[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: Part IV.png (255 KB, 1400x1700)
255 KB
255 KB PNG
Previous thread: >>222748
http://suptg.thisisnotatrueending.com/qstarchive/222748/

Please take the time to read through all three threads (the links to the second and first are in the archive) if you're a newcomer. You will be lost if you don't, and I don't like explaining things multiple times when there already exists an explanation that you can find.

>Abridged version

>You dead, son.
>"Fuck"
>Wanna go to a new world instead?
>"Hell yeah"
>Mmk. I'll give you 1 wish
>"Wait, who're you?"
>I'm a godess who swears all the time
>"Neat. I wish for you to strip."
>Ffffffffffucking denied.
>"Damnit. Okay, how about a magic box that gives me random shit every time I open it?"
>COOL AS HELL
>"Sweet lets see what I get OW FUCK SNAKE WHAT THE FUCK"
>HAHAHA
>"Holy shit am I floating?"
>Yeah you're about to go down to that new world.
>"COOL AS HELL. Oh by the way the box just gave me your panties."
>Mother fucker! Come here you little shit!
>"HAHAHA"
>Give me those back! Oh, wait shit.
--
IN THE NEW WORLD
>YOU'RE A CUNT.
>"There are people around"
>YOU'RE MY BOYFRIEND I GUESS THEN SHUT UP AND GO WITH IT
>"Ok."
>By the way you have to kill the devil king
>"Aww damnit not cool"
>Kill yourself then, I'mma bathe.
>"Fuck that I'm adventuring"
>We're poor as fuck
>"MAGIC BOX, I COMMAND YOU TO GIFT UNTO ME A CONVENIENT AMOUNT OF MONEY"
*poof*
>"THANK YOU, MAGIC BOX."
>Let's do a quest
>"ok"
>Save cat from tree?
>"Save cat from tree!"
>THIS CAT IS NOT CAT. IT IS GIANT SPIDER THAT MEOWS.
>"His name is snuggles."
>That quest sucked
>"Let's do more"
>Be scarecrows?
>"Be scarecrows!"
>We're bad at killing crows
>"NOT THIS TIME. THIS TIME, WE DO IT LIKE AMERICA"
>FUCK YEAH
>"THIS CROW JUST FUCKING EXPLODED"
*eagle screech and flag background*
>"This fat old farmer says his daughter is dead!"
>He didn't say that
>"Let's go find her body!"
>There she is, alive, talking with some people.
>"THEY'RE ROBBING HER!"
>are you sure?
>"Yeah, duh."
>ok
>"EAT SHIT, LIMEY COCKSUCKERS"
>Hey, uh... did you get the impression that this girl we just saved is actually pretty dangerous?
>"Yeah, actually. She seems... crazy, and she makes me uncomfortable. We should go."
--
THE FOLLOWING NIGHT
>I'm a blanket hog!
>"give me the blanket!"
>My boobs are on your back and I'm spooning you now!
>"Neat."
--
THE NEXT DAY
>money!
>"Let's spend all of our money!
>Gladly!
>"Hey, isn't this that guy we almost killed yesterday?"
>Yup.
>"He seems cool."
>Ye.
(1/3)
>>
(2/3)
--
>"Let's go to the library."
>Okay
>"Damn that was cool
>Best trip to any library I've ever been on.
>"We should balance our party."
>Yeah. How about some tanky mother fucker?
>"You see anyone like that?"
>Yeah this bitch looks like it
did you just call me a bitch? Please do it again.
>"Oh shit."
>We're rubbing pussies with the canon now aren't we.
>"Looks like it. You, new girl, fuck me and my incestuous sister."
okay. N-not that I'm into that or anything.
>"Nah, just kidding, we're taking you on a quest."
oh...
>"This giant bear is a pussy."
I'll hit it with my sword!
>"You can't hit shit!"
>Take us to your real party!
"BANANARAMA MOTHER FUCKER"
k-kazuma no, that's... yes... YES
>"You're from Earth!"
"You're from Earth!"
>"Wanna go in the spooky woods with me and my goddess who's cooler than yours?"
"You know it."
--
>"Hey old man! We're here to fuck shit up!"
please dont steal from me
>"Kazuma, you stay here with this old piece of shit, we're going into the woods."
"What the fuck dude!"
>See ya!
>"See ya!"
"aww."
>"Man, these woods don't seem to work right."
>Son of a bitch is this some magical bullshit
>"Fuck."
>THESE WOODS ARE FUCKING DUMB
>"WHY DOES GOING THE SAME WAY NOT TAKE US THE SAME WAY"
>THIS SHACK IS DUMB
>THIS STUMP IS DUMB
>THIS CLIFF IS DUMB
>IT'S ALL FUCKING DUMB
>"Oh hey, I think this old guy might have a dead wife. And here's a picture of his house."
>Oh, I guess that means it's... not dumb?
>"We should find a locket!"
>Sure why not
>"This magic thing gets closer to you the closer you are to figuring out what it is."
>Weird.
"I'm coming with you guys this time, this old fucker keeps beating me at chess."
>"k."
"Hey was this door here before?"
-it was a hologram-
>"Oh shit man, these pixies are gettin' busy!
>I think this tree is his dead wife!
>"What about this brass pipe coming out of the tree and into the ground, that's weird."
>Meh, probably nothing.
>"Ok, well let's go home then."
--
>>
(3/3)

>"I HAVE AN INSATIABLE URGE TO COOK BREAKFAST"
>"HUSBANDO MATERIAL BITCHES"
>"TOMATO"
>"BANANA"
>"TRY IT IT'S FUCKING DELICIOUS"
>"I NOW HAVE AN INSATIABLE URGE TO QUEST"
>You wanna kill giant ants?
>"Are you fucking... I could literally never turn that down."
-ants just got roasted-
>"I'M GONNA RIDE ONE."
>That's a terrible idea.
>"Too bad cause I'm doin it."
>Holy shit it actually worked.
>"Alright Megumin, nuke this shit."
EEECHSPUUUURROOOOOOSHUN
>"thanks."
>Wanna go to the desert?
>"eeehhh--"
>To do a dungeon?
>"--hh...bsolutely!"
Puzzles!
>"Oh... Oh no..."
--
>>
Rolled 81 (1d100)

The sand whip is wrapping around your gut mercilessly.
Olivia tries another slice,
>>
Rolled 2, 3 = 5 (2d4)

>>236533
And deals ^ damage,
>>
File: 1F EoM.png (5 KB, 301x384)
5 KB
5 KB PNG
>>236534
Breaking the sand whip's bonds, forcing it to disintegrate.

"You guys good up there?"
"Yeah I think so!"
You cough in response.
"Eh, he'll be fine."
You stick a thumbs up over the railing.

This room is roughly the same size as the previous, but is almond shaped, with carved out halls in the walls, two on the left, and one on the right that you stand in. In the center, extending from the lower of the two halls on the left, there is a walkway leading to a circular platform. Extending up from the platform is a rod, with handles on the level of the platform, boasting a stone walkway that is currently turned facing parallel to your hall.
There is a gap in the railing on both sides of the chamber on the upper level, and down your hall, you see a chest, on your side of a barred barricade. On the other side of the barricade is a locked door and a stairwell that leads down.
On the lower of the two halls on the left, you see Kazuma and Aqua.
>>
File: 2F EoM.png (7 KB, 291x373)
7 KB
7 KB PNG
>>236546
And here's the spreadsheet, because I keep forgetting to include it in the OP.
https://docs.google.com/spreadsheets/d/17W1CLkQo0rpmR8dN0n_hZqqXcOIziAdPdfsJOvI14pc/edit#gid=0
Alright
we're all caught up now.
>>
>>236546
Inspect the chest
>>
>>236610
You open the chest, and receive a small key!
--
Here's the sketch of the room from ~>>(your) viewpoint, forgot to post it.
>>
>>236546
I guess have Aqua and Kaz move to the next room to see what's up, there must be a mechanism to spin the walkway.
>>
>>236642
The handles on the rod dude
>>
>>236651
Oh, well you tell him, I am still kinda dizzy in the morning. And the rest of the day.
>>
>>236620
Okay lad, so let's try those handles so we can turn that thing perpendicular
>>
File: Desert Temple.png (29 KB, 1000x1000)
29 KB
29 KB PNG
>>236642
>>236651
>>236739
>>236963
Kazuma goes on to the walkway and tries pushing the handles.
The walkway rotates until it sits perpendicular to your hall, allowing you to cross to the other side of the chamber.

