《The General Core {The Sphere}》 Foreword (added Jan 2021) Foreword "The General Core" is the first story I have ever written, and unfortunately that will soon be obvious in that I had yet to find my own writing style in the first several chapters. Before this story I mostly wrote rule systems for Pen-and-Paper (or tabletop) RPGs as well as Adventures and Campaigns for players, but not stories for readers. As a result the first chapters contain too many infodumps (the readers are not game masters and don''t need many of the background info a gamemaster would need to handle a story) and a too complex system (it was one that I would have liked to test but too complex to impose on my players, much less on readers) and a few other mistakes. But now you also know why some of the reviews praised how lifelike the descriptions were, how they made the readers believe they were going in themselves - I had a lot of experience writing descriptions for players to experience them in a PnP-RPG... Unfortunately I can''t rewrite the early chapters to be more like the current chapters of the story. I simply don''t have the capacity to do that and keep up with new chapters - in fact due to my health problems I couldn''t even keep the original schedule before the writer''s block that made several months of complete hiatus. I have been early medically retired for almost two years now, and my exhaustion didn''t stop when changing from working to retirement...Unauthorized tale usage: if you spot this story on Amazon, report the violation. However I did work on a few things while waiting for the missing idea on the "desert"-chapter for the General Core. A lot of that was designing a much better and simpler System for use in my stories. That design is not yet complete, but I will switch to it sometime in the next chapters of "The General Core", and use it in my other stories from the beginning ("Broken Earth", "The Guild Beyond" and a rewrite of "Shaleen the Wanderer", all of which are in various stages of first draft already). As for the early chapters of "The General Core": At one time or another I will remove several of the info-dumps from them and streamline the quests a tiny bit (again mostly removing parts), but there will be no real rewrite to change the errors already there (for example I completely forgot that water and snow are black in the sphere when getting the snow foxes and designing the silver foxes for the General, and that is too ingrained into the story for a change without a big rewrite). So please ignore those reviews that call the early chapters tedious or needing a rewrite, and focuse on the much better reviews for the chapters after I found my writing style. I agree with most of what the reviews said, but I simply can''t change my old writing with the current restrictions on my time. And now have fun with "The General Core" (if you are new readers). Best Regards Andar 1.1.1 Before the Sphere Arc 1: Preparing Chapter 1, Part 1: Before the Sphere *Thunk* The baseball bat caves in the skull of the nude man and he drops to the floor. The old man in raingear who holds the bat is breathing heavily. His next swing catches another nude and filthy man in the unmentionables, then he takes a step back ¡°Damn ¨C already exhausted. My old teammates in the Special Forces would laugh at the idea of being exhausted after just one or two hours of combat.¡± The soldier next to him steps in and fires a pistol *Boom* ¡°With all due respect, General. You are seventy-four. You have retired from Special Forces Command years ago, and it has been decades since you last lead a team of them. I don¡¯t think that any of your old teammates ¨C wherever they are now ¨C would laugh on the fact that you¡¯re exhausted after two hours of constant melee in a god-damn zombie apocalypse!¡± *Boom* *Boom* - piou ¨C ¡°Point taken, Gunny ¨C but a laboratory floor in a public hospital is a bad place for firearms, the ricochets are more deadly than the infected.¡± Another man in a raincoat runs toward them from behind ¡°General, General ¨C we have a problem with the equipment.¡± ¡°What is it, something wrong with the helicopters?¡± ¡°No, the helicopters are on their way back here to get the second part of the shipment. The problem is that some of the larger equipment doesn¡¯t fit through the staircase to the roof, we need more time to disassemble them partially. And all that noise has attracted a very large horde of infected, they are closing in on the Health Institute.¡± ¡°Is the main staircase still blocked from below? When will the horde arrive here?¡± ¡°Yes, the blockade holds ¨C but they¡¯re almost here, they probably start climbing through the outer wings of the building within the next ten minutes.¡±Stolen content alert: this content belongs on Royal Road. Report any occurrences. ¡°Tell everyone to fall back to point Berta three ¨C otherwise they¡¯ll cut us off when they come from the sides. And get that equipment out as fast as possible ¨C we need it to research and cure the virus, and this is the first time we found intact machinery.¡± Half an hour later ¡°We still need ¡° *boom* ¡°more time ¨C we only have a car mechanic to disassemble the X-Ray machine and the scanner, he needs to go slowly or he¡¯ll damage them¡± *boom* ¡°Helicopters one and two are loaded again with the second shipment and on their way to the flotilla. Number three is on standby waiting for the last parts¡± A horde of filthy, nude humans is trying to get around a hospital bed anchored in a doorway, while two soldiers attack them. But for every downed infected, another one comes to the front. Five meters behind that the general and two civilians are discussing the situation. ¡°Tell three to load with the first group of people, we need to start evacuating. Withdrawing has reduced the number of access doors, we can¡¯t use that many fighters to hold here anyway. But try to get Miller to go a bit faster, we need to get out here before the barriers break and we¡¯re swarmed.¡± ¡°Gunny, how are they holding?¡± the general asks next. ¡°Not long, we¡¯ll have to withdraw to the top floor soon. Everyone is low or empty on ammo, and we can¡¯t go all-out on melee or risk infection ourselves. Even this raingear doesn¡¯t keep all blood-splatter out.¡± Ten Minutes later *CRASH* ¡°The barricade on Alpha four has failed ¨C there is nothing else between the staircase and the infected, we¡¯ll be overrun¡±. Hearing this the general and the gunny are running to the other end of the corridor. Three soldiers are trying a fighting retreat when one of them stumbles and is dogpiled by the infected. ¡°Back ten meters everyone, try to form a new line there¡± From the end there is a shout ¨C ¡°I need another minute, most of the parts are already up to the roof but these two holders still need to be separated to fit¡±. The general looks around ¨C ¡°there is a rolling fire protection shutter up there ¨C get that down and we can hold them¡±. As one of the workers tries to get the shutter down, another cry of pain is heard ¨C only the gunny and one other soldier are holding the horde back now. The general joins the fray to help stop the infected. The shutter starts to come down, but with a clang it¡¯s suddenly arrested. ¡°Damn it, what idiot has blocked a firebreak with a metal chain?¡± shouts the worker. The general looks up. ¡°The doctor needs those machines to find a cure ¨C and the mission always comes first.¡± Calmly he draws his pistol and targets the chain. *boom* *boom* *Crash* With a crash the shutter comes down and blocks the path for the infected as well as for the gunny and the general. ¡°It was an honor fighting with you, General, you¡¯ve been a legend in the corps¡± are the last words the general hears from the gunny. Pain Darkness Darkness Suddenly a flash and everything is white. 1.1.2 The Goddess Bareen (V2) Arc 1: Preparing Chapter 1, Part 2: The Goddess Bareen (V2) Pain Darkness Darkness Suddenly a flash and everything is white. The white haze vanishes after a few seconds, and the general is somewhere else. He sees a beautiful young woman in a white scholar robe standing a few meters before him. The robe has large pouches like a medical doctor¡¯s lab coat, with a mix of tools visible in them ¨C from an ancient abacus to a modern stethoscope, from a strangely glowing screwdriver to a rather ancient looking syringe. When trying to speak or stand, he suddenly realizes that he has no body ¨C he is a floating light in a black room with a number of unknown golden symbols scattered on walls and floor. ¡°Greetings, General. I¡¯m a bit sorry about this mess here, but we are on a time limit and I have an offer for you.¡± ¡°You have died, and I have snatched you out of your worlds afterlife or reincarnation circle or whatever you have there ¨C I didn¡¯t take time to look and wouldn¡¯t be allowed to tell you even if I had looked for details on your form of afterlife.¡± ¡°I am the goddess Bareen and I need the help of someone with your expertise to prevent a war inside the Sphere, a world that we created. Oh, sorry ¨C here, with this energy you should be able to ask questions.¡± A strange sensation and flickering goes over the general. ¡°So you want me to work for you? And you basically kidnapped my soul to do that?¡± ¡°No, I can send you back to your afterlife if you want ¨C forced labor never ends well with a problem this complex, even if some of my associates believe otherwise. You¡¯ll get a reward if you agree.¡± ¡°What happened to my world and my mission? Have my men survived or died?¡± ¡°Of course your mission succeeded ¨C do you think I want failures to work for me? As for your men and your world ¨C some of them died of course, and your world is still a bad place ¨C only a month or so has passed since your death there.¡± ¡°What would be my task, and what do you offer as a reward?¡± ¡°A vital part of the life cycle we created in the sphere is about to break down. We created special dungeons that are separate from the regular sphere for two purposes: First to lure away excess fighters and provide a common target to distract the power-hungry so that there is less random fighting. Second to convert power into materials and other advancements that are needed to keep the sphere stable.¡± ¡°Unfortunately our original controller cores ¨C think of them as something like your computers ¨C were not up to the challenge of defending their treasure nodes correctly. A lot of the original dungeons have already been conquered and are controlled to become pure treasure mines for the countries that hold them. And that redirected a lot of ambitious people into fighting wars over controlling the dungeons entry places instead of entering them for advancements.¡±This tale has been unlawfully lifted from Royal Road; report any instances of this story if found elsewhere. ¡°Several attempted changes to the cycle only resulted in different forms of devastation, like barren countries where the materials gained in the dungeons were too few, or wastelands when the dungeons went out of control and conquered the population instead.¡± ¡°The main problem is that the wars fought over them create too much collateral damage on people that were never meant to be harmed, and at the same time prevent the power from being collected in the places where it is needed. You ¨C and some other souls selected by us ¨C are each to take control of one new dungeon and try to find a way to redirect the war efforts outside to take place inside the dungeons, while at the same time preventing them from being completely conquered.¡± ¡°If you succeed in this task, you¡¯ll be reincarnated in a world and body of your choice, with a bonus for your next life ¨C as long as the world and the bonus you choose are within our reach.¡± ¡­ ¡°Would it be possible for me to be reincarnated back into my own world with a solution to end the plague there?¡± ¡°Yes and no ¨C yes, I can reincarnate you there but you would be a baby again. That might cause problems on its own. And the help I would be able to give you would help in stopping the infestations, but it would not be an instant cure. After all, if we had the solution for everything we would not need some input into our own problems.¡± ¡°Additionally I can¡¯t even guess on how your world would be by the time you complete this task in the Sphere, so I can¡¯t promise that the help and reward would be enough by then. But the reward would be a substantial boost to whatever you would plan to do next.¡± ¡°However, one moment please ¨C I almost forgot something¡± Bareen gestures at the general¡¯s soul, and suddenly there is a timer floating at the edge of his view. [69:41:27 hours counting] ¡°Currently you are a soul without any anchor ¨C and that is the time that remains to get an anchor before your soul disperses. And I strongly suggest not to wait for the last minutes ¨C the first damages can probably happen with 10 or 15 hours left on the countdown.¡± ¡°Additionally, I need some time for transferring your soul which would also count against that limit. You can take several hours to decide if you want, or use them to prepare anything ¨C but don¡¯t waste them.¡± ¡°How are my chances of succeeding this task, and will I get the resources I need for it?¡± ¡°If we had a solution I wouldn¡¯t be talking to you ¨C so no, I can¡¯t give you a probability of succeeding. It is not good because everything we tried in the past has failed. But the fact that your life was different also gives you the option that you might see a solution where we failed, and we had some limits placed on the past cores that you would remove simply by being a soul of an intelligent being instead of an automated core.¡± ¡°As for your resources ¨C you¡¯ll have a choice between two very different options. Unfortunately most of the souls we have asked previously decided to go with the safe option. I hope that I have finally found someone who is up for the risky main task as you were very well known in your previous world and country for your skills and knowledge.¡± ¡°The safe option would be to take control of a regular dungeon, and try to make it succeed better than the automated previous cores. In this case you¡¯ll have only minor advantages compared to other cores, and only get a limited reward on your reincarnation if you succeed.¡± ¡°The risky option would be to try to calm down or distract a group of countries that is in a situation short of a full war, and in that case you get three times the resources of a high-quality core instead of a single average set. But you will also have to work much harder and be responsible for much more.¡± ¡°In both cases we can only send more additional help after you¡¯ve succeeded in bigger parts of your tasks ¨C we can¡¯t waste resources on cases that fail. But if you succeed in finding a solution for the risky challenge, then we will be able to spare quite a bit of our power for your reward.¡± ¡­ ¡°So I either take control of this Dungeon with a low chance to win the prize, or go back without help into the afterlife of a world that is under a zombie apocalypse?¡± ¡°Looks like you have your man, I always enjoyed a challenge¡­¡± ¡°Well decided. Please concentrate on [Quests] or [Help] after your transfer into the Sphere.¡± the goddess smiles and the soul is suddenly drawn into one of the golden symbols on the floor.
Xenotic Conversion Phase one started Processing 01% ¡­ 100%complete Initiating Transfer ¨C Phase two Transfer complete Xenotic conversion complete
1.1.3 The Sky of the Sphere (V2) Arc 1: Preparing Chapter 1 Part 3 The Sky of the Sphere (V2)
Xenotic Conversion Phase one started Processing 01% ¡­ 100%complete Initiating Transfer ¨C Phase two Transfer complete Xenotic conversion complete
The floating soul looked at the blue holographic screen blocking his sight for a few seconds, then tries to dismiss it ¨C it promptly vanishes. The countdown is still there however, and now reads [61:17:51 hours counting] Looking around again the general sees that he is floating far up in the sky far above a landscape ¨C no, it¡¯s the inside of a titanic sphere with something like a mechanical sun in its center. It seems there is a black half-sphere orbiting around that strange sun to create day and night for the lands inside this sphere. Around him something else floats - a mechanical-looking ball similiar to the sun in the center, but much smaller and with a strange, light blue glow, an orange crystal about one third the size of the ball and one green spark of energy or lightning in the air. Farther away he sees something like light grey asteroid swarms slowly floating around. He checks the landscapes on the inside of the sphere - they look really strange for someone from Earth. The water is black, not blue, and there seem to be a lot less port towns than he would expect. Most cities and towns seem to be at rivers more inside the different continents - if those can be called continents and not islands that is. Everything looks small, but he can''t decide if that is because he''s extremely high up in the air or because they are indeed smaller. Some of those island seem to be connected by road and bridges, but there are a lot of broken bridges visible as well - and why would anyone build a bridge into the direction of the ocean? Let''s table that strange landscape for later. What did the goddess say? Concentrate on [Help]?
Help System activating
Sphere System HELP
Welcome to the Sphere System Help Segment This system can be activated at any time by concentrating on [Help]. If that is no longer necessary you can change this configuration under [History/Log].
We hope that your life in the sphere will be long and productive or full of challenges depending on your personal preferences. To ensure this we made the system that will manage your existence as simple as possible ¨C you really should not need such a help because everything should be self-explanatory.
Basically you can call up any of the management screens by concentrating on their name, like [Status]. If you concentrate on any word in any screen, it will bring up an explanation as well ¨C it¡¯s so simple that any idiot can use this.
If the system itself has any question for you ¨C like asking how you want to proceed, then just think the answer and the System or the Gods will handle the rest.
Someone with an attitude wrote that ¨C it would never have passed review if someone had programmed one of the army¡¯s computers with such texts thinks the General to himself. So like a computer screen without monitor, and now I have two more keywords in addition to Help and Quests, that is History/Log and Status. [Quests]
Infos/Titles Quests Gallery/Knowledge History/Log [Locked] [Locked]
Status Storage Core Class: unchoosen Defense Values Skills Abilities
Quests: Overview List Select quest by name for details
The First Question [Limited Quest]
Only one choice... [The First Question].
The First Question [Limited Quest]
Questline Bareen''s Quests
Details There is a core floating near you that glows in a blue light. This is not the normal look of cores, it seems to have been modified. Ask it for its function.
Hints The crystal and the green spark are something else, only the blue glowing core can answer.
Rewards 50 XP
¡°Blue core, what are you and what is your function?¡±
Quest complete, new quest available
The First Choice [Limited Quest]
Questline Bareen''s Quests
Details You must now choose between a simple existence with simple rewards and a risky existence with legendary rewards. If you decide to cancel this quest, you''ll be placed in an [Average] core and follow the regular sequence for dungeons in a somewhat neutral and safe place. If you decide to complete the quest, you''ll be placed in a [Mythical] core, given additional resources and be placed in the center between countries that are on the verge of going to war with each other, and gain extra rewards if you can redirect that war into a dungeon challenge.
