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File 143944850555.png - (44.93KB , 600x600 , title.png )
661953 No. 661953 ID: 074b9c

ver. 2.0

YOU descend into awesome death dungeon.

ENTRY HATCH loudly shuts behind you. There is no going back.

>Choose your RACE

A) Human
B) Dwarf
C) Elf
D) Beastfolk ---> Select base animal
Expand all images
>>
No. 661954 ID: 1cebc8

D) Fruit Bat (Australian Flying Fox)
>>
No. 661956 ID: 0fc976

D) Bat-man!
>>
No. 661960 ID: 074b9c
File 143945028884.png - (58.51KB , 600x600 , ADDp001.png )
661960

YOU are a BAT-MAN nocturnal dweller of the NOX forest.
YOU possess following skills:
>ECHOLOCATION
>SONIC BLAST
>FLIGHT
>>
No. 661961 ID: 0fc976

Walk into doorframe face-first. You're also blind as a bat.
>>
No. 661962 ID: e114bc

Bat eyesight isn't THAT bad.

Check out that red thing!
>>
No. 661965 ID: 074b9c
File 143945129140.png - (38.83KB , 600x600 , ADDp003.png )
661965

>Blind as a bat.
YOUR eyesight isn't that bad. Perk of being half-human.

>Check out that red thing!
YOU inspect RED THING. It's a piece of RED CHALK. YOU put it in your POCKET.
>>
No. 661966 ID: ad936f

eat the red chalk.
>>
No. 661968 ID: 3fd5e2

Better bat than me. What's on the Pedestal?
>>
No. 661969 ID: e114bc

>>661965
Let's leave the candle. Just use echolocation for everything. ...actually, if our inventory is limitless, take it just in case we find a place where echolocation doesn't work (magical silence for instance)

Then go left. Well, first check the doorframe for traps.
>>
No. 661970 ID: 074b9c
File 143945170152.png - (41.09KB , 600x600 , ADDp004.png )
661970

>Eat the red chalk.
YOU ate RED CHALK. (Yuck)

>What's on the Pedestal?
It's a wooden BOX with unlit CANDLE on it.
>>
No. 661973 ID: ad936f

rub chalk from lips onto candle wick
>>
No. 661974 ID: d9718e
File 143945208801.png - (44.69KB , 600x600 , ADDp005.png )
661974

YOU take unlit CANDLE.

YOU use ECHOLOCATION on the door frame. No TRAPs were found.
>>
No. 661976 ID: 1cebc8

Hammerslide into the next room.
>>
No. 661977 ID: ad936f

glide, roll, or powerslide into next room.
>>
No. 661980 ID: e3b638
File 143945324220.png - (66.82KB , 600x600 , ADDp007.png )
661980

>Hammerslide into the next room.
YOUR sweet hammerslide was interrupted by suddenly appeared STEPS.
>>
No. 661982 ID: e114bc

>>661980
Aw bugger. What's the little shaft next to you? Anything in it?
>>
No. 661984 ID: ad936f

investigate little hook thing. Test if it's a lever.
>>
No. 661985 ID: de2984
File 143945400538.png - (36.10KB , 600x600 , ADDp008png.png )
661985

>What's the little shaft next to you? Anything in it?
SMALL SHAFT is deep, pitch black and bearly wide enough for YOU to crawl through.
>>
No. 661986 ID: de2984
File 143945403421.png - (45.76KB , 600x600 , ADDp009png.png )
661986

>investigate little hook thing. Test if it's a lever.
It's just a SMALL HOOK attached to a wall.
>>
No. 661987 ID: ad936f

check sturdiness of lock, check stairs for secrets. If you don't find anything interesting in the room then head down the shaft.
>>
No. 661988 ID: e114bc

>>661986
Dang. Door's locked, huh? Well, try pulling the hook or rotating it.
>>
No. 661989 ID: c34610
File 143945633421.png - (39.42KB , 600x600 , ADDp011.png )
661989

>check sturdiness of lock
YOU fidle with the LOCK. It appears to be quite sturdy. YOUR power alone won't be enough to break it.

>check stairs for secrets
YOU don't detect any secrets in SUSPICIOUS STEPS.
>>
No. 661990 ID: c34610
File 143945647618.png - (61.50KB , 600x600 , ADDp010.png )
661990

>If you don't find anything interesting in the room then head down the shaft
YOU crawl through tight SHAFT and emerge on the other side.
>>
No. 661991 ID: 1cebc8

Attempt to communicate with the prisoner.

Ask if they know how to open the cell without triggering an alarm.
>>
No. 661993 ID: 5d165d
File 143945704676.png - (61.58KB , 600x600 , ADDp012.png )
661993

>Attempt to communicate with the prisoner.
YOU say hello to the prisoner. HE greets you in return.

>Ask if they know how to open the cell without triggering an alarm.
HE replies that to his knowlege there is no alarm devices present in this cell. Concerning the way to open it - HE point at the contraption next to the cell.
>>
No. 661994 ID: e114bc

Examine contraption.
>>
No. 661995 ID: 03b492
File 143945766957.png - (57.96KB , 600x600 , ADDp013.png )
661995

>Examine contraption.
YOU examine CONTRAPTION.
-Contraption appears to consist of a ROPE and some kind of LEVER. YOU conclude that ROPE directly tied to an opening mechanism of a cell door. LEVER is used as ROPE "jammer", to hold it in place. Sadly LEVER missing it's HANDLE and currently inoperable.
>>
No. 661996 ID: 1cebc8

That small hook might work. Probably not, but examine it again.
>>
No. 661997 ID: ad936f

peer down shaft, use ECHOLOCATION if needed. is there a door to the SOUTH? go pry the hook off the wall in other room.
>>
No. 662000 ID: c34610
File 143946307315.png - (67.16KB , 600x600 , ADDp015.png )
662000

>peer down shaft, use ECHOLOCATION if needed.
YOU use ECHOLOCATION to inspect dark PIT. It's pretty deep. About 20m down. Bottom of the PIT is filled with spikes.

>is there a door to the SOUTH?
Yes there are DOORWAY on the south wall.

>That small hook might work.
YOU don't understand in what way hook might work.

>go pry the hook off the wall in other room.
It was firmly fixed to the wall. YOU can't pry it off on your own.
>>
No. 662001 ID: ad936f

try pulling on the string I guess?
>>
No. 662008 ID: 700655
File 143946657564.png - (59.63KB , 600x600 , ADDp016.png )
662008

>try pulling on the string I guess?
It won't budge. Locking mechanism prevents it from being pulled.
>>
No. 662014 ID: 88960e

I guess we'll have to backtrack when we find the lever handle.