Meanwhile, Aqua scouts ahead to the next room for her and Kazuma.
The room is an odd shape, very angular.
To the left and right, and continuing around the perimeter of the room, is an elevated level, blocking any motion around the room on the lower level, which both Kazuma and Aqua stand on now.
On the far side of the room, you can see interruptions in the walkway, accompanied by more platforms on rods turned the wrong way.
Somewhat close to Kazuma is a platform on the lower level, also on a rod, currently pointed toward an extruded walkway from the upper walkway on the lower level, also interrupted on similar intervals as the upper walkway.
Levers are placed periodically around the room, one on the right, facing Kazuma and Aqua, one directly above on the upper walkway, another on the extrusion, and another further along the extrusion.
She can't quite tell for sure, but it looks like there's a chest up above on the walkway to her left.
Three doors sit around the room, atop gaps in the wall. Inside the gaps are segmented stone cylinders.
>>
>>237033
Here's a sketch of the room Aqua's in.
>>
>>237035
Test that upper left door (Oli and us)

Afterwards move Olivia and >>(You)sef into the upper area of the room Kazuma and Aqua are in.
>>
File: 2F - ToC.png (7 KB, 358x417)
7 KB
7 KB PNG
>>237090
I apologize again for not making it clear previously,
There's no door on the upper level into the room where Kazuma and Aqua are. That's a self contained puzzle.

You and Olivia enter through the door, and find a long room with four platforms and rods, and a stationary area in the center.
There are two levers to your right, and a single lever on the stationary area.
>>
>>237253
A more detailed diagram of the room you and Olivia are in (you'll need it).
>>
>>237256
Pull lever, if crossable, then Olivia goes due to her dexterity. We stay manning this lever.

Back onto Aqua and Kazuma, try pulling the closest lever, the one on the lower wall.
>>
>>237287
You pull the lever closest to you. It returns to its original position, allowing you to pull it again, and the first, second, and fourth platforms rotate 45 degrees clockwise.
>>
>>237729
>>237729
Undress, use all our clothes as a rope, fuck this puzzle
>>
>>237742
B-but anon...

What does the other lever do?
>>
>>237776
Guess we should pull the other one too
>>
>>237776
>>237784
Pulling the second lever rotates the second and third platforms clockwise 45 degrees.
>>
>>237729
Can we pull that lever 7 more times just to check if the bridges return to their original configuration and so we are sure the lever has no hidden tricks?

Also, if this turns out to be the case, can we pull the second lever to see which platforms IT rotates?
>>
>>237785
>>237797
Bit late I guess.

Can we check both levers to see if it's 45 degrees each pull around and will continue indefinitely until we get tired of pulling? 7 pulls each?
>>
>>237812
You pull each lever 7 times, starting with the first.

Every pull translates to a 45 degree clockwise rotation.
>>
>>237826
Pull until the first catwalk is crossable.
Have Olivia go onto it, then pull the lever until the catwalk is crossable to the other side.
>>
>>237852
You pull the first lever three times, and Olivia gets on the platform.
I didn't know which lever you meant for the second part.
>>
File: I think.png (7 KB, 714x669)
7 KB
7 KB PNG
Rolled 65 (1d100)

>>237915
I meant puling until the second one (the one after Olivia's) is crossable.

Dunno if this makes sense, if not please tell me.
Or have Olivia tell me.
Anyway, since both levers do the same thing I guess it doesn't really matter does it?
>>
>>237930
Okay, I see what you mean.
I repeated the moves you showed there, pulling the first lever three more times.
This is the result.
Both levers don't do the same thing.
>>
We should get Olivia to the center part and have her try out the third lever. Just as a suggestion.
>>
>>237949
Pull the other one then

>>237954
That's what I'm trying to do but I'm not being exactly efficient. Olivia is probably nauseated on that catwalk.
>>
>>237956
The second and third platform rotate 45 degrees.
>>
>>237971
First lever once, second lever once.
>>
>>237993
1st lever once
Olivia can cross here, I'm pausing in case you want to change what you want to do.
>>
>>238003
Derp sorry, forgot they move both at once.

>attention span of a gold fish

Have her cross, then test the lever in the middle.
>>
>>238017
The third lever rotates the third and fourth platform 90 degrees.
>>
>>238032
Nice! Have her finish the crossing then.
>>
File: Desert Temple.png (31 KB, 1000x1000)
31 KB
31 KB PNG
>>238040
The both of you continue down the stairs at the end of the room, free of spatial awareness puzzles, and you enter the next room, details to follow.
>>
>>238112
Before you are three metal lanes, perfectly sized for rolling balls down.
There are two balls in sockets in the wall, and a lever next to the sockets.
>>
>>238123
And extending down from the ceiling, butting up against the far wall, is a stone slab that seems to serve no particular purpose.
>>
>>238130

Examine the balls and try to pull the lever
>>
>>238141
They are the same kind of metal balls that have been encountered previously.

Pulling the lever makes the three lanes tilt their far end upward. They hold like that for a few seconds, and then return to their original positions.
>>
>>238151
Put one ball in the left/right most lanes each and then press the lever.
>>
>>238157
Upon removing the balls from the sockets, the slab lifts, allowing you to see into the adjacent room. Walking up to the window, you can see Kazuma and Aqua, standing in a large room.
Directly in front of the window is a platform on a rod, although the rod extends up to another platform above you.
You wave at the two, then place the balls on the first and third lanes.

-- (You are now controlling Kazuma for the purposes of puzzles)

You and Aqua have been standing in this room for a few minutes, before you hear a rumbling.
On the wall, a window opens up, and you see >>(them) and Olivia. They wave, you wave back, and then they go drop some balls on some metal tracks.
Immediately afterward, the segmented cylinder in the northwest corner of the room starts extending outward, stopping in order from top to bottom, giving rise to a staircase leading up to the door that was previously directly above it.
>>
>>238487
Whoops, ignore the stairs, those aren't supposed to be there unless you're holding down the lever.
Also, lighter color = higher up.
>>
>>238502
Lets try the closest lever, on the right wall.
>>
>>238525
The lever extends stairs to your left while it is held down.
>>
>>238775
Keep it held while Aqua heads up and pulls the other lever
>>
>>238790
The lever by Aqua moves from one side to the other, and rotates the platform on your level.
>>
>>238813
Kazuma gets on it, aqua returns it to the original position so Kazuma can get to the other lever.
>>
>>238849
>>
>>238921
Kazuha turns his lever while Aqua takes the chest contents.

Things are moving smoother in this one, Ithink?
>>
>>238977
Partially cause I'm getting the hang of what you're comfortable with time-step wise, and partially cause I'm trying harder to make things clearer from the beginning.

Inside the chest is a collection of small golden trinkets, each probably worth a pretty eris.
Kazuma's lever rotates both platforms attached to the rod in front of you.
>>
>>239008
Okay so Aqua goes through, then he (Kazuma) turns the lever again to cross the one on his level.
Man these puzzles make me worried that enemies would show up right when we're in a really tight situation, like when crossing a platform.


And yeah you crafted this really well and the color-coded height seems to make it all way easier to get from the start.
>>
>>239040
<3
>>
>>239065
Kazuma tests the lever.

I think in the previous more abstract map there were two doors right? I'm not sure but I guess it was one top right and the other top left, however I don't remember if it was on different levels.
Anyway, I wonder what Olivia and MC are doing to pass time.
>>
>>239087
There are doors at each of the red marks. The three in the NE and SE corners are unreachable at the moment, but they both have segmented cylinders beneath them exactly like the cylinder which extended into stairs beneath the door in the NW corner.
The lever here rotated the northern platforms.
-- (You are now controlling both Kazuma and >>(you), for ease of giving you something to read while puzzling. Simply specify the character for any given action)
"God I wish we could do something."
>"Yeah, Kazuma and Aqua were probably bored out of their minds too while we fumbled with that bull back there."
You motion with your head back through the stairwell.
A few seconds pass, and Olivia sighs.
"So, what do you think the boss'll be?"
>"Pardon?"
"The boss, you know. This is obviously a dungeon, every dungeon has a boss."
>"I don't know if that necessarily applies here."
"No harm in guessing."
You shrug.
>>
>>239145
*two in the NE and SE corners
>>
>>239145
I managed to close the browser and lose my post.

Anyway:
>>(you): "Maybe a particularly big mummy? Or a sorceror mummy like in that one movie with the JUST guy.
I forgot to ask, but how have you been liking the mortal lifestyle?"

