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ROOM 182: LICH QUEEN

I've overrun by one day, but never mind.  Can't have the player leaving a region without a boss fight.

Once the player places the last plate in the correct position, a mechanism will click, indicating the main gate is now unlocked.

However, as soon as they've made it back to the main gate, they will find the LICH QUEEN waiting for them.  She's very unhappy about her treasure being stolen and is here to get it back.

FIGHTFUCK: LICH QUEEN

The LICH QUEEN fights mainly through summoning spectral appendages, although she will get involved personally to have sex with the player if she can get her ghost hands to hold him down.  As with the ZOMBIE WHOREs, her unwomb means instant death for the player if she can force him to ejaculate into it.  Overall, her tactics will be a mix of both the GHOST GIRLs and ZOMBIE WHOREs.

Without her special wards to amplify her magical powers she's very beatable and the player can treat her as a normal boss fight.

On defeat, she'll teleport herself back to her TOMB PALACE and the way will be clear for the player to enter central Ur-Carnosa!


ROOM 181: GRAVEYARD (TOMB 4)

The last of the four tombs.  The family name above the entrance is 'Farrier'.  Inside is the same receptacle in the back wall.  This already has a plate embedded – this one embossed with the motif of a chicken.

The tomb is haunted by two GHOST GIRLs.  The player will have to deal with them before progressing.

FIGHTFUCK: 2 x GHOST GIRL.

Examining the plate will reveal it's removable and the player should do so as the wrong one is currently set.

The puzzle is very straightforward.  As was common in medieval times, the family name was determined by their trade, so all the player needs to do is return each guild insignia to its right resting place.

ROOM 180: GRAVEYARD (TOMB 3)

A tomb for one of Ur-Carnosa's old guild families. The name above the entrance is 'Poulter'. Inside is a receptacle for a metal plate. If the player searches they will find a metal plate embossed with a candle motif partially covered by dust in the corner.

ROOM 179: GRAVEYARD (TOMB 2)

A tomb for one of Ur-Carnosa's old guild families.  The name above the entrance is 'Cordwainer'.  Inside, the tomb is mostly intact.  A metal plate embossed with a boot is on top of the main stone coffin.  There is a space for the plate in the back wall.

ROOM 178: GRAVEYARD (OPEN GRAVE)

Walking down one of the outer paths will reveal a strange sight to the player.  If they leave the path to investigate they'll find an open grave.  Lying next to it is a skeleton in decayed finery.

Examining the skeleton and its possessions will reveal this to be the craftsman who was terrified of being prematurely entombed.  Because of this fear, he did set up his coffin so he could escape it.  Unfortunately, he failed to escape the GHOST GIRLs (or another lust daemon).

His possessions will have some loot, but also more clues to help solve the graveyard puzzle.  Between this, the note in the 1st tomb, and the partial riddle on the main gate, the solution of the puzzle will be given to the player.

ROOM 177: GRAVEYARD (PATHS)

There are various paths crisscrossing the graveyard and leading to the big guild tombs.  The player will likely be walking down them and backtracking several times while trying to solve the puzzle.

The combat on the paths will be random.  The player can get:

An empty path.

FIGHTFUCK (GHOST GIRL)

FIGHTFUCK (2 x GHOST GIRL)

And, very rarely:

FIGHTFUCK (3 x GHOST GIRL)
This will probably be quite a difficult fight as all three will swarm the player and try to keep in contact at all times.

While the fights will be RNG, some paths will have fixed clues and background lore if the player chooses to examine some of the nearby tombstones (which might trigger further fights as they attract the attention of more GHOST GIRLS).

One of the more out-of-the-way paths will also reveal a strange feature that is the subject of the next post.

ROOM 176: GRAVEYARD (MAIN GATE)

The graveyard is surrounded by a high wall and the only way in or out is through a heavy iron gate.  Evidently the old inhabitants of Ur-Carnosa were quite superstitious about the dead and built their cemetery with the aim of keeping things in.

The gate is blocked by some kind of mechanism.  There is a faded plate that will give a partial and cryptic clue as to how to open it.

There will be a puzzle involving 4 of the major tombs (including the one the player entered through).  Originally, I was a little vague on this.  It was either going to be a riddle that required activating a mechanism in each tomb in the correct order.  Or a classic Resident Evil-esque puzzle of finding key items to put in the right receptacle.

And on that note, there's a small metal plate embossed with a horseshoe motif on the floor next to the gate.

And, as a slight retcon, there is no mystery mechanism in the tomb the player entered the graveyard through.  There is a space on the back wall where something could be set.  The family name above the entrance is 'Chandler'.

Comments

Anonymous

Is this something that's currently playable?

manyeyedhydra

No. It's a brainstorming challenge that began at the start of the year - create a mega-dungeon for an RPG one room a day. It was intended more for the tabletop D&D people, but I thought it would be a useful exercise to brainstorm and plan out a h-game. I'm just running it here as a side exercise. Once I've taken House of Hellish Harlots to a finish point, I'll come back and see if I can convert this into a monster girl H-game.

Anonymous

Please do!