Tell prisoner you'll be back as soon as possible, echo-check door for traps, advance.
>>
No. 662016 ID: ad936f

ask the prisoner to give you his hat before you leave.
>>
No. 662026 ID: 0207a0

ask the prisoner why they are a prisoner
>>
No. 662055 ID: ab7529

>>662008
The upper right hand corner of the room has a line offset from the corner. Is that the lever, maybe? Did they hide it in the background?
>>
No. 662071 ID: c64517
File 143950713973.png - (60.63KB , 600x600 , ADDp017.png )
662071

>ask the prisoner to give you his hat before you leave.
PRISONER refuses to give up his hat.

>ask the prisoner why they are a prisoner
PRISONER replies that he don't remember how he got here. Also he insist that YOU stop calling him PRISONER.

>Tell prisoner you'll be back as soon as possible, echo-check door for traps, advance.
YOU do so.
>>
No. 662072 ID: c64517
File 143950715903.png - (49.72KB , 600x600 , ADDp014.png )
662072

YOU enter the next room.
>>
No. 662073 ID: 9297f4

Look at hole and statue above you.
>>
No. 662074 ID: e114bc

>>662072
Did we just climb down that ladder? Watch out for the statue, and everything really. Could be traps. Kinda surprised we haven't run into any.
>>
No. 662076 ID: fef726

Three points of interest :
Statue above the door, hole above the other door. Pedestal in the the center of the room.

Also a ladder leading up.
>>
No. 662077 ID: 46df9e

Is that a ladder on the left wall?
>>
No. 662122 ID: 12dcd7
File 143951649167.png - (48.48KB , 600x600 , ADDp018.png )
662122

>Inspect room
YOU insepct everything of note in this room. On a north wall just above the doorway through wich YOU came from you can see STONE BAT STATUE, it firmly fixed to a wall. On a west wall YOU can see a LADDER leading upwards. On the east wall you can see a doorway with a round hole about 2 inches deep. In the middle of a room YOU can see a round stone PEDESTAL.

>Traps
YOUR keen ECHOLOCATION would alert you of any unsuall constructs in the area.
>>
No. 662123 ID: ab7529

>>662122
Fly up and peer (echolook) down the hole. What's down there?

Examine the bat statue. Can you manipulate or move it? Could it be hiding a swich?
>>
No. 662130 ID: e114bc

>>662122
Okay so we're just passively checking for traps then?

2 inch deep hole? Sounds like something is meant to go in it. Go through the east door.
>>
No. 662134 ID: ad936f

smash stone bat above north door, climb ladder.
>>
No. 662141 ID: c089a1
File 143951901230.png - (53.55KB , 600x600 , ADDp020.png )
662141

YOU inspect STONE BAT. STATUE can be rotated clock-wise. YOU decide to leave it for now as it is.
>>
No. 662143 ID: c089a1
File 143951904993.png - (44.73KB , 600x600 , ADDp021.png )
662143

YOU fly up and take a peek at the room above. Same as before YOU decide to not fidle with anything in this room for now.
>>
No. 662144 ID: c089a1
File 143951907053.png - (63.46KB , 600x600 , ADDp019.png )
662144

YOU enter east doorway.
>>
No. 662145 ID: ab7529

>>662144
Musical notation above the door.

There's a candle missing from the sigil on the floor- presumably you could use yours candle to finish it.

Unfortunately, the magic circle is broken. If you use the candle and summon a demon or something, it'll break free and kill you. Too bad you we ate the chalk, it must have been meant to fix that. (Not sure if we can just fix the red circle with blood instead of chalk? There's certainly enough of it).

Examine wall-corpse. Anything to loot? What else is on the floor- a backpack and wand?
>>
No. 662147 ID: fef726

Place your candle, where the stub of a candle is. And then use the blood from the guy to finish the circle.

Then retrieve knife.
>>
No. 662149 ID: e114bc

>>662144
Oh hey, free sword.
>>
No. 662150 ID: fef726

There is a backpack leaning against the wall, it looks pretty heavy with supplies too.
>>
No. 662152 ID: 0fc976

Regurgitate red chalk, finish circle. Transfer flame to last candle.
Then stand in it!
>>
No. 662154 ID: 46df9e

I swear if the puzzle is that we have to rotate the gargoyle into a certain position to change the tone of the bell and play that song I will find whoever built this place and do unspeakable things to them. Also check that backpack before anything else.
>>
No. 662241 ID: ad936f

finish the ritual! Also take the sword.
>>
No. 662262 ID: 28da13
File 143954447923.png - (68.42KB , 600x600 , ADDp022.png )
662262

>retrieve SWORD
YOU retrieve COMMON SWORD from CORPSE.
-finally some weapon to agress dwellers of this dungeon!
>>
No. 662263 ID: 28da13
File 143954454123.png - (88.56KB , 600x600 , ADDp023.png )
662263

>inspect BAG
YOU inspect BAG. Inside you find: blank PIECE of PAPER, TUNING FORK, MAGICAL TOME.
YOU pocket all this items and discard BAG.
>>
No. 662264 ID: 28da13
File 143954456026.png - (62.97KB , 600x600 , ADDp024.png )
662264

>examine CORPSE.
It appears to be a dead elf mage.
>loot CORPSE.
CORPSE has nothing on him exept his blood soaked GOWN and pointy HAT

>pick up WAND
YOU pick up magic WAND.

>place lit CANDLE on a stub.
>regurgitate RED CHALK
YOU can't preform such feat.
>use BLOOD to finish circle.
>>
No. 662266 ID: e114bc

>>662264
Read the magical tome to see what this guy was trying to summon.
>>
No. 662271 ID: 28da13
File 143954814641.png - (125.27KB , 600x600 , ADDp025.png )
662271

>Read the magical tome to see what this guy was trying to summon.
Among YOUR kind one rarely recives formal education. YOU can't read.
Nevertheless YOU open up page with a bookmark on it.
>>
No. 662277 ID: 9ddf68

that doesn't exactly look friendly to say the least. Oh do you know how to use magic? Because if not do you think that wand could be used as a lever to open the cell?
>>
No. 662285 ID: 28da13
File 143955240566.png - (62.31KB , 600x600 , ADDp025.png )
662285

>use WAND as LEVER to unlock the CELL.
YOU insert wand into locking mechanism as make shift LEVER.
>>
No. 662286 ID: 9297f4

Take pointy hat.
>>
No. 662287 ID: 28da13
File 143955251524.png - (62.15KB , 600x600 , ADDp026.png )
662287

locking mechanism is off. now YOU can pull the ROPE to elevate cell bars.
>>
No. 662294 ID: 46df9e

Release prisoner whom we've still yet to ask the name of.
>>
No. 662295 ID: 28da13
File 143955773193.png - (60.04KB , 600x600 , ADDp027.png )
662295

>release PRISONER
YOU release PRISONER. PRISONER formally introduces himself as Fulton the BARD. He wishes to acompany YOU on this jorney.
>>
No. 662296 ID: 34a64b

What does he bring to the table? Does he have a lute?
>>
No. 662297 ID: 0c18e9

push him in the hole
>>
No. 662299 ID: 28da13
File 143955862723.png - (60.93KB , 600x600 , ADDp028.png )
662299

>does he have a LUTE?
Yes, yes HE does.