Hints Please refer to [Knowledge/Log] entries [The Mana Cycle] and [Enslaved Challenge Cores] for more details. The Quest can be [completed] or [canceled] by stating so with concentration.
Punishment for canceling
  • random [Average Ability] from regular lists
  • [Average Core]
  • Activate Questline "Dungeon Tutorial"
  • [Neutral Placement]
Rewards for completing
  • [Heroic Ability] of your own definition
  • [Mythical Core]
  • Activate Questline "Dungeon Tutorial"
  • Activate Questline "Dungeon Programming"
  • Activate Questline "Saving the Life-Cycle"
  • Continue Questline "Bareen''s Quest"
  • [Contented Placement]
  • +50 points [Bareen''s Favor]
Spoiler: Link to documentation
To prevent walls of text and to improve the story-flow I will only place basic explanations (like the following one) of how the system works into the story. All in-depth explanations for those who are interested will be placed at Info''s on the Sphere (System Docu and Short Stories)
¡°Blue core, what is the meaning of those classifications ¡®Heroic¡¯, ¡®Unique¡¯, ¡®Average¡¯ or ¡®Divine¡¯?¡± Hmm [Complete Quest] as I already decided to go for the top and then let¡¯s see what the other quests are, so that I know what questions to ask next. [Quests]
Get your starting lists [Mythical Quest]
Questline Dungeon Training
Details To create a dungeon and to defend it from adventurers, you need to place defenses, effects, environments, room structures and other elements. Your knowledge of what elements to place will always be limited, but you have one starting package that will contain three random sets of one each, with one [Limited] set that will always work on the first floors, one set at your maximum rank to plan for and one completely random set up to a mediate rank
Hints As a Mythical core, you''ll get one set of random [Mythical]-ranked objects and one completely random set up to [Average] rank in addition to the [Limited] set.
Rewards Random List of Spawns, Traps, Auras, Swarms, Environments, Floor Effects, Modifications, Room Structures, Treasures and Others.
Choose an [Heroic Ability] [Heroic Quest]
Questline Bareen''s Quests
Details Every dungeon has an ability to set it apart from other dungeons with the same options, usually chosen randomly from the existing lists. The tale has been stolen; if detected on Amazon, report the violation. In recognition for your difficult task, you can use your first Request to the Goddess Bareen to get an ability of your own choice - no restrictions up to [Heroic] power levels. If your choice is too extreme, you''ll have to confirm any modification or can replace your choice with a different one.
Hints Check the details of your situation and choose something that will help you, preferably to draw the attention of the correct people to you.
Rewards [Heroic Ability] of choice, +60 XP
Core Class: The General [Unique Quest]
Questline Dungeon Programming
Main Details The core class of a dungeon core determines which skills, abilities, nodes and cores it gains upon leveling. This also determines most of its behaviour and is probably one of the reasons why the non-souled dungeon cores fail so often. You are to select the type and order of these options for your own core class and if you are successfull this will become a new class for future dungeon cores.
Step Details Select the level gains for the [Limited] levels 1-10 to proceed in this quest. You can do so in your own class screen
Hints You can change any slot until you reach that level yourself. You should prepare the list some levels in advance because you will not be allowed to fill an empty slot after it became active - but on the other hand setting the values for levels that you will not achieve for a few years is a waste of time. The first level option needs to be set before your soul enters the prepared core, and it would be better to have the next few options prepared for leveling as well.
Word from Gods Bareen: I don''t have time to search for souls that can succeed for every one of the hundreds of thousands of cores, and contrary to some of my coworkers I don''t believe that random souls can handle this. So with this quest I give you leave to handle this yourself and hope that this example may improve future cores to succeed without a soul. Rolandro: Hey, random chance is always fun to watch and always has a chance to succeed better than anything else! Bareen: Please ignore that gambler. Besides some extra points, if you complete this quest line fully I''ll also add some more rewards to your next reincarnation after your work here is done.
Main Rewards Added Power and Options to the main reward of the "Saving the Life Cycle" Questline
Step Rewards 150 XP
Additional Resources [Unique Quest]
Questline Bareen''s Quests
Details A dungeon in a contested area not only needs more resources to handle and survive attention coming its way, it also needs to know how to prevent itself from being tamed.
Hints This quest will be completed by accessing and reading the [Knowledge] entries about [The Mana Cycle] and [How dungeons are tamed]
Rewards +100 XP, two additional Scout Charges, two additional floor crystals, one [mythical] core with a soul anchor installed.
Gain the Attention of the Governments [Divine Quest] [Main Quest]
Questline Saving the Life-Cycle
Main Details The Dverolion Empire, the Combined Cities of Lefor¡¯ga and the People¡¯s Realm of Kaarg share one of the bigger lands with the name ¡°Logronal¡±. They already had several minor clashes over the control of silver- and gold-ranked dungeons, and most people expect them to go to full war sometime in the next ten to twenty cycles (years) if nothing changes. Such a war would cause a lot of collateral damage especially in citizen and servant classes that should be protected, and waste a lot of power outside the dungeons that would need to process that power for the stability of the sphere. Two times before a similar war was barely prevented by the emergence of rogue dungeons that could only be destroyed by the combined power of all three, but such a solution would only be temporary again. Try to find a way to redirect the war efforts back into dungeons, hopefully without being destroyed yourself.
Step Details You can''t prevent the war if the countries ignore you. Find a way to attract them to you without having them fight outside your dungeon.
Hints Main quests are both open in solution and solved in steps. You''ll get rewards for solving steps, but often the steps are not fixed and anything helping in the main quest can cause surprise rewards.
Punishment If two or all three of these countries initiate a surface war, you will be forcibly transformed into a rogue dungeon to distract from the war.
Main Rewards Reincarnation in a regular life at a place of your choice with all your memories intact and some additional advantages depending on your choice.
Step Rewards Bonus Contract for either a "Voice", a "Trader" or a "Rogue", with selection criteria of your choice.
¡­. ¡­. ¡°HEY BAREEN! Would it have killed you to mention that if I fail, I¡¯ll be sacrificed to become a distraction and delay for the war???¡± ¡­. ¡­. ¡°Bluey, what exactly is a rogue dungeon and what are the differences to a normal dungeon?¡± ¡°Wait a second ¨C I am to prevent a war over the possession of dungeons that happens outside of them and/or draw the conflict to enter them, but I will have limited influence outside my own floors? How does that even work???¡± ¡­ ¡­ ¡°Back to the basics ¨C Blue core, why are the dungeons sometimes considered to be treasures, and what is their function in the cycle?¡± ¡°How large are these lands and countries? Any Information on this or the size of the Sphere in your database?¡± ¡°So I need to find a way to lure all three empires into the dungeon without them fighting over the entrance. Is there a place where borders of all three empires meet? What is the area there and anything else?¡± ¡°Is it possible for a dungeon to have more than one entry? And can those entry points perhaps be connected by subterranean corridors one or two hundred kilometers long?¡± <¡±Such an option is possible, but needs some additional restrictions. Choose: Either they can only be placed into a safe area, or they will not be available until the core reaches level 50. Additional minor restrictions will also apply¡±> ¡°Hey, I want to talk with Bareen¡±. ¡­ ¡°Did you hear my words?¡± a computer-based search engine ¨C no intelligence found here¡­ ¡°Can you open the connection to Bareen for me to talk with her?¡± ¡°What is my level, and what is the average level by the time when a dungeon opens?¡± [Status]
Infos/Titles Quests Gallery/Knowledge History/Log [Locked] [Locked]
Status Storage Core Class: unchoosen Defense Values Skills Abilities
Name public Title:
Level (L) 1/120 Experience (XP) 50/100 Core Rank mythical
Floors (F) 0/1 free Attribute Points 16 Needs:
Core-Density (CD) 12/120 Health (HP) 46/46 Mana 46/1
Core-Power (CP) 12/120 Mana 46/46 DP 0/0
Core-Influence (CI) 12/120 Influence Points (IP) 46/46 RankedEscapees 0/0
Core-Size (CS) 12/120 Dungeon Points (DP) 46/46 RankedKills 0/0
Regeneration and Gain Values
HP (10% CD/day) 1.2 MP (10% CP/hour) 1.2 [Locked]
IP (10% CI/day) 1.2 DP (L/Level-Up) 2 [Locked]
Temporary Status Effects
Name Effect
¡°There are soo many questions about this¡­¡± Interlude 1.1: The Idiot Arc 1 Interlude Chapter 1: The Idiot ¡°Finished¡± Legatus Oriol Magnus Karemsen sighs as he puts down the scrolls. Paperwork ¨C the bane of every army officer since the first decurio was assigned to lead his men. At least today I finished before deepdark and can even get a warm meal before the mess closes. Unfortunately when looking up he sees his adjutant. ¡°Legatus, there has been a small incident in town an hour ago, an incident that involved several army men and an officer¡±. Oriol looked for a while at Centurio Bekarm. ¡°What has the Idiot done now?¡± ¡°Legatus, it is not becoming to an officer of your rank to call other officers an idiot, especially not if they are nephews of a high ranking senator. And there are a lot of officers that get into problems without doing anything wrong.¡± ¡°That might be, but I can¡¯t help to note that you knew exactly who I was referring to¡­¡± the Legatus smirks¡­ ¡°Ahem¡­¡± ¡°Legatus, about two dozen civilians and soldiers of different sections have been found with severe Kuor-Exhaustion inside the ¡°Golden Lion¡±. Decurio Markus Ohannus was the only person not exhausted, and he gave us a story of drunk citizens insulting the armies honor, which he defended.¡±Unauthorized use of content: if you find this story on Amazon, report the violation. ¡°Additionally, the scribes received a message from First Rank Senator Primus Ohannus today, he respectfully asks why his nephew is still only a decurio even after five years of service.¡± ¡°Godsdamn Petrus, that idiot can¡¯t think or plan even a raid on a henhouse, he always relies on his talents with Kuor¡¯Tel to get out of any problems he stumbles into. And his talents are good enough that we never managed to catch him wrong.¡± ¡°But there are enemy officers with as much talent as he has on the frontlines, and those can plan ahead. Which means if I send him there it¡¯s only a matter of weeks until he¡¯s dead with all soldiers he commands. And that would start a real shitstorm from the senator.¡± ¡°That might be the case, Legatus ¨C but you have to do something or our legio will have problems as the current situation can¡¯t continue.¡± Legatus Oriol thinks for a while, then he stands up and goes to a cabinet. He extracts a book and searches through it. ¡°Yes, I remembered correctly. Centurio Trimus is just two months from retirement. We¡¯ll send our problem boy to Bremarin to take over as Dungeon Manager once Trimus retires.¡± ¡°Really Legatus? That would be a very influential post and I have to admit that Decurio Ohannus does have a tendency to end up in problems.¡± ¡°No, as dungeon manager he would have no say in the army matters there, he can only command his own men assigned to dungeon duty. And the only [high]-ranked dungeon has been tamed and maxed centuries ago. All other dungeons in that area are [Black]-ranked and not worth the problems.¡± ¡°So he can¡¯t create any problems as he just has to follow the books for that dungeon. That is a prestige post for officers we don¡¯t want to have near anything important, and the men under them are usually assigned for similar reasons ¨C a place where they can¡¯t cause harm while it has enough public prestige to not cause any questions.¡± ¡°And don¡¯t forget that dungeons dampen Kuor¡¯Tel, so he might even learn something in that tamed dungeon. Prepare the paperwork, the sooner we get that idiot send off the better.¡± 1.2.1 Learning the Basics (V2) Arc 1: Preparing Chapter 2 Part 1: Learning the basics (V2) [Status]
Infos/Titles Quests Gallery/Knowledge History/Log [Locked] [Locked]
Status Storage Core Class: unchoosen Defense Values Skills Abilities
Name public Title:
Level (L) 1/120 Experience (XP) 50/100 Core Rank mythical
Floors (F) 0/1 free Attribute Points 16 Needs:
Core-Density (CD) 12/120 Health (HP) 46/46 Mana 46/1
Core-Power (CP) 12/120 Mana 46/46 DP 0/0
Core-Influence (CI) 12/120 Influence Points (IP) 46/46 RankedEscapees 0/0
Core-Size (CS) 12/120 Dungeon Points (DP) 46/46 RankedKills 0/0
Regeneration and Gain Values
HP (10% CD/day) 1,2 MP (10% CP/hour) 1,2 [Locked]
IP (10% CI/day) 1,2 DP (L/Level-Up) 2 [Locked]
Temporary Status Effects
Name Effect
¡°There are soo many questions about this¡­¡± ¡°Blue Core, what is the effect of the core rank and how does [mythical] compare to other known dungeons?¡± <[Mythical] is the highest gold rank. While around half of the dungeon cores are black-ranked, higher ranks are much rarer. One in eleven cores is of [average] rank and one in two hundred and thirty cores is [mythical]-ranked. The highest rank [unique] is only one in two thousand cores. There are around 130-140 dungeons on Logronal, with an estimation of 300K dungeons on all lands of the sphere together.> ¡°And I¡¯m just one rank below [holy]¡­¡± ¡­ ¡°Blue core, can a conquered dungeon become a rogue one? And what would be the result of that?¡±
¡°That means I have a fallback position for negotiations ¨C a bad one, but better than nothing. Blue core, send the acceptance to remote entry points in safe areas only. Hope that this isn¡¯t too big a restriction.¡± Hmm ¨C what is that reference to [Xenotic] and xenotic planets? There was something like it in the first windows as well¡­
Xenotic Ability
Not much is known about the Xenotics, only that they come from far below, even farther below than the abyss of the demons. And it is suspected that their morale and behavious standards are even lower than those of the demons as well... This ability has the following effects:
  • Xenotic Conversion required and processed
  • can manifest knowledge from Xenotic Sources
  • can use xenotic room structures and effects
  • gain 15 extra free points on conversion
  • if revealed as xenotic, automatic distrust or hate from all beings on the sphere
  • Xenotic abilities can only be detected by [legendary]-rank analysis
  • Xenotics have no inborn understanding of Kuor''Tel (which is automatic to all of the sphere)
Since the sphere is a hollow world, ¡°Below¡± means from the outside for them. So no wonder, and it gives some additional help as long as no one identifies where my soul comes from. But it¡¯s not nice to be considered lower than demons just for coming from outside the Sphere. And if anyone learns of this, they would probably treat me the same as rogue - so most probably I can''t use the xenotic sturctures anyway. <[Heroic Ability] conformed and imprinted>
Quest Completed +60 XP, [Remote Entry Rooms] ability and room structure gained
Level UP Unauthorized content usage: if you discover this narrative on Amazon, report the violation.
Level 1 Experience Cap 100/100 reached. Excess Experience stored for next level.
Cost for Level-up to Level 2: 1 MP (46 MP available) Do you wish to level up [yes]/[no]? Warning: If you do not level up, Excess XP will cause a reduction in Regeneration
"OK, [yes]" "Why is the level cost so low? I would have expected it to be much higher with the mana available to me or even to an [average] core." "Let''s see [Remote Entry Room]"
Room: Remote Entry Room
Room Rank [Heroic]
Availability only available to dungeons with the ability [Remote Entry Rooms]
Requirements & Limits
  • Room needs to have a size of 36 m2 at minimum before room structure can be placed.
  • Room can only be placed on a floor with a [safe] environment.
  • Up to four [Remote Entry Room]s can be placed in the entire dungeon.
  • The remote teleport positions have to be within 100 km from the dungeons real position on the land.
Placement Cost 20 MP
Description If this structure is placed in a dungeon room, one wall will gain a magic transfer structure that will create a fixed, open and unlimited transfer portal to a place outside of the dungeon but on the same land. The placement of the target position outside the dungeon can¡¯t be changed after it has been placed. Placement can be random or requires a map for specific positions The position can be selected while the room/dungeon is still closed, but all rules for opening the dungeon apply. The Portal cannot be closed again after opening, but will vanish if the room itself is destroyed.
