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

Expand all images
No. 78636 ID: fb5d8e
File 125856134584.png - (60.78KB , 700x700 , c3-2.png )

I find myself in some sort of hidden chamber underneath the church. Sticks has followed me down.
I light the area with the oil-filled globe.

No. 78637 ID: 7eda8b

Open north door / the one to your left.
No. 78638 ID: 426169

"Miss Sticks, do you have any insight into what this place is?"
No. 78639 ID: 7da6cc

We have to find some more efficient way of carrying that. Check out the doors.
No. 78640 ID: dcc3f3

Rape Sticks
No. 78642 ID: 6faa8c

No. 78643 ID: fb5d8e
File 125856543138.png - (64.91KB , 700x700 , c3-3.png )

We enter through the large double doors. The room on the other side is approximately the same size.
Two statues decorate narrow alcoves on each side.

"Miss Sticks, do you have any insight into what this place is?"
"Beats me, chief. I'd say it's a crypt but the smell of death isn't quite strong enough. And there's usually more shiney things.."
No. 78644 ID: 6faa8c

Have sticks check the keyholding one for traps. I'm starting to think this is an initiation chamber or a hiding place. Either way, it could be quite dangerous.
No. 78645 ID: dda9dd

Just so you know... you're on a trap door.

This is likely one of those temple puzzles so... if I had to guess.

Light the brazier on the left side of the door if you want to open it.

Alternatively if you want to find out how deep that probable lethal drop pit goes, light the one on the right side of the door.
No. 78646 ID: fb5d8e
File 125856611460.png - (65.38KB , 700x700 , c3-4.png )

I light up one of the braziers. There is no effect.

"Sticks, check the keyholder for traps."
"I'm on it, chief.. Ah. There's a little thingy that goes click if you remove the key. It's part of the stonework so I can't disable it."
No. 78647 ID: 476456

Considering those are both statues of what appear to be death..uhh might wanna hold off on pulling the key till we've exhausted all options.
No. 78649 ID: 7eda8b

Say "Mmmmmmbetter not."

Go to next unexplored room.
No. 78650 ID: 94459b

Seem to be a decoy, though maybe it can be taken if you light the flames first or turn the other statue's hand or something like that.
No. 78652 ID: 476456

oh yeah try turning the thumbs down to a thumbs up.
No. 78654 ID: fb5d8e
File 125856887059.png - (67.31KB , 700x700 , c3-5.png )

I twist the statues hand into upright position. With loud grinding it gives in.
Behind me I hear the excited gasp of my sidekick.

"Hey, the clicky thingy just sunk away."
No. 78657 ID: 94459b

I guess you can take the key now. Tell sticks to take cover just in case.
No. 78659 ID: fb5d8e
File 125856962356.png - (61.98KB , 700x700 , c3-6.png )

"Sticks, go to the previous room."

With her in safety I reach for the key. Nothing happens.
The key is now in my possession.

No. 78660 ID: 7eda8b

Yay. Head into next room.
No. 78661 ID: 94459b

I guess being a soldier you're used to this, but non soldiers usually like knowing "why". Just for future reference.
No. 78663 ID: fb5d8e
File 125857069891.png - (57.17KB , 700x700 , c3-7.png )

You're right, that was thoughtless of me. I should communicate more with my team members.
The door to the next room is unlocked.

No. 78664 ID: 7eda8b

Oh hey, it's the answer key to the Sphinx's riddle. Wonder why they give you the answer first. Maybe it's like jeopardy. If so, did I just win?
No. 78665 ID: f0dfaf

Go with BABBY door.
No. 78666 ID: 7eda8b

What is the current time?
No. 78667 ID: 426169

Examine the key more closely. Does it have any distinguishing markings?
No. 78668 ID: 94459b

Call Sticks saying it's safe.
No. 78670 ID: fb5d8e
File 125857145360.png - (19.69KB , 700x700 , c3-8.png )

It's currently in the late afternoon.

On closer inspection, the key bears a small but detailed imprint illustrating the church with the sun behind it.