>push him in the hole
YOU considering it... should YOU?

A) yes
B) NO!!! NO!!! NO!!!
>>
No. 662300 ID: 46df9e

Tell him we found a music puzzle we'll need him to solve, also give him the tuning fork because unless we need to tune our screeches we don't have a use for it.
>>
No. 662301 ID: 46df9e

>>662299
NONONONONONONONONONONONONO all the NOs.
>>
No. 662302 ID: 88960e

>>662299
That would be rude. He can't fly!

Is Fulton literate? Ask if he can read the book.
>>
No. 662305 ID: 28da13
File 143956039148.png - (81.13KB , 600x600 , ADDp029.png )
662305

>Is Fulton literate? Ask if he can read the book.
HE most certanly is literate. Sadly as HE takes look at the BOOK, HE realizes that it's written in very backwater type of elvish. HE can read only so much of it.
-Summoning ritual of lesser noir-walker "AZ" the cursed flutist.
-Preform with caution... binding ritual... ring... sound is the key...
-To send back in noir... (unreadable).

>music puzzle.
BARD preforms key-melody to unlock enchanted door. easy-peasy...
>>
No. 662308 ID: 28da13
File 143956046476.png - (86.25KB , 600x600 , ADDp030.png )
662308

Enchanted DOOR opens.
>>
No. 662313 ID: 34a64b

Take hat, enter door.
>>
No. 662315 ID: 88960e

High five, ecolocate for traps, advance.
>>
No. 662321 ID: 28f645

Before continuing, is the want retreivable from the locking mechanism in the last room?
>>
No. 662323 ID: 28da13
File 143956805050.png - (83.60KB , 600x600 , ADDp031.png )
662323

>take POINTY HAT
This guy won't need it anymore.
>preform HIGH-FIVE
...with flying colors!
>retrive WAND
WAND is firmly installed in locking mechanism and retriving it would be too much of hassle. YOUR quest sence tells - YOU won't be needing that anymore.
>enter DOOR
...
>>
No. 662324 ID: 28da13
File 143956807573.png - (86.29KB , 600x600 , ADDp032.png )
662324

>>
No. 662325 ID: 88960e

>>662324
Hello, are you a nice friendly skeleton, or the kind that's going to attack with violence?
>>
No. 662328 ID: 1cebc8

1) Grab Bucket
2) Place Bucket On Skeleton
3) Loot Everything

Man these drags are stupid!
>>
No. 662329 ID: 0fc976

Put bucket on skeleton's skull.
>>
No. 662333 ID: 9e2fb5

Make skeleton our new buddy.
Btw, can Bard tell us something?
>>
No. 662347 ID: e114bc

>>662324
Kick its ass.
>>
No. 662350 ID: c18b2e

Greet skelly with YOUR sword
>>
No. 662353 ID: 9ddf68

think you could blow the skeleton apart with one of your SONIC BLAST?
>>
No. 663273 ID: 18b3d8
File 143979331126.png - (90.75KB , 600x600 , ADDp033.png )
663273

SKELETON attacks YOU.
>put BUCKET on a SKELETON head.
YOU quickly put a BUCKET on a SEKELTON head.
>>
No. 663274 ID: 18b3d8
File 143979333915.png - (86.11KB , 600x600 , ADDp034.png )
663274

as soon as you do so SEKELETON ceases all movements. it seems that he is enchanted to attack everything he see entering this chamber.
BARD compliments your quick thinking.
>>
No. 663276 ID: ab7529

>>663274
Steal skeleton's sword.

Peer up and down the holes in the middle of the room, and through all the bared doors. What do you see? (Or echolocate?).
>>
No. 663280 ID: 9ddf68

sweat, see what you can "see" down the well and maybe the hole where the chain is coming form as well.
>>
No. 663282 ID: e114bc

Ask if the bard wants its sword.

Try pulling the chain.
>>
No. 663288 ID: 18b3d8
File 143979468298.png - (98.53KB , 600x600 , ADDp035.png )
663288

>Steal skeleton's sword.
>Ask if the bard wants its sword.
HE would very much like some weapon to protect himself.

>Peer up and down the holes in the middle of the room, and through all the bared doors. What do you see? (Or echolocate?).
>...and maybe the hole where the chain is coming form as well.
YOU inspect every exit from this room.
-barred doorway on the north lead to stairway goind upwards.
-barred doorway on the east leads into a small chamber with a bunch of contraptions inside.
-well is about 10m deep and filled with water.
>>
No. 663290 ID: 18b3d8
File 143979470342.png - (93.89KB , 600x600 , ADDp036.png )
663290

-hole on the celling leads into chamber above current one, something distorts your ECHOLOCATION, so you can't "see" what's inside.

>Try pulling the chain.
should you do it?
A) yes
B) ...no?
>>
No. 663292 ID: 9ddf68

>>663290
first have the bard stand outside the open door incase it closes when you pull the chain, he can just play the melody again to open the door if that is the case. You can fly up the hole if the chain triggers a trap. Once he's out pull the chain and see what happens.
>>
No. 663297 ID: ab7529

>>663290
I see the bard armed himself.

>>663292
Seems reasonable.
>>
No. 663303 ID: 18b3d8
File 143979579601.png - (112.61KB , 600x600 , ADDp037.png )
663303

>first have the bard stand outside the open door incase it closes when you pull the chain, he can just play the melody again to open the door if that is the case. You can fly up the hole if the chain triggers a trap. Once he's out pull the chain and see what happens.

YOU pull on the CHAIN. as you do so it snappes back up and you hear groaning sound echoing thought the walls. both open DOOR's on the west and south snap shut. room began filling with water!
YOU hear BARD attempting to re-open enchanted door to no avail.
>>
No. 663305 ID: e114bc

>>663303
Go up! You'll have to reverse whatever mechanism just triggered.
>>
No. 663306 ID: ab7529

Good thing you can fly.

Upwards.
>>
No. 663307 ID: 9ddf68

tell bard you're fine and to worry about himself for now, we'll hook back up later. Then fly up.
>>
No. 663318 ID: 18b3d8
File 143979704957.png - (51.41KB , 600x600 , ADDp038.png )
663318

YOU fly up to the room above. water level stopped rising as soon as it reached hole.
>>
No. 663324 ID: 9ddf68

well thanks to the dead guy the big hole looks like a trap. Wave your hat in front of the small hole to make sure nothing shoots out of it and then use your echolocation to see if you can't see what's one the other side... probably save to do that with the big hole as well.
>>
No. 663325 ID: e114bc

>>663318
d...does this mean the bard is dead? No, I guess he could have fled to the exit of that floor.

