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Dungeon Oasis
Work On The Second Floor Officially Begins

Work On The Second Floor Officially Begins

First things first. It's time to lay out a few rooms. Right now, the only room on the second floor is the core room, and that simply will not do. The first room I place is a small room to act as the entryway. I thought about using the larger 80 world energy room, but I don't want to spoil them. Although once I start making rooms so massive that they make that room seem small I might start using it as the entryway. That will be well into the future though as a 20x20x20 room will cost 640 world energy. The price of even larger rooms increases exponentially. My guess is that it's to prevent dungeons from making floors so large they're unwinnable.

Either way I seem to have let my mind wonder a bit. Returning to what I was actually doing. Inside the second-floor entryway I set a portal and connect it to the dungeon's main entrance portal. This way anyone attempting to return to the first floor will instead find themselves outside the dungeon. This will help them leave but it will also prevent boss camping. Speaking of bosses, the delvers did seem rather disappointed to not get any boss loot. Perhaps I should take a minute to adjust the first floor now that I have actual loot to give that doesn't require purchasing a corresponding theme.

Taking a break from the second floor I spend a few hundred world energy buying basic wooden chests and some extremely low-quality wood rank gear. I also splurge on a rule that is basically an add on to the first rule I bought. What this rule does is basically, before the floor resets, it checks to see if any of the chests are empty. If they are it replaces the loot that is in them with a random assortment of loot. I also buy a basic health potion and give it a 5% chance of appearing in one of the chests. Then I place chests in each of the dead ends. Hopefully encouraging delvers to do a full clear. I also change the boss to drop high quality dire rat leather.

Back on the second floor I decide to leave the entryway barren. Anyone who can make it this far is obviously not simple. They don't need me to hold their hand. I do put a light crystal on the ceiling. 100 mana simply isn't as big a deal as it used to be. Across from the second-floor entrance I put the new 10x10x10 room. I make sure to raise the exit of the hall connecting it by 30 cm so that I can place a layer of soil on the ground. I plan to add soil to most rooms from now on. Inside this room I place two level 5 wolves. Besides that, I also place blueberry bushes for them to hide in. The bushes will also act as bonus loot for them and will hopefully distract new or inexperienced delvers. I personally doubt that anyone who makes it past the first floor would let their guard down that easily but any who do kind of deserve their fate for being so careless in a dungeon.

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Directly on the other side of that I place another large room. In one side of this room, I place the abandoned cabin that I got from the first theme I ever bought. In this room I also place four level 5 skeletons. Somewhat sticking with the theme from the first floor I disguise them as dead bandits making one a fighter, two of them rogues, and one an archer. This will also be a hard stop for a lot of delvers as this may be their first time dealing with ranged attacks. I also give them class specific armor and weapons, as well as basic skills with said weapons. I don't go too hard on the skills, but I do give each of them an active skill they can use once per fight. These skills basically just amount to the weapons hitting harder or with more penetration. Along with that I also add a small chance to drop one random piece of gear they are equipped with.

As for their placement I put the fighter right out front and center. One of the rogues and the archer will be stationed in the abandoned cabin. the other rogue will be stationed at the other side of the room. The two in the cabin will wait for the party to be distracted before coming out, hopefully catching them off guard. I also place grass throughout both rooms for purely aesthetic purposes. Even though grass without sun doesn't make any sense.

The next room I place is a simple 10x5x5 rectangular room, but I turn it so that it runs lengthways from entrance to exit. In the middle of this room I place a few simple pit traps. Only 1.5 meters deep so not usually fatal but enough to let them know they need to look out for traps from now on. They are rather easy to spot if you know to look for them. I will make them deeper, harder to spot, and add spikes later but for now this is a good introduction to traps. I do still want to be somewhat fair after all. Of course, because a room without enemies would be suspicious, I also add two level 6 fighter skeletons in front of the trap. As well as three level 6 archer skeletons by the rooms exit.

All of this took around 57 days to complete as I had to wait for mana to trickle in. I had plenty of mana from the delve but I spent all that on world energy. At any rate I'm about to place down my fourth room when I feel Clyde entering my dungeon. This time he is alone and just seems to be collecting water into various waterskins. This piques my interest, and I decide to just ask him what's up. "Ah, well I hired some people to build a room around your entrance so that I can charge people to enter." He says in a way that indicates he's hoping I won't take offense. I don't. So long as he does let people delve, I care not if he profits from it.

I take a few minutes to inquire about his party and he tells me that they are here, but that they are busy at the moment. I then tell him about the changes to the dungeon and he seems excited to check it out. He just wants to finish building the room first. "There is another party here with us. They're about the same as my party was when we first met." he says with a grin. "I doubt they'll get very far. Certainly not far enough to grab a chest, but I will send them in." He says as he finishes collecting the water from the wash tub.