you a more precise location from this distance.
>>
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The compass points to the big chest, no matter where in the room you check from. That must be where the Sigil is.

What will you do?
>>
>>2525815
I love all the pieces you've done so far, but I think this is my favorite.
>>
Rolled 2 (1d6)

>>2526554
Lets get an in depth trap analysis from our rogue

>>2526560
>>2525900
>>2525980
<3
>>
>>2526679
This, but with Ava not dying
>>
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CARMEN: "So, as the resident rogue, do you think it's safe to open that chest?"

AVA: "It's possible, I guess. If all we were supposed to do is figure out which chest is the right one, there'd be no reason to assume that the correct chest is trapped when the others don't seem to be. But..."

STEVE: "But?"

AVA: "I doubt it's that easy. There are only two reasons to have a chest this big lying around, and that's either a big treasure or a big trap. If the Sigil is a small treasure, then we have to assume a big trap."

CARMEN: "Any idea what kind of trap?"

AVA: "You want me to list all the possibilities?"

CARMEN: "That'd be helpful."
>>
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AVA: "Well, there's explosive traps, snare traps, mimics, jump scares, spike shooters, poison shooters, squid shooters, annihilation orbs, electric orbs, shrimp orbs, shrimp gumbo, coconut shrimp, pitfall traps, ceiling-drop traps, adhesive traps, mousetraps, cursed treasure, shitty treasure, actual shit, poison gas traps, Lepin chests, unopenable chests, teleporting chests, Worchestershire traps, alarm traps, venus flyt—"

CARMEN: "Okay, I think I get the picture."

STEVE: "So which one of those do you think it is?"

AVA: "Probably not a squid shooter."

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

>>2526839
Ava should attempt to disarm the inevitable squid shooter.

>Brick should equip it afterwards.
>>
Rolled 5 (1d6)

>>2526839
Pray to Leg Godt and trust in your divine destiny to succeed, then just open the chest.
>>
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Having loudly stated that you definitely don't expect the trap to be a squid shooter, now the laws of comedic irony will surely conspire so that the trap is exactly that! What a foolproof plan!
>>
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You can see it already: you handily disarm the trap with your roguish expertise and give the squid shooter to The Brick to lug around. Your enemies will cower before the might of your cephaloprojectiles and the absolutely disgusting amount of dust and hair they accumulate!
>>
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Squid shooter, here we come!
>>
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RRRRAAAAAUUUUUGGGGHHHHHH
>>
>>2526913
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHH
>>
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The chest turned out to be a mimic, every rogue's worst nightmare!

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

>>2526923
Deal with it the same way we deal with everything else. Firesword the shit out of it while the brick tanks. Its his one job after all

inb4 i roll a 1
>>
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Skeleton, troll, mimic, or whatever—you've got a system that works pretty well for anything. Carmen sings an inspiring tune from the back lines, Ava sneak-attacks, Steve unleashes the power of Chima, and The Brick takes the hits. And for the most part, everything goes according to plan.
>>
Rolled 5 (1d6)

>>2526923
brick should tip one of those conveniently placed columns onto it.
>>
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Except for that.

With one mighty gulp, the mimic swallows The Brick whole!
>>
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Now without your tank, your only remaining defense is a good offense, which you are more than capable of providing. Steve's burning blade severs two of the mimic's feet, while Ava jabs it in the vitals with her rapier. Direly wounded, the mimic lets out a terrible howl.
>>
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At the sound of the mimic's distress, a handful of the smaller chests throughout the room split open, revealing themselves as yet more mimics! The large mimic must be the parent, and the rest of the containers its eggs and mature offspring.
>>
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You're now outnumbered four to three.

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

>>2527014
Fight the smaller mimics one at a time as they follow you out of the room, the big mimic cant chase with its legs missing or even walk through that door due to its size.

If they dont want to follow you burn the fuck out of the egg chests to enrage them and keep crossbowing from a safe distance
>>
Rolled 4 (1d6)

>>2527014
Toss the ichorslime bloodchest (tm) into the mouths of these furniture fuckers!
>>
Rolled 3 (1d6)

>>2527014
Take a smaller mimic hostage
>>
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Time for some bottleneck tactics. You retreat back into the corridor, taking one of the gross mimic eggs with you as a hostage.

