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File 125856126386.png - (44.56KB , 700x700 , c3-1.png )
78635 No. 78635 ID: fb5d8e

108 posts omitted. Last 50 shown. Expand all images
>>
No. 78789 ID: c0f3bf

Look over your shoulder frequently though, if it can go through walls maybe it can reform itself.
>>
No. 78792 ID: 2dd482

>>78761
>>78762
Life and death = UNDEATH

you know, zombies man.
>>
No. 78796 ID: fb5d8e
File 125858699348.png - (70.73KB , 700x700 , c3-31.png )
78796

I find Timotei and Sticks just as they come stumbling down the stairs.

"Stand down. The threat has been dealt with."
"Sir! I am sorry I was not fighting with you!"
"No, you were ill and needed rest. I would not have you fight. It is in the past now anyway. Come, we will explore the new room as a team."
>>
No. 78798 ID: e0499d

prepare for bad things happening... happening
And at least find a kitchen knife or something. Having no weapon is pathetic.
>>
No. 78799 ID: 5d5878

>>78796
Arm yourself, sir, and lead the way.
>>
No. 78803 ID: fb5d8e
File 125858752368.png - (44.33KB , 700x700 , c3-32.png )
78803

I turn the undeath-key again. With the door destroyed the room where the thing came from comes into view.
It is barren, save for the remains of the monsters and the door, and a pile of very old skeletons. I suspect they were killed long ago by the thing that attacked us.

>>
No. 78804 ID: 34470e

>>78803
Any loot in the skeletons?
>>
No. 78805 ID: 5d5878

>>78803
Just thinking out loud, but a base of operations where some of the rooms are only accessible when the others aren't sounds like a pretty stupid idea. Good for safety and for a trap, but for actually trying to get things done?
>>
No. 78809 ID: d56ac0

>>78803
Examine the skeletons and their possessions. What kind of condition are the weapons/armor in? They may be of use or value.
>>
No. 78810 ID: 632862

>>78803
Don't be so sure the skeletons are inanimate. Be on guard.
>>
No. 78815 ID: fb5d8e
File 125858830246.png - (65.93KB , 700x700 , c3-33.png )
78815

It is true that this set up won't be good for the base of operations I have in mind.
Obviously the original owners were more concerned with secrecy for whatever reasons.
I'll have to think of a way to alter the layout.

The skeletons are not animated.
I manage to salvage a pot helmet, a nearly complete suit of chainmail, two keys, a small gem, a pouch of gold, a rapier, a longsword and a mace. The rest is too worn to be valuable.

>>
No. 78816 ID: 5d5878

>>78815
Are any of your companions familiar in the use of any of those weapons? How about you, since your spear is currently attached to the banner. Sticks is right out, but either you or Timotei could use the armor. You were a mounted knight, you'd probably be used to it.
>>
No. 78818 ID: 34470e

>>78816
Gold is good. We may need the keys and gem for later.
>>
No. 78821 ID: 43d730

>>78815
Give them a burial later, if there's nothing else in here.
Timotei should know how.
>>
No. 78825 ID: 6faa8c

>>78815
Chainmail goes to Timmy. He'll be in the range where protection from slashing non-heavy weapons is crucial more often than you. Helmet goes to you, since it can protect against heavier attacks. Your build looks like a good fit for a rapier, unless Sticks is any good with one. In that case, you get the longsword and Timmy gets a mace.
>>
No. 78826 ID: ab04d4

Are you sure this is their base of operations? For all you know it could be an "adventurer-flytrap", that is to say, a series of rooms designed with an adventurer's expectations in mind- puzzles, occasional enemies, the usual such. Except that there's nothing at the end but a grueling death; the more realistic the entry path is, the less the adventurer thinks about what's at the end, since they usually associate the path's quantity of danger with the dungeon's quantity of treasure. Usually an adventurer can't resist these since they act the same as dungeons except without the loot.

Hold on, why don't they just build these instead of the dungeons that actually have loot in them? With all the adventurers these days it'd seem like a suitable preposal...