Options
  • Place an [Average] Illusion to make the teleport portal look like a regular non-magic gate of the floor environment (10 MP, no uphold cost)
  • Create a name sign with the dungeon name over the portal frame outside (1 DP)
  • Create a signpost with a message (up to 50 letters) inside the room (1 DP)
  • Update the message on the signpost above if it is placed (10 Mana)
  • Enable either [Party System] (20 DP) or [Horde System] (10 DP)
  • Create a ranking board for top explorers (20 Mana)
¡°OK, that seems usable for my admittedly still vague plans, so back to the status. Blue Core, what are those free attribute points and how much are they worth?¡± ¡°Sounds like a plan. I need Mana for constructions, but also Influence and Size. If I ever end up needing health, I would have already failed. I got another point from the second level, which also increased the maximum energy values a bit. So 8 points to Power, 4 points to influence and 5 points to size. I''ll decide which to max when I get a better handle on the numbers.¡±
Core-Power (CP) 20/120 Mana 45/78
Core-Influence (CI) 16/120 Influence Points (IP) 46/70
Core-Size (CS) 17/120 Dungeon Points (DP) 46/72
So the points and leveling only increase the maximum values and everything needs to be filled up with regeneration ¨C which is slow or non-existent. I need more info about this, and one of the quests gives the additional resources for reading some knowledge entries. [Knowledge]
The Mana Cycle
There are three different forms of power in the mana cycle. The dungeons use Mana to create things inside them, but that process creates Lifeforce from that energy. If there are adventurers inside the dungeon when that happens, this Lifeforce will recharge them (effectively transforming itself into either Health, Endurance or Astral power). If an adventurer uses his energies with skills or spells, that turns the energy back into dungeon-mana, recharging the dungeon itself. The key to success for everyone is timing the process so that the other side has only limited use from the recharging.
Dungeon Points and Soul Energy
Soul Energy and Dungeon Points are basically the same form of energy - an energy that exists outside the mana cycle and is used by the system to stabilise constructions in the sphere. It is only slowly generated by living beings - dungeons cannot generate it, but they gain all remaining soul energy as dungeon points if that living being is killed on one of their floors. Adventurers can use their soul energy at nodes (which only exists in dungeons) to create matter or items depending on the type of node. Dungeons can''t use them directly, but the system accepts this energy as payments to gain new templates, new abilities or for creating effects that go outside the dungeons and a few other options. To start the entire process, dungeons get 10% of the energy used at a regular node (only 90% goes into creation) and they are given a few points each level-up from the system. On the other hand if an adventurer reaches the core node on the deepest level, the creation power will be at 120% with the 20% missing being drained from the core itself - one more incentive for adventurers to go deeper and for cores to prevent that.
How Dungeons are Tamed
Most countries wish to tame their dungeons so that they spawn only monsters that their people can easily kill and increase the loot that is created in addition to the node effects. Getting a dungeon to this condition is a time-consuming process that is usually considered worth the results. To reach that point, the adventurers and soldiers that can access the dungeon first try to limit the energy and templates available to it by barring the opening (preventing the dungeon from sending out spawns to scout for templates) and controlling who goes into the dungeon (no easy kill rookies). The second part of the taming process are several option to force the dungeon into trades and decisions like bringing only carefully selected animals to be sacrificed as template-givers to the dungeon, and invoking the system, gods and other higher powers to force a selected trade or behaviour into it. Bareen''s Comment: This was especially successfull with programmed cores due to several glitches in their programming and we hope that the souled cores (which are not yet discovered by the people) fare better here.
Quest Completed +100 XP, two additional Scout Charges, two additional floor crystals, one [mythical] core with a soul anchor installed.
Why would a god help to tame dungeons? Didn''t Bareen tell me that they are frantically trying to prevent that to save the sphere? There was something mentioning that God Favors are listed on the [Infos/Titles] screen, perhaps that has more info... 1.2.2 Gods and Titles and unwrapping gifts (V2) Arc 1 Preparing Chapter 2 Part 2: Gods and Titles and unwrapping gifts Why would a god help to tame dungeons? Didn''t Bareen tell me that they are frantically trying to prevent that to save the sphere? There was something mentioning that God Favors are listed on the [Infos/Titles] screen, perhaps that has more info...
Infos/Titles Quests Gallery/Knowledge History/Log [Locked] [Locked]
Status Storage Core Class: unchoosen Defense Values Skills Abilities
[Set Name] [Set Public Title]
[Locked] [Locked]
Gods and Favor
God Favor
Bareen Requests [Limited] 0/1 (50/100 Favor)
Titles
Name Effect
[Locked]
Name Description
"What the hell is that with all these locked options on the screen?" That was more info than I expected, but shows that I won''t get anything there soon. So next point is "Blue Core, what is the format and meaning of those numbers with favors?" So nothing for now, I''m still stuck and can''t ask Bareen more questions about this until I have more Favor. ... "Since I''m here, what is the difference between a public title and a normal title, and how do I gain any title?" "OK, that sounds as if selecting a name can be done only once?" "In that case..." ... "[Set Name to general] - lower case like the attribute and not like my military rank."
Title Gained: Trickster [Limited]
For selecting a name that both shouts and hides your true identity, you gain the title "Trickster [Limited]". You can select that title as public for a cost of 1 MP.
Effect: All attempts to see through any distraction or illusion (magic or non-magic hiding) are at -2 penalty.
The Trickster God finds your action funny and grants you 10 Favor: Rolandro: Requests [Limited] 0/0 (10/30 Favor)
Nice - "Blue Core, what is the effect or strength of that -2 penalty?" For a while the general remains silent, checking through other knowledge entries and his quests - most of which are already solved without new ones appearing, and he still had only limited knowledge on how to create a dungeon. Seems like I have to start that regular dungeon training - that would be logical as well because I can''t plan without knowing the options I get randomly assigned. OK, let''s start unwrapping gifts... [Get my Starting Package]
Dungeon Options Gained
Spawns: Slime [Limited], Lizardmen [Low], Astral Dragon [Mythical] Traps: Rockfall [Limited], Stoning Trap [Average], Eternal Corridor [Mythical] Auras: Itching [Limited], Weakness [Below Average], Aging [Mythical] Swarms: Bone [Limited], Water [very low], Adamant [Mythical] Environment: Water Cavern [Limited], Twilight Swamps [Average], Ethereal Academy [Mythical] Floor Effect: Misdirection [Limited], Increase Need [very low], Defensive Wards [Mythical] Modifications: Loot [Limited], Health Boost [Low], Mind-Flexibility Boost [Mythical] Room Structures: Torch [Limited], Pillar [very low], Skill Forge [mythical] Treasures: Water Purifier [Limited], Sword [below Average], Bareen''s Glass [Mythical] Other: Wooden Chest [Limited], Breeding Pit [Average], Reanimator Grid [Mythical]
Quest Completed, two new quests available
"Blue Core, what are auras and swarms?¡± ¡°Hey ¨C the systems gave a different list just two minutes ago, and I''ve read references to auras in the knowledge list¡± Let¡¯s check ¨C all references have been changed, but I¡¯m good at remembering details. Everything that is now called a "Plague" was called an "Aura" just a few minutes ago. I don''t know what happened or why - I need to keep it in mind for later. For now plague is a better description than aura anyway. ¡°Then what are swarms?¡± "In my original world we had a lot of problems with a plague creating something like undead, so I doubt I''ll ever use those options - especially since I guess they''re not liked by the people here, or am I wrong with that?"A case of literary theft: this tale is not rightfully on Amazon; if you see it, report the violation. "Let''s check the details on those options before the next steps."
Slime
Option Rank and Type [Limited] Spawn
Placement Cost 2 MP
Description Slimes are weak spawns with a lot of potential. They are easily destroyed and don''t gain XP for winning their fights - instead they grow by absorbing material. Material absorption takes a lot of time depending on which material, but there is always a chance of gaining an ability based on the absorbed corpse or material.
Abilities
  • [Absorbtion] Ability and progress cause
  • [Limited] Mind
  • [Limited] Body
  • maximum rank [High]
Lizardmen
Option Rank and Type [Low] Spawn
Placement Cost 30 MP
Description Humanoid, upright-walking lizard with a medium tail. Has hands with claws and can use any tool or weapon adapted to clawed hands. Average life expectancy and below average breeding capacity.
Abilities
  • [Natural Armor] (scales give +2 protection)
  • [Cold-Blooded] (each rank of cold effect reduces all attributes by one rank)
  • [Below Average] Mind
  • [Average] Body
  • maximum rank [Very High]
Astral Dragon
Option Rank and Type [Mythical] Spawn
Placement Cost 5,000 MP and 1 large Astral Crystal
Description Astral Dragons are rare and powerfull beasts that cannot be harmed by physical damage and are very intelligent spellcasters. Their only real limitation is that they cannot move far from a connection to the astral energy plane as they would rapidly weaken without that constant power.
Abilities
  • Spellcaster of [Mythical] rank (focuses on Astral spells)
  • Immunity to Physical Damage (Astral Body)
  • Random [Heroic] Ability
  • [Legendary] Mind
  • [Heroic] Body
  • maximum rank [Holy]
Ethereal Academy
Option Rank and Type [Mythical] Environment
Placement Cost 10,000 MP
Description A magical academy that has been placed into the astral realms, this floor does not have physical walls but magical barriers between its structures. The effect improves learning for all sides (adventurers, spawns with class or beast cores and the dungeon core itself get +200% XP gain). Each room can contain up to three magic effects of [very high] rank at no cost. If a higher ranked effect is chosen its costs are halved. All magical skills gain a bonus +5 to their skill rolls for everyone.
Increased Needs
Option Rank and Type [Very Low] Floor Effect
Placement Cost 10 MP
Description While being on a floor with this effect, the needs of all living beings (water, food, sleep and others) are depleted with triple speed. Theoretically this also happens to dungeon spawns, but since spawns have their need taken care of with mana this is only a problem if something disrupts the mana flow in the dungeon.
Loot
Option Rank and Type [Limited] Modification
Placement Cost +10% Target MP cost
Description Adding this modification to traps or chests will give them both a bonus level to their difficulty as well as to the value of the materials contained.
Bareen''s Glass
Option Rank and Type [Mythical] Treasure
Placement Cost 7,000 MP and 1 blue topaz (value 100+ gold)
Description This magical treasure is rumored to have been created by Bareen as a gift to a specially devout follower. It is a magnifying glass that allows the user to anayse or identify any object or being, effectively creating a [Mythical]-ranked Identification effect.
Wooden Chest
Option Rank and Type [Limited] Other
Placement Cost 1 MP plus slot cost
Description This is a simple chest consisting of rather weak wood. It could easily be smashed if not for the risk of either destroying the content or triggering a trap. It contains one slot each for a trap, a treasure and a modification. If no treasure is selected, a random trasure of the chests rank and level will be created on opening. The chest''s level and rank can be choosen up to the floor number, but it will not increase in stability even if placed on higher rank floors. And higher ranked treasure will be more likely to survive smashing the chest.
A lot of those thirty options are either too expensive for now or useless - I''ll never install that reanimator grid on a trap as I''ve seen more than enough former friends turn zombie even before coming to the sphere. And the glass would risk me being revealed as [Xenotic]. But a lot of people would like that XP-bonus from the ethereal academy... "Blue Core, some of those costs are not only mana points but also special items, what does that mean?" Gotcha, I think I now know what one of those [locked] parts is about - trading... "You said that I can try to change any such option or template with Influence Points, is that correct?" "OK, then let''s look at those two new [Quests]"
Use a Scout Charge
Questline Dungeon Training
Details You have one scout charge - the green spark of lightning near you. You can use this charge to send one scouting eye to a place of your choice, giving you an observation there for 24 hours. If you send the scouting eye into the sky above your land, then you can select your exact placement on the land within view and gain advantages for your opening. If you send the scouting eye into a position on the land itself, you can use dungeon points to purchase templates of whatever is within a short range of the scouting eye.
Hints Both options are equally valid ¨C with a good placement in the choosen environment you can send out spawns to collect samples of the area around the entry for free as well as estimate how easy or difficult the travel of adventurers to your position is. With a scan you can purchase samples from areas far beyond your dungeon placement (but have no real selection on the environment for your entry)
Rewards 50 XP
Multiple Floor Crystals
Questline Bareen''s Quests
Details The Floor Crystal is one of the most important possessions of a dungeon core, because it gives them two important abilities: First it allows to plan the next floor without needing to extract the stone (once extracted, stone cannot be replaced and a wrong floor would have to be blocked by other means). Second it allows the storage of mana for creating that floor, which is important for floors with low mana storage (especially if the spawns or rooms placed cost more than the core can have available naturally) As part of the rewards for your first choice you have three instead of one floor crystal, which allows you to plan over three floors at once and gives you triple the storage. Use this to plan three floors before placing your dungeon.
Hints The crystals will give warnings if the single floor within them does not follow the system rules, but the system itself will only check them on placement. That might allow you to circumvent some warnings by placing several floors at the same time if the crystals have enough mana. The XP for placing the floor will be gained on placement, but can be checked during planning.
Rewards 400 XP
1.2.3 Preparing for the Dungeon (V2) Arc 1: Preparing Chapter 2 Part 3: Preparing for the Dungeon (V2)
Use a Scout Charge
Questline Dungeon Training
Details You have one scout charge - the green spark of lightning near you. You can use this charge to send one scouting eye to a place of your choice, giving you an observation there for 24 hours. If you send the scouting eye into the sky above your land, then you can select your exact placement on the land within view and gain advantages for your opening. If you send the scouting eye into a position on the land itself, you can use dungeon points to purchase templates of whatever is within a short range of the scouting eye.
Hints Both options are equally valid ¨C with a good placement in the choosen environment you can send out spawns to collect samples of the area around the entry for free as well as estimate how easy or difficult the travel of adventurers to your position is. With a scan you can purchase samples from areas far beyond your dungeon placement (but have no real selection on the environment for your entry)
Rewards 50 XP
Multiple Floor Crystals
Questline Bareen''s Quests
Details The Floor Crystal is one of the most important possessions of a dungeon core, because it gives them two important abilities: First it allows to plan the next floor without needing to extract the stone (once extracted, stone cannot be replaced and a wrong floor would have to be blocked by other means). Second it allows the storage of mana for creating that floor, which is important for floors with low mana storage (especially if the spawns or rooms placed cost more than the core can have available naturally) As part of the rewards for your first choice you have three instead of one floor crystal, which allows you to plan over three floors at once and gives you triple the storage capacity. Use this to plan three floors before placing your dungeon.
Hints The crystals will give warnings if the single floor within them does not follow the system rules, but the system itself will only check them on placement. That might allow you to circumvent some warnings by placing several floors at the same time if the crystals have enough mana. The XP for placing the floor will be gained on placement, but can be checked during planning.
Rewards 400 XP
According to the texts on opening the dungeons, the floor crystals store the Lifeforce created by using Mana until I first open the dungeon. Then it will rush out in one go, basically announcing the positions of the openings. However that is only for dungeons with a single exit ¨C if I open the regular exit only after the world-mana has been released through the remote exits, there is a good chance that this will be overlooked for a time. But I will have only limited choice of defense options unless I can gain more by sending spawns out of the exits to collect more animals as templates. So I need a map to find the best places. ¡°Blue Core, what are¡­ Scratch that, I need something else to call you especially as ¡°Core¡± has too many meanings around here. Do you have a name?¡± ¡°As a glowing blue search engine, I name you [Booble]. You will take that designation and answer to it.¡± ¡°Booble, I can use the scout charge either as an overview to get a map, or as a collector for more templates. How does that work exactly?¡± ¡°But I have been granted three scout charges, so I¡¯ll have two left after getting the map. Perfect.¡± "OK Booble, please check my quests and my status and confirm the following numbers - this is too important for me to make a mistake." "A floor planned in the floor crystals can be changed as long as it is not placed, so I can create three simple floors to complete the quest and get the XP, but then change the floorplans to something better before placing them?" "And a regular core only has the dungeon training quest line, no XP from other quests, and is usually around Level 2 when they begin to build their first floor?" "The size limit for the first floor depends on both rank and level, and a [very high] ranked dungeon can start with a limit between 26m and 28m at level 2, a [heroic] core can have between 37 and 39 meter while a regular [mythical] core might have 51-53 meter limit at level 2. But due to the added quests and the xenotic extra points, I might be able to wait to level 5 and start building with a limit of perhaps 70 meters depending on how many points I set to size?" "The floor limits will increase when the cores level up. Do they go back to earlier levels and increase their size? If yes, in which direction do they usually grow the floors?" "Thanks" [Use one scout charge for map overview on the target area of the three countries mentioned in the quest] One of the green sparks floating nearby suddenly pulsates and then grows into a large sphere.This sphere has a landscape on one half of it, but floating around it the General''s soul can also see the sky above that land if he looks at the sphere from the other side. A quick check - no luck, no bird inside. Additionally the General now sees two countdowns. Soul Anchor [55:34:12 hours counting] Map Display [23:59:59 hours counting]
Quest Complete +50 XP New Quest Available
Design your first floor with the floor crystal
Questline Dungeon Training
Details Trigger your floor crystal and design your first floor with entry room and core room at opposite places.