DON'T stick your head in that hole. Check the corpse.
>>
No. 663328 ID: ab7529

Ecolocate all the holes, search body for loot.
>>
No. 663360 ID: ad936f

If that's all it took to off the bard then he wasn't worth keeping around in the first place. echolocate into the two holes.
>>
No. 663406 ID: a107fd

Use corpse bits to check if traps are still active.
>>
No. 663501 ID: 0fc976

Stick hat in bloody hole.
>>
No. 663505 ID: 350a50

Loot CORPSE.
ECHOLOCATE both HOLES.
Stuff CORPSE in LARGE HOLE.
>>
No. 665733 ID: e8f005
File 144094509756.png - (64.67KB , 600x600 , ADDp039.png )
665733

YOU take off POINTY HAT.
YOUR ears were getting itchy.
>d...does this mean the bard is dead?
-no the BARD is currently safe and sound behind the ENCHANTED DOOR.
>Use corpse bits to check if traps are still active.
before YOU do that...
>Loot CORPSE.
YOU obtain small SILVER COIN, thin piece of DARK WOOD.
>ECHOLOCATE both HOLES.
hole on the west wall appears to be part of the mechanism to wich was connected to pulling CHAIN. currently it's all winded up, and there is no way to pull the CHAIN back. hole on the east wall leads to the small space with a number of metal contraptions each connected to one another. one of them obviously was responsible of beheading of this poor sap here.
>>
No. 665734 ID: e8f005
File 144094511489.png - (56.53KB , 600x600 , ADDp040.png )
665734

>Stuff CORPSE in LARGE HOLE.
YOU do so... nothing really happens. to push it any further YOU would have to get in yourself.
>>
No. 665739 ID: 0fc976

Look down the hole for some kind of trigger.
>>
No. 665740 ID: d90668

Carefully pull out the body while avoiding being in line with the hole and then check for pressure plates and the like.
>>
No. 665742 ID: e8f005
File 144094947989.png - (61.75KB , 600x600 , ADDp042.png )
665742

>Look down the hole for some kind of trigger.
YOU can't see for sure without sticking YOUR head inside. prospect of being beheaded is not very welcoming. YOU won't stick YOUR head inside without being sure it safe.
>Carefully pull out the body while avoiding being in line with the hole and then check for pressure plates and the like.
YOU prop body against the wall and inspect room for hidden pressure plates...
-they are never there when YOU need them.
>>
No. 665743 ID: 57dfcc

Can you see (or echolocate) the corpse's head anywhere in there? It should probably be close to where the beheading trap was, though it might have rolled.

If we can't find the head, that's weird. That means something took it, or there's a trap door for head disposal or something.
>>
No. 665815 ID: 9ddf68

huh, I'm not seeing how this trap is activated? I mean unless it happened when you pulled the chain and the poor bastard was looking through the hole at the time I can't see any way the trap is triggered. No levers, no switches, no pressure plates, hell not even on of those light traps where every time you stand in the light a trap activates. I guess if you can't find anything else in this room... get as much of a running jump as you can and leap through the hole before it can do anything?
>>
No. 665818 ID: 350a50

Can YOU swim?

If YOU can, return to the room below.
>>
No. 665846 ID: b71f26
File 144098177749.png - (66.62KB , 600x600 , ADDp041.png )
665846

>Can you see (or echolocate) the corpse's head anywhere in there?
nope.

>get as much of a running jump as you can and leap through the hole before it can do anything?
YOU can try that. your slender physique might let you fly through fast enough... hopefully.

>Can YOU swim?
YOU know how to hold your breath.
>>
No. 665848 ID: 57dfcc

>>665846
Swim down, grab bucket, swim up. Leave skelly behind, he can't swim.

Use bucket to dump water in the beheading shaft. Let's see if we can trigger or gum up / rust up whatever trap mechanism is in there.
>>
No. 665849 ID: e114bc

>>665846
I guess we can go look down the well, as far as we can go without drowning.
>>
No. 665853 ID: 350a50

>>665848
Second.
>>
No. 665910 ID: b71f26
File 144099960255.png - (80.37KB , 600x600 , ADDp043.png )
665910

>Swim down, grab bucket, swim up. Leave skelly behind, he can't swim.
YOU pick swim down and grab a BUCKET of the SKELETON head.
HE attempted to unsuccesfully nab you. good thing Felton disarmed him earlier.
>>
No. 665911 ID: b71f26
File 144099961818.png - (62.69KB , 600x600 , ADDp044.png )
665911

>Use bucket to dump water in the beheading shaft. Let's see if we can trigger or gum up / rust up whatever trap mechanism is in there.
After an hour of water tossing YOU notice that water level remains the same. YOU assume room to wich this hole leads is somehow connected to the one below it and back to the room with a well.
>>
No. 665939 ID: 9ddf68

huh, so maybe that one guy did die because someone (maybe us, not sure how fresh that body is) pulled the chain which activated the room which took his head off because he was in the wrong place at the wrong time.

...Well unless there's an exit above us or towards the south wall I guess we're going to have to go into the hole. Just try the running start thing and be ready to move as soon as your ass is through the hole.
>>
No. 665940 ID: a107fd

Since the corpse's torso didn't get sliced, it's probably safe enough to stick your own head in the hole, particularly if you're just looking around and not actually touching anything.

What about swimming down the well the water originally emerged from? If it's connected, we might be able to approach these mechanisms from the other side.
>>
No. 665942 ID: e114bc

>>665911
Take a look in there.
>>
No. 665978 ID: b3fa34

>>665911
Jump in the hole with absolute reckless abandon
>>
No. 666018 ID: ad936f

>>665978
this is the only possible course of action.
>>
No. 666023 ID: ebc7dc

I have decided to join this quest and be as unhelpful as possible. That being said, Yodel.
>>
No. 666215 ID: b71f26
File 144109879630.png - (67.72KB , 600x600 , ADDp047.png )
666215

>Yodel.
YOU suddenly driven to preform singing number!
...thou YOUR skills are soo bad, YOU can feel Fulton cringing even from here.

>Swimming down the well.
YOU would be able to do so, if not for the fully mobile SKELETON down there.
>>
No. 666216 ID: b71f26
File 144109881204.png - (93.34KB , 600x600 , ADDp048.png )
666216

>Jump throught the hole.
YOU mater up all of YOUR courage and fly through the bloody hole.
YOU emerge on the other side.
>>
No. 666217 ID: b71f26
File 144109882575.png - (53.83KB , 600x600 , ADDp049.png )
666217

...
>>
No. 666220 ID: 3663d3

cool, flip lever and get out of water
>>
No. 666222 ID: 350a50

>>666220
Do we still have our BUCKET? If the Skeleton comes through we may need it.
>>
No. 666227 ID: ad936f

Great more puzzle bullshit. Maybe it's a giant toilet? Just flip the lever and see what happens.
>>
No. 666231 ID: 3c17ca

>>666216
go back up, reattach chain, go back down, flip level.
>>
No. 666233 ID: b71f26
File 144110784895.png - (59.05KB , 600x600 , ADDp050.png )
666233

>Just flip the lever and see what happens.
...should have seen that one coming.
>>
No. 666237 ID: a107fd

Don't pull the lever just yet. Climb back up and examine mechanisms, instead. It might drag that slab over the top of the shaft, trapping us underwater.
>>
No. 666238 ID: a107fd

Re-bucket the skeleton.
>>
No. 666239 ID: b71f26
File 144110972186.png - (57.05KB , 600x600 , ADDp051.png )
666239

>Re-bucket the skeleton.
Done... Why do YOU don't just slay it and be done with all this hassle?