Kazuma: I'm guessing he can't get on the platform and then move the lever can he?
If he can, do so.
If not, get on the plat and move up to the second floor. Meanwhile Aqua scouts out the other room.
>>
>>239169
Kazuma moves across and gets up to the second level, while Aqua moves into the room made available by the circular stairs.
The room is also somewhat large. It's full floor is available for walking, however, so that puts Aqua's mind at rest a little. All these bottomless pits were starting to weigh on her a little.
Actually, come to think of it, they probably weren't bottomless. They probably just fall like six feet or so and have ladders to get back up, but thinking of them as bottomless made her feel like a champion.
--
"It's not as bad as I'd thought. I kinda wish I'd had time to pack, though."
She looks slightly embarrassed, and you figure out why relatively quickly.
You realize that both you and her have been wearing the same clothes since you got here.
>"Well at the very least we have the money to go clothes shopping."
"That's true. It's probably all gonna be uncomfortable shit compared to this, though. Here, feel."
She reaches out her laden shoulder to you, and stretches the side of her bright orange pants towards you. Touching the fabric makes you realize how crap the polyester and nylon t-shirts pawned off at general stores back on Earth are.
"Soft, right?"
>"Holy hell, yeah."
"Yeah that's what happens when you hand-pick cotton crops grown with an ichor fertilizer."
>"You get to live in a place where that shit happens, but us humans get sent to boring ass heaven?"
"Mmhmm. Not even eternal life is fair.
You can't do shit when you go to heaven, and you lose all your memories and experiences when you reincarnate."
>>
>>239252
That heaven/reincarnation deal is depressing.

Alright, have Aqua check that chest, meanwhile Olivia pulls the lever we didn't test yet, the one next to the sockets.
>>
>>239270
Aqua steps forward a bit, but is surprised by a clicking sound from beneath the sand at her feet.

Thirty paces ahead or so, coffins emerge from the wall, and their lids fall open, exposing four mummies!
--
Olivia goes over and hits the lever nearer the beginning of the room, and the metal lanes tilt upward, rolling the metal balls back to the beginning of the tracks.
Kazuma watches as the cylindrical stairs retract underneath the door that Aqua just entered.
>>
Rolled 96 (1d100)

>>239299
Invert what Olivia just did, Aqua purifies the closest undead.

I think I'll later try switching the positions of the metal balls, and see if that unlocks the other doors.

Does Kazuma have any ideas on how to cross over to their side? I'm guessing not, but regardless I'll want to know what the balls do before I engage in fighting.
>>
>>239332
Aqua easily purges the closest mummy.
Olivia returns the balls to the first and third position, and the staircase extends again.
Kazuma is still stuck, unable to reach the side where Aqua entered the room.
>>
>>239356
She should try to purge the closest one again, gotta keep them from ganging on her.
Plus she needs the chest.

>>(you): "I wonder what's taking Aqua so long. Kazuma looks like he's getting impatient" (I assume they can see him through the window)
>>
Rolled 8 (1d100)

>>239364
>>239356
Forgot dice.

Man week days are harsh.
>>
>>239364
>>239366
>"Kazuma, what's going on?"
"Don't know. She went in a door and hasnt come out for a couple minutes.
Heaven forbid she has to do a puzzle..."
--
Aqua successfully purges some undead silverfish from the wall.
>>
Rolled 99 (1d100)

>>239385
She should sprint and purge the right-most undead.

Man just like my rolls, my brain is starting to slow down I think I'll turn in for now, otherwise I'll do something particularly stupid, either now or in the morning.
Still, leaving a vote up. Thanks for the fun Olivia-ish, you've done a good job with this dungeon's design, see ya soon.
>>
>>239402
two of your three rolls have been critical
Anyway, ttyl.
--
If there's anyone else even here I'll keep posting for another half hour or so, otherwise I'll turn in too.
>>
>>239417
It's getting late here senpai, there ain't no rest for the wicked but I swear Im a saint
>>
>>239426
I think I sniff what you're shittin'
>>
>>239434
Wow that is not the post number I meant to reply to
>>239423
>>
>>239440
>>239434
Huh? How did -that- happen? This place is weird sometimes.
>>
I AM AWAKE.

>>239658
Mobile's a bitch, accidentally backspaced the last digit of his post number, thought I remembered it being a 6, and mobile reply boxes cover up the post you're replying to.

Aqua Purges another mummy.
--
>"Anything?"
Kazuma shakes his head.
"You're sure there's no way to cross back?"
"Yeah."
You and Olivia exchange worried glances, before turning back to Kazuma.
>"Maybe this is the purpose of the room?"
"How do you mean?"
>"Maybe it's supposed to build trust in your partner."
"If it's trying it's not doing a very good job. All it's doing is making me worried, because I don't trust that she can handle any real threat on her own."
There's a short bout of silence.
>>
File: 1465291620582.png (376 KB, 680x634)
376 KB
376 KB PNG
>>239873
"Your lack of faith is disturbing"
Heavy breathing.


Aqua purges once more. The rest keep their banter game up to ease tension
>>
>>239888
>"Your lack of faith is disturbing."
"I agree. I think you're unfair to her."
Kazuma scrunches the corners of his mouth, and turns his gaze to the door.

Aqua runs after the final mummy, and its wrappings drift to the floor.
A rumbling interrupts her victory dancing, as stairs rise from the ground beneath the platform with a larger chest on it.
She goes up to inspect it, and receives The Dungeon Map!

If ever you want to see the full map or a specific floor of the map, simply ask (I'll include the map in a second post).

She exits the room, and Kazuma's face lights up.
"Aqua!"
You and Olivia try and get a look at where he's looking, but you can't quite see.
"What happened?"
"Just a couple mummies showed up, I purged them though."
You and Olivia smile,
>"Told you."
>>
File: Desert Temple.png (59 KB, 1000x1000)
59 KB
59 KB PNG
>>239916
>>
Rolled 80 (1d100)

>>239916
Did she check the smaller chest?
Anyway, I guess we should try to see if the doors unlocked or if we must do sonething else.
>>
>>239931
The other two doors visible are still unreachable.
>>
>>240062
Let's switch those balls then.
Try right and middle
>>
>>240192
>>
>>240211
>>240211
Kaz and Aqua go check the new room out. Man this is a big one
>>
>>240239
Im not quite sure I know which door you mean to go through. The one that just opened doesnt lead (directly) to a large room.
>>
>>241309
I think the southeast hallway?
Let's go and try to unlock that locked door with one of our keys.
If it doesn't work we should switch the balls to 1st and 2nd sliders to try and unlock the northeast door.
>>
File: Desert Temple.png (59 KB, 1000x1000)
59 KB
59 KB PNG
>>241389
As Kazuma comes back down to let Aqua across the second rotating platform, you beckon him over, and hand him your small key

"Here, I think that door leads to the locked door we saw earlier. Take this."
"Thanks."
When he finally meets back up with Aqua on the far walkway, he gives her a hug, and they both head off up the southeast stairs, into the door.

Aqua and Kazuma unlock the door in the almond shaped chamber, and head into the large room.
This room is a large underground lake, and the door opens into a stone alcove. An arch-supported walkway extends about halfway across the asymmetrical surface, before being interrupted by another rotating section, currently pointed at a diagonal from the walkway. It resumes beyond this suspended portion, and extends to another alcove in the east cave wall.
They can see that another walkway from the northwest also terminates at the rotating section, but can't see around the uneven cave geometry to where that walkway leads.
There is also a lever embedded in their alcove floor to the right of the walkway.

You and Olivia decide that you may as well see what's ahead, and you enter through the door in the north wall of the Balls/Lanes room.
Through a long corridor, you find yourselves in a cave. Peeking out of the narrow mouth, you see a vast and beautiful cave with golden sunlight shining on mossy sandstone, a waterfall coming from the east wall, and a dry riverbed splitting off another section of cave floor from you. Birds fly and sing above, and the air is misty. To the north, you see a huge gate next to a waterwheel that juts from the riverbed. There are also two ball sockets on the gate on the west side of the river bed, and a much larger version of the mechanism used to exchange metal balls you used in the second room of the dungeon that bridges across the riverbed. There are however no metal balls to be found.
There is a pile of sand on your side of the gap, built up on the tiled floor of the cave.
>>
>>241606
I guess use the lever?

For Olivia and us, check to see if there are no enemies around and try to take a peak a bit further.
>>
File: Desert Temple Lake.png (23 KB, 440x404)
23 KB
23 KB PNG
>>241981
Kazuma hits the lever, and the platform in the center rotates to complete the walkway.
He also hears a rumbling, and is greeted by a floodgate opening on the left wall of the cave.

You hear the sound of rushing water as you step forward onto the tiled floor of the open cave. Water pours into the riverbed and rushes foward, hitting the waterwheel and causing it to turn.
However, nothing else happens beyond the area becoming louder and the air becoming slightly mistier, so you move forward into the area.
But, as you approach the center, five sandwhips emerge from the pile of sand!
>>
Rolled 11 (1d100)

>>242282
Hit them with shock to draw most to us, while Olivia sneaks and stabs the one most isolated.
We're going for a kite & backstab strategy.

Meanwhile for Kazuma, he should cross the walkway and get into that next room.
There wasn't anything before that, in that area was there? I think not, will review it later.
>>
Rolled 36 (1d100)

>>242289
>>
File: Desert Temple Lake.png (30 KB, 440x404)
30 KB
30 KB PNG
>>242289
>>242310
You and Olivia miss, and two of the five spring around your legs.
Olivia dodges the attempt of the third to grab her wrist, and the final two split and snake their way over to the both of you.