No. 78672 ID: 43d730

Which way does the front of the church point?
No. 78673 ID: 7eda8b

Late afternoon = Old Man door

Unless it has nothing to do with the current time. The key with the sun on the horizon could mean either late afternoon or morning.

Fuckit. Try the old man door.
No. 78674 ID: fb5d8e
File 125857221531.png - (63.79KB , 700x700 , c3-9.png )

"Sticks, it's safe again. You can come with me."

I try the key on the door depicting an old man. They key fits.
A click resounds through the chamber, followed by rumbling and grinding noises.
No immediate effect is visible.

No. 78675 ID: 94459b

Perhaps we should try some of those double doors first.
No. 78676 ID: 71b771


That looks like the Sphinx's Riddle.

I wonder what that did... See if you can investigate.
No. 78677 ID: 43d730

I'm not sure that was the correct course of action.
Which way does the sun rise in relation to the front of the church?
This way, we can ensure that the key is matched to the correct time.
No. 78678 ID: fb5d8e
File 125857392148.png - (19.47KB , 700x700 , c3-10.png )

The front of the church faces East. That would mean the key depicts sundown.
If that's right, then using the key on the old man was correct.

I don't know how I can find out what happened, though.

I've already went through the double doors. It's where I got this key.

No. 78680 ID: d56ac0

What's through the next door?
No. 78682 ID: 426169

I suppose we'll have to find two other keys. Check the other door in the first room.
No. 78683 ID: fb5d8e
File 125857519582.png - (57.00KB , 700x700 , c3-11.png )

Through the next door I find a room shaped like a slice of pie: Three walls, one of them round.
It has nothing but a desk area.

No. 78684 ID: 2dd482

read journal hug sticks
No. 78685 ID: d56ac0

Rummage through the desk and then check the book.
No. 78689 ID: fb5d8e
File 125857583128.png - (74.06KB , 700x700 , c3-12.png )

The desk has no drawers. It's a sober workplace.
The book explains why: It's a mortuary book, listing all the deceased. This page is outdated, but it might just be open at random.

No. 78691 ID: 2dd482

examine bookmark/thing stuck between the pages
No. 78692 ID: e0499d

Thing under the pages! in previous pages!
No. 78693 ID: d56ac0

Pull out that object from between the pages and examine it. Flip through the book to see if there is anything else between the pages.
No. 78694 ID: 2dd482


Would be better to flip to the pages it's between, then remove it.
No. 78695 ID: fb5d8e
File 125857622538.png - (66.71KB , 700x700 , c3-13.png )

It's another key.
No. 78696 ID: 135d9a

Wait, aren't those pages the same as...

This book doesn't seem very useful.

Anyway, by the looks of it, that key depicts sunrise, so you should probably use it on the "baby" door in that other room.
No. 78697 ID: 94459b

Use it on the baby door once you're done examining the room.
No. 78698 ID: fb5d8e
File 125857672291.png - (56.10KB , 700x700 , c3-14.png )

I exit the room and use the newly found key on the child depicting a baby.
The loud rumbling and grinding begins again.

I hear the startled shriek of Sticks.

No. 78699 ID: 94459b

Go check on her. Wanna bet the rooms moved?
No. 78700 ID: fb5d8e
File 125857694935.png - (49.69KB , 700x700 , c3-15.png )

The rooms having moved would be a good possibility as Sticks is nowhere to be found.
Interesting, but alarming.

No. 78701 ID: f44349

Check the book real quick.
No. 78702 ID: 94459b

The sun on the wall changed. I'd say go back and turn back the baby key.
No. 78703 ID: fb5d8e
File 125857720042.png - (44.11KB , 700x700 , c3-16.png )

As expected, the book records the birth of children.
This time there's no key inside.

No. 78704 ID: d56ac0

Knock on both of the straight walls and wait for a response.
No. 78705 ID: f44349

Okay well, go back and use the sundown key on the old guy door so we can get Sticks back.
And keep her closer to you when you're dealing with WEIRD PUZZLE SHIT in the future! :I
No. 78706 ID: fb5d8e
File 125857761535.png - (54.83KB , 700x700 , c3-17.png )

I return to the hall and turn the old man key again. After the rumbling stops I re-enter the room.
Indeed, it's the same room again, with a terrified Sticks hiding behind the desk.

