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Dark Lord !!GJKcB9SNEuWID: aLRhIXWp/qst/6239517#6240813
5/13/2025, 9:22:10 PM
>Explore the basement further

You keep moving through the tunnel, your footsteps echoing faintly in the silence. Soon, you come upon an archway carved with strange, glowing runes. As you pass through it, another system screen materializes in front of you.

"Title obtained: Master of the Dungeon"

>Master of the Dungeon: Only the current master of the dungeon and the members of his party can pass through the archway.

Beyond the arch, another staircase leads further down. The stone steps are coated with a faintly glowing phosphorescent fungus, just bright enough to see your immediate surroundings, but not enough to see clearly. It’s still better than your phone’s weak light, which you switch off to save battery. How far does this basement go under Tokyo? At the bottom of the stairs, you find a corridor of smooth stone stretching left and right.

Something about the left side unsettles you, an almost imperceptible change in the darkness that feels oppressive. You decide to turn right instead and find yourself in a large, empty room. The air feels thick and slightly damp, smelling of mold and old wood. A slightly rotten wooden ladder leans against the east wall, and a grinding noise fills the space, though you can’t tell if it’s mechanical or not. There are four doors. One on your right, made of stone, firmly stuck despite your efforts to push it open with all your weight. Two wooden doors in front of you, one locked, while the other swings open with ease. Another wooden door on your left, locked too. You look around, hoping to spot a mouse to sacrifice for summoning a succubus, but find nothing. If not for the system message, you’d think it was just a typical basement room, except for the unusual number of doors. But you know better. This is a dungeon, and it’s yours alone.

You press your ear against the unlocked door in front and hear clumsy footsteps and the sound of someone clearing their throat. There must be some kind of creature behind it. From what you know about dungeons, there should be plenty of monsters, traps, and treasures ahead. High risk, high reward. In fact, just touching the door handles could have been a deadly mistake if they had been trapped.

Intuition: Your pulse quickens. You feel you’re about to die.

>Explore the other side of the corridor, the one that gave you a bad feeling (marked "a" on the map)
>Open the unlocked door and walk in the direction of the creature
>Open the unlocked door and walk stealthily to avoid the creature [Roll 1d100, DC 25]
>[Pig] Leave, eat dinner with your family
>Write in