Kazuma enters the new room.
It's a mid-size room. On the right there are three metal balls sitting in a corner, on the left is a water wheel that looks like it functions as a gear for a set of metal ball sized bowls stacked vertically on a conveyor. The conveyor extends up beyond the ceiling, and comes up from below the floor.
At the back of the room is an opening that leads to a pit. Hanging above the pit is a mobile, a large cross which carries four circular platforms around the circumference of the pit.
It is currently not moving.
>>
Rolled 94, 49 = 143 (2d100)

>>242322
Can Aqua stand on the platform then have Kazuma place metal balls on the gear?

As for the fight, try to blast the sandbastards out of your legs with a fireblast, while Olivia kills the third one that failed to immobilize her.
>>
>>242330
Roll 3d4
>>
Rolled 3, 1, 1 = 5 (3d4)

>>242347
This thread is still far from autosage right?
>>
Rolled 3, 2, 2 = 7 (3d4)

>>242322
>>
File: Desert Temple Lake.png (30 KB, 440x404)
30 KB
30 KB PNG
>>242353
39 hours left before bump limit.

Kazuma gingerly places the final metal ball in one of the bowls on the conveyer, but nothing happens.

"Aww, I was excited too." Says Aqua.
"Yeah, what a let down."
"Hey, what do you think >>(you) and Olivia are up to?"
"Probly something lame, like a puzzle."

>"Fuck off!"
You yell, as you throw a fireball at the sandwhips.
You kill one of the ones around your leg, but the other is still limiting your movement.
Olivia's knife cuts the sandwhip, but its body recovers, as the slice continues up the length of it with the flow of its mobile body, and vanishes at the crest.

"Tell me about--" Olivia is interrupted as she dodges a lash from one of them, " it! Fucking stop it!"
>>
>>242399
Gotta keep up the fight, flame up that sandwhip and have Oli stab hers, while Kazuma should try fitting more balls in there.
>>
Rolled 79, 20 = 99 (2d100)

>>242626
>>
Rolled 6 (1d6)

>>242630
>>
>>242626
>>242630
>>242636
You deal enough burst damage to kill the second sandwhip, and Olivia's blade slips again.
Olivia dodges another lash from the third, and the fourth is now within range to attack you.
The fifth begins ensnaring Olivia's leg.

Kazuma has already placed all three balls on the conveyor.
>>
Rolled 43, 76 = 119 (2d100)

>>242643
Fireball at the fourth, Olivia slashes the one on her leg.
>>
Rolled 3, 1 = 4 (2d4)

>>242668
Roll 1d6 damage.

Olivia deals a critical hit by virtue of 76 being my favorite number and my having absolute dominion over the physical properties of the world, and does ^ damage.
>>
Rolled 4 (1d6)

>>242674
This made me chuckle, silly
>>
>>242853
You both deal 4 damage, just breaking the magical bonds which hold your respective sandwhips together!
Only one sand whip remains!
>>
Rolled 78 (1d100)

>>242862
Can we punch it then release a fireball just after our fist hits?
Then Olivia backstabs it if it didn't die.
>>
>>242911
Sure, why not, roll a d8.
>>
Rolled 4 (1d8)

>>242933
B-blood for t-the blood god
>>
File: Desert Temple.png (59 KB, 1000x1000)
59 KB
59 KB PNG
>>242945
Four damage breaks through its magical binding, and it crumbles.
"I fucking hate these things."
>"Yeah, Aqua just has to purge those mummies, we have to actually try."
"Speaking of, I wonder what they're up to."

"This puzzle has no solution!"
"Oh come on Kazuma, not with that attitude."
"There's literally nothing we can do except leave!"
>>
>>243034
Well go back and mess with the lever until you can go on and join the other two, then discuss what to do next.
>>
File: Desert Temple Lake.png (30 KB, 440x404)
30 KB
30 KB PNG
>>243069
Kazuma hits the lever at the southwest entrance to the lake, but the platform in the center simply jiggles, before catching and staying where it was.
>>
Rolled 17 (1d100)

>>243077
Shout for Olivia and us until we come to the room.
>>
File: Desert Temple Lake.png (34 KB, 440x404)
34 KB
34 KB PNG
>>243084
You and Olivia hear shouting from behind the door to your southeast.
You enter through the door and find yourselves in a cavern with a lake.
Across the way, you spot some light blue hair.
>>
Try that lever and see what gives.
>>
File: Desert Temple Lake.png (34 KB, 440x404)
34 KB
34 KB PNG
>>243161
boop boop badoop
>>
>>243180
Hmm maybe we need more balla to fit in the conveyor. Maybe all the balls?
Ask Kazuma.
>>
File: Desert Temple Lake.png (34 KB, 440x404)
34 KB
34 KB PNG
>>243201
Oops forgot to mention, the floodgate closes and a second one opens on your side of the lake after pulling the lever.

"No, I don't think so. The conveyor's connected to a water wheel like a gear, I doubt we're trying to spin that, I think it might be the other way around.
>>
>>243226
Hmm have them pull the lever on Kazuma's side, just checking.
>>
File: Desert Temple Lake.png (34 KB, 440x404)
34 KB
34 KB PNG
>>243285
>>
>>243313
Well it did switch the water flow.
What if we hit both levers at once?
Or consult Kazuma I'm @ a loss now
>>
>>243313
Well there are no mechanisms in there so I can't see how we can turn the platform wheel.
The other room is blocked, so it can't be something there.
Thus I assume it's in the one we're in right now that we need to focus, what do we do however is an entirely different question: I have no idea.
>>
>>243435
>>243755
Hitting both levers results in neither lever actually completing a hit. They both lock, as if they're fighting one another.
"I think we might want to check the water wheel in that room," Kazuma points to the door on the east side of the lake, "while the water's flowing through that gate," he points to the adjacent currently closed floodgate.
>>
>>243994
Okay let's go check the water wheel, inspect it
>>
File: Desert-Temple-Lake.gif (20 KB, 440x404)
20 KB
20 KB GIF
>>244001
Kazuma describes the room to you as you flip the lever to allow the waters through the right gate, and to allow yourselves into the room.
There should be three metal balls in bowls on the left wall, and a water wheel.
There should also be a stationary set of platforms in a connected area.
When you enter the room however, you find no balls, but a spinning water wheel, being turned by the water from the lake. There is a conveyor on the left wall that carries bowls from the floor to the ceiling, and the open area holds a rotating chandelier of stone platforms.
>>
>>244134
Well let's get on it to reach the other side.
>>
File: Desert Temple Lake.png (34 KB, 440x404)
34 KB
34 KB PNG
>>244217
You cross over the rotating mobile, and enter a smaller chamber. The chamber contains a large-ish chest, and that chest contains the Dungeon Compass!
>>
File: Desert Temple.png (60 KB, 1000x1000)
60 KB
60 KB PNG
>>244874
>>
Rolled 38 (1d100)

>>244874
Well, head back and meet up with the others, then head to the next area (northwest door of the room Kazuma and Aqua are in).
Of course, after we cross Kazuma and Aqua need to turn the lever once to get to the other side, then we turn it once to allow them through to the northwest area, so we're reunited.

Rolling for how spooped we'll be when enemies show up at the most unfortunate time.
>>
File: Desert Temple Lake.png (34 KB, 440x404)
34 KB
34 KB PNG
>>244938
Alright, walk me through this step by step.

You reenter the lake chamber.
>>
>>245004
Okay so, move to the northwest portion (where the lever is)
>>
File: Desert Temple Lake.png (34 KB, 440x404)
34 KB
34 KB PNG
>>245029
>>
>>245191
I think now you just need to flip the lever on Kaz side.
>>
File: Desert Temple Lake.png (34 KB, 440x404)
34 KB
34 KB PNG
>>245977
>>
>>246039
cross the platform, then olivia pulls the lever allowing them to cross to their area (NW area)
>>
File: Desert Temple Lake.png (34 KB, 440x404)
34 KB
34 KB PNG
>>246128
"Hey, finally we can stop with this split up puzzle crap." Says Kazuma.
>"Yeah."
You all enter into the larger sunlit cavern, and Aqua and Kazuma both gasp, awestruck by the sanctuary that's supposed to be in the desert.
The riverbed is dry, and the waterwheel isn't turning, but the air is still misty, and the birds are still flapping about above.
Three metal balls sit on the pile of sand, and two sockets on the other side of the riverbed, embedded in the large gate.
"Wow."