Hints If you are black-ranked and have only a small floor, consider making the first floor a safe effect area - the entry room always is safe for the adventurers, and the system requires one safe floor per rank. If you don''t have the size to get anything on first floor, use it to fulfill those requirements.
Rewards 100 XP
"Nice, guessed right" The soul floats to the side of the sphere that shows the landscapes and accesses the knowledge screen for some details. There is a large mountain range going through most of the area, from top center to bottom left edge. It appears to be a natural border for the Dverolion Empire to the top left. Two rivers coming out of a large mountain in the center feed a swampy area on the bottom of these mountains, until the water is drained away by a single large river going to the bottom right edge. This river is the border between the People¡¯s Realm of Kaarg to the top right and the Combined Cities of Lefor¡¯ga at the bottom of the map. At one place about thirty kilometers away from the swamp the river forms a larger lake before flowing on. On the border of that lake and the river there is a small independent country called ¡°City of Rivansea¡±. OK, looks like everything is in range of the remote entry halls. With the three main countries I can place the access points in a way that I have about one or two days for collecting before they can block the entrances. The Dverolion Empire is something like a roman empire populated by Dwarves and Humans and focusing on constructs and golems. I can probably get ores and geared equipment if I send someone out there. This story originates from a different website. Ensure the author gets the support they deserve by reading it there. The People of Kaarg look like a French Revolution gone even more wrong in a land of magic and necromancers, populated by Lizardmen, Humans and some orcish variant called Orican. The Cities of Lefor¡¯ga look like classic elven with nature and elementals, and a population mix of Elf, Human and ¡­ OK, that is not classic, some sort of panther body with the head replaced by a full human upper torso similar to a centaur. And the City is an independent mix of every possible or impossible race on a medieval European environment. If I place an access point inside their country it would be at most two or three hours away from the city. That might be an advantage or it could create problems, especially if they manage to block the other gatherers from the inside of the first floor. The General checks the clocks again Soul Anchor [54:53:06 hours counting] Map Display [23:18:53 hours counting] Damnit, clocks runnning. I''m almost level 3 and I have to set the core class before entering the core waiting for me - and that has to be done before the anchor runs too low. ¡°Booble, do you have any info on what will happen if I enter that dungeon core that has been prepared with a soul anchor? Or how long that process will take?¡± So it will probably take away time from the map countdown, but hopefully it will also give time for mana regeneration. I just have to set the core class options before entering - the class level gives me one skill or ability each level plus one core type of either node or spawn class to construct. I don''t have time to check two sets of forty options each, but for now I only need the first few levels - I can take the time for later levels after I''m anchored and no longer on countdowns - I''ll need months to build with this slow mana regeneration anyway. [Set Core Class Ability Level 1 to 5 as "Floor Awareness", "Illusion Magic", "Dungeon Alerts", "Identify Explorer" and "Shield Magic"] [Set Core Class Coretypes Level 1 to 5 as "Create Rations", "Class Ranger", "Create Water", "Class Elementalist" and "Create Wooden Tools"] That should fit or complement with the things I got from the starting package and the scouting. [Use Mythical core with Soul Anchor] ¡­ ¡°Aaaaarrrrrggggghhhhh¡± The only similar thing the general ever experienced was when he once participated in centrifugal training for pilots ¨C only this time it is without being strapped to a chair, but simply thrown around while hundreds of nails pierce him at every impact. After a while the process stops and the general slowly becomes aware of his surroundings again. He still floats in the air, there still is the blue core and three crystals nearby and the sphere of the map as well as the other two scout charges are also available. ¡°That was NOT ¡®slightly¡¯ painful¡­¡±
Soul Countdown stopped [41:29:01 hours remaining] for later soul transfers
You have gained a new title, "Souled Dungeon" This title has no public effect, but gives you the ability "Sapience [Very High]"
Sapience [Very High] Upon reaching the levels 81+ a dungeon core has a chance of gaining the "Sapience" ability as a leveling reward. Sapient Cores can talk and interact with adventurers if they have ways of communicating. Depending on the core and the adventurers, this interaction can become Diplomacy, Enslavement, Dominance, Contract or Trading.
So, high-level dungeons can become people? But I bet when faced with a low level sapient core most people will use that for taming or destroying the core. I''ll ignore that for now, back to the map. Map Display [09:54:48 hours counting] "Booble, can I select a place after the map is gone or do I need the place within the next ten hours?" "Pedant. OK, Zoom into the center of the map, scale to about 50km instead of 300km.¡± ¡°That vale looks promising with one small creek and only half swamped internally but ending completely on the main swamp. Are there any natural caverns in that area?¡± ¡°Nice map features to display topographics and specials. Two caves even, but the one there is not deep enough and a bit too exposed, I want to hide my real entrance from casual scouting. The other is a bit near to the entrance of the vale, but that might even be an advantage if I get some tunnels from there.¡± "Even with the remote entries? I even planned to keep the real exit closed for a few days after opening the remote exits, and from the description of the transfer magic they should allow the LifeForce to exit as well." "Booble?" "That might even work out as a positive as I need to get attention, as long as they don''t decide to crush me to be sure..." "OK, final question before I activate the floor crystals. I plan to try to hide my true core rank by pretending to be smaller until I have a real defense. I think the biggest problem on that are the [heroic] ranked remote entry halls. How long would it take for some adventurers to identify them as [heroic]-ranked?" ¡°OK, so they¡¯ll learn that I¡¯m [heroic] ranked or better at some time, but not directly. I should use a double misdirection to hide that at first - which is why I asked for the sizes earlier. So I have a 30 meter area to hide from [mythical] and level 5, then there are eleven meter difference between [heroic] level 2 and [very high] level 2 - something that they should be able to find out after a month or so." [Activate Floor Crystal for first floor] No need for anything fancy, I just want to trigger the quest rewards and complete the dungeon as planned later. So the Entry room goes from coordinates (30:41) meters to (36:47), Entry ramp on the west side and a room to the south with a ramp down [Activate Floor Crystal for second floor] Another room and another ramp down [Activate Floor Crystal for third floor] and again ¡°Can¡¯t work ¨C my position will be in a frontier zone where a lot of high level soldiers are stationed. The level limits on the first floors will make them laughable to any such soldiers. I need to focus on delays to get the time to create more floors. Besides this is the only entry that no one should know about - the paths from the other entries will be different.¡± ¡°I think I¡¯ll know how to confuse them ¨C I¡¯ll make a lot of transfer connections between floor two and three. That will cause them to lose time to mapping, especially if I place both floors under a misdirection effect and use clever illusions.¡± "However the true floor design will happen later, for now I just want to see if I can trigger the quest completion to level up before putting my entrance down." [Close Floor Planning]
Two Quests Completed 500 XP gained Three new Quests availabe
Select Entrance Point
Questline Dungeon Training
Details If you have used your scout charge to get a map, then you should now select a place for your Entrance. This place should be away from civilization to give you more time to send out scouts unhindered, and it should be a place whose environment you can use for your floors. If you have no map ready, select [Random Placement].
Hints You can do this without placing your first floor - wait with that until you have the mana to place it completely. Selecting the Entrance Point will only set your position and orientation for the time after the first floor is created. You cannot place your entrance within 5km of any other dungeon entrance.
Rewards 100 XP, Bonus Environment
Sapient Helpers
Questline Bareen''s Quests
Details You''ll need some form of intelligent and tool-using spawn to have any real chance in your main quest, and the random starting package is not guaranteed to give you that. This quest will give you that ability - a spawn template that is sapient and can use tools and has one other ability of your choice. Because they''re sapient the spawns will not be limited to your choice, but the other abilities choices should be learned each by less than 15% of your spawns, more than 50% will focus on the chosen main ability. Choose between [Fight], [Magic], [Healing and Crafting] and [Taming and Breeding].
Hints The exact spawn template will be choosen at random from all the hundreds available, but focused on your choice and attuned to be fitting to your other options.
Rewards 400 XP, one [Sapient] Spawn Template
The Third Core
Questline Bareen''s Quest
Details You were promised triple the regular resources, and the last part missing is a third core after your own and the core that was modified to provide you with knowledge. You can now choose whether this should be a dungeon core or a spawn core. However there is another point influencing your choice. There was a second soul either trying to attach or to attack your soul before I snatched it from your afterlife, and as a result I also got the other soul. I do not know if it was friend or foe, and you can now choose to either dissipate it and take its energy as 100 dungeon point, or to collect it and reincarnate it into one of your spawns. Reincarnation without memory loss is an ability that requires at minimum [Very Low] rank - the reincarnation will always be limited to one rank below the ability rank. Your choices are [Dungeon Core] or [Class Core] and [100 DP] or [Stored Soul]
Hints If the other soul was a friend you should choose a spawn core as that will give you a better helper. If you disperse the other soul, your best choice would be a dungeon core that you can use either as a fake diversion or later make it a secondary dungeon slaved to you.
Rewards 400 XP, Core of Choice, either 100 DP or soul "Gunny Parkinson"
¡°WHAT?!? Master Gunnery Sergeant Parkinson tagged along?¡± ¡°Again I might say¡± ¨C you could hear a grin from the souled dungeon core. 1.2.4 The General’s Class (V2) Arc 1: Preparing Chapter 2 Part 4: The General¡¯s Class (V2)
The Third Core
Questline Bareen''s Quest
Details You were promised triple the regular resources, and the last part missing is a third core after your own and the core that was modified to provide you with knowledge. You can now choose whether this should be a dungeon core or a spawn core. However there is another point influencing your choice. There was a second soul either trying to attach or to attack your soul before I snatched it from your afterlife, and as a result I also got it. I do not know if it was friend or foe, and you can now choose to either dissipate it and take its energy as 100 dungeon point, or to collect it and reincarnate it into one of your spawns. Reincarnation without memory loss is an ability that requires at minimum [Very Low] rank - the reincarnation will always be limited to one rank below the ability rank. Your choices are [Dungeon Core] or [Spawn Core] and [100 DP] or [Stored Soul]
Hints If the other soul was a friend you should choose a spawn core as that will give you a better helper. If you disperse the other soul, your best choice would be a dungeon core that you can use either as a fake diversion or later make it a secondary dungeon slaved to you.
Rewards 400 XP, Core of Choice, either 100 DP or soul "Gunny Parkinson"
¡°WHAT?!? Master Gunnery Sergeant Parkinson tagged along?¡± ¡°Again I might say¡± ¨C you could hear a grin from the souled dungeon core.
Level Up
Level 2 Experience Cap 200/200 reached. Excess Experience stored for next level.Cost for Level-up to Level 3: 2 MP (61 MP available) Do you with to level up [yes]/[no]?
Warning: EXP overstore state (I) added
You now have enough excess Experience to enable multiple level-ups. For each excess level beyond the first you''ll gain one stage of the overstore state, with each such stage halving all regeneration values (HP, IP, MP). You are now at 50% Regeneration until level-up.
"OK, not nice - both [Level-UP] to level 4 now. Booble, what would happen if several more stages of that state would bring mana generation to zero? It is extremely low anyway, I''ll need months to gain the mana for the floor creations." "But that would make them dependent on the adventurers and could be used to control them - besides the fact that it is another way to strongly point to an early opening for most dungeons, something I can''t risk." I hope those quests and the floor creation give enough EXP for level 11, so that I can reincarnate Gunny before opening the dungeons - that would really help. But damn it, the mana regeneration is extremely low - I''ll need one or two months to get the energy for creating the first three floors, and about half a year until the floor crystals are at maximum and I have to open. It would be much better to increase size and influence as they are important as well - but I''m already boosted there and every point in power reduces the waiting time... [two free points to Core-Power] "Booble, to plan everything and especially for this map I need to be able to write lists down and so on - is there any way how I can do that?" ¡°For a computer, yes, but n...¡± [Ping]
[Xenotic] Ability triggered Skills learned
Manage Gallery [limited] +1 (0/100) Allows you to store a memory of what you see at the moment inside your Gallery. A higher skill makes this process faster and easier, while higher Ranks allow for more options.
Manage Rumors [limited] +1 (0/100) You can create your own records of rumors that you heard somewhere. These entries will appear as unconfirmed in your Knowledge sections. Each rumor can have up to 50 letters. Limited Rank allows for three rumors to be stored, higher ranks increase this maximum number. This skill might also be usable with some room structures available at higher ranks.
Manage Art [limited] +1 (0/100) You can create your own pictures and store them as your art in your Gallery. Limited Rank allows for three pictures to be stored, higher ranks increase this maximum number. This skill might also be usable with some room structures available at higher ranks.
Read/Write (limited) +1 (0/100) Ability to read and write different texts. Skill value affects reading speed and skill rank affects how difficult to understand a texts theme can be. You''ll need a high rank to read a book on advanced magical theory
Draw [limited] +1 (0/100) Ability to draw pictures. Skill value affects drawing speed and quality, while higher skill rank gives more tools and effects for the art. [Limited] rank means thick painting brush and black/white color only, [Average] would be comparable to pencils in twenty colors.
¡°A screenshot of what I see? Where is that map again¡­¡± ¡°Art and Rumors are not what I would consider good options to work with, but if there is no other choice¡­¡± ¡­. "At the mountain and the swamp I can focus the view from the scouting eye even to get some glimpse of the underground caverns there, but if I try the same at Rivansea things get fuzzy - why is that?" "OK, in that case I should make a rumor note about those fuzzy spots in the swamp as well..." .... OK, several screenshots of all interesting map positions made and stored in the gallery. The eye has four hours left - I don''t want to dismiss it early in case I get another idea, so let''s configure the rest of my class for now. [Configure Core Class] Each level I gain one core type and one skill or ability. I can see [Limited], [Very Low] and [Low] ranked cores and abilities now. I can still change the [Limited] slots for levels five to ten using any of the [Limited] options. If I want to use a [Very Low] option now it would block two level slots - and there are more than enough [Limited] options available. I can''t use any [Low] options, that list is for planning purposes only. Let''s start with the abilities. "Booble, I can use abilities one rank higher early if I assign two slots - is there something like getting abilities that are lower for less slots?" I already have Floor Awareness, Dungeon Alerts and Identify Explorer as skills and Illusion as magic ability. I could change shield magic as I''m not yet level 5, but I have a few ideas to turn that into traps, so I''ll keep it. Gaining bonus DP based on rank sounds good, but it would prevent me from gaining one of the other skills. Manage Transfers[Below Average] is available on limited ranks??? Oh - it''s a bonus triggered by the Remote Entry Rooms that use a transfer portal. OK, definately a must-have but it can wait to level 10. Floor Reconstruction makes my walls harder to damage and cheaper to repair if adventurers try to break through - definately a must because a labyrinth that can have its walls breached is useless. Manage Respawn makes it easier to replace spawns when several parties are going through the floors, that is also nice.If you come across this story on Amazon, it''s taken without permission from the author. Report it. Forget Attack Magic - too low in rank and damage to be of any use later, so I have four options left for slots 8 and 9. Recharge Magic is not exactly healing, but it would allow me to help any defender I have - Attraction Magic again has too low effects for now. Dungeon Tokens allows me to make coins or similiar tokens to connect functions or rewards in the dungeon - that could be used in a lot of ways, better than that managing of traps and plagues. That''s it for now, I can''t set the reincarnation ability on the [Very Low] ranks, that will open sometime later. Let''s switch to the core options. OK, Cores have no rank limits but they have prerequisites - I can only chose a copper core after owning a coal-core. Cores are always created at the rank I want or need them to be as long as I can pay for that rank. And there are different types of cores both for spawns and nodes. Spawn-Cores are of a class, and if I create a spawn with a class-core then that spawn can increase in rank on that class, up to its maximum rank. So I was right in selecting a ranger-core for spawns that scout and fight independently, and an elementalist core for spawns that can use elemental magic. Node-cores define what a node can create, giving mixed advantages to the dungeon or the adventurers or both. An animal-type node would reduce spawning cost to all spawns based on that animal and might be usefull to either tamer or breeder adventurers, but few other people. A metal-type creation node would be a minor or average help with room construction or golem-type swarms, but much more usefull to adventurers, especially if it is a precious metal. One mistake I made - the "Wooden Tools" node selection for level 5 I made a few hours ago turned into selecting Wood for level 5 and Tools for Level 6. Doesn''t matter, I can keep that. But I need at least one class core usable for animals, or most of my spawns will be stuck at their level. [Set cores for levels 6 to 10 as Spawn-Type Hunter(Animal) And Node-types Coal (Material), Flowers (Life) and Rodents (Life)] The last two aren''t really usable but they are required for better cores...