Damn, now I wanna write a quest where there's no treasure or escape at the end, just a spikepit.
>>
No. 78830 ID: fb5d8e
File 125859018628.png - (40.91KB , 700x700 , c3-34.png )
78830

Yes, I imagine that this empty room with only a monster in it is nothing but a trap.
That makes me suspect that there is a room of the walking adult man..
I probably was not the only one to attempt an easy way in with only two keys, only I was bright enough to figure out how to destroy the monster.

The chainmail and pot helmet will go to Timotei. The shape of the helmet is not suitable for my head.
The rapier will go to Sticks, the longsword to me, and the mace to Timotei.
I still prefer to find a polearm, ofcourse.

I put the keys and the gem in the pouch with gold.

>>
No. 78831 ID: 5d5878

>>78830
As always, be wary. Check out those keys you got.
>>
No. 78832 ID: 2dd482

>>78830
will the two new keys git in the undeath slot?
>>
No. 78833 ID: fb5d8e
File 12585906405.png - (38.69KB , 700x700 , c3-35.png )
78833

Judging from the shape, the left key will fit into the undeath slot. The other is the sunrise key.
>>
No. 78834 ID: ab04d4

Check behind the desk of the young age door's room maybe? The chair too. Those are really bad guesses but who knows? Failing that leave the entire area, go back to the room where there are the set of double doors and another set of doors. Then try the other doors, being ready for any deadly mechanisms within.
>>
No. 78836 ID: 632862

>>78833
The left key looks like two keys snapped together. Try separating them.
>>
No. 78837 ID: 2dd482

>>78836
It also has different notches.
>>
No. 78838 ID: fb5d8e
File 125859100462.png - (37.49KB , 700x700 , c3-36.png )
78838

Good spot.
I pry the two keys from eachother. I haven't seen this one yet.

>>
No. 78839 ID: ab04d4

That's because it is, we put those two keys together didn't we?
>>
No. 78840 ID: 5d5878

>>78838
Once this is all over we're gonna have to systematically try out all the different keys in all the different slots. For now, go try it in the man slot?
>>
No. 78842 ID: 632862

>>78838
Use the Noon key on the Man keyhole.
>>
No. 78843 ID: fb5d8e
File 125859143894.png - (39.47KB , 700x700 , c3-37.png )
78843

I try the new key on the middle slot.
A new room is finally revealed.

>>
No. 78845 ID: 7eda8b

Investigate book and desk.
>>
No. 78847 ID: fb5d8e
File 125859182890.png - (52.46KB , 700x700 , c3-38.png )
78847

There we are.
The book of the morning, the book of the evening, and here is the book of the noon.

That's all the rooms in this complex accounted for. The trap was a close call, but I am glad we sprung it now rather than when we had already settled in here.
Speaking of which, I proclaim this area safe. It is now our base of operations.

>>
No. 78848 ID: 94459b

Ask Timotei what he thinks of all this. He's a follower of the sun god after all.
>>
No. 78849 ID: 5d5878

>>78847
Neat. First order of business: Do something about the rooms being on a turntable. Or at least a relatively important order of business.
>>
No. 78851 ID: ab04d4

Clean up the top floor. Either make it cleared up and show your banner with no restriction, or conceal the entrance and work in secret until whenever.
>>
No. 78853 ID: 6faa8c

>>78847
All that trouble for marraige records?!
>>
No. 78854 ID: fb5d8e
File 125859253845.png - (14.14KB , 700x700 , c3-39.png )
78854

Me and Timotei will get to work clearing out the underground chambers and the aboveground church. Sticks will be cleaning whatever needs to be cleaned.

It is easily possible to open and close the complex from downstairs, and now I know which stone it is I can open it from above without lighting the braziers too.

As you put so well, the biggest problems is going to be turning this into a reasonable base of operations.
Here is the layout as I understand it.
The rotating rooms serve absolutely no purpose to me that I can think of, but before I go at it with hammer and pickaxe, perhaps you have any bright ideas on how to use it to my advantage.

>>
No. 78856 ID: 7eda8b

Leave this fruitless endeavor alone for now.

Survey the ruins of the city in search of more survivors, gold, and supplies.
>>
No. 78857 ID: 43d730

>>78854
When it comes to expansion, hollow out from the doorways that are blocked off when the key hallway isn't on them.