>Don't pull the lever just yet.
It's already been pulled.

>Climb back up and examine mechanisms, instead.
YOU climb back out...
>>
No. 666240 ID: b71f26
File 144110973645.png - (95.75KB , 600x600 , ADDp052.png )
666240

Mechanism function appears to be elevation of this huge slab of rock by two chains, one of wich appears to be broken.
There is also a crudely made TABLE with small wooden BOX on top of it. There appears to be a keyhole on the BOX.
>>
No. 666257 ID: ad936f

attempt to bust open box
>>
No. 666261 ID: 3663d3

use hole trap to break open box.
>>
No. 666281 ID: e114bc

>>666240
So it kindof looks like there is or was a trap on the hole's exit. Can you tell how it works/worked?
>>
No. 666283 ID: b71f26
File 144112943408.png - (94.31KB , 600x600 , ADDp055.png )
666283

>Break open the box.
YOU pick up the small wooden BOX... preparing to smash it against the edge of the hole.

>So it kindof looks like there is or was a trap on the hole's exit. Can you tell how it works/worked?
YOU have no idea how it works. Circle on the wall looks kinda familiar thou.
>>
No. 666284 ID: b71f26
File 144112949268.png - (93.39KB , 600x600 , ADDp056.png )
666284

(crack!)~ (sound of breaking glass)~
>>
No. 666285 ID: b71f26
File 144112952650.png - (105.50KB , 600x600 , ADDp057.png )
666285

>>
No. 666287 ID: 9297f4

WELP. RIP. END THE THREAD.
>>
No. 666288 ID: b71f26
File 144112966555.png - (128.06KB , 600x600 , GO.png )
666288

BAT-MAN is dead.

New hero decends into dungeon

>Choose your RACE
>>
No. 666290 ID: 9297f4

I vote for a Rajang.
>>
No. 666292 ID: 330ce5

Beastfolk; shark person.
>>
No. 666296 ID: 3c17ca

>>666288
morbidly obese walrus man.
>>
No. 666297 ID: e114bc

>>666288
Aw man, the box had an explosion trap on it. Or it just had an explosive potion inside it or something similarly dangerous.

Ummm... how about an ELF.
>>
No. 666299 ID: bb3898

>Choose your RACE
Necron
>>
No. 666302 ID: 60700b

>Choose your race
Wait. We don't have a limit on what to pick?

hmmmmmmmm
>>
No. 666303 ID: bb3898

Be the skeleton
>>
No. 666314 ID: 350a50

>>666303
Second.
>>
No. 666318 ID: b71f26
File 144113690488.png - (79.38KB , 600x600 , ADD2p001.png )
666318

>Choose a character

A) SHARK-MAN member of savage tribe from azure lagoon. (warning: losses control in presence of blood)

B) WALRUS-MAN proud dweller of ice-peak caverns. (warning: can't fit through small passages)

C) SKELETON-MAN remnants of unlucky adventurer. (warning: dead from the start)

D) ELF-MAN native of the evergreen grove. (warning: gay as f*ck)
>>
No. 666319 ID: 3663d3

skeleton. we must merge with the other skeletons and become mega skeleton.
>>
No. 666320 ID: ad936f

Skeleton man, we can't die if we're already dead! Failing that we should be the elf, gayness is a useful attribute because succubi can't seduce us.
>>
No. 666321 ID: bb3898

Necron!
>>
No. 666322 ID: e114bc

Skeleton, just to say Kaktus isn't the only one to make the following joke.

Then elf.
>>
No. 666323 ID: 9297f4

M-muh Rajang...

Fine. Skelly it is then.
>>
No. 666326 ID: 350a50

Skeleton-man
>>
No. 666327 ID: 57dfcc

Damnit guys, this is what happens when you try to sequence break (without slime powers). Poor batty.

We'll have to get him to a priest and/or necromancer.

>who choose
Skelly!
>>
No. 666330 ID: fae2c3

Skelly man.
>>
No. 666337 ID: 3c17ca

>>666318
Overweight walrus!
I suspect that since the walrusman is not getting selected, I have a humble request. Each time he is passed over, he drowns his sorrows in walrus man chow.
>>
No. 666344 ID: 46df9e

Shark man
>>
No. 666356 ID: 330ce5

Skeleton of shark-man.
>>
No. 666449 ID: 6750cf

In a dungeon plagued by the crime
A dungeon you know, or could imagine
A dungeon of contraptions and chambers
A dungeon in pain
A dungeon in need of a hero
That hero is Skeleton Man!

Skeleton Man, Skeleton Man, Skeleton Man!
>>
No. 666493 ID: eda2e1

>>666356
We just so happen to still be in the shark-man at the time. We'll fix that.

And also why is it always a beast-man and not a beast-woman? That walrus needs to be female.
>>
No. 666497 ID: b71f26
File 144118647020.png - (49.76KB , 600x600 , ADD2p002.png )
666497

YOU are a SKELETON-MAN

YOU possess following skills:
>GRAVE CALL
>CHILL TOUCH

YOU possess following items:
>TORN MANTLE
>BONE CLUB
>>
No. 666498 ID: d93d23

Proceed through yonder door.
So you can raise the dead and poke people with death hands?
>>
No. 666508 ID: 6750cf

Check the box and ladder at your back.
>>
No. 666510 ID: b71f26
File 144119291813.png - (43.80KB , 600x600 , ADD2p003.png )
666510

>Check the box and ladder at your back.
IT's a plain looking wooden BOX.
IT's a plain looking LADDER by wich you descended into this dungeon.
>>
No. 666511 ID: b71f26
File 144119293711.png - (41.26KB , 600x600 , ADD2p004.png )
666511

>Proceed through yonder door.
YOU enter door on the east.
>So you can raise the dead and poke people with death hands?
Not exactly. YOU can converse with recently dead and poke people with death hands.
>>
No. 666512 ID: 2eeb65

>>666497
Explain what your skills do.
>>
No. 666513 ID: 2eeb65

Oops, ninja'd. Anyways, what does poking people with death hands do? Does it freeze them? Would it freeze anything else (e.g. water)?
>>
No. 666514 ID: d93d23

Can you act as some kind of SKELETON KEY on the locked door?

Otherwise roll dem bones through the slot.
>>
No. 666515 ID: 6750cf

Apply CALCIUM STRENGTH on padlock.
>>
No. 666516 ID: ad936f

Do we have good bones and calcium?
>>
No. 666518 ID: f461c5

Keep an eye out for milk. We may have need of the DR.

So presumably you can fit through anything your pelvis can.