Two levers that you hadn't seen before sit on the east wall.
"Hey, I can't see a way to get to that other side," says Aqua.
"Huh, you're right."
>"Well that didn't last long."
>>
>>246217
olivia and aqua go check the levers, and by check I mean pull
>>
>>246241
The levers open a hidden door, but only when both are held down.
>>
>>246272
have Olivia and Aqua hold them down while Kazuma and us go check it out
>>
>>246320
"And they say chivalry's dead," says Olivia.
At the end of the tunnel, you find yourselves faced with a single lever. Holding it opens a door to the southwest alcove the lake. Another lever stands just beyond the door, which when Kazuma holds it, allows the door to stay open when you release yours.
>>
>>246496
finish the crossing to Kazuma's side and inspect the new area
>>
File: Desert Temple Lake.png (34 KB, 440x404)
34 KB
34 KB PNG
>>246591
You exit into the area, and Kazuma releases the lever.
The door closes, and the lever retracts into the ground.
>>
>>246622
Werll, lets turn the lever.
>>
>>246622
misinterepreted things wew
>>
File: Desert Temple Lake.png (34 KB, 440x404)
34 KB
34 KB PNG
>>246798
You turn the lever. The platform rotates, and the open floodgate changes.

Olivia and Aqua, still holding the levers, begin to hear water.
"Hey, what's that?" Says Aqua.
"That sounds like the water's coming this way again... Hold on I'm gonna go check this out."

The water comes rushing through the channel, and Olivia enters the lake room. She sees you standing across, and waves.
"Are you guys good?"
>"Yeah!"
>>
>>246905
thathe water wheel needs to work in orderto get that entrance open, for that I assume we need to get both floodgates open. wat does kazuma say?
>>
>>246966
"I don't know. Maybe.
Did you ever see the water wheel turning when the left floodgate was open?
If so then I doubt that's what we need to do. It'll probably be something in that area."
>>
>>247037
Hmm then turn the lever to switch to the right floodgate I suppose?
>>
>>247231
if we do that, we'll be back where we started
i say we have olive check the water wheel right now to see if it's going, then we try to get kazuma and mc the other side of the big gate room
>>
>>247297
Okay, seems good for me.
>>
>>247231
>>247297
>>247366
Olivia goes back and checks the water wheel. It's being turned by the water from the lake.
You and Kazuma then turn back and head to the room with the four doors, while Olivia and Aqua enter the room with the balls and lanes.
There's only one door that hasn't been opened in this room, in the northeast corner.
>>
>>247612
Switch ball config until we open northeast
>>
File: Desert Temple.png (61 KB, 1000x1000)
61 KB
61 KB PNG
>>247630
Olivia messes with the balls while Aqua stares at the map.
"That's weird," she says.
"What?"
"I could've sworn there were only three exits in that room when I was in there."
"Huh?"
"Here, look at the map. It shows a fifth path, that heads beneath the area where I saved Kazuma."
Olivia takes the map and examines it closely.
"Hey, >>(you), Kazuma!"
>"Yeah?"
"Look towards the entrance, is there a door just west of it?"
>"No I don't see one."
Olivia shrugs and hands Aqua back the map.

You and Kazuma head through the northeast door, which leads you to the western portion of the sunlit cavern.

You spot Olivia and Aqua on the other side.
>>
>>247946
Hmm let's exchange a ball, they have sockets on the other side? If not maybe with one more ball they can fill all the sliders in the room with two balls.
>>
File: Desert Temple.png (61 KB, 1000x1000)
61 KB
61 KB PNG
>>247946
They give you one ball, and place it in one of the two sockets (that are both on your side).
After about five seconds, a rod extends from the side of the gate, and gets caught in the water wheel. The water wheel pushes it down as far as it can with the single extrusion, but it loses grip and the gate stays only halfway lowered, bobbing as the gate tries to close but gets caught by the water wheel again and again.
They give you the second ball, you place it, and after another five seconds or so, another rod extends, allowing the gate to be fully lowered.
>>
>>248065
go on our way through then, two oneach side, be on the lookout for any levers, balls, or other contraptions
>>
>>248065
since aqua is a water goddess, can't she just summon water on that waterwheel to cheat the puzzle?
>>
>>248361
Theoretically yes, but yall already solved it and nobody said anything before
>>
>>248601
that it took this long for it to be noticed is impressive, and worrisome
>>
>>248870
Well the more you guys validate my puzzle design, the happier I am
>>
File: Desert Temple.png (61 KB, 1000x1000)
61 KB
61 KB PNG
>>248211
>>248870
Furthering your march into the cavern leads you to a door, which in turn takes you into a very long hallway.
It splits, branching to the right and continuing forward.

"You were right, by the way."
>"Hm? About what?"
"Aqua. She's more capable than I give her credit for."
>"Oh,"
"In short, I am too hard on her."
>"Don't apologize to me."
He nods, and you enter the door on the right.

Before you is a large circular chamber, with four doors in the cardinal directions. There is a bridge between the north and south doors, but the walkway of it looks to be separated in the center. It's still connected by rods, and they both sit on a central rotating cylinder, but walking from one end to the other is impossible.
On the opposite side of the room, Aqua and Olivia enter.
You have a lever on the wall next to you.
>>
>>249450
Pull the lever on our side, also check that chest in the south door.
>>
File: Desert Temple.png (61 KB, 1000x1000)
61 KB
61 KB PNG
>>249537
Pulling the lever rotates the bridge clockwise, so it sits between you and the others, from west to east.
>>
>>249664
>>249537
(I should've mentioned that there's no floor)
>>
>>249664
Well one of us gets on each side.
I'd say Aqua and us, lets mix things up a bit.

Then we pull the lever again, and each one checks their side's (north, south) chest.
>>
>>249761
You enter the north room. It's dimmer than the rest of the temple, but it's not dark. It's also eerily quiet, and you get a bad feeling from being in there.

Aqua is having an identical feeling in the southern room.

The floor of this room is entirely sand, and you can see the chest on an elevated platform near the back.
You carefully step around the edges of the room, but you evidently proc something; you hear a rumbling, and the walls begin shaking.
The sand begins bouncing as well, aerating, and you dive out of the way just as a large circular mouth emerges, and clamps down where your leg was!
You are fighting Kuramor, first of the kingsguard!

Aqua attempts a similar maneuver, sneaking her way around the edge of the room, before she is also confronted with a rumbling, but hers originates from a different source.
Her stomach.
And also the floor, as a pillar of sand rises from the ground, and folds itself inside multiple layers of sand, and erects a wall between it and her.
She is fighting Helio, second of the kingsguard!
>>
Rolled 77, 16 = 93 (2d100)

>>249878
Shit, I guess Aqua can throw water at it's sand to make it muddy and fucked up.
Meanwhile we use fire at the mouth, try to wait for it to open up to nom so we can fire.
>>
Rolled 38, 29 = 67 (2d100)

>>249894
Why are my rolls such shit senpai.
>>
Rolled 6 (1d100)

>>249894
Aqua manages to hit Helio's sand shield with water, significantly darkening it.
As of yet she can't tell what effects this will have on the fight.
Helio begins shifting a bit, and quickly buries about one fourth of its length into the sand below.

You miss with the fireball, and Kuramor begins tunneling under the ground.

Roll 2d100
>>
Rolled 73, 80 = 153 (2d100)

>>250425
same as last round, and I think turning sand to mud makes it harder to move or shift around
>>
>>250862
Spikes emerge from the ground, made of sand, but Aqua manages to avoid them. She uses hydro cannon again, and hits Helio's main pillar, as the sand shield can't move to face her in time.
Helio buries another fourth of his wet body into the sand.

Kuramor erupts from the ground, but you dodge his bite. You wait for his mouth to be open, and throw a fireball for 2d6 damage.

>Roll 1d100 for Aqua to dodge
>Roll 2d6 for fireball damage
>>
Rolled 16 (1d100)

>>250942
I think I woke up kinda late.
Kek
>>
Rolled 1, 2 = 3 (2d6)

>>250942
>>251966
Well shit.
>>
Rolled 24 (1d100)

>>251973
>>251966
you need to make more sacrifices to RNGesus
>>
>>251966
>>251973
Aqua is hurt by a sand spike, but she comes out having taken only 3 damage (and torn part of her outfit)

You toss a fireball and deal 3 damage to Kuramor. He tunnels.

>>252037
Evidently so do you.
>>
Rolled 1, 52, 14 = 67 (3d100)

>>25221
Aqua shout for aid from olivia, kazuma can stay and man the lever.

what else can Aqua do aside from water?
I guess try htting it with her staff

mwanwhile we could try using shock since bonus
>>
Rolled 3, 6 = 9 (2d6)

>>250942
>>251966
Well shit.
>>
>>252613
>>252740
Olivia comes into the room with Aqua, to aid in the fight with Helio.
Aqua tries whacking helio with her staff, and knocks about a fourth of his body out of the way, as his sand shield is still slowed.
His final fourth dips into the sand.

You wait for Kuramor to pop up, and (successfully/unsuccessfully, see roll below) dodge his bite.
You cast Basic Spark.