Quest Completed, +150 XP.
No new quest in the Dungeon Training Questline? "Now the third core - choose [Spawn Core] and [Stored Soul]"
Quest Completed, +400 XP, Spawn Core Ranger-Class [Heroic], Soulcrystal "Gunny Parkinson" gained.
Level UP
Level 4 Experience Cap 400/400 reached. Excess Experience stored for next level.
Cost for Level-up to Level 5: 4 MP (65 MP available) Do you with to level up [yes]/[no]? Warning: If you do not level up, Excess XP will cause a reduction in Regeneration
¡°OK, [Levelup] and [Status]¡±
Infos/Titles Quests Gallery/Knowledge History/Log [Locked] [Locked]
Status Storage Core Class: unchoosen Defense Values Skills Abilities
Name general public Title: N/A
Level (L) 5/120 Experience (XP) 310/500 Core Rank mythical
Floors (F) 0/5 free Attribute Points 1 Needs:
Core-Density (CD) 12/120 Health (HP) 46/110 Mana 65/5
Core-Power (CP) 23/120 Mana (MP) 61/165 DP 0/0
Core-Influence (CI) 16/120 Influence Points (IP) 46/130 RankedEscapees 0/0
Core-Size (CS) 17/120 Dungeon Points (DP) 60/135 RankedKills 0/0
Regeneration and Gain Values
HP (10% CD/day) 1.2 MP (10% CP/hour) 2.3 [Locked]
IP (10% CI/day) 1.6 DP (L/Level-Up) 6 [Locked]
Temporary Status Effects
Name Effect
Mmh... Health and Influence regenerate very slowly, but I haven''t been here for a full day. Their maximums increase with levels even without adding points to the attributes, which confirms that I can ignore core density for now. They don''t go up as high as the MP-maximum where I put additional points into Power, but it should be enough for now. So I should place the Entrance now before the last hour of the map runs out, and then try to gain as much templates from the two remaining scouting charges to see what I can place in my dungeon. And after that it''ll be like watching paint dry to wait for the floor crystals to fill with mana... "Booble, any comments before I select the position of the Entrance to be inside that cave like we discussed before?" "OK, [Select Entrance Placement] as this wall in the back of the second branch of that cave."
Placement of Dungeon Anchoring out-of-phase entry point Transferring Floor Crystals, Scout Charges, other Cores and the Soulcrystal to Core Storage Placement complete
Quest Completed +100 XP, new Environment: Natural Caves [Limited], no special effect New Quest Available
Excavate your First Floor
Questline Dungeon Training
Details Now that your entrance point is selected, you''ll need your first floor next. If you have not yet finished designing it with the Floor Crystal, please do so and then place it. You need to decide what type of core should be in the floor node when excavating. Your own core will also enter the node of your deepest floor automatically.
Hints You need to wait and fill up the Floor Crystal with your Mana until it has enough to excavate the floor in one go. Excavating the floor will give you 1 XP per square meter excavated in addition to this quests rewards, but please keep in mind that the result needs to be able to defend you against adventurers - a completely empty level without walls will not help and it will only bring a few added XP.
Rewards 100 XP
OK, that''s it - I now have to use the remaining scout charges to see what templates I can gain. 1.2.5 Gaining Templates (V2) Arc 1 Preparing Chapter 2 Part 5: Gaining Templates OK, that''s it - I now have to use the remaining scout charges to see what templates I can gain. First however that remaining free template from Bareen''s Quest. I can choose between [Fight], [Magic], [Healing and Crafting] and [Taming and Breeding] as the main focus, but the people I gain will be able to do all four types. Just fewer of the other types than the focus I select. And most probably that means which classes will be available for them. I already have cores for Ranger and Elementalist classes, so I have some of the areas covered partially - and if this is anyway like the regular fantasy games on earth, healing will be mostly restricted to priests. And I still don''t know why some of the gods try to tame dungeons while others try to strenghten them. "Booble, how easy or difficult is it to heal someone? Does that require access to temples or gods or whatever?" "Would a dungeon spawn with healing abilities be similiarly restricted?" "In that case healer and crafter should be able to give the best long-term gain. [Select Healing and Crafting]."
Filtering Template List Randomizing Gained Race Template: Naga
Naga
Rank and Type [Very Low] Spawn
Placement Cost 100 MP
Details A body of a snake with the upper torso of a four-armed human, the Naga can excel at difficult crafting tasks that require a lot of coordination. They can also become warriors or mages, but their large bodies of ten to fifteen meter length require a lot of space and food and make them unusable as rogues or outside their environments. Their females developed a natural healing milk due to low breeding rates and very sick children that would die without proper care. Naga start at a rather low rank and need to gain a lot of experience to reach their maximum potential.
Abilities
  • [Cold-Blooded] (each rank of cold effect reduces all attributes by one rank)
  • [Sick Child] (all body attributes, health and HP-Regeneration are halved at birth. 40% chance of losing this ability on each rank-up)
  • [Caretaker] (female only, can give healing effect outside of combat)
  • [Defender] (male only, can gain [Berserk] state if defending females or children)
  • [Swimmer] (immune to effects of natural water, no need for a purifier)
  • [Evolution (1)] (can only evolve once, usually into something based on titles gained)
  • [Very High] Mind
  • [High] Body
  • maximum Rank [Master]
  • Chance of one additional Ability, one of the following randomly assigned at birth:
    1. [Crafter] (increased speed and quality when creating or using tools)
    2. [Gatherer] (increased chance of finding or growing plants at land or water)
    3. [Three-Eyed] (grows an additional eye that can see magic energies)
    4. [Quickness] (allows first strike on first combat turn)
Hints Yes, dirty mind, everyone heals by drinking the Naga woman¡¯s milk from their boobs. And that makes them sought out and valuable as slaves as well, because a mage can refuse to cast a healing spell ¨C the Naga woman don¡¯t have that option.
Quest Completed. +400 XP. New Quest Available
Final Warning
Questline Bareen''s Quests
Details This is the last of the bonus quests, after this you''re mostly on your own and have to work for all additional rewards. And at the same time this is a demonstration of an effect that has destroyed or devastated quite a number of otherwise promising dungeon cores - use this to be better prepared than they were. Regeneration is not the only way to regain mana and other energies. In fact, it is not even the most used way. Instead a dungeon core gains most of its energy when adventurers are fighting and dying in his dungeon. However these energy boosts can go beyond the regular maximum capacity, and when that happens it always causes negative status effects until the problem has been solved. XP never vanish and you''ll have reduced regeneration until you level up, but that is harmless compared to the other four energies. Excess energy of health, mana,influence and dungeon points is always lost quickly, but while it is still overcharging you''ll be much reduced in your actions. Anything above five times maximum is lost so quickly that it doesn''t count. It takes one second to drop the energy from five to four times maximum, but in that second you''ll be under the maximum pain and penalty. After that it takes two seconds to drop from four times to three times max and five seconds from three times to double. The last step from double back to normal takes ten seconds with the smallest problems - this is where most cores manage to still use some of the energy. Concentrate on [Boost] to complete and trigger this quest.
Hints This quest should also give you enough XP for another level-up or two depending on which level you are. Try to level up first as that will reduce the effects and allow you to keep more of the boost. The better you manage this test, the more of the extra power you can use before it is lost, the better your chances are and it will also gain you some favor if you''re good at it.
Rewards 800 XP, Energy Boost (1000 HP/MP/IP/DP), Bareen''s Favor depending on success.
Level UP
Level 5 Experience Cap 500/500 reached. Excess Experience stored for next level. Cost for Level-up to Level 6: 5 MP (61 MP available) Do you with to level up [yes]/[no]?
[yes] "Nice, and that new quest changes a lot." "Booble, is there any way I can use up influence points at the moment? I can push Mana into the Floor Crystals and use up DP by purchasing templates with the scout charges, but I have no idea if I can use Influence without a dungeon or without spawns." "I doubt that I''ll be able to change a [mythical] modification with only 46 IP, so let''s start with the Loot modification. I read that it allows me to improve the traps on chests and other traps in return for some increased value either in the chest or in the construction parts of the trap. Would it be possible to remove that limit so that I could for example improve a room effect by using valuable construction materials?" OK,here we go. Why isn''t anything happening? Don''t lose it, concentrate Concentrate [ping]
Loot Modification (modified) [Limited]
Rank and Type [Limited] Modification
Placement Cost +20% Target MP cost
Description Adding this modification will give the target a +1 level bonus as well as an increase in loot value for adventurers
Template has been permanently changed. Old variant of Loot Modification is no longer available
"Booble? Care to explain? That was 43 IP, not 10 - and the added mana cost to using this modification is nothing you mentioned either..." "Now THAT has some possibilities..." ... "Use the next scout charge to send the eye up to the snowed area on top of the mountain - not the absolute top but where there are still plants and animals. That is an area where I''m unlikely to reach with regular scouting, and I would like some beasts and plants for the dungeon. After that I''ll trigger that other quest, and use the gained DP on the more important scouting of the city for items and tools." A picture of the inside of the scouting eye forms in the General''s mind. It is a part of a snow-covered forest on a mountain side, and once again he is reminded that this is not Earth - the snow is black and only some of the plants are known to him. But beside the picture of the eye''s sphere there is suddenly a window opening with a list of everything he can gain from there, and a countdown of 24 hours like for the first use.
Template Type cost (DP) Description
Snowed Forest Environment 10 [very low]-ranked environment. Requires Adventurers to have cold-resistance/gear or lose health and power. Enables cold-based traps.
Squirrel Animal 5 [Limited]-ranked animal only usable for distraction and as a food-source
Snow Owl Animal 12 [very low]- ranked animal that is a good predator but requires large rooms and a cold environment
Black Snow Material 5 Frozen Water
Granite Material 5 Type of Stone
Earth If you find this story on Amazon, be aware that it has been stolen. Please report the infringement. Material 5 Earth, usable to grow simple plants
Spruce Plant 5 Tree, can either be used for wood or for decoration
Fir Plant 5 Tree, can either be used for wood or for decoration
Large Grass Plant 5 Plant that can be used as a source of animal fodder
Wildberries Plant 8 Plant that can be harvested as a source of food
White Ivy Plant 7 [Very Low]-ranked plant with cold properties, can be modified to be a trap in cold-based environments
White Galindren Herb 25 [Low]-ranked herb that can be used in several healing potions. No direct effect. Usable as Loot.
Green Coln Herb 10 [Limited]-ranked herb that has a vomiting effect. Usable as Loot or in some traps
Hmm, something usable in there but I hoped for a better... wait a moment. "Booble, there is a white tail and the hind leg of an animal visible at the edge of the sphere, but it is not in the list. Is there any way to get it included? It''s already partially there after all." "[One free point to core-size] - YES!"
Template Type cost (DP) Description
Arctic Fox Animal 7 [Limited]-ranked animal suitable as a low-level spawn
"OK, I have 66 DP to use up. Arctic Fox 7 DP (especially as it is a bit larger than the foxes I remember), Snow Owl 12 DP, Snowed Forest 10 DP, Granite 5 DP, Spruce 5 DP, Earth 5 DP, Large grass 5 DP, White Ivy 7 DP, Green Coln 10 DP. And all DP are gone." [last free point to core-Influence], [all Mana to Floor Crystal 1] OK, that should be it for preparations - I can''t use up the last 3 IP, Mana and Dungeon Points are zero, health is not usable for now. I need to remember to first level up with the XP from the quest, put the Mana into the Floor Crystal to speed up the floor creation and perhaps purchase the rest of the templates from the scouting eye. The design for floor two and three is far enough along that I can push 1000 MP there without materialising them, so no problem there either. [Boost] "Icks Ouch" Whasch did Eey? Levsch - [Level Up] Tha Col tascht nisch Schman to Rystloor Eye need - whasch? Push up Push up no purchase from upmountain ouch .... "Booble, what in the hell happened? What exactly did I do? I remember tasting color and seeing sounds???" ... OK, Health and Influence Overcharge can usually only happen if I do it to myself by reabsorbing spawns or room structures a lot faster than they were created. Effects to me would be pain or confusion - like being high or stoned in case of Influence Overcharge. The effects on my dungeon and spawns that were not absorbed would be random modifications and mutations - which is why sometimes young dungeons do this to gain new modifications. But it is rarely done due to the problem of randomness - it''s a gamble only when you''re in a dead end otherwise. MP and DP Overcharge can happen anytime and be partially controlled by adventurers - that is really bad. Mana is gained when adventurers use their skills in the dungeon, so a large number of adventurers fighting through at the same time is a big problem. Mana Overcharge causes me confusion as well, and the same confusion will happen to any spawns and swarms, causing them to randomly use their skills and spells instead of targeting them. Apparantly that is a tactic used by adventurers if they want to kill a dungeon, but usually they limit their numbers themselves because this also has risks for them. Dungeon Points are gained in minor numbers if an adventurer uses a node, or in high numbers if an adventurer dies. So it is not something they try for themselves, but it can happen any time if there are too many deaths in the dungeon. DP Overcharge is both causing confusion and pain and will cause random mutations and evolutions - including evolutions that can turn spawns or the core itself rogue or dormant. Which is another reason why the adventurers don''t want to risk this. On the good side I managed to get 517 Mana into the Floor Crystals, that is the equivalent of nine days of regeneration that I don''t have to wait. And I missed that message - I can now set the abilities and core types for the [Very Low] levels 11-20, need to set the reincarnation ability to revive Gunny as soon as possible.
Favored of the Gods
Several gods are pleased about your success and grant you their favor. Bareen: 55 Favor (Request gained, 1/2 Requests available) Rolandro: 32 Favor (Request gained, 1/1 Requests available) Darklight: 20 Favor Atlas: 15 Favor Evendar: 5 Favor
[Status]
Infos/Titles Quests Gallery/Knowledge History/Log [Locked] [Locked]
Status Storage Core Class: The General Defense Values Skills Abilities
Name general public Title: N/A
Level (L) 7/120 Experience (XP) 510/700 Core Rank mythical
Floors (F) 0/7 free Attribute Points 1 Needs:
Core-Density (CD) 12/120 Health (HP) 142/142 Mana 219/7
Core-Power (CP) 23/120 Mana (MP) 219/219 DP 0/0
Core-Influence (CI) 17/120 Influence Points (IP) 177/177 RankedEscapees 0/0
Core-Size (CS) 18/120 Dungeon Points (DP) 184/184 RankedKills 0/0
Regeneration and Gain Values
HP (10% CD/day) 1.2 MP (10% CP/hour) 2.3 [Locked]
IP (10% CI/day) 1.7 DP (L/Level-Up) 8 [Locked]
Temporary Status Effects
Name Effect
"OK, free point to Influence and Mana to Floor Crystal. Then use the last scout charge to send the eyesphere to Rivansea to scan for templates. This position here, middle class business district, between two shops. I can''t see which shops they are due to that fuzzy protection, but the eye should be big enough to get something from this street edge to both shops." OK, there was a sewer system under the street, one of the shops is a scriptorium and the other a fruit trader - a lot of usable things are on the list. I think I''ll reserve 50 DP for other uses and then - wait.... "Booble, what other uses are there for DP? Will I get more scout charges later or what can I purchase with them?" Then a reserve of 30 DP should do for now, that is how much I''ll need to purchase the current room options from the five entrances if I want them. That leaves about 150 DP for purchases now. "Sewers Environment with sewer rats, Medieval Town environment, Medieval Cellar environment, Materials Textile, Leather, Glass, Soap, Oil, Copper, Silver, Gold; Furniture Simple Table, Simple Chair, Wooden Cabinet, Wooden Bed; Items: Book, parchment, inkwell, writing feather, sealing wax, seal, candle, barrel and basket; Tools: Hammer, Saw; Food: Apple, Oranges, Xav, sausage roll; Potions: Wake-Now, Anti-Alcohol" What else? "Booble, one of the items from the random list was a water purifier and now I read about a mass water purifier in this list. What exactly is that needed for?" ¡°So if I place an exit on the small rocky island just off to the City of Rivensea, they would take some time to get there despite it being inside their country and just half an hour away by boat. That means I can work with an exit there¡­¡± ¡°Booble, why is it that only loincloth is available as a template and very few tools? There should have been a lot more of that in a town.¡± ¡°And why aren¡¯t the loincloths excluded then?¡± ¡°Slavery, huh? Back on Earth that has been declared wrong and illegal centuries ago¡­¡± "OK, so the last things from the template lists will be Animal: Housecat; Items: pet collar, knife, nails, pins, glass jar and rope." And now to planning where and how to use that on the floors... 1.2.6 Touchdown (V2) Arc 1: Preparing Chapter 2, Part 6: Touchdown (V2) Twenty hours later The planning for floors 1 to 3 is now complete, the floor crystals now need almost three thousand mana to create them. And I was only able to push in eight hundred mana so far even with that boost quest. With Mana Regeneration at 2.3 points per hour that is like watching paint dry. I know that a soldier¡¯s task is month of waiting followed by minutes of intense workout or combat, but this is ridiculous. "Booble, is there anything I can do while waiting for mana or to speed up mana regeneration?" "That''s not enough for the five weeks I would have to wait, anything else?" "That''s a joke, right? I don''t even sleep anymore, and a human can''t slow down thinking. There has to be a way to pass time!"