This means it has become relevant to know if you were a woman in your past life or not.
>>
No. 666520 ID: 46df9e

Remove your skull and place it on the ground. Slowly push it towards the hole to see what's on the other side. Also, what is the point of the torn mantle? As a skeleton we certainly have no need to keep warm or any part of a body that would be impolite to expose.
>>
No. 666630 ID: 350a50

YOU have a BONE to PICK with that LOCK.
>>
No. 666687 ID: 57dfcc

>>666510
Smash lock with bone club, see if it gives.
>>
No. 666689 ID: eda2e1

>>666630
Yes, get erection.
>>
No. 669919 ID: 013c12
File 144241068398.png - (48.79KB , 600x600 , ADD2p006.png )
669919

>YOU have a BONE to PICK with that LOCK.

YOU swing your mighty BONE CLUB and flimsy LOCK shatters into pieces.
>>
No. 669920 ID: 6750cf

Laugh at the remains of the puny padlock.
Open the door and observe what is in the next room before proceeding.
>>
No. 669921 ID: 013c12
File 144241165202.png - (81.83KB , 600x600 , ADD2p007.png )
669921

>Laugh at the remains of the puny padlock.
nothing will stand in the way of YOUR mighty BONE CLUB!

>Open the door and observe what is in the next room before proceeding.
YOU observe room behind locked door.
YOU see some kinda of fountain/bath thing, water is emanating a misterious light.
>>
No. 669923 ID: a6f913

can you see anything in the pool? is it deep?

also see if you can plug the source of the fountain with your Boan Club. just out of curiosity.
>>
No. 669932 ID: 013c12
File 144241509761.png - (89.49KB , 600x600 , ADD2p008.png )
669932

>can you see anything in the pool? is it deep?
it's pretty deep, but ripple on the surface obscures your vision.

>also see if you can plug the source of the fountain with your Boan Club. just out of curiosity.
it's just out of YOUR reach.
>>
No. 669937 ID: 88960e

>>669932
Remove arm, hold it out with other arm. As a disassembleble skelly, you can double your reach.
>>
No. 669938 ID: 1cdb21

Smash the statues elbow with your club, so that the jug turns upright.
>>
No. 669940 ID: 013c12
File 144241870776.png - (88.52KB , 600x600 , ADD2p009.png )
669940

>Remove arm, hold it out with other arm. As a disassembleble skelly, you can double your reach.
by doubling your reach YOU succesfully plug the fountain.
>>
No. 669941 ID: 013c12
File 144241872053.png - (86.52KB , 600x600 , ADD2p009-2.png )
669941

as the ripples disappear YOU spot something shiny at the bottom.
>>
No. 669943 ID: 1cdb21

lean over the water; see if you can get a clear view of the object without getting into the water.
>>
No. 669945 ID: 013c12
File 144242310580.png - (86.95KB , 600x600 , ADD2p009-3.png )
669945

>lean over the water; see if you can get a clear view of the object without getting into the water.
it looks like some kind of pendant.
>>
No. 669946 ID: 2a7417

Test the waters with your double-arm.
>>
No. 669949 ID: 013c12
File 144242491469.png - (67.93KB , 600x600 , ADD2p010.png )
669949

>Test the waters with your double-arm.
this reaction. as you thought... it's an elvish healing pond. things like this reacts badly with dark aberrations like you. taking a dip in here will unundead you, making a regular kind of dead.

YOU sustained minor damage.
>>
No. 669950 ID: c43722

Welp, so much for getting that pendant... For now. You'll need something like a fishing line with a hook to nab it. Good thing you didn't just jump in since you'd have just sunk to the bottom.

Use double-arm to retrieve your BONE CLUB and leave this room. Go see if there's anything in that plain wooden BOX that was back where you started. If you can't open it easily, then use your BONE CLUB to smash it open.

What ways do you know of to repair yourself? And do you know what your GRAVE CALL skill does?
>>
No. 669951 ID: 013c12
File 144242623224.png - (66.58KB , 600x600 , ADD2p011.png )
669951

YOU return back to the first room.
YOU smash open wooden BOX with your BONE CLUB.
YOU retrieve:
SMALL RUSTY KEY
PURPLE POTION

>What ways do you know of to repair yourself?
YOU can heal yourself only by feeding of a dark energy, or milk.

>GRAVE CALL
this ability allows YOU to summon spirits of "recently departed".
>>
No. 669952 ID: 2a7417

Use purple potion with healing pool.
>>
No. 669965 ID: ad936f

Use GRAVE CALL to see if anything has died in here recently.
>>
No. 669966 ID: 3663d3

crawl through hole in other room.
>>
No. 669990 ID: a6f913

don't dump the entire potion in the pool. if we really want to see if it does anything to the water, just drip a little in.

go back to the other room with the shaft.
>>
No. 670020 ID: 013c12
File 144245695028.png - (86.42KB , 600x600 , ADD2p012.png )
670020

>Use purple potion with healing pool.
>don't dump the entire potion in the pool. if we really want to see if it does anything to the water, just drip a little in.
YOU return to elvish healing pond.
YOU drip some of the PURPLE POTION in the pond.
>>
No. 670021 ID: 013c12
File 144245696687.png - (85.57KB , 600x600 , ADD2p012-2.png )
670021

potent potion altered properties of the healing water.
>>
No. 670022 ID: 0fc976

test hand again. Just a finger this time.
>>
No. 670023 ID: 0062af

Dip a finger in, see if it still hurts you. If no, grab the precious pendant.
>>
No. 670029 ID: 013c12
File 144245804628.png - (63.04KB , 600x600 , this can't be good.png )
670029

YOU dip your finger in it.
now to added sting from a healing properties, YOUR finger sprouts small purple tendrils. yuck.
>>
No. 670032 ID: 0fc976

Bite tendrils.
>>
No. 670034 ID: 3663d3

can tendrils be removed safely?
>>
No. 670035 ID: a6f913

gross. see if you can control the tendrils, or if they are just wiggling around however they want.

either way, let's make sure that bottle is corked up really nice and leave this room alone for now.
>>
No. 670036 ID: 330ce5

Dip the rest of your hand in, acquire a tentacle hand.
>>
No. 670042 ID: 0fc976

Climb down pit.
>>
No. 670043 ID: 013c12
File 144245963092.png - (66.58KB , 600x600 , this can't be good-2.png )
670043

>gross. see if you can control the tendrils, or if they are just wiggling around however they want.
the latter.
>can tendrils be removed safely?
YOU pluck them out. tendrils wither and turn to dust as YOU do that. good riddance.
>>
No. 670044 ID: 013c12
File 144245965372.png - (54.99KB , 600x600 , ADD2p013.png )
670044

>next room.
YOU crawl through small shaft in the next room.
>>
No. 670047 ID: e114bc

>>670044
Clack your teeth threateningly at the thing in the crevice.
>>
No. 670050 ID: 46df9e

Greet the eyes amicably.
>>
No. 670060 ID: a6f913

>>670043
ponder appearance and disappearance of very cute little circlebrows.