No. 78707 ID: 94459b

Try to comfort her. And stay together from now on.
No. 78708 ID: d56ac0

Apologize for scaring her and tell her to stick closer from now on.
No. 78709 ID: e0499d

Well... we know that we can change record rooms...
and each gives deaths (old man) and births (baby)

So... 3rd key would give people who are alive!

What was on the page the key was tucked in to?
No. 78712 ID: fb5d8e
File 125857900269.png - (45.09KB , 700x700 , c3-18.png )

"I apologize, Sticks, it won't happen again. Please stay closer to me from now again."
"Y-yeah, alright."

She seems relieved by my attention.

I did not see anything special about the recordbooks apart from the key I found.

No. 78713 ID: 43d730

Put her on your shoulders.
No. 78714 ID: f0dfaf

Yes, put her on your shoulders. That way you will always know where she is AND she will act very much like a second pair of eyes without you having to worry about her.
No. 78715 ID: e0499d

... what happens when you turn the two keys...
at the same time?
No. 78716 ID: fb5d8e
File 125857987214.png - (57.54KB , 700x700 , c3-19.png )

I'd.. really rather not put her on my shoulders. Her bodytype suggests she's an adult. It would be very awkward.
I'll lift her when it is absolutely necessary.

No. 78717 ID: f44349

Give Sticks the keys.
Tell her to go into the previous room and use the sunrise key on the BABBY door while you wait in here.
Perhaps this room will open to a different place after it rotates.
No. 78718 ID: fb5d8e
File 125858023048.png - (38.90KB , 700x700 , c3-20.png )

"Sticks, take these keys and head back into the hall. Turn the baby door key. I'll see where this door leads."
"Uhm.. I can't reach the locks by myself.."
No. 78720 ID: 276781

That chair.
Is it movable, or is it bolted to the floor? Or, is it not even a chair at all?

If it's movable, it would probably be enough of a boost for her to use well enough - although you might want to switch to the Baby room and get that chair as well, so she can reach the Old Man room's keyhole with minimal effort.
No. 78721 ID: 34470e

How heavy is the chair?
No. 78722 ID: e0499d

How did she break into houses?
Let's see if there's anything above ground that can give her a boost. (Doubt moving chairs is a good idea.)
No. 78725 ID: 94459b

Well you could ask if she tried to open the door after you turned the key.
No. 78726 ID: 6faa8c

Hey, where's Timotei at?
No. 78727 ID: fb5d8e
File 125858119115.png - (67.04KB , 700x700 , c3-21.png )

You underestimate a man of combat. I move the chairs without trouble.

"Now you should be able to reach them. But I wonder, how did you break into houses if you couldn't reach the locks?"
"I had my tools on sticks.. That's why everyone called me Sticks. It made lockpicking a lot harder, but I'm the best so I managed."
No. 78730 ID: e75a2f

...Clever Girl...
No. 78731 ID: e0499d

what happens... when we turn both keys... at the same time?
No. 78732 ID: dcc3f3

The sun god jacks off in your eyes, obviously.
No. 78733 ID: fb5d8e
File 125858204793.png - (41.46KB , 700x700 , c3-22.png )

Being inside the rooms as the keys are turn have a claustrophobic but otherwise uninteresting effect.
No. 78734 ID: e75a2f

Better hope she lets you out.

She is, after all, a thief.
No. 78735 ID: fb5d8e
File 125858225182.png - (63.29KB , 700x700 , c3-23.png )

Turning both keys at the same time has no interesting effect either.
No. 78736 ID: e75a2f

Enough Canoodaling about; you have a third key to find.
No. 78738 ID: 632862

Go through the door to the east.
No. 78744 ID: 632862

Well, to the right anyway.
No. 78747 ID: 426169

Wait, did the room rotate in two directions or one?

If the room rotated in only one direction then the third room becomes momentarily visible during the rotation. If you time it right, you could jump in.
No. 78748 ID: fb5d8e
File 125858325459.png - (50.01KB , 700x700 , c3-24.png )

But where do I find the third key?