Also, do any of you have non-dungeoneering skills?
A craft?
>>
No. 78858 ID: ab04d4

Use it the way the previous owners did, trapped gaterooms for safety. Or make it a handy way of storage.

No wait those ideas are stupid. Alright. Find some way to make a hookup-terminal thingy to the turntable that moves the rooms around. Put one in each room and then use that as the main "hub" for your future fortress, expanding underground from each of the other 3 cardinal directions. It'd be cool.

Question- what powers the turntable-room thing? Is it magic, or can we find whatever engine it is and use it for our own purposes?
>>
No. 78859 ID: 632862

>>78854
If an additional tunnel was dug out that connected to the four rooms, you could make it a sort of security gate. Someone with the proper key would rotate the room from the entrance side, and then would wait in the correct chamber. Then someone else would rotate the room again from either the entrance area or from further inside. Obviously to keep it from becoming a death trap, a similar mechanism should be installed on the other side that rotates it.
>>
No. 78860 ID: 5d5878

>>78854
We can't really remodel without trained workers. It can work as is for now until we obtain some help.
>>
No. 78861 ID: 34470e
File 125859324138.png - (35.60KB , 700x700 , THAT2.png )
78861

You can dig a secret tunnel that connects all the rooms, and still allow for rotation. Each person would get a room to sleep in: Blue for you, Red for Sticks, Yellow for Timotei. The white room could be for meetings. The other empty room could be a... um... guest room?
>>
No. 78862 ID: 632862

The problem with using the rotating room for anything other than a security gate is the danger of getting crushed by the moving wall. It's also likely to disturb whoever's in it when it rotates.
>>
No. 78863 ID: 94459b

I think the turning rooms would make for good storage. By default it only accesses unimportant stuff, and with each key you can access something else. I suppose using any incorrect key on any keyhole makes the trap room appear (you should check how it works exactly), so you could easily assign functions to the keys and given them to whoever should have them, with a reminder to trigger the trap room when they're done with whatever.
>>
No. 78865 ID: fb5d8e
File 125859418231.png - (61.48KB , 700x700 , c3-40.png )
78865

That's right. I have no way of digging tunnels or finding the mechanism turning the room by myself. I will need expert miners to dig underneath a city.
I was thinking about simply tearing down the walls of the rotating room, but you imply that it can be most useful. I'll use them for storage for now.

Me and Timotei are going out to salvage any supplies and furniture. He will pay any dead we find their last respects in the name of the Sungod.

..I'm absolutely exhausted.

>>
No. 78866 ID: 94459b

>>78863
An example:

Trap room: Everyday food, torches, tools.
Dawn room: Treasure.
Noon room: Weapons and armor.
Dusk room: Emergency food.

I suppose you could also use them as cells in a pinch.
>>
No. 78868 ID: fb5d8e
File 125859420370.png - (29.36KB , 700x700 , c3-41.png )
78868

A lot has happened and a lot is still waiting to happen.

I better not get ahead of myself.

>>
No. 78869 ID: 6faa8c
File 125859422225.png - (37.43KB , 1000x1000 , newdesign.png )
78869

>>78861
An interesting desi-
OH SHIT.

I just remembered the Forest Temple from Zelda!

Anyway: Secret doors in all of the roundtable rooms connecting to the others. 'North'
connecting room is the Vault, where you keep your shit. The 'East' is your meeting hall. 'South' is an escape route to a safe location, preferebly with a FUCK THIS DUNGEON switch hidden cleverly inside.

Another secret room 'south' of the entry hall is one that leads to your private quarters. Enlarge these rooms as needed for comfort.

To make this even more effective, hide the doors into the branching rooms as engravings of the sun.
>>
No. 78870 ID: 2dd482

>>78862
>The problem with using the rotating room for anything other than a security gate is the danger of getting crushed by the moving wall.

>security
>crushed by a moving wall

I see no problem with this
>>
No. 78871 ID: 2dd482

>>78865
Tim could do without wearing the helmet while you're just walking around.
>>
No. 78872 ID: 632862

>>78870
I was saying that if we used it for bedrooms or something, someone could decide they need to access a different room at the same time that someone else leaves. Also you can't really rotate the room from inside it, so it's not a place anyone would want to stay for an extended period of time.

So, I say either use it as a security gate, or disable the mechanism.
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