>Roll 4d100 (Aqua dodge, Olivia dodge, You dodge, You spark)
>>
Rolled 42, 50, 19, 7 = 118 (4d100)

>>252825
I GOT THIS
>>
>>252851
Aqua and Olivia dodge the third set of spikes.
Helio then emerges from the ground as three sand-whips, holding a large ball of sand, looking like it's getting ready to chuck it at them.

You take a hefty chomp for four damage from Kuramor, and subsequently try and fail to zap him with some electricity. There's probably a better way to try and fight him, you think to yourself.
>>
Rolled 70, 89, 42 = 201 (3d100)

>>252884
Inspect your surroundings?
I mean we just have those two spells, no weapons, and we're physically weak.

Wait, do we have the box? Try pulling something out of it, I wonder if it'll work on organics, hahaha.
But really, inspect the surroundings because with 2 spells and no weaponry it's not like we can do much in terms of varied strategies, it must be an enviromental thing.

For Aqua and Olivia, have Aqua blast the sand with water to chuck it away from them (preferentially back at him) once it's thrown, while Olivia kites him with the bow.
>>
>>253065
You take a better look at the room; if there's one thing that Zelda and Dark Souls taught you, it's that weapons aren't the only way to kill bosses.

Placed evenly around the room are four columns, but that's the only thing you notice at the moment.

Aqua hits the ball of sand with water, and its begins to darken. As it does, the triple sandwhip form of Helio beneath it begins to bow, and eventually collapses under the increased weight of the wet sand.
Soon after, all the spikes in the room retract, as does Helio's shield, and Helio himself reemerges from the sand with a new shield, and a full body.
>>
Rolled 11, 39, 19, 46, 71, 84 = 270 (6d100)

>>253320
>>253320
Hydrobomb the shit out of his base (lower body), which might help delay him, and have olivia try to cut him from behind.
Rolling for their own perception of surroundings as well.

Also for us to inspect our own while dodging from the other bastard.

I don't know if I do individual rolls or if this is even valid, but just in case here it goes.
>>
>>253410
Aqua hydrocannons and totally whiffs.
Olivia tries to get in close, but Helio's new shield protects his central pillar, and knocks Olivia out of the way.
They notice nothing special about the area, other than its oblong shape, which doesn't appear to have much relevance other than to keep offenders within sand-boulder bowling range.

You take another look at your surroundings, and confirm that you don't see anything else that could be used against Kuramor besides the columns.

You dodge out of the way, and
>something else
(You have an extra roll there, and it's critical, might as well do something with it)
>>
>>253438
Uuuh try blowing one of the pillars off with a fireball, I ain't got much.
>>
>>253449
Your fireball fizzles against the pillar, rather unsatisfactorily, and Kuramor begins tunneling.

Helio dips a fourth of his central column into the sand.
>>
>>253466
Maybe use the pillars for cover?
I dinnae lad.

As for the girls, continue the strategy laid out before: blast him with watery goodness to keep him busy and try to bypass his shield with Oli's agility.
>>
Rolled 81, 56, 83 = 220 (3d100)

>>253482
>>253466
Also hoping some anon will randomly show up and cast a vote that is enlightened compared to mine.
>>
>>253485
You get behind one of the pillars.
As Kuramor approaches and aerates the sand, the pillar becomes unstable and it sinks into the sand right on top of him, and forces his ass above the sand.
On his ass is a section that your gamer's intuition tells you is weaker than the rest of him.

Both girls dodge this volley of spikes.
Aqua lands a stream right on Helio's shield, allowing Olivia to get in and knock away one of his four body segments, before being knocked back away by a sandwhip arm that emerges from the groud, and subsequently retracts.

Helio buries another fourth in the sand.
>>
Rolled 75, 27, 72 = 174 (3d100)

>>253521
Blow your figurative load on his ass. Give him a firey arse, totally not an std joke.

As for the girls, try to cut off that damn thing before it buries fully. Focus everything onto that.
>>
>>253547
Roll 2d6 damage.

Olivia is unable to get close enough, as the sandwhip arm emerges yet again.
Aqua however gets in and punts the bastard while Olivia has him distracted.

His shield and the arm pull back into the sand, and soon emerges with the sand ball. This time thouhg, he only has two arms holding it.
>>
I just noticed my tripcode looks like CreampieRacist.
>>
Rolled 3, 4 = 7 (2d6)

>>253583
well lets keep trying to hit the central one and distracting, seems valid and functional

>>253608
wow it actually really does, fucken hell kek.
>>
>>253873
You hit Kuramor's ass with a fireball. It wiggles in the air, but it looks like you can get another hit in.

Roll 3d100 (Whatever you do, Aqua's move, Olivia's move)
>>
Rolled 38 (1d300)

>>253977
Hit Kuramor with another fireball.
>>
Rolled 48 (1d100)

>>254094
I don't know why i just rolled 1d300.
>>
>>254099
Roll another 2d100, then roll 2d6 damage.
>>
Rolled 51, 19 = 70 (2d100)

>>
Rolled 6, 4 = 10 (2d6)

>>254147
>>254157
dice gods i pray to thee, just this one time
>>
>>254157
>>254162
Olivia finds herself unable to get close to Helio's arms, but Aqua uses bubble.
It's super effective, and the wet sand ball collapses another of Helio's arms. A second later, and Helio is back up with his full four body segments, and now three shields.
He buries one fourth of his body into the sand.

You hit Kuramor's ass yet again, and it squirms around. He breaks free of the column, and his ass dips down into the sand. He jumps out, and slithers along the surface of the sand, and attempts to attack you.

Roll 3d100 for dodging.
>>
Rolled 73, 44, 28 = 145 (3d100)

>>254182
Can we try shooting a fireball up his open mouth once again after/while dodging?
>>
>>254224
Aqua and Olivia both dodge Helio's spikes.
You however take three damage as Kuramor rams you.

You can roll a d100 to try.
>>
Rolled 72 (1d100)

>>254239
WAAAAGH
>>
>>254247
You hit his mouth.
Roll 1d6 damage.
>>
Rolled 3 (1d6)

>>254253
EXPULOSION
>>
>>254271
Kuramor begins coming at you again.

Helio's shields rotate around him.

Roll 1d100 for every action taken, (and specify their order)
>>
Rolled 32, 22 = 54 (2d100)

>>254285

Evade. I kinda think beating him in open combat might be too difficult.
Next up, get to the chest and see if it contains some kinda remedy against him
>>
>>254365
Well shit just realized we could've just continued shooting his ass
>>
>>254365
>>254377
You can't reach the chest, as it is on an elevated platform, and you fail to evade his ram. Luckily it only deals 1 damage this time.

Helio is menacingly brandishing his shields.
>>
Rolled 62, 69 = 131 (2d100)

>>254433
Damn man, we are so close but so far away: hit that thing before he fully buries it, hit it with everything at once.
>>
>>255915
Aqua blasts one of Helio's shields just as Olivia is making a break in between them. She manages to kick one of Helio's four body segments, before the other two shields come at her, and force her outside of their perimeter.

Helio buries one of his remaining three body segments.

(It sounded like you were referring to Helio, I don't know what you want to do about Kuramor)
>>
>>256011
For Kuramor keep trying to lure him towards distant pillars and attacking his butt.
For helios, focus on the segments before they are buried.
>>
Rolled 70, 99, 28 = 197 (3d100)

>>256016
>>256011
>>
>>256016
Kuramor tunnels, and you break for one of the other columns.
You get behind it, and another second later, the pillar falls onto Kuramor.

His weak spot is forced above ground, and you hit it critically with a fireball!


Aqua fails to dodge the sand spikes, taking two damage (and tearing more of her outfit), but Olivia remains unscathed.

I need two more d100's, and 4d6.
>>
Rolled 91, 98 = 189 (2d100)

>>256041
d100s first
>>
Rolled 1, 5, 2, 4 = 12 (4d6)

>>256068
>>256041
Joly huck
>>
>>256068
>>256074
Aqua gets both remaining shields with ease, and Olivia scores goals with both of Helio's remaining body segments.
His shields retract, and a singular sandwhip arm comes up holding the sand ball.

You deal a devastating blow to Kuramor's backside, but it looks like he can take another before he escapes from the pillar.
>>
Rolled 1, 80, 81 = 162 (3d100)

>>256089
Same as before I guess, water into it till it becomes unusable.

As for the extra hit, do it, fireball!
>>
>>256158
Aqua barely even conjurs a drop of liquid. However, Olivia dashes in and slices the arm, causing the entire entity including the sand ball to crumble.

They both half expect Helio to pop up again, but he doesn't.
Stairs rise from the ground, allowing them access to the chest.
Inside is a strange artifact, conveniently indescribable.

You hit Kuramor critically again!

Roll 4d6 damage.
>>
Rolled 2, 5, 1, 4 = 12 (4d6)

>>256351
Shout a nice one liner, like... Well, fuck
>>
>>256368
"Suck it, Great Alaskan Bullshit!"
He breaks free of the column, and surfaces, and he charges at you.