I've visited every place in this complex apart from the room that will be accessible when I unlock the adult man.
When I've cleared that room I can confidently say that this complex is safe, and we can begin setting up our base of operations.

No. 78750 ID: 6faa8c

continue with previous plan.
No. 78753 ID: 34470e

Does Sticks have the third key?
No. 78754 ID: 632862

Before we try any death-defying leaps...

Go back to the child room, and inspect the desk for drawers... also check that balled up paper on the ground next to it.
No. 78756 ID: 94459b

Try combining the keys somehow. Their shape looks like they'd fit on top of each other.
No. 78759 ID: fb5d8e
File 125858401663.png - (43.96KB , 700x700 , c3-26.png )

"Sticks, do you have the third key?"
"No.. Why would I have it?"

With a soft click I snap the two keys together. The pictures turn out to be semi-transparent.
No. 78760 ID: d56ac0

Well I'll be damned. Try the newly formed double-key on the last remaining lock.
No. 78761 ID: fb5d8e
File 125858466783.png - (63.96KB , 700x700 , c3-27.png )

I try the key on the middle lock. It fits.
I can't help but feel the combination of death and birth is an eerie one.

The usual grinding and rumbling begins.

No. 78762 ID: fb5d8e
File 125858470458.png - (83.26KB , 700x700 , c3-28.png )

The door bursts open.

No. 78763 ID: 94459b

This sun god is rather strange. Well, check where the door leads to now, but be careful.
No. 78764 ID: 94459b


Tell sticks to use the fire and get away from it.
No. 78765 ID: 34470e

"Hello there. How are you this fine day?"
No. 78766 ID: f44349

No. 78767 ID: 632862

Tell Sticks to use the orb on it!
No. 78769 ID: 94459b

Oh also, use chair as improvised weapon. At least it can keep it away. If Sticks can't burn it tell her to fetch Tim and your spear while you hold him in place with the chair or by retreating to the next room and closing the door.
No. 78770 ID: 426169

Kick the chair at the monster, hard! Then douse it with burning oil!
No. 78771 ID: e0499d

Dead ghoul?
SET IT ON FIRE! (with orb...)
and start moving to thy weapon... (you really need to buy a dagger/knife)
No. 78772 ID: dcc3f3

No. 78774 ID: 8ce2bf

Flirt with it.
No. 78775 ID: 632862

...heh. Turn the key while it's in the doorframe.
No. 78776 ID: 6faa8c

No. 78777 ID: fb5d8e
File 125858572097.png - (93.77KB , 700x700 , c3-29.png )

"Use the fire on it!"

With loud screams Sticks manages to sprinkle some of the burning oil onto the thing, then drops the orb in panic.

"Go get Timotei!"
"The human!"

She runs to the door behind me. I pick up one of the chairs, ready to strike it when it comes close.
No. 78778 ID: 1db014

Stop that.
You don't do that here.
No. 78781 ID: ab04d4

I'm assuming she did go get Tim, right? That is, the door's knob isn't too high to reach or something? Because then you'd have to turn around and open the door and leave an attack opportunity for the creature.
No. 78782 ID: 632862

Wow that thing is slow. Poke it with the chair.
No. 78784 ID: fb5d8e
File 125858615492.png - (61.44KB , 700x700 , c3-30.png )

I hurl the chair at the thing. It makes contact with a loud thud, making the thing stumble back into the doorway.
Reacting quickly I use the key on the baby door.
With grinding and rumbling, the thing - and the door - are shred to pieces.

No. 78787 ID: 632862

Okay, go back to Tim and Sticks to tell them the threat has been dealt with. Then explore the new room as a team!
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

Life and death = UNDEATH

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

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

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

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

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

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

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

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 )

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

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

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

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

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 )

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

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

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

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

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

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

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

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

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

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 )

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

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

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

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

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

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

We can't really remodel without trained workers. It can work as is for now until we obtain some help.
No. 78861 ID: 34470e
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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
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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

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

I better not get ahead of myself.

No. 78869 ID: 6faa8c
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An interesting desi-

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

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

>crushed by a moving wall

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

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

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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