STEVE: "Don't come any closer or the egg gets it!"
>>
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MIMIC: [comes closer]
>>
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STEVE: "Never mind, you can have it back!"
>>
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Your toss hits the big mimic square in the teeth with a crack of splintering wood.
>>
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As the big mimic reels from the impact, it crashes into one of the pillars, sending it toppling down onto one of the child mimics.
>>
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Only two mimics remain, but with your defensive position, they can only approach you one at a time and are too wide to fit through the door anyway.
>>
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You dispatch them with ease.
>>
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CARMEN: "Is it dead?"

STEVE: "Looks pretty dead to me."

AVA: "Don't assume anything till you've checked for a heartbeat."

CARMEN: "Do these things even have hearts? Where would that even be?"

STEVE: "In its chest?"

Ava stifles a snicker.
>>
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Suddenly, the mimic begins to hack and cough, and with a great heave it regurgitates The Brick!
>>
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Something shiny comes out alongside The Brick. Could it be the Sigil of Warping?

STEVE: "The Brick? If you can hear me, say something. Or, uh, just give me a thumbs-up instead."

THE BRICK: [does nothing]

As expected of a master of pantomime, even The Brick's total stillness speaks volumes.
>>
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You take a closer look at the disgorged artifact. The Compass of Locating points straight at it, and then resets to random spinning. This is the Sigil of Warping, then. If Constance's records are to be believed, it can teleport objects across dimensions and into the Hylic Plane, where lies the legendary realm of Elfland. Sounds like a one-way trip, though, and you're not sure how much it can teleport, or how often. Better be careful with it.

What will you do?
>>
>>2527268
>Stash The Brick in the ogres' room
>Loot everything we can sell for Mo Bucks
>Sell it for Mo Bucks and buy more potions
>>
>>2527275
This, but i think mo has no more healing potions. but he did have OTHER potions

also check the other chests in this room just in case
>>
I'll cover the chest-searching, stashing, looting, and shopping tomorrow. For reference, these are the potions Big Mo still has in stock.

Nightshade Special, 9 MB — Temporarily transforms user into another humanoid of equal or lesser size.
Rouge Craft Water, 9 MB — Highly potent poison, though it's only effective on the living.
Finely Aged Grape Potion, 6 MB — Doesn't actually do anything, but it sure tastes nice.
Badly Aged Grape Potion, 2 MB — Tastes like regret.
Potion of Astral Projection, 9 MB — Apparently moves your soul out of your body and into the Hylic Plane. This is possibly a euphemism for it just killing you.
Invisible Potion, 5 MB — This potion heals you to full health, but is very difficult to drink on account of being invisible.

Thanks for playing!
>>
>>2527275
We must be clear, loot everything in the Mimics room, not in the ogres room, ogres are cool guys and we must stay friends. Also Big Mo still hasa dark blue figurine and a sand green figurine, we could try asking the ogres if they have potions they want to trade for more figurines
>>
>>2527408
>loot everything in the Mimics room, not in the ogres room, ogres are cool guys and we must stay friends.
This.
>>
>>2527408
>>2528209
Indeed, they may end up acting as a wall if the cultists ever walk through that room.

Also, How do you guys feel about using the compass to find where R is?
>>
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Just in case there's any real chests lurking among the mimics, you give the room a final once-over before heading out. However, all you find are mimic eggs. You make sure they're all thoroughly cracked open so that you won't have to deal with them again later.
>>
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CARMEN: "Hey, we're back. Again."

ORION: "You all look rather tired. Let me guess: random encounter?"

CARMEN: "Something like that, and now our friend here is out cold. Could you do us a favor and watch over him for a while?"

MARS: "Sure thing!"
>>
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AVA: "Also, do you happen to have any healing potions on hand? Big Mo's out of stock right now."

MARS: "We've got two, but do you have anything to trade for them?"

AVA: "Well, up in Big Mo's storage, we do have two figu—"

ORION: "Deal!"
>>
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With The Brick safely in the ogres' custody, you return to Floor Two, picking up the spare teapot and cup you left in F3-R2 the first time around.
>>
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You find Big Mo exactly where you left him.