Roll 1d100 to dodge and a d100 for every action you take
>>
Rolled 16, 12, 34 = 62 (3d100)

>>256403
Dodge to his side then
Fire a fireball from each hand, full on akimbo at his back.
>>
>>256719
You get pummeled again, taking 1 damage.
Your normal clothes are fairly beat up, your pants look like they belong to a teenage punker girl.
He tunnels into the sand again.
>>
Rolled 93, 29 = 122 (2d100)

>>256735
Try the pillar yet again, but this time try to taze him with shock to delay him further.
>>
>>256759
You pull off the column maneuver, but miss with the spark.
His ass is in the air.
>>
Rolled 4 (1d100)

>>256781
Put the staff in it and fire a fireball at point blank, like a real thug gangsta mage
>>
>>256782
I guess the staff is going into our asshole instead
>>
>>256782
>>256787
Ya fucked it.

You have one more chance before he digs out.
>>
Rolled 31 (1d100)

>>256791
Aqua akbar!!! (?)
>>
>>256793
YA FUCKED IT.
Kuramor jumps up and charges at you,
1d100 to dodge
>>
Rolled 17 (1d100)

>>256799
Pls save me rngesus
>>
>>256826
2 more damage.
He tunnels, and you go behind the final pillar.
His ass is in the air again you unlucky bastard.
>>
Rolled 13 (1d100)

>>256832
Channel your inner horndog and tap that ass with your spells.

These rolls have been awful, crap.
>>
>>256837
...
Alright, well you miss.
Go for another hit I guess, you have the chance.
>>
Rolled 28 (1d100)

>>256839
fireball
(do we not use the int and wand modifier anymore?)
>>
Rolled 42 (1d100)

>>256837
>>256832
What are the odds??????
>>
Rolled 4 (1d100)

This is like the dice decided to play a game of the SAW variety with our rolls
>>
Rolled 85 (1d100)

>8 consecutive rolls below 50
Let's roll out the bad rolls.
>>
>>256840
I've been counting them post-roll, it just makes it easier cause clover is finicky.

>>256843
>>256845
Literally what the fuck


>>256841
Congrats you did it, what a roll
2d6 damage.
>>
Rolled 3, 6 = 9 (2d6)

>>256849
The suffering is real, sir.
>>
>>256855
You deal a significant amount of Kuramor's remaining HP in a single blow.
He squirms violently, then emerges from the sand enraged, coming at you in a final attempt at a second wind.
>>
Rolled 42 (1d100)

>>256862
Throw all the magic we have at this douche, this ends now in this final attack
Cheesy but trust me, this is it
>>
THE STRENGTH OF THE GODS IS BEHIND YOU WITH A FINAL STRIKE
ROLL 2 DEE SIX
>>
Rolled 4, 5 = 9 (2d6)

>>
>>256949
Kuramor freezes, then falls away into ash.
Just as you kill him, Olivia and Aqua enter the room, and see you.
"Damn," says Olivia.
You turn around, and wiping the sweat from your brow, you give a thumbs up.

Stairs raise from the sand, allowing you to reach the chest. Within, you find a conveniently indescribable ancient object.
"Hey, we got one of those too."

The three of you reenter the bridge chamber, and Kazuma mans the lever so you and Olivia are back together on the right side. You also think you notice him blushing a bit, when Aqua gets closer. Thinking about it, you do remember seeing a couple tears in her already pretty revealing outfit.
Kazuma speaks up, "Hey, this next room is pretty big. I think it might be the actual boss of the dungeon."
>"Oh good."
"Fuck! Another one?"
"Don't blame me, I'm just the messenger. Anyway, you both might want to heal up."
You thank him, and Olivia heals herself and you, before you exit down the hall, heading north.

At the end of the hall, you find a door with a large, conveniently indescribable hole in the center.
Placing your artifact in it, it begins to glow, and the door opens.
You go inside the huge chamber, and spot Aqua Team to the left. You all walk cautiously forward, careful of any possible traps beneath the sand.
About halfway into the room, you hear a gentle scraping. Searching for the source of the sound, Aqua points to the back of the room. On a large stage-like construction, you see a coffin, and its lid is slowly sliding open.

The lid falls off toward the back of the room, and a skeletal foot finds its way out onto your side of the coffin. Soon, a skeleton dressed in beaten rags, a golden collar, and a long scarf emerges to follow.
It stands tall, and stares at its hands, as if it's remembering what it's like to move them.
It then looks at you four, and proceeds to walk down the steps on either side of the stage. A few minutes of eerie silence as the thing approaches you, it finally stops directly in front of the group, about ten paces, and stands there, unmoving.

You manage to get a good look at its equipment: no armor, and a sheathed sword.
>>
>>257469
"well hello mr skeletal" how much mana do we have?
>>
>>257481
83.

The skeleton does not respond.
>>
>>257486
look around the room while he idles, is there anything of note? if not slowly approach the skeleton with the rest of the party, whoever has the highest hp goes first (I think it's us but I don't recall with certainty)
>>
>>257531
You don't see anything environmental that could be used to your advantage.

You slowly approach the skeleton.
He simply stares at you through empty sockets.
He draws his sword and holds it pointed at you, but he makes no indication that he is going to attack. You almost see it more as a gesture.
>>
>>257646
what about in terms of objectives, like a chest we need to reach or something to that effect? Information on what is around isn't all necessarily battle stuff

Move the side a bit and see if he follows our movment
>>
>>257667
You see a locked door behind the coffin, at the very back of the large chamber.
He only follows you with his head.
He makes a small motion with his left arm, bringing it just ahead of the blade, and then forming a cross with it and his forearm, then he returns his hand to the hilt.
>>
Rolled 67 (1d100)

>>257733
Have Olivia try to sneak past him while we distract him I suppose?
>>
>>257946
Olivia tries to move up, and his head turns to her.
He makes the same motion as he did previously, but slightly more aggressively. You hear the rattle of his bones as he forms another X with his arm and the sword, this time you can sense that it is directed at you.
Kazuma whispers to you, "I think he wants you to cross your weapon with his."

You tentatively take up your wand, and slowly place it against the broad of his blade, pointed at his face, locking eyes with him.
You nod, and he nods back, then he breaks the cross and sheaths his sword.

He takes up his arm, and you can see him building mana. The sand beneath his feet begins to rumble and shift.
A moment later, he begins to rise from the ground, atop two large sandwhips, one foot on each. He rises higher and higher, until he stands at about half the height of the room, at least forty feet above the ground, probably more.
He stands there, and gives off a feeling of power. His mana flow erupts in a tangible force, and his scarf begins trailing behind him as the mana winds enact their forces upon it.
You are fighting The Old Desert King, Mechis!
>>
Rolled 79, 99, 23, 57 = 258 (4d100)

>>258017
Focus your spells agains the sandwhips, Olivia should fire arrows at him to keep him busy, Aqua could use her water spells to protect the party from any attacks, and Kazuma could either sneak up on him or try our box since he has high luck.
>>
>>258043
You hit one of the two sandwhips with a fireball.
Olivia gets a solid arrow hit on him, despite how fast he moved to try and dodge.
Kazuma goes in for a sword hit on the sandwhip you hit, and manages to get a slice.
Aqua readies a defensive water spell.

I need
>1d6
>2d10
>1d8
>1d100
>>
Rolled 2 (1d6)

>>258113
>>
Rolled 4, 5 = 9 (2d10)

>>258113
>>258131
Spooky scary skellingtons!
>>
Rolled 8 (1d8)

>>258113
Back, had to take care of some household tasks
>>
Rolled 25 (1d100)

>>258113
>>
>>258132
>>258131
>>258241
>>258245

You and Kazuma manage to temporarily break the bonds of one of the two sandwhips.
Mechis fumbles above as one of his footrests loses form beneath him, but he re-forms the sand whip in time to recover.
In retaliation, he swoops down, and pulls the base of one of his sandwhips across the surface of the sand, and in doing so, kicks up multitudes of small pointed sand spikes, which fly at the entire group. Aqua attempts to catch them in water, but only manages to stop the ones heading for Kazuma. The rest of you take 2 damage each, and your clothes all take a beating as well, as small tears and frays appearing.
>>
Rolled 24 (1d100)

>>258299
kazuma uses steal on the boss
>>
>>258389
Kazuma gets a scrap of cloth.

As for the rest?
>>
Rolled 14 (1d100)

>>258299
we use steal on the boss too
>>
>>258428
You get a slightly smaller scrap of cloth.