Xenotic Ability triggered Skill Learned
Meditation[Limited] +1 (0/100) Meditation is a skill that is perfect for solving anger management issues, and it even has the minor side effect of increasing Mana Regeneration by +10% for every hour when the skill check is successfull. Effect increases with higher ranks
¡°There is someone really snarky behind the world system and its descriptions, isn¡¯t it?¡± I don''t have hands to hold cards, and with the sight as a dungeon core I would know everything anyway. But I can use one "Art" picture to paint a board... "Booble, have you ever heard about something called chess? I''ll think I explain the rules to you to pass the time..." ... Five Weeks Later "No, Booble, you need to learn to calculate more than two or three moves into the future if you ever want to win - but the last game was much better already, I really had to work for victory here. But now the three floor crystals finally have enough mana to place all three floors at the same time, with some leftovers for me in case of problems." "But that would have given away my real exit. No matter, [Activate all Floor Crystals for excavation]."
Excavating Floor 1 to 3 Placing prepared structures and defenses Excavation XP bonus: +2362 XP Two Quests Completed, +200 XP New Quest available
Level Up
Level 7 Experience Cap 700/700 reached. Excess Experience stored for next level. Cost for Level-up to Level 8: 7 MP (47 MP available) Do you with to level up [yes]/[no]?
Warning: EXP overstore state (II) added
You now have enough excess Experience to enable multiple level-ups. For each excess level beyond the first you''ll gain one stage of the overstore state, with each such stage halving all regeneration values (HP, IP, MP). You are now at 25% Regeneration until level-up.
Modify Something
Questline Dungeon Training
Details Basic defenses (spawn, swarms, traps and plagues are nice, but they aren''t very effective. It is much better if you can modify them, especially if that changes them enough to give adventurers problems guessing their strength. You should have at least one modification from your starting list. Please select a defense that can hold it and modify that defense with it.
Hints Modifications that add bonus levels are the best, but any modification increasing values is good for improving your defenses.
Rewards 200 XP
"Problems like needing mana for several levelups... [Yes], level up, [one free point each to Core-Power, Core-Influence and Core-Size]." "Wait - TWO quests completed? There was only one, where is the log?" Let''s look back - "Place Defenses"??? They were expecting the dungeon cores to excavate an empty floor and then only place defenses? No wonder so many lose, it would be much more effective if the floorplan and the defenses are developed together... One level before I get the reincarnation skill to revive Gunny. Let''s check what is missing [Status]
Infos/Titles Quests Gallery/Knowledge History/Log [Locked] [Locked]
Status Storage Core Class: The General Defense Values Skills Abilities
Name general public Title: N/A
Level (L) 10/120 Experience (XP) 672/1000 Core Rank mythical
Floors (F) 3/10 free Attribute Points 0 Needs:
Core-Density (CD) 12/120 Health (HP) 142/190 Mana 23/40
Core-Power (CP) 24/120 Mana (MP) 23/310 DP 58/20
Core-Influence (CI) 19/120 Influence Points (IP) 184/260 RankedEscapees 0/0
Core-Size (CS) 19/120 Dungeon Points (DP) 58/260 RankedKills 0/0
Regeneration and Gain Values
HP (10% CD/day) 1.2 MP (10% CP/hour) 2.4 [Locked]
IP (10% CI/day) 1.9 DP (L/Level-Up) 11 [Locked]
Temporary Status Effects
Name Effect
"Booble? The need values for the next level not ony show much more mana costs, but also require 20 DP. Why is that?"Enjoying the story? Show your support by reading it on the official site. "That is a surprise - I have the DP due to keeping a reserve and multiple levelup at the same time, but other dungeons might sometimes be blocked and require DP from adventurers to proceed. And if that can happen - what exactly are the Ranked Escapees and the Ranked Kills as needs?" "OK, I''ll keep that in mind. I need a few hundred XP for the next level before I can reincarnate Gunny. That means the next quest and some added excavation of the current floors and floor 4. Any advice on modifications?"
Arctic Foxes, here we go. Nice teeths and claws you have. Concentrate "Yes, I wish to pay 10 DP for the Silver Fox template".
Quest Completed. +200 XP New Quest Available
Select Environment and Effect for a floor
Questline Dungeon Training
Details Each floor can have one environment and one effect. An environment can include effects (especially higher-ranked environments), and higher-ranked effects can have multiple effects or a higher strength on an effect. However each floor can only contain environments and effect of its own or lower ranks - adding a higher ranked effect or environment is not possible without a downrank-modification. Selecting an environment physically changes the way how the entire floor looks - but the walls are still dungeon walls with that stability even if an environment makes them look like paper or a mess of trees. Some environments have additional effects - from your lists for example the town sewers have a chance to encounter roaming sewer rats in addition to regular spawns. The effect you can add to a floor can be anything - from your lists for example the safe floor effect would prevent you from placing traps and plagues, and all spawns and swarms will get a Timid state added that prevents them from attacking (but they can still pass through the floor). On a positive side the safe-effect would enable a lot of rooms that cannot be placed on a regular floor like transfer gates or breeding pits. Select one environment and one effect for a newly excavated floor.
Hints Removing an already placed environment or effect later so that another can be placed is possible, but requires ten times the placement cost to remove.
Rewards 200 XP
Already done that for my floors, will have to do the quest on floor 4. Now just a bit of excavating that and a short wait and I can finally get Gunny alive again. Interlude 1.2: The Sky Arrows Arc 1 Interlude 2 The Sky Arrows "Squeek" - with a loud cry the large, brown bird flies through the dungeon corridor and claws out the eyes of the enraged Shadow Boar. Using the distraction an iron hammer descents on the skull, ending boar and fight.
Shadow Boar [Below Average] killed Low Rank Penalty - four ranks below: 6% effective XP Distributing 36 XP (6% of 600) to party.
"Argh - the pets are the only ones who can still level in this idiotically low rank-dungeon. Cleev, how long until we finally can travel to the Bremarin Dungeon? That would be at least a bit better than this idiocy here..." "With the current tensions between the Cities and the Empire any passing of the border, especially to get access to an empirial dungeon, requires a lot of paperwork - and it didn''t exactly speed things up that you called the ambassador''s assistant a stonehead. So a lot of this delay is on yourself." "Hey, I''m a dwarf myself - I can call anyone of my race a stonehead if I want to." "Cut it out you two - let''s finish this run and we can discuss our future plans at the Red Unicorn. Corwin and Holgun, front for the next room. Claudia, middle - and make sure Taarna doesn''t run ahead again. Cleev also middle, be ready with some firecones. Gladia, we''ll stay in the back and be ready for long range attacks." "OK" "OK" "Yes, Tom" "Knifes ready". ... Several hours later twelve people are sitting or lounging around a large table at the side of a tavern room. The group is a bit diverse even for the sphere, but nothing to warrant a second glance. Someone from Earth would be gaping however, especially since only five of them are human. One of the humans is a rather large and muscular man - he looks as if he has no problems carrying heavy armor and large weapons, although he is now in casual clothing of very good quality. Another human is of the same overal size, but much thinner and wearing leather armor. A Felir - a cat-like humanoid dressed in a toga sits next to a blue-skinned human in simple woolen clothing. In front of the table are two rather inhuman peope who need the place and can''t handle chairs or a bank anyway - a dark-skinned Arac''neel with a hairy spider-body that carries a human top-half and a Paut''a (or Panthaur as they are sometimes called) with a black panther main body and a humanoid torso. To the side a dwarf with chainmail talks to an elf in a light crystal plate while a dark-skinned human man with a blue mohawk in robes listens to them. On the other side an Orican and an asiatic looking woman munch on their meals while slipping part of it under the table, where a sabre-toothed tiger gnaws on some meat. Curiously a badger and a beaver are peacefully sleeping on the tiger''s fur. Spoiler: Picture of the Sky Arrows
The thin man, Tom, adresses the paut''a and the dwarf.The tale has been taken without authorization; if you see it on Amazon, report the incident. "Cleev, Holgun - what''s the current status on our request for passage to Bremarin?" "Not good - with the Empire and the Cities clashing over trade and border definitions, everyone at the Embassy is stalling for not wanting to decide or busy with more important treaty considerations. And I have absolutely no idea how long that sorry state will remain." "How about we relocate to a neutral country and try the embassies there? That would at least remove some obstacles." "And where to? It will take a few weeks waiting no matter where we go, and what will we do in that time? We do have some reserves, but not as much as I would like." "Why not? We have been clearing the local dungeon daily and even if it is barely [Average] that should have brought a lot of silver or even one gold or two despite the fees." "Sorry to disappoint you, but the local guild has begun charging extra for adventurers above the dungeon rank - they don''t like how many runs we''ve purchased away from the local people. We did get a lot of money in the first weeks, but not in the last one - and the paperwork at the embassies needed to be paid as well." "And with the new fees, that will not change - in fact I''m considering the case here lost if we can''t get the clearance for the Empire now." The dark sage, Park, puts in his knowledge of the region: "There are only two neutral countries important enough for their own empire ambassadors around here. Logrinton is in the wrong direction, but has a [Below Average] dungeon. Not much, but we could try that. Rivansea on the other hand has no dungeon at all, even if it will shorten travel time to Bremarin when we finally get clearance." "Rivansea would have the added advantage that we could check if we can get to one of Kaarg''s dungeons later - I know that they are at best [Above Average] and not [High] like the Bremarin one, but it would still be better than the ones here - at least the open ones, you have to be either an elf or a citizen to be allowed into the better dungeons of Lefor''ga." "Let''s call it a vote - Rivansea, Logrinton or waiting here a few weeks longer?" ... "Rivansea it is - Siirm, Lenari, can you check and purchase what we need to travel tomorrow?" "Shouldn''t be a problem. Fast travel or foraging? If we hunt while traveling it will be a lot cheaper, but if you want to get to Rivansea as fast as possible that would cost us about half our reserves for extra food and fodder." "I think we should try to keep as much of our reserves as possible - we might have to pay for a few weeks of an inn in Rivansea, that town has no Adventurer''s Guild, only a Traveller''s Guild." A barmaid approaches the table with an assortment of beers, wines and juices. "Here is your order, Sers and Seras.." She distributes the bottles and mugs around the table, but instead of leaving she hesitates a bit. "Sers, Seras, please excuse my curiosity, but might you be able to answer a question from me?" "Sure lass, what do you want to know?" "I know you are the famous [very high]-ranked adventurers, the Sky Arrows. But I always heard that that is a single party, and here you are with two parties sharing the name. Why is that?" "And why do you think we are two parties?" "But a dungeon party can have only six people, and here you are with twelve..." "Aahh, that - no lass, we are not twelve adventurers. Three of us are helpers that rarely enter dungeons. They get a minor share of the loot for keeping our camp ready and making travelling easier - or like Hurok here stand ready to heal anyone who needs it after we leave the dungeon." "As to why we are nine adventurers when only six can enter at one time - different dungeons have different tricks and defenses, so a party needs different skills and powers to go through them. Other parties usually try to brute-force their way through the defenses when they don''t have the correct mix of powers, but that doesn''t work as good for silver-ranked dungeons as for copper and black ranked ones." "So any group interested in clearing the higher ranked dungeons needs to be able to adapt different strategies for them. So depending on where in a dungeon we want to go, we decide which six of us will enter. That is why we are such a large group." "Not that it matters if the rank of the dungeon is too low to give any experience anyway" comes a grumbling from the dwarf at the table corner. 1.3.1 Gunny Parkinson and the first floor Arc 1 Chapter 3, Part 1: Gunny Parkinson and the first floor
Reincarnation Protocols Initiated processing Stored Soul "Master Gunnery Sergeant John Parkinson" Compatible Core [Ranger-Class][Heroic] available Race Template "Lizardmen" selected Processing 01% ... 100% complete Memory and Experience exceeding current skill rank but not core rank, converting [Xenotic] Origin detected Xenotic Conversion Processing 01% ¡­ 100% complete No Tranfer required Xenotic conversion complete Spawning Body Floor 1
Point-of-View "Gunny" ¡°Oww, my head. Did anyone see the license plate of the truck that run me over?¡± I¡¯m sitting on a stone floor in a large room, five or six meter each direction. the walls are rough stone blocks and there are burning torches on the wall - with iron holders. Really? Someone found an old medieval cellar for a base? Ouch-Headache... My head feels like it¡¯s about to split any second now. What happened? The last I remember is the helicopter on the way to the Health Institute of London, then everything gets fuzzy. I think we arrived, but what happened then and how did I end up here? Better check for injuries first. I raise my hands to my ¡­. ¡°WHAT???¡± I don¡¯t have a hand anymore, at least not a human one but something with claws. Really, really sharp looking claws on a hand on a arm that is covered partially with scales and partially with tough-looking leather. What has been done to me? My Body? I look at my body. Everything is scaled and green, hands and feets are clawed - and I even have a large tail coming out of my back - so that''s why sitting upright is so uncomfortable. Going over my head - no hair, scales from the feel of it but it appears to be at least partially human-like, not an alligator snout. Calm down John, this has to be a dream or so. John ¨C that is my name, right? Yes, I¡¯m John ¡°Gunny¡± Parkinson, and my rank in the army is Sergeant. No ¨C Master Gunnery Sergeant. And at the moment I just hope this is a dream ¨C but giving the fact that Zombies became a reality half a year ago and the USA and the entire world¡¯s humanity went almost extinct within two months, that is not guaranteed. I¡¯m wearing a loincloth with a girdle and a small bag hanging on it, and there is an iron-banded staff on the ground. Flintstone, a piece of steel and several copper coins in the bag - at least the staff seems to be a decent weapon. Spoiler: Lizardman Gunny Parkinson Picture
Using the wall I stand up - balancing with an added tail will take some practice. There is a dark opening between the two torches on one wall, and a strange door-like frame standing about ten centimeters from the wall on the other side. Nothing else in this room, and no sound anywhere - can I even hear sound? "Hello? Anyone around here?" Jup, sound seems to be normal. "Hello? I could use some help here?" At that moment a blue screen appears floating before me.
Help System activating
Sphere System HELP
Welcome to the Sphere System Help Segment This system can be activated at any time by concentrating on [Help]. If that is no longer necessary you can change this configuration under [History/Log].
We hope that your life in the sphere will be long and productive or full of challenges depending on your personal preferences. To ensure this we made the system that will manage your existence as simple as possible ¨C you really should not need such a help because everything should be self-explanatory.
Basically you can call up any of the management screens by concentrating on their name, like [Status]. If you concentrate on any word in any screen, it will bring up an explanation as well ¨C it¡¯s so simple that any idiot can use this.
If the system itself has any question for you ¨C like asking how you want to proceed, then just think the answer and the System or the Gods will handle the rest.