BIG MO: "Long time no see! At Big Mo's, Your Business Is Our Satisfaction! Seeing as you're fresh out of Mo Bucks, you must be here to trade."
>>
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AVA: "We need some potions, and fast. Any of this stuff catch your eye?"

BIG MO: "Let's see... For all that, I can offer you 14 Mo Bucks. Deal?"

AVA: "Give me a moment to think on it. Now, about your potions?"
>>
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BIG MO: "What's your fancy? Our Bottles Can't Be Topped! ...topped off, that is. All items sold as is."

He proceeds to list off his potions for you again.

Nightshade Special, 9 MB — Temporarily transforms user into another humanoid of equal or lesser size.
Rouge Craft Water, 9 MB — Highly potent poison, though it's only effective on the living.
Finely Aged Grape Potion, 6 MB — Doesn't actually do anything, but it sure tastes nice.
Badly Aged Grape Potion, 2 MB — Tastes like regret.
Potion of Astral Projection, 9 MB — Apparently moves your soul out of your body and into the Hylic Plane. This is possibly a euphemism for it just killing you.
Invisible Potion, 5 MB — This potion heals you to full health, but is very difficult to drink on account of being invisible.

What will you do?
>>
>>2528703
>Invisible Potion, 5 MB
Im assuming we can revive KOed characters with this?
>Nightshade Special, 9 MB
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You trade in all the junk you've picked up for 14 Mo Bucks, and immediately spend them on the Nightshade Special and the Invisible Potion. The latter should prove useful in reviving The Brick, since it'll heal the equivalent of four lesser potions, bringing him from 0 to 3 HP. As long as you can remember where you put it, that is.

What will you do?
>>
>>2528816
Use the minor potions on Ava and Carmon then the big potion on the brick, Steve should still be at 100%.

Can we use the compass to locate R, the person from the book? Not saying i want to, just wondering can we locate people vaguely mentioned in a book with the compass.
>>
>>2528859
You can use the compass to locate anything that exists and can be specified with a reasonable degree of certainty. For instance, you could tell the compass to locate Constance's friend R., but you couldn't use it to locate "the bad guy", "the correct chest", or "the answer to the riddle". However, since the compass cannot be reset until you find whatever you set it to look for, if you select something that's too far away or doesn't exist on your plane, like "Port Epsilon" or "the Goblin King's Fortress", the compass will essentially be rendered useless.
>>
Also, taking a short pause till the evening. I'll pick up with reviving The Brick and healing the rest of the party. If you have any commands for after that, leave them here and I'll run them as well.
>>
>>2528988
Do we have anything to trade for the two figurines? How many Mo Bucks are they worth? Two more ogre potions could be useful for later
>>
>>2529284
>the two figurines
Above they are listed in our inventory, just in storage.
Pretty sure we already traded for them earlier.
>>
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With your new potions in hand, you return to the ogres' den to tend to your healing needs.

AVA: "How's The Brick doing?"

ORION: "Not bad for a man who's been knocked unconscious and half-digested."
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Fortunately, you have a fix for that. You uncork the invisible potion (or at least you think that's the cork) and attempt to dump it in The Brick's mouth.

CARMEN: "I really hope this is pouring where I think it is..."
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After a minute or so, The Brick awakens groggily and flashes you a thumbs-up. Success! Now to tend to the rest of your wounds.
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AVA: "I've got the figs; you got the potions?"

MARS: "Right here. So, let's see what you've brought... A Boba Fett (those are worth less and less these days), and a Bib Fortuna. Ooh, and it's the 2003 version. Pretty good stuff."

You have no idea what most of that means, but you happily swap the figs for the two potions, hand one to Carmen, and chug. With that, the party is back to full health! Of course, you're also down to zero potions again, but you're sure you'll be able to rectify that later. Probably.