>>670044
clack teeth amicably.
>>
No. 670061 ID: b19c9a

>>670044
Leave room. ((I miss Bat-Man.))
>>
No. 670065 ID: 149da0

>>670044
Wave at the eyeballs.
>>
No. 670079 ID: 013c12
File 144246642285.png - (58.31KB , 600x600 , ADD2p014.png )
670079

YOU wave at eyes glowing in the dark while clacking YOUR teeth amicably.
creature repsond with short meow~. YOU can't tell if it was amicable or not.
>>
No. 670081 ID: 0fc976

Pull lever.
>>
No. 670085 ID: 013c12
File 144246704602.png - (66.50KB , 600x600 , ADD2p015.png )
670085

>Pull lever.
YOU pull on the a LEVER.
creature was scared away by the noise of lowering cage bars.
>>
No. 670088 ID: 2e88a5

Proceed through southern door.
>>
No. 670089 ID: 013c12
File 144246832944.png - (54.82KB , 600x600 , ADD2p016.png )
670089

>Proceed through southern door.
YOU proceed into the next room.
nothing of note here. YOU can hear music seeping through east doorway. somebody playing on a LUTE.
>>
No. 670090 ID: e114bc

>>670089
Could it be? Sneak into the next room. There may be a skeleton waiting to be freed from its fleshy prison.
>>
No. 670091 ID: 2e88a5

Continue on with caution. Try not to frighten the lutist with your spooky skeletal appearance.
>>
No. 670095 ID: 330ce5

Head towards the source if the music.
>>
No. 670096 ID: 013c12
File 144247071015.png - (136.14KB , 880x660 , ADD2p017.png )
670096

YOU head towards the source of music.
HOOD of your CLOAK and dimly lit dungeon succesfully conceal your true nature.
BARD lifts his gaze from lute and greets a fellow dungeon diver.
>>
No. 670100 ID: 3663d3

wait until their guard is down, then apply skeleton awakening maneuver.
>>
No. 670101 ID: 2e88a5

Ask the bard about his adventures so far. Try to get him to join you in exploring the dungeon.
>>
No. 670105 ID: 013c12
File 144247329872.png - (202.68KB , 880x660 , ADD2p018.png )
670105

>Ask the bard about his adventures so far.
HE tell's you about his more recent exploits.
>Try to get him to join you in exploring the dungeon.
HE replies that it's not like HE have something else to do.

-BARD joins your party.

>wait until their guard is down, then apply skeleton awakening maneuver.
YOU don't possess that kind of power.
>>
No. 670107 ID: 330ce5

Go back to the other room and climb the ladder.
>>
No. 670109 ID: 013c12
File 144247407266.png - (57.88KB , 600x600 , ADD2p019.png )
670109

>Go back to the other room and climb the ladder.
YOU do so. BARD stayed behind in dimly lit room. YOU can't have him follow YOU until he knows what you are.
>>
No. 670112 ID: 2ccbb3

Grab axe, leave the bell alone.
>>
No. 670118 ID: a6f913

grab axe. use DOUBLE ARM!!!! to clack around in that hole on the north wall and see if there's anything inside.
>>
No. 670130 ID: 013c12
File 144248408592.png - (47.26KB , 600x600 , ADD2p020.png )
670130

YOU grab an AXE, wich then promptly equipped to dualweild along with you trusty BONE CLUB.
YOU proceed through a hole in the north wall.
YOU happen upon secret dungeon shop. SHOPKEEPER eyes you with curiosity.
>>
No. 670133 ID: ad936f

ask him to show you his wares
>>
No. 670135 ID: 46df9e

What is the item to the right of the mouse toy?
>>
No. 670145 ID: 2a7417

Haggle over the price of the GLASSES.
>>
No. 670151 ID: 013c12
File 144251087196.png - (46.33KB , 600x600 , ADD2p021.png )
670151

>What is the item to the right of the mouse toy?
it's a funny face - SHOPKEEPER says

>Haggle over the price of the GLASSES.
SHOPKEEPER asks what you can trade for that.
>>
No. 670152 ID: 88960e

>>670151
We can trade for covering any item he wants in purple tentacles.
>>
No. 670159 ID: 097f2d

Consider applying Axe discount to shopkeeper face so you can get all the items in the shop.

Consider then how that might not be a good idea. Shopkeepers in dungeons tend to be badasses. Since they are able to open shops in dungeons filled with traps and monsters.
>>
No. 670160 ID: a6f913

if we put on the suction-cup dildo FUNNY FACE do you think it would hide that we're a skellie?

offer purple potion. i don't really see how else we'd use it, especially since if we really need it we could go get some from the tainted fountain water.
>>
No. 670168 ID: 2eeb65

Offer SHOPKEEPER to join your PARTY
>>
No. 670174 ID: cab7d6

You can trade water from a magical elf healing fountain!
>>
No. 670231 ID: 4f2140

we can trade him That purple stuff
>>
No. 670273 ID: 350a50

>>670160
This.
>>
No. 670510 ID: 013c12
File 144266625618.png - (50.64KB , 600x600 , ADD2p022.png )
670510

>Consider applying Axe discount to shopkeeper face so you can get all the items in the shop.
>Consider then how that might not be a good idea. Shopkeepers in dungeons tend to be badasses. Since they are able to open shops in dungeons filled with traps and monsters.
YOU consider that... yep it's a bad idea.

>exchange PRUPLE POTION for FUNNY FACE MASK.
YOU put on FUNNY FACE.

>Offer SHOPKEEPER to join your PARTY.
SHOPKEEPER decline your offer. SHOP won't run itself.
>>
No. 670511 ID: 46df9e

Ask if he would consider joining the party if we ever managed to purchase all of his wares; leaving him with nothing for the shop to sell. Then bid him farewell, and check the left tunnel.
>>
No. 670515 ID: 013c12
File 144266841883.png - (49.55KB , 600x600 , ADD2p023.png )
670515

>Ask if he would consider joining the party if we ever managed to purchase all of his wares; leaving him with nothing for the shop to sell.
SHOPKEEPER considers that.