Aqua and Olivia?
>>
>>258428
>>258389
We keep stealing until we get his sword?
>>
Rolled 35, 58 = 93 (2d100)

>>258435
If aqua has any long range holy attacks, she uses that on the boss, otherwise olivia shoots at him trying to knock him off the sand whips, if he falls, aqua purges him, if not aqua sprays the sand whips with water
>>
>>258451
kazuma does at least since he has no other long range skills that I know of
>>
>>258456
woops, this should have been to >>258450
>>
>>258451
Aqua attempts a holy attack, but misses. Olivia shoots another arrow, but is unable to hit, as Mechis is to quick in his dodging.

Give me another d100 for Aqua's defense as Mechis swoops down with another AoE.
>>
File: Spoiler Image (66 KB, 600x600)
66 KB
66 KB PNG
>>258889
>>
Rolled 89 (1d100)

>>258896
>>
Rolled 100 (1d100)

>>258896
Pray
>>
>>258960
Hallelujah
>>
>>258926
>>258960
As he swoops down, Aqua puts up a water shield and blocks all the projectiles, and even manages to slightly wet both sandwhips.
Mechis's movement is significantly slowed!
>>
>>258970
>>
Rolled 55 (1d100)

>>258982
Olivia fires arrows at the left whip, trying to take it down.
We throw a fireball to help, when he tries get his footing by remaking the whip we took down, Kazuma and Aqua blast the other whip.


Anons, roll the dice with me, and PRAY!
>>
Rolled 5 (1d100)

>>258982
>>
Rolled 11 (1d100)

>>259042
>>259073
>>
>>259127
>>259073
>>259042
11*5=55
Illuminati confirmed?
>>
Rolled 79 (1d100)

>>259162
Forgot the damned dice.
>>
>>259042
Olivia hits the whip, you miss it. Kazuma misses his attack on the other one, but Aqua crits it with a dispel.

Roll 1d10 damage for the left sandwhip.
>>
Rolled 3 (1d10)

>>259190
>>
>>259199
As the second sandwhip crumbles from Aqua's dispel, the first gets hit by Olivia's arrow.
At first, it doesn't seem like it did enough damage to dismantle it, but you get a little lucky, as the gap caused by the arrow travels up the length of the sandwhip, and just as Mechis loses his footing and tries to recreate the second sandwhip, he completely loses control, and falls to the floor. While he's recovering, you have a chance to attack!
>>
Rolled 83, 1, 4, 7 = 95 (4d100)

>>259241
Everybody kick the man while he is down!
>>
Rolled 96 (1d100)

>>259241
aqua turns undead
>>
>>259305
You deal 1d4 damage while everybody else kicks sand.

Aqua then turns around and casts a huge ass turn undead, dealing a significant amount of damage to Mechis.

He gets up and starts walking toward you, sword unsheathed.
He pushes off the sand and sprints, sword readied for an attack,
Roll 4d100,
then another 1d100 for every subsequent action.
>>
Rolled 2 (1d4)

>>259682
We might need a new thread by y
Tomorrow
aargh I am falling asleep in my chair
>>
Rolled 11, 76, 30, 99, 70, 26, 55, 74 = 441 (8d100)

>>259682
Dodges for everyone, fireball, arrow to the knee, Kazuma tries steal and Aqua tries purify
>>
>>260096
Yeah, I was really hoping I wouldn't have to start another thread in the middle of a dungeon for two reasons:
1. It really limits how the quest plays. I wanted to have it be a more direct response thing so the players could feel as if they were controlling the actions and solving the puzzles, but it's really a turnoff to new players, especially when the previous style of play had been more of a story that unfolded where the players made simple key decisions, and that seemed to be more popular.

2. You guys are so close to being done with the dungeon!


>>260098
Aqua and Olivia dodge his blade, but you and Kazuma are struck hard, taking five damage each. Your normal clothes are in total shambles now. At least your cape hasn't come in yet.

You hit with a fireball, Olivia misses with her arrow, Kazuma gets a knuckle sized ruby, and Aqua casts another successful turn undead (although not as powerful as the previous).

Roll 1d6 damage for fireball.
>>
Rolled 4 (1d6)

>>260114
Rolling
>>
He staggers, then sheaths his sword, and summons two more sandwhips, rising into the air once again.
He emits another strong pulse of mana, and the ground begins rumbling.You notice that holes have opened in the walls of the chamber, and a worm of similar shape, but much smaller stature, enters from each, and they begin tunneling.
>>
>>260441
We focus on fireballing the worms, along with olivia's arrowing them, while kazuma and aqua handle distracting the Big Boss Mechis.
>>
Gimme them 4d100s
>>
>>260506
>>260498
>>
Rolled 86, 86, 39, 72 = 283 (4d100)

>>260506
>>
>>260599
Damn son,
You and Olivia crit the worm to the west, Aqua attempts a purge and fails, and Kazuma runs between the sand whips, slicing at one of them.

Roll 2d6
2d10
1d8
>>
Rolled 1, 4 = 5 (2d6)

>>260610
>>
Rolled 4, 4 = 8 (2d10)

>>260610
>>
Rolled 7 (1d8)

>>260610
>>
>>260645
>>260647
>>260650
The worm to the west is significantly delayed as you and Olivia deal more than half of its HP in a single blow.

Kazuma cuts hard into the sandwhip, and a large gap flows up and trips Mechis. He fumbles significantly, giving more than enough time for a second attack.
>>
Rolled 29 (1d100)

>>260685
Break his leg like he's anderson silva
>>
>>260698
He's still high in the air, you can't reach his leg.
>>
Rolled 43, 75, 55, 29 = 202 (4d100)

>>260709
Fireball the fuckers
>>
>>260709
Oh right, try another slash at yhe whip then
>>
>>260751
>>260754
You send a fireball after the hurt worm, and Olivia fires off another arrow.
Aqua douses the remaining sandwhip just as Kazuma goes in for a slash.
>1d6
>1d10
>1d8
>>
Rolled 1 (1d6)

>>260782
>>
Rolled 3 (1d10)

>>260782
Ay ay ay ay
>>
Rolled 5 (1d8)

>>260782
Fuck me
>>
>>260850
>>260854
>>260868
You deal damage to the worm, although it's still alive.

Mechis falls to the ground.
>>
Rolled 78, 97, 8, 54 = 237 (4d100)

>>260896
NOW we break his bones.
Sticks and Stones may break his bones...
But arrows and staves will do the trick better!
>>
>>260911
>1d6
>2d10
>Jack shit
>1d8
>>
Rolled 3 (1d6)

>>260918
WITNESS
>>
Rolled 8, 10 = 18 (2d10)

>>260918
YOUR
>>
Rolled 6 (1d8)

>>260918
DOOOOoooooOOOOOoOoooooOOOOM
>>
>>260920
>>260924
>>260928
Clearly battered, Mechis stands and draws his sword for a final assault, and begins charging.
Gimme another 4d100, then your actions
>>
>>260933
*The 4d100 are for dodges
I'll need more for any actions you take
>>
Rolled 96, 84, 79, 66, 41, 6, 6, 79 = 457 (8d100)

>>260933

>>260933
Aqua makes a water mist or wall to conceal our movements, then Kazuma and Aqua backstab him while we distract him with a fireball
>>
>>260939
You all side step his attack.
Aqua gets a mist going, but Kazuma and Olivia while sneaking bump into each other in a scooby doo like fashion.
You get a fireball on him though,
>1d6
>>
Rolled 2 (1d6)

>>260958
>>
>>260976
Mechis turns around, and charges again, calling up magical spikes as he does so.
(4+X)d100
>>
Rolled 78, 3, 90, 69 = 240 (4d100)

>>260987
We be screwed now
>>
>>261000
You and Kazuma dodge his sword strike and the spikes, but Aqua only dodges his sword. She gets badly scraped by one of the spikes, taking 4 damage.
Olivia gets hit the worst, taking a spike directly across the inside of her thigh, and taking a sword strike to her rib, totaling 13 damage. She falls to her knees from the pain, and becomes incapacitated for the next few turns, having only 3 HP remaining..

Make your actions.
>>
Rolled 98, 2, 77, 53 = 230 (4d100)

>>261038
We heal Olivia, while Aqua and Kazuma distract him
>>
>>261108
You don't have any healing abilities.
>>
>>261116
Wait, oh we didn't get minor heal?
I thought we had picked it from the old lady. Well, Aqua heals and we distract him with Kazuma while Olivia just... Stands there I guess?
>>
>>261108
>>261121
You never actually bought the spell with skill points, Olivia did.

Olivia is healed 4 points by Aqua.
You fireball, and Kazuma goes in for a hit,
>2d6
>1d8
>>
Rolled 3, 2 = 5 (2d6)

>>261130
>>
Rolled 7 (1d8)

>>261130
May the lord have mercy
>>
Alright I'm going to start the new thread in a bit, this one is in the archive.
Congrats on beating the dungeon!

Keep an eye out for the next thread.
>>
>>261288
Thanks for running! Even if i'm mostly just lurking around
>>
>>261288
Thanks!



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.