"Huh?" That looks and sounds similiar to those computer games my nephew always plays. Was I wounded at the HIL and then thrown into some experimental virtual reality chamber until I could be healed? Naah - technology wasn''t that advanced, and even if it was with the zombie apocalypse there isn''t enough infrastructure or electricity left to operate something like this. So what''s going on? Away with that - but it did give one hint for what to do now. [Status]
Equipment/ Inventory Infos/ Titles Skills/ Abilities Quests Gallery/ Knowledge History/ Log
Status Race: Lizardmen Primary Class: Ranger Type: Military Secondary: Alchemist Xenotic: unchoosen
Name John ''Gunny'' Parkinson max Rank [Heroic]
Level (L) 10/100 Experience (XP) 999/1000 free AttrPts 25/10
Body-Power (BP) 20/100 Endurance (EP) 242/242 Needs
Body-Density (BD) 10/100 Health (HP) 142/142 Food (FP) 100/100
Body-Flexibility (BF) 20/100 Physical Rank (PR) [Very Low] Water (WP) 100/100
[Locked] - [Locked] - Rest (RP) 100/100
Body-Aura (BA) 10/100 Control Rank (CR) [Limited]
Mind-Power (MP) 10/100 Astral (AP) 142/142
Mind-Density (MD) 10/100 Soul (SP) 142/142 Weights
Mind-Flexibility (MF) 10/100 Mental Rank (MR) [Limited] Equipment 2/40 kg
[Locked] - [Locked] - Storage 1/20 kg
Mind-Aura (MA) 10/100 Awareness Rank (AR) [Limited] Astral 0/30 kg
Regeneration and Gain Values
EP (10% BP/hour) 2 AP (10% MP/hour) 1 [Locked]
HP (10% BD/day) 1 SP (10% MD/day) 1 [Locked]
Temporary Status Effects
Name Effect
Previous Life EXP (24) Halves Experience need for next level
"What the heck... Previous Life EXP? What does that do?"
Previous Life EXP (erience)
Type Temporary State
Details You have been reincarnated with knowledge of your previous life. However due to limitations of this process only a part of your previous knowledge could be imprinted on your new form. The remaining knowledge and experience has been adapted but not integrated. This means that as long as this state has stages left, you gain future levels faster than normal.
Effect Halves Experience need for next level
Removal Each Level UP removes one stage when the effect takes place. Being Killed will remove all remaining stages of this state.
So I died at the Health Institute in London? And have been reincarnated as a lizardman in a game-like fantasy world?This narrative has been purloined without the author''s approval. Report any appearances on Amazon. Ranger and Military would fit, and "Alchemist" is probably the closest they have to "Demolition Expert". But what now? If this is like a game, then the next hint would be at [Quests]
Equipment/ Inventory Infos/ Titles Skills/ Abilities Quests Gallery/ Knowledge History/ Log
Status Race: Lizardmen Primary Class: Ranger Type: Military Secondary: Alchemist Xenotic: unchoosen
Quests: Overview List Select quest by name for details
Find and Contact Lieutenant General Marc Corwall [Limited Quest]
OK, if the General is also around here, then I know who to ask for what''s going on. Any possible details on that?
Find and Contact Lieutenant General Marc Corwall [Limited Quest]
Details Your former Boss and Commander is supposed to be around here somewhere. Start looking for him, he might be able to tell you what''s going on and what to do next.
Rewards 100 XP
Not really, so where I am? The lizardman looks around the room again. It looks like an almost empty, stone-walled cellar room. There is only one exit without a door, at one wall, the wall where two torches are anchored to both sides. The light from the torches doesn''t go far into that opening, it is extremely dark after a meter or so. The other object in the room is a stone arc that looks like a doorframe but stands empty about a handspan from the wall. It is fused to the floor and covered in a lot of strange symbols. If this is a fantasy world I would guess this is a disabled magic doorway or teleportation gate. Let''s see if I can find any way to activate it. ... ... No, nothing that I can see or feel. Both doorways seem to be two meters wide and two and a half high. Let''s see how long that corridor is. Gunny grabs the staff and cautiously goes between the torches. Surprisingly the corridor here is only two meters long, then there is another room - and as he approaches the torches behind him went dark while the torches in the new room light up. OK, this is a hall - ten by thirty meters would be my guess. There is a pillar with glowing letters on it in the center, this half of the hall is mostly empty aside from the torches and a few benches along the wall. There is a lot more in the other half of the hall, but I can only see part of what is beyond the pillar. It looks like six corridors (including this one) go out, each flanked by two torches. I don''t know if there is anything dangerous here - it usually is in games. So safety first. After carefully looking around and not seeing anything moving, the gunny quickly strides to the other side of the wall, to a corridor opening directly opposite to the one he just left. The inside is dark again, but because there are a lot more torches in the hall he can see that the corridor is only two meters again before opening into a room of some sort. If the torches are automatic here as well, I''ll need to make two steps forward, a quick look around and two steps back again. The room is identical to the one I started in, including the empty doorframe at the other end. Nothing there at the moment, let''s check the next opening in this hall. An imaginary watcher (or a dungeon core sitting a few floors below) could see the lizardman carefully checking the next two openings with the same results. The only difference is that from the position of those two corridors the gunny has a good view of what is in the other half of the hall: A large stairway going down between two seperated sections of the hall. Both sections contain desk, chairs and cabinets and are inside some sort of low fence or barrier. Hmm - that looks like regular but empty offices. I''ll check them later, this pillar is probably more important. A lot of glowing runes on the pillar and on the floor around it - unfortunately no language that I know. ... Nothing to it, the only thing I can try is touching it. [Accessing Node Menu]
Node Access Menu
Rank [Limited]
Type Creation: Rations
Matter Storage 100/100
Matter Creation 1/hour
Node Creation Options
Meat-Based Rations
Cost 10 SP, 5 Matter
Effect +40 Food (5 day fresh)
Grain-Based Rations
Cost 10 SP, 5 Matter
Effect +30 Food (10 day fresh)
Animal Fodder-Rations
Cost 5 SP, 2 Matter
Effect +40 Food (animal only, 30 day fresh)
And what would happen if I... Suddenly the runes on the pillar glow and something touches the Gunnies right hand. Before he can react, a large piece of dried meat falls to the ground. OK, the 10 SP got substracted from my status, the 5 matter from the pillar itself, and I now have enough dried meat for a meal. At least I won''t go hungry here. But that seems to be it with this pillar, nothing else. He looks around - two corridors and the stairway down, plus two empty office sections with some equipment. Let''s first check the remaining two corridors - perhaps two more gate rooms like the other four? No - this room is double the size of the rooms with the doorframes and has four torches, but is completely empty. Let''s head for the last corridor. In the last room the gunny sees something new. The room is again as large as the one on the opposite of the hallway, but where the other room was empty this contained a stone platform in the floor. No symbols of any kind are edged in here, but it is one step above the rest of the floor. When the gunny steps on it, he suddenly sees another menu opening.
Select Target Floor for Teleportation Platform
Platform inactive, no targets available
It looks more and more like a completely abandoned home base of some adventuring game - where the hell am I? And where is the General? Before I go down the stairs there are several books and scrolls on those four desks and the cabinets lining the walls. Inkwell and writing quills indicate a medieval or fantasy area as well. What the ... BLANK??? The gunny hastens to the next desk and the next, frantically checking the dozen books or so that are scattered among the almost empty furniture. All of them are completely blank, there isn''t a single word written anywhere, not even titles. Suddenly he stops - a quiet skittering can be heard from down the stairs. He looks down the stairs but sees nothing - suddenly he trusts his staff. Something tiny and white jumps away, making the staff hit only the stone floor. About two meters away from him at one of the upper stairs now stands the tiny skeleton of a rat - moving back and forth despite not having any flesh or muscles left on it. "Zombies I got from the plague on earth, but how does a skeleton work? And such a tiny one as well - that rat couldn''t have been more than twenty or thirty centimeters including tail when it was alive." It goes up and down the stairs, always looking back to me - it looks like someone wants me to follow that as a guide. Well - the stairs are the only option left, so let''s follow it for now until I see something better. ... Spoiler: Public Part of Floor 1 (includes later additions)
... Those two floors I just passed looked somehow incomplete - perhaps this base is not abandoned but on the contrary not yet finished. And the pillar I passed on floor three would only help if I get out of here to a market. What''s now on floor four? The stairs arrive at a large and lengthy room on floor 4 - it has another desk and a chair and a bed at one wall. Dominating the room however is another pillar - only this time it is not a pure green stone pillar, but there is a metal ball installed on top of it - a ball with holes through which he can see another ball rotating. And a second such multi-ball floats next to the pillar, that one glowing light blue. And this seems to be the end of these cellars, without an exit in sight. Slowly the Lizardman approaches the pillar and touches it like the others he found.
Core Access Menu
Dungeon Name general
Floors/Level 4/11
Core Rank [Mythical]
Node Rank [Limited]
Type Elemental: Water
Matter Storage 7500/7500
Matter Creation 78/hour
Node Creation Options
Drinking Water Creation
Cost 10 SP, 5 Matter
Effect +40 Water
Water Elemental Summoning
Cost 50 SP, 50 Matter
Effect 1 [Limited] Elemental (MaxRank [Mythical])
Water-type Core Creation
Cost 500 SP, 500 Matter
Effect 1 [Limited] Core usable for Golems and Spell Storage
Core Options
Data Exchange/Communication
Trade
Contract
Contest
Let''s try [Data Exchange/Communication] ¡°Ah, finally. Calm down Gunny, this is General Corwall speaking. I couldn''t talk to you before you got here.¡± ¡°Nice to hear from you, Sir. Do you have any idea of what¡¯s going on?¡± ¡°Mostly, yes ¨C what is the last thing you remember?¡± ¡°We were on our way to the HIL to get some equipment, then everything becomes a bit fuzzy in my memory.¡± ¡°We got there and succeeded, but we both had to sacrifice our lifes for the mission. And the rest is not exactly kidnapped by aliens, but close.¡± ¡°We are now in some form of medieval fantasy world where the gods have problems and decided to snatch our souls from the afterlife to help them solve those problems. I¡¯m stuck in this metal ball that was originally something like a computer to control this dungeon, while you got a lizardman body ¨C I considered that better than you having to spend months to learn how to slither along with a naga/snake body, and those two are the only races currently available to me.¡± ¡°Well General ¨C sounds like the usual business. The bosses made mistakes, even if they call themselves gods here instead of politicians and we have to solve them.¡± ¡°Then again, even on Earth a lot of politicians considered themselves gods and still made only mistakes, always calling us hard-working guys to clean up their messes¡­¡± ¡°So nothing new at all¡­¡± "That''s one way to put it. Anyway, can you please request a contract with me? Then we can talk without you touching the pillar."
Contract Offered
A contract has been offered between the Dungeon "general" and the Lizardman "John Parkinson". Both need to confirm this offer for the contract to be created.
The race of "John Parkinson" will be changed from "Lizardman" to "contracted Lizardman". This will enable several additional evolution options, but there is a chance that other beings detect the change based on the difference between their levels and or ranks.
The dungeon core "general" will gain the ability to place or delete quests on "John Parkinson"s Quests-List. It will also gain the ability to check (but not change) all other status-screens.
"John Parkinson" will be able to access the core menu options including the core boost to nodes at any node inside the dungeon "general". This excludes the contest option as long as the contract exists. Breaking the contract will cause a penalty to be imposed on "John Parkinson".
"Well Gunny, I suggest you sit down at the desk with the book to take notes, and then I bring you up to our current situation." The lizard looks at the chair suspiciously and then takes it to smash it against the wall. *Crash* - the back broke from the chair, and the Gunny could finally sit down on it with his tail. He turns toward the glowing pillar and listens to the tale. ... ¡°Well, General ¨C you never were one for the simple tasks, but from what you told me so far this tops everything, both the Zombie Apocalypse and that black ops in North Korea thirty years ago.¡± ¡°Oh? You¡¯re finally willing to forget that Korea mission?¡± ¡°Never forgetting General, your mistakes as the captain of that mission created that clusterfuck and you always need to remember that you can make mistakes on your own. But the situation with the restrictions here is indeed a lot worse. Let''s see what we can do about it.¡± 1.3.2 The Meeting - Plans for Opening Arc 1: Preparing Chapter 3, Part 2: The Meeting - Plans for Opening "OK General - it''s about one hour until the meeting with every spawn you have so far. Any last instructions on what we will discuss and plan?" "As I told you gunny, this will be about how to handle the opening as a chance to get more templates, and get ideas that might improve the dungeon later." "It would help if I had some additional info about what you want as results." "Are you talking short-term or long-term results? And about the tasks imposed on us or what I want for myself?" "All of them would be nice - I don''t like surprises or changes in objectives during a mission. And I also dislike missing opportunities because I don''t know what your goals are." "There are a lot of things here in this world that I don''t like - slavery for example, I''ll have none of that. But that is a long-term objective and I can''t do anything about that for now." "Short-term is survival and staying free and making sure we don''t end up rogue and as a target in a three-sided war. For that I need more power and more templates - the second and third floor are completed, but I will concentrate mostly on exvacating for a while because that brings the most XP at the moment." "Long-term I want to give an example of freedom and safety, but that depends on so many steps that it''s more a vague goal that I can look at in a few years - but I need to prepare for that even now." "And the meeting? What will we discuss there?" "We''ll start with brainstorming ideas on how to handle the first days of the opening - that is the main reason why I made a pair of spawns from every template I have that could reasonably help. And then everything that comes up during that discussion." ... The core node is now in a big room on the fifth floor. There is a small desk with writing utensils directly at it, and several chairs or stools around it as well. Booble floats a bit away from the desk. Two rather large, white-grey foxes are dozing below the table when a pair of naga slithers in, followed by a pair of humanoid lizards. A minute later another lizardman comes in carrying two snow owls that would have problems flying in the corridors. A black blob floats in as well, followed by the skeleton of a small rat skittering along the floor. The Lizardmen and the naga settle down, placing one hand each on the core node. "Welcome everyone to this first meeting" the General''s mindvoice goes through everyones head. "As some of you might already have heard, in about three or four months the Floor Crystals will be at their limit of storing LifeForce, and I will have no choice but to open the dungeon to release that energy. I can wait a few more weeks but I wouldn''t be able to do anything in that time because any further mana use would result in you all being poisoned by LifeForce. As soon as I open, the people on the surface will detect that burst of energy and try to block my entrance. This is done to prevent me from gathering too much templates and resources and to start a process of taming or controlling me - something that I hope to prevent. You and other spawn I will create in the next months will probably have two days to leave, gather everything I want and return to the dungeon before the entrances are blocked. This discussion is to decide which spawns are best to use and what I want gathered from where. You can ask any question you want and suggest whatever ideas you have - I will decide what to do in the end, but ideas and questions before that time will never hurt. Gunny, please start by giving a short overview over the abilities of all spawns I can create." Gunny refers to some notes before starting. "OK, I''m skipping sewer rats, squirrels and housecats because they are too small and unusable for this. Same goes for the slime - those will be usable for a number of things inside the dungeon, but simply too slow for anything outside. Next are the Silver Foxes - they are decent fighters and can be used as limited scouts, but they cannot carry anything. They could be used to herd some animals into the dungeon entrance however. The snow owls can carry an item in their claws while flying, but it''s too warm for them to handle any extended fight. As with all animal spawns they can only handle simple commands, but it should be enough to use them as watchers to alert the gatherers about approaching people. Swarms have neither the instincts of animals nor the intelligence of sapients. They have a very limited, one-goaled artificial intelligence or can be commanded for a repeat of very simple commands. We currently have swarms that can animate water (usually called water elements by the surfacers)." at this the lizardman pointed to the black blob floating above the desk. "We have an advantage here since we already have a water node - I can use that node to create water elementals without the core expending mana. That is limited however, and it would require me to control the elementals as they would not be dungeon spawns. I think I can handle two or three of them. The other type of swarm can animate bone like that skeleton mouse running around the floor, they''re usually called undead by surfacers. Currently any type of skeleton would require a spawn to be summoned and killed first, so making more would require excessive mana expendure. Additionally there are other reasons against using undead. Most likely that skelerat will remain unique. Lizardmen like me are good fighters. We have natural armour, but the opposite problem compared to the snow owls - if it gets cold, we get weaker and slower. Lizardmen spawns can act independently even outside a dungeon, but the need for mana limits the time outside for them. As a contract with a class-core I''m the only one who can currently leave and stay outside without limits. Naga are good crafters and have a lot of other advantages like being good swimmers. They also have problems if it gets cold. Unfortunately they also require four times the mana to spawn compared to lizardmen, so most of them will have to be spawned only after the opening. The physical entrance will remain closed for several days more, but the four magical entrances will have to be opened at the same time.This means we have to form several scout groups and find a way to check all four areas as to approaching surfacer troops in time to warn everyone everywhere. Communication is going to be a bitch." Silence descends on the group as all five people plus two cores contemplate this. The lizardwoman speaks up first. "How many people will we have by that time? Just so that we can estimate the size of each scout group?" The General speaks up. "There are three different limits to work around here. First, I will need about one hundred to one hundred and fifty silver foxes to complete the second and third floors. I can make some of them after sending out scouts, but a good number will have to be made before opening or I can''t guarantee my defenses if the adventurers come calling early. So you can have a large number of silver foxes to help you, although they can''t carry other things than perhaps a few plants or animals in their mouths."Stolen from its original source, this story is not meant to be on Amazon; report any sightings. "Second, by the time of the opening I should have a mana capacity of 390 MP at level 12. That would allow me to spawn three naga and three lizardpeople or two naga and seven lizardpeople directly after the LifeForce has been released from the dungeon. You would have to lead them as they would be new and would know nothing of our preparations." "Third, If I create other spawns before opening it will take energy away from excavating more dungeon floors. And I need to do that enough to get the Bonus XP for level 12 or the numbers above will be lower and a few other things won''t work." "I believe I can squeeze in about ten or a dozen Lizardmen or a higher number of animals, but I won''t know the exact number for another month or two." At this, the Gunny points toward several parchment sheets on the table. "The exact position for the transfer portals will be set later, but the General had access to some aerial pictures of the area where they will be, and I made those sketches from his descriptions. One area will be in the mountains, one in a forest, one at a large lake and the last in rural area." The other lizardman interjects at this point. "In the forest the snow owls can''t see much when flying above - but a dozen foxes sent out as scouts to watch would be perfect." "So we''ll need the core to spawn a third owl only and then use those three to scout the other three areas?" "No, my people can see underwater - the owl can''t. and we would be too slow in a forested or mountainous area, you lizardmen can run faster there. But we''ll need to be at least four to check for boats and gather objects at the same time." "According to my experience before I became a dungeon, teams of four or five people are ideal for such gathering missions into unknown and dangerous country. With one naga team and three lizard teams that means two more naga and ten to thirteen more lizardpeople. No problem if we can solve the communication problem: How to inform the other teams if one of them detects the first adventurers approaching? I don''t have any way to do anything outside the dungeon itself, and that means I can''t even talk to Gunny once he leaves. And since all four portals go into the same hall, one entering adventurer could block off all remaining teams due to the [safe] effect on the first floor. I was considering using silver foxes as messengers here." "General, what exactly are those effects and how do they restrict us?" "Let me show you the [Floor 1 Details]"
Floor Details
Floor Number 1
Floor Name not set
Details A name and details will give advice to Adventurers about the floor. As such it is usually set by adventurers by repeating a name over and over while discussing it. If a dungeon sets a name, it needs to be a truthfull description (only possible to set this with [Sapient] ability of the core)
Floor Environment Medieval Cellar
Environment Rank [Limited]
Details Rough stone masonry walls with functioning torches. No effect other than Light
Floor Effect [Safe]
Effect Rank [Limited]
Details One [Safe] effect is required for each rank of 10 floors. The dungeon cannot place traps or plagues on this floor. All Spawns and Swarms get the [Timid] Effect if they see anyone not belonging to the dungeon. Enables Placement of several special room structures that cannot work on a floor without [Safe] effect.