What will you do?
>>
>>2528816
Fix Brick, then check out the northern doors in R11, and R13?
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>>2530684
Im really curious about the door in R13 that leads to R3 and lets you by pass the energy barrier. Lets check that out
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>>2530788
Me too.
Let's check room 11 first.
My dungeon-clearing senses are tingling.
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With your party back in good health, it's time to scout out the last three doors. The door between R13 and R3 strikes your interest in particular, since it seems to let you bypass the energy barrier that blocked your way earlier, and sure enough, when you go to check it out, that's exactly the case.

That must be the boss door then. It's situated along the floor's central axis at the end of the longest corridor in the dungeon, and it's got a fancy emblem hanging over it, plus it was mostly blocked off by a magical barrier—what else could it be?

If you wanted to, you could walk right up to the door, open it, and probably wind up in all kinds of trouble.
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But since you aren't in the mood to blow through all your hard-earned hit points quite so soon after recovering them, you instead return to R11 to see what's behind the northern door. You open it and step into the next room.
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???: "Lo, so it is thus that we finally meet, in the ethereal, gloaming dusk of the black night. Fate, it must be—a cruel fate, that brought you hence to me—forsooth, a cruel fate indeed, for this room, wherein we now stand, you and I, like the moon and sun opposed, shall be your gallows and grave combined!"
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???: "Dread! Dread and tremble, foolish heroes! You stand before the Lady of the Deep, Bringer of the Eternal End! My magick is as beautiful and twisted as the rose briar! My essence is demise! My word is Death itself!"
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???: "Rise, my legions of damned revenants! Rise to fill your ranks! All that lives and dies and withers away in the abyssal darkness of the underworld is at my command, for I am Malacrythe of Eristhenia, Harbinger of Ruin!"
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MALACRYTHE OF ERISTHENIA, HARBINGER OF RUIN: "So how did—oh, drat, I can never remember to turn that off—so how did I do? Were you frightened? Did you fear for your very lives? Would you care for a glass of raspberry cordial? You have my utmost assurances that it's neither poisoned nor alcoholic."
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STEVE: "Wait, so you're not going to kill us?"

MALACRYTHE OF ERISTHENIA, HARBINGER OF RUIN: "You really believed I was going to? Oh, I'm beyond joy right now! This must be the feeling of ecstasy! I've never made anyone fear for their lives before!"

AVA: "I don't know if 'fear' is quite the word for it..."

MALACRYTHE OF ERISTHENIA, HARBINGER OF RUIN: "I'm terribly sorry to have frightened you all so, but I must keep practicing if I'm ever to become a proper necromancer. Do you want to see my undead minions? I have two of them right here: this one is Persephone—say hello, Persephone!—

PERSEPHONE: [rattles idly]

MALACRYTHE OF ERISTHENIA, HARBINGER OF RUIN: "—and this one is Lacrimosa, my oldest and dearest companion. Don't worry, she's harmless! ...though not for lack of trying..."

CARMEN: "Wait a second... necromancer? Malacrythe? Lacrimosa?"
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CARMEN: "You must be Diane Greaves!"

DIANE: "Wait, how do you know that name?"

CARMEN: "We read your diary!"

If embarrassment could kill, the look Diane gives you would put the 'mort-' in 'mortified'.
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DIANE: "A—anyway, is there anything that I, Malacrythe of Eristhenia, Harbinger of Ruin, can help you with?"

What will you do?

I will leave things here for the night, but as always, if you have commands you'd like to leave, I'll take care of them first thing when Fungeon Crawl resumes tomorrow. Thanks for playing!
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>>2530999
There's, uh, a cult trying to revive the Entombed and destroy the world. Mind helping us prevent is?
>>
>>2530999
So we should have destroyed the lichs heart then
>>
Rolled 5 (1d6)

>>2530999
Tell Dia- *ahem* Malacrythe the truth: we were hoping she would be willing to help us take on this world-ending problem.

>38 images from the limit
>page 9
New thread for the finale, ho!
>>
>>2530999
Also ask her about...
>the cultists
>the undying
>why she hid the items
>is she the demon hunter
>>
>>2530999
see if she has any potions hidden in here that we can buy/trade/take/kill for/etc...
>>
The new thread is up! Barring any major mishaps or unexpected developments, it should also be the final thread for Fungeon Crawl as we move into the endgame.

>>2534694
>>2534694
>>2534694




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