>Then bid him farewell, and check the left tunnel.
YOU proceed through the left tunnel
>>
No. 670516 ID: 013c12
File 144266844143.png - (72.41KB , 600x600 , ADD2p024.png )
670516

it looks like YOU'v reached outer edge of the dungeon. nothing but blackness of the underworld up ahead.
>>
No. 670520 ID: 0fc976

Rattle a friendly hello to the underworld denizen.
>>
No. 670521 ID: b9cef6

Wave hello to horrifying monstrosity. Take off your funny face so he knows you're a monster too, so you can be monster bros.
>>
No. 670552 ID: 2eeb65

say "BOO!"
>>
No. 670589 ID: 330ce5

Comment about the weather.
>>
No. 670592 ID: ad936f

hit on it, preferably with bone related puns.
>>
No. 671572 ID: 6c1e4a
File 144291368072.png - (116.79KB , 600x600 , ADD2p025.png )
671572

>Rattle a friendly hello to the underworld denizen.
YOU greet mysterious underdweller with a friendly rattle.
Creature doesn't seem to notice YOU.
>Comment about the weather.
YOU comment on obvious lack of a weather.
No respond. Creature seems to be fully invested in playing it's flute/beak thingy.
>>
No. 671579 ID: b9cef6

Harmonize by playing the xylabone.
>>
No. 671583 ID: 0fc976

Attempt to play/pick your mask's nose thingy.
>>
No. 671586 ID: e4abe1

>>671572
NOPE away from the spookier then you creature.
>>
No. 671589 ID: 88960e

Obviously you need to go get the bard so these guys can be music buddies.
>>
No. 671601 ID: ad936f

>>671586
We're a skeleton, nothing is spookier than us!
>>
No. 671609 ID: f4b76f

Sing along.
>>
No. 671624 ID: 3cee37

>>671579
YES, we must bring the bard and play with him. It shall be glorious.
>>
No. 671666 ID: 2eeb65

>>671572
She's just playing hard to get.

Bring your bard bro, let him be your wingman.
>>
No. 673661 ID: e3d6b3
File 144351816194.png - (116.13KB , 600x600 , gift.png )
673661

YOU preform a rather lackluster musical number with aid of your bodyparts.

CREATURE seems to notice you now. CREATURE akwardly contorts it's body and presents you a small shiny object.

Should you accept that?
>>
No. 673662 ID: 13c4a5

Thank them first and then accept.
>>
No. 673669 ID: e3d6b3
File 144351934361.png - (51.82KB , 600x600 , ADD2p025.png )
673669

YOU accept the gift. As soon as you do so, figure disappears into the darkness.
YOU obtain EYE OF THE DUNGEON.
With this you can view every previously visited room.
>>
No. 673672 ID: 42ee36

Check the room with the Bard, see if it can see living things.
>>
No. 673674 ID: e3d6b3
File 144352278143.png - (68.73KB , 600x600 , ADDp026.png )
673674

>Check the room with the Bard, see if it can see living things.

YOU use EYE of DUNGEON to view room with BARD in it.
>>
No. 673677 ID: 3663d3

uhh, hmmm was that circle there before?
>>
No. 673678 ID: b66b01

>>673677
It's the same room where BatDude got his wizard hat from. When SkeletonDude met the Bard, we didn't get a full view of the room. I'm assuming that the Bard moved the body so that he didn't have to share the room with a corpse.
>>
No. 673680 ID: b66b01

>>673674
Check the tunnel to the right of the shopkeeper

Also to note, I'm guessing that that thing that gave you the Eye of Dungeon was AZ the cursed flutist. Seems like they were summoned earlier.
>>
No. 673683 ID: 2a7417

>>673678
Seeing as we are playing a skeleton, I imagine it's not too much of a stretch to say the body just got up and walked away.
>>
No. 673684 ID: 90af9d

Excitedly clack at Bard because that's how scrying works.
>>
No. 673686 ID: e782b1
File 144353456054.png - (76.85KB , 600x600 , ADD2p027.png )
673686

>Excitedly clack at Bard because that's how scrying works.
BARD can't hear YOU from that far away.

YOU return back to the SHOPKEEPER tunnel and this time take a right passage.

>Check the tunnel to the right of the shopkeeper
YOU enter an even more dimly lit room. Something fowl can be sensed in the air.
>>
No. 673688 ID: 88960e

>>673686
Greet dungeon denizen.

>something fowl
There be a bird nearby!
>>
No. 673690 ID: 3c17ca

>>673686
perhaps this darkness can heal us, and or improve us. LET US SACRIFICE BARD TO MAKE OURSELVES GREATER.
>>
No. 673692 ID: e782b1
File 144353630722.png - (76.71KB , 600x600 , ADD2p028.png )
673692

>Greet dungeon denizen.
YOU greet cloaked figure.
CULTIST greets a fellow darkspawn and informs YOU of purpose of this altar.
Sacrifice in blood is needed to obtain favor of dark gods.

>LET US SACRIFICE BARD TO MAKE OURSELVES GREATER.
A) - Favor of dark gods sure sound tempting enough to do so.
B) - Nah... YOU prefer keeping your meat servants (party members) alive.
>>
No. 673693 ID: b66b01

>>673692
Tell them that you'll keep that in mind next time you encounter a "blood vessel" and keep going right.
>>
No. 673697 ID: 42ee36

Sacrifice this guy. He's clearly not making an effort. I can't see any blood.
>>
No. 673698 ID: 2a7417

I'll keep looking for meatbags to sacrifice. I don't feel like going all the way back for him anyway.
>>
No. 673699 ID: e782b1
File 144353863173.png - (79.89KB , 600x600 , ADD2p029.png )
673699

While keeping suggestion of CULTIST in mind YOU proceed further to the right.
Looks like YOU found source of darkness in here. Open rift through NOIR.
>>
No. 673700 ID: 2a7417

Poke head through RIFT.
>>
No. 673701 ID: b66b01

>>673699
I think it's obvious but DON'T WALK ON THOSE TILES OR ELSE YOU'LL GET CRUSHED!

Mmm, I wonder if this is the portal that AZ came through, since the other one was not completed.

SkeletonMan, do you know anything about Noir? How dangerous is it?
>>
No. 673704 ID: e782b1
File 144354084037.png - (54.99KB , 600x600 , ADD2p030.png )
673704

>Poke head through RIFT.
>SkeletonMan, do you know anything about Noir? How dangerous is it?

NOIR is dark dimension between planes... think darkness jam in unversal sandwich.
One cannot simple traverse NOIR without careful preparation. A guide or some way of navigating is required. Once something gets lost in there it will never see light of day again, condemned to eternally wander pitch black infinite maze gradually descending into madness of ones own mind.
>>
No. 673705 ID: 2a7417

Examine BLUDD STAIN (in this dimension, not the NOIR.)
>>
No. 673708 ID: b66b01

>>673704
Inventory check
>>
No. 673716 ID: 768209

>>673704
We would appear to have a (blood) trail to follow - both to its source and then back the way we came to the rift. Do we feel adventurous?
>>
No. 673807 ID: 3c17ca

>>673692
A. Sacrifice bard in preparation to safely traverse the NOIR! Also see if we can make a new skeleton friend in the process...

SKELETON BARD.
>>
No. 673860 ID: 149da0

>>673704
Brave the noir! Follow the blood.

>>673807
Leave bard alive, for now. We might find a more suitable sacrifice as we explore.
>>
No. 673919 ID: 13c4a5

Don't go into the Noir, go through the door instead.
>>
No. 673986 ID: 2eeb65

Inspect the walls to the left and right of the door, without stepping on the floor tiles between them. I suspect these floor tiles are pressure plates of some sort that make spikes or other nasty things shoot from the walls.
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