A bittersweet consequence of the girls' burgeoning independence was their decision to seek lodging together as a team. While Elara was always welcome, and a room would forever remain available for her in Robert's home, she chose to reside primarily with her companions, forging bonds of camaraderie and shared experience. This newfound arrangement left a palpable void in Robert's life, a quiet loneliness that echoed in the suddenly empty rooms of his house.
To combat the solitude, Robert immersed himself in the intricacies of enchanting, dedicating long hours to honing his craft alongside Willow. He recognized the spark of potential within her and knew that once she reached the age of fifteen, she would be well on her way to unlocking a powerful class of her own. He also carved out three days each week for his rigorous personal training regimen, acutely aware that his time in his current dungeon was rapidly dwindling. He estimated he had, at best, a few months remaining before the experience yield would become too meager to justify his continued presence there.
His next target was the Emberspire Catacombs. Though typically tackled by level 70 parties, Robert was confident that running it solo would still provide him with a substantial experience boost. After careful deliberation with Hal, they finalized a plan: he would remain in the Bastion until he reached level 90, then transition to the Catacombs, pushing himself to level 95 within its depths. His ultimate goal was to reach level 100 within the formidable Eon Labyrinth, a daunting level 90 dungeon, and the highest-ranked one in the vicinity of Oakhaven. It was a challenging path, but one he was determined to follow. He had a plan and the drive to see it through.
Over the course of the next month, Robert adhered to his plan with unwavering dedication. He ran the Bastion dungeon repeatedly, each run further solidifying his mastery over its layout and challenges, until he could practically navigate its twisting corridors and chambers blindfolded. The monotony of the repeated runs, however, began to take its toll, a gnawing boredom setting in as the initial thrill of exploration faded. Despite the growing tedium, he continued to gain experience, and his level steadily increased. Progress, however, noticeably slowed as he completed more and more runs. The once significant gains dwindled, each level requiring a greater investment of time and effort. Finally, after seven long weeks of relentless grinding, he achieved his goal: level 90. This milestone marked the culmination of his efforts within the Bastion, and his last run within that dungeon for the foreseeable future. He was ready for a change, and a new challenge. The Bastion had served him well, but it was time to move on.
The evening he pulled out the guidebook and read up on the catacombs.
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Name: The Emberspire Catacombs
Party Size: 5
Party Min Level: 70
Number Floors: 15
Dungeon Description: The Emberspire Catacombs, a smoldering scar upon the land just beyond Oakhaven's borders, are a testament to a bygone era of fire and fury. Designed to test the mettle of seasoned adventurers, it is recommended for parties of five, each member at least level 70, though even then, peril awaits at every turn. This dungeon is a descent into the fiery heart of a fallen empire, a labyrinthine complex of fifteen distinct floors. The very air within shimmers with heat, and the scent of sulfur and ash permeates everything. The walls are formed from obsidian-like rock, veined with glowing rivers of what appears to be solidified magma, pulsing with a malevolent inner light.
Details:
Floors 1-5(Party Level 70-75): These initial levels are characterized by crumbling architecture, remnants of grand halls and chambers now choked with volcanic debris. Here, amidst the ruins, roam the lesser denizens of the Catacombs. Flickering Flame Wisps dance menacingly in the shadows, while Ember Hounds, their bodies formed from solidified fire, stalk their prey with predatory grace. Magma Golems, slow but incredibly durable, patrol the areas, their rocky bodies radiating intense heat. These first five floors are populated with monsters ranging from level 75-80, a primer for the dangers to come.
Floors 6-10(Party Level 73-78): As adventurers delve deeper, the architecture becomes more intact, revealing the terrifying grandeur of the Emberspire. Vast, echoing chambers with towering pillars of solidified lava dominate these levels. The heat intensifies, and the air grows thick with smoke. Here, more powerful creatures dwell. Salamanders, serpentine beasts wreathed in flame, slither through the shadows, while Fire Imps, mischievous and deadly, hurl balls of fire from a distance. Lava Spiders spin webs of molten rock, trapping the unwary. These floors scale in difficulty, with monsters ranging from level 80 to 88.
Floors 11-14(Party Level 77-80): These penultimate levels are a crucible of fire and fury. Rivers of molten lava flow freely, and the very ground trembles with barely contained power. The architecture is almost entirely consumed by the volcanic landscape. These are the hunting grounds of the Infernal Drakes, winged beasts that breathe gouts of pure fire, and the Ash Wraiths, spectral beings born from the souls consumed by the Emberspire's fall. Cinder Elementals, towering figures of living flame, act as guardians, their fiery forms a constant threat. The difficulty continues to increase with enemies ranging from level 88 to 92.
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Floor 15(Party Level 80+): The Emberspire's Heart: The final level is a vast, cavernous expanse dominated by a colossal lake of molten lava. In the center, upon a solitary island of blackened rock, lies the source of the Catacombs' power - a being of immense power and ancient rage, the dungeon boss. This is a being born of pure elemental fire and rage given form. The monsters here, the boss aside, are smaller in size and number but much stronger, they range from level 92 to 95, acting as guardians for the dungeon boss.
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To get ready Robert spent the next few days updating his gear to add fire protection enchantments, once he felt he was ready he headed on for his first run.
The entrance to the Emberspire Catacombs loomed before Robert, a gaping maw in the earth that exhaled waves of scorching air. The scent of sulfur and ash stung his nostrils, a stark contrast to the relatively fresh air of the surrounding countryside. He adjusted his grip on his staff, the familiar weight grounding him amidst the oppressive heat. He was level 90, significantly higher than the recommended level, but he knew that soloing a dungeon designed for a party was a different beast altogether. With a deep breath, he stepped across the threshold and into the fiery depths. The first level of the Catacombs was a scene of devastation. Crumbling walls, remnants of a once-grand structure, were bathed in the eerie, flickering light of glowing magma veins that snaked across the obsidian-like rock. The heat was intense, but Robert's enchanted gear provided a welcome degree of insulation. He moved cautiously, his senses on high alert. It wasn't long before he encountered his first adversaries. Three Ember Hounds, creatures formed from solidified fire and radiating intense heat, emerged from the shadows, their eyes burning like hot coals. They moved with a fluid grace, their low growls rumbling through the chamber.
Robert reacted instantly. Raising a rod he cast the stored Frost Nova spell. A wave of icy energy erupted from his staff, engulfing the lead hound in a flash of frost. The creature yelped, its fiery form momentarily dimmed as the cold magic disrupted its elemental structure. Before the other two could close in, he followed up with a series of rapid-fire Ice Lances, each one a razor-sharp projectile of solidified mana. The lances slammed into the remaining hounds, shattering fragments of their fiery bodies. As the hounds dissolved into embers, a group of Flame Wisps, flickering balls of living fire, zipped towards him from a nearby crevice. Their movements were erratic, making them difficult targets. Robert raised his staff, muttering an incantation. Shortly after a volley of shimmering bolts of pure arcane energy shot forth, each one homing in on a wisp with unerring accuracy. The wisps were vaporized on impact, their fiery essence dissipating into the air with a hiss. He was moving quickly, utilizing his mobility to avoid being surrounded. This dungeon was not going to be easy.
He continued his cautious advance, encountering more pockets of resistance. A hulking Magma Golem, its body a patchwork of rock and molten lava, lumbered towards him, its slow movements belying its immense strength. Robert danced back, avoiding the golem's fiery fists. Pulling out a different rod he used a spell of Chain Lightning. A bolt of crackling energy leaped from the rod, striking the golem and then arcing to a nearby group of Ember Hounds, frying them instantly. The golem roared in pain, its rocky hide cracking under the electrical assault. He followed up with a sustained Blizzard, a localized storm of ice and snow that battered the golem, slowing its movements further and extinguishing the flames that flickered across its body. Finally, with a well-placed ice lance to its core, the golem crumbled into a heap of inert rock and cooled magma. He did all this while also using Blink to quickly move around the battle field.
By the time he reached the terminus of the first floor, Robert was breathing heavily, his supply of readily available spell rods significantly depleted, though not entirely exhausted. He still had plenty of mana, the rods were just a short cut he had grown used to. He had faced a relentless onslaught of fire-based creatures, each encounter demanding a unique tactical approach and a different combination of spells. The sheer number of adversaries had been far greater than he had initially anticipated, a crucial miscalculation on his part.
While his superior level and well-honed skills had undoubtedly given him a considerable advantage, Robert now understood that soloing the Emberspire Catacombs would be as much a test of endurance and resource management as it was of raw magical power. Each spell cast was a calculated risk, each movement a carefully considered action. He paused at the threshold leading to the second level, taking a moment to recover his breath and reassess his remaining supplies.
A realistic assessment of his current state, coupled with the knowledge of the escalating challenges that awaited him deeper within the dungeon, led him to a prudent decision. He simply did not have the necessary supplies on hand to complete the entire dungeon in its current state, at least not without risking a dangerous depletion of his magical reserves. With a sigh of acceptance, he decided to call it a day. He would return to Oakhaven, restock his supplies, and perhaps craft additional enchanted items to bolster his arsenal. He would approach this challenge with renewed preparation and a more strategic mindset. It was better to accept this setback now than to face a potentially fatal failure deeper within the fiery depths.