Explorer Details
Explorers on Floor 0
Best Explorer Rank none
Best Explorer Class none
Phases available 0
Phases occupied 0
Floor Status none
"And the [Timid] state would prevent you from attacking or using skills offensively - you could only defend or run away. You could try to talk, but that would raise a lot of questions if a new dungeon already has spawns that are willing to talk. And the only communication way I see at the moment is giving commands to silver foxes to go out and search for the teams. And you''ll know to return once you see the foxes approaching." "I think there might be a better way, General - can you create quests for your spawns in the same way as you can do for me? And what would happen if they''re outside while you''re doing this? From what I could read the quests are system-wide, which means it should work without problems." "Hmm - let me check. Yes, I can give quests - but as we have seen in experimenting the rewards for the quests will be set by the system. I can''t do anything other than setting title and details, and the rewards given by the system are limited to treasures I can create and experience that is useless without a classcore." "No need for a reward - as soon as one of the messengers arrives here in the dungeon, you create a time-limited quest to return home, with the time set as the estimate on how long we have until the adventurers arrive at an entrance." "That should work, OK - next part. I need to explain what I need to get from these expeditions outside." "First, and this counts for every team, I need samples of plants and small animals that could be used for food as well as animals that could be used to fight in defense of the dungeon. They need to be brought in as complete as possible (with roots and seeds in case of plants) to be placed on a scanning structure so that I can try to get a template. In case of animals it would be better if they''re still alive - I can try to get a template from a corpse but that has a reduced chance of succeeding and a higher chance of resulting in a damaged template." "Second, the entrance in the mountains will be placed near something that looks like an abandoned mine or an abandoned camp or so. I hope to get some tools and especially dwarven golem gear or similiar things from there, and some burrowing animal from the area in general. If I can create enough spawns I would prefer two teams through this entrance." "Third, the city of Rivansea. Here I want to get a good enough mix of samples (fish, algae, sand, corals, whatever) to be able to create a sea environment from them. This is both to fish for food and to provide a different form of obstacle - I think few adventuring parties are equipped with water-breathing magic." "Fourth, the elven forests. I don''t have anything special here - mostly because the tree tops prevent me from really seeing anything. I hope that there are no rangers near wherever I end up with the entrance - I can only guarantee that it will be two or three days from the next big city, but I can''t guess where they have their villages. So I would like to send a good number of foxes with the team to slow down pursuit if that happens, and anything special the team finds would be nice. "Fifth, the rural country around the so-called Republic of Kaarg. They''re anything but free or for the people, and requiring serfs to give their dead to necromancers is especially bad. But we need to know what to expect from parties that use zombies, and they have the most public display and use of magic. Getting examples from their herb gardens would be nice, and I think we might consider trapping a group of their undead if we get a good chance." "In a way, the last point about herb gardens count for everything else - anything that would give me the chance to get some more potions or treasures to create would help." .... "Thanks General, I think that we can work out more detailed plans in the next months. However two questions remains: Which team should I lead, and should I return to the dungeon or hide outside? As a contract I can survive outside - your spawns can''t until they get a class-core. And it might be of advantage if you have someone outside, I could return as an adventurer later." "That assumes no one detects the contract - and I think I need someone helping me here the first time. You can still leave through the real exit when I open it a few days later. And I think one of the two teams to Bremarin would be the best choice as there is much to gain from there." "Perhaps, but the capture the zombie idea would probably need my help more." "We can discuss that depending on what plans we can come up with." 1.3.3 The Meeting - Plans for the Future "When you return with your catch, you''ll have to bring it to the scanning structure. I haven''t built it yet because I don''t know where I should place it - the node room of the fourth floor would have the advantage of being near to the entrances and the disadvantage that the adventurers could reach it early and connect it to a shrine of Pilia and that would be bad." "Oh mighty core, why is that a problem? Do we have to prepare for a holy assault by the gods? I thought you have the favor of Bareen?" "No, naga, I don''t have anything against the gods..." A quiet muttering is heard from the desk where Gunny sits "but if we find something that works against them, we''ll tell you." "... and yes, I am in Favour of Bareen - in fact I work for her as she has given me important quests. The problem is how the surfacers use the aspects of some gods to make controlling dungeons easier for them. I have some ideas how to prevent that, but those ideas take time to implement. That''s why I don''t want a shrine to Pilia to be made on my first floor." "Then why don''t you build a shrine to Bareen on the floor? Even we naga sometimes pray to Bareen in her aspect as a healer for our children." "Unfortunately I can''t do anything like that, only a priest can consecrate a shrine to his or her god or goddess. As a dungeon core that is completely outside my options." "Not so fast General, don''t dismiss that idea yet - humans are creatures of habit after all. What if we paint some symbols of Bareen into the free room and you use your request to have Her confirm them. I doubt that any priest would want to create a temple for a different God there - not unless those gods are opposed to each other." "Worth a try Gunny - but you''ll have to do it because you''re the contracted living being here. All dungeon spawns would be similiarly constricted as me. But if the naga want to pray to Bareen - I think I''ll enlarge the room that ends on the other side of the temple-to-be-wall. It''s not the same as going into the true shrine, but you''ll be nearer to that true shrine if you want to pray." "OK, next point - when the teams return from scouting everyone will have to take a place on the fourth floor as a defender. I don''t like to use people as cannon fodder and I''ll replace you and move you down as fast as possible, but at the beginning I simply don''t have a choice. That is another reason why animals capable of fighting are a target of the scouting." "Oh mighty core" comes from the lizardman-spawn "we have no problems with giving our lives for the one who created us." "Perhaps not, but that is how the system wired spawns and their cores. It is not something I approve of and I will try to make it better in this dungeon." "Then that rumor I heard might be true? you really want to bestow each of us the honor of a name?" "Long-term, yes. I just don''t have the mana to start that way. But I want all my sapient spawns and their children both named and be given class-cores. Unfortunately even a [Limited]-rank class core costs 500 mana to create, and I can''t even spare the naming cost yet. But after the scout teams return I''ll start the naming for the first few, beginning with the more successful ones. Just don''t let that go to your head - you can''t be named if you''re dead, so don''t take unneccessary risks during the scout mission." "Another question, General: What exactly are the effects of LifeForce Poisoning? If it is something minor we might be able to handle it if that means you can use more mana before opening - especially if the effects drop quickly enough on opening."If you discover this narrative on Amazon, be aware that it has been stolen. Please report the violation. "Good Question - Booble?" "OK, I think we can handle a single stage if we do nothing - two stages would mean no way to replenish mana and be useless. So one day before opening the General can use up to 39 mana and that would require him to rest for 36 hours to get that power back. And we wouldn''t be able to do anything while we wait, because we wouldn''t be able to heal until later. How much later, Booble?" "OK, if no one has any other question then that would be it." "Meeting dismissed" ... For several days, everyone continued with their work. The core by slowly exvacating the rest of the floors four to six and putting some refinements to the hidden areas on floors one to three, the gunny by training with the six spawns and trying to teach them tactics and what to do. But the training didn''t go as the gunny expected, and finally he goes to the core in his frustration. "General, can you explain something to me? I tried to improve our chances by training with the others, and it doesn''t work. Not only can''t they understand what I''m trying to tell them - today they have even forgotten tactics they used yesterday." "Oops, sorry gunny - I was occupied with designing additional floors in the floor crystals. Otherwise I would have explained it to you." "It''s the reason why everyone wants to gain class-cores instead of the spawn-cores they currently have. Spawn-cores can''t handle experience, instead they automatically adjust levels according to floor number. That is why all spawns like to wander lower if they can - they become stronger and better if they do. But if they move up in the floors they become weaker again." "A class core on the other hand doesn''t increase by changing floors, it increases by experience and training - and keeps that experience even when going up. Your last training was in one of the higher floors than your previous ones, that''s why they suddenly were weaker." "However that also means that you should train on the first floor only - since that is the floor when they leave, they will all be at that level. And I''ll better assign two silver foxes as some form of bodyguards to every naga or lizardman that I send out." "That''s not good, sir - any chance we can get something better for the missions?" "Not really - theoretically I still have the new scout charge I gained from the rank-up, but sending that out would not guarantee a result and I''m still low on DP. I want to save that charge as long as possible, perhaps even use it for spying instead of searching for templates." "I might be able to improve one or two of them by declaring them bosses, but that would bind them to the defense of the fifth or sixth floor - an almost certain death sentence later when the adventurers come in, because I won''t be able to unbind them for several months." "You still might have to do that General - they are soldiers and would volunteer, and we both know there will be losses on the way. And this might make the difference between loosing one volunteer or loosing two or three regulars, perhaps even the mission." "With the way the system has created the minds of spawn that isn''t really volunteering, but I have to agree that it would be helpfull to have a stronger boss or two. By the way - I''m finally on level 12 and gained the skill Node Improvement. I would like you to go to floor 4 and use the node to create a lot of lake water. It will flow down into the basins, and every bit that you create by node will be less mana from me to fill everything up." Four Months later "OK, everyone in position and ready? The silver fox scouts will sprint out first to form a perimeter around the transfer gate for three points, the first gate however will be handled by the naga alone. After the foxes, everyone goes through and splits up on the other side of the gate - don''t block your fellows by standing and gaping in the middle of the gateway." "Aaaand GO!" Interlude 1.3: The Opening (Guild P-o-V) Interlude 1.3 The Opening (Guilds Point-of-View) Bremarin Dungeon Office, Bremarin, Dverolion Empire Dungeon Manager Centurio Ohannus looked up when a legionnaire stormed into his office without even knocking on the door. "Centurio Ohannus, the Augurs send a message - they have detected four dungeons opening, one of them on empire land about two or three days marching from here. They say that the LifeForce spike was irregular but at the upper end of the regular scale." "What? Where exactly is it and how fast can we get a troop there?" "They say it is almost exactly on Blackmoss - depending on the remaining quality of the old road it could be either two or three days of marching to there." "Run to the sixth cohort and tell them to prepare for a forced march. I''ll join them in an hour and we will get there tomorrow to claim a new dungeon for the glory of the empire!" Councillor K''tara Living Room, Leve''Talun, Combined Cities of Lefor''ga "No, dear, I don''t think we can allow your daughter to stay at the Ranger Camp anymore. I agree that her prank was funny and no one got hurt, but we also have ..." There was a knock at the door and both the elven Lady sitting at the table and the Paut''a female lying before it looked to the door. "Yes? Please enter." An older elven mage opens the door and makes a simple bow. "Myladies, I have come from the mage tree to inform you that we have detected four dungeons opening at exactly the same second, one of them on our lands near Leve''Talun." The Paut''a is the first to speak "Four at exactly the same time? That is highly irregular, there is no way that four dungeons could have been able to synchronise their development even if they were spawned at the same time." The elven lady interjects "yes, but do you remember the message we received from the oracles half a year ago?" "The one telling us that the gods have started games again? Games as in plural, and that some of those games need to proceed for our cities to prosper and that other games need to be stopped to prevent a lot of harm?" "Exactly, and I think that only gods could have made sure of four dungeons opening at the same time. Unfortunately the oracle couldn''t give any hints as to which games need to be stopped and which need to be helped - we have to proceed with caution and have to guess." "Yes, that is the only thing we can do for now. Mowron, please send two squads of sworddancers and one squad of rangers to the position that you''ve found. Make sure any dungeon spawns are caught or killed, and report anything that seems to be unusual." With a quick bow the elf leaves again and the two ladies return to their previous discussion. Freedom Service Main Office, Hope of Freedom, People''s Realm of Kaarg The large office is bustling with activity, several clerks filing away data in various books or storing it into memory crystals. A female officer strides through the hall ignoring all of this, going to a section with a better desk than the others in the room.This story is posted elsewhere by the author. Help them out by reading the authentic version. "Citizen, I''m here to report that the third circle has detected a dungeon opening about two days from Hope of Freedom. There are some irregularities concerning this opening and the Second Mage wishes for a detailed analysis of this dungeon." "And why have you come here with this? The main task of the Freedom Service is to guarantee the freedom of all citizens by ferreting out any empirial spys and subversive elements hiding in our society. So why should I care about Dungeons that are the tasks of the third and fourth circle of necromancers, citizen messenger?" "I do not question my superiors or my commands. Citizen, I was ordered by the Second Mage of the Third Circle to come here and tell you to send your people to that dungeon and analyse it." "Grmbl - I don''t even have enough watchers to make sure that there are no subversive elements left here in Hope of Freedom, and my police force is already overwhelmed to make sure that our realm stays free and prosperous, and now I have to divert some of them to a dungeon?" "Fine, I''ll do it - but take a message back to Second Mage Lia that I want a volunteer apprentice to be gated to the position to make sure none of the spawn get out. And if the first gate fails, send another volunteer. Now run back." "I hear and obey for the Freedom and the Revolution, Citizen Chief!" Still grumbling the chief reached for the cabinet containing his personnal files and checks them. "Hey Citizen Hanson, send a runner to Citizen Owlkan, the commissar of the trade center - I''ll have a temporary emergency reassignment for him. He should pack for quick travel and about one or two weeks of mission time. He is to report to me within two hours, ready to travel." Reception, Rivansea Traveller''s Guild, City of Rivansea An old man with a large white beard stands at the reception, chatting with the young girl manning it when the door to the Traveller''s Guild opens and a woman in the uniform of the city watch comes in. "Hey Kerstin, can you get me - Oh, Master Orven, just the man I''m looking for. The City Council needs your advice and help." "Certainly, Constable - what is the reason for your visit?" "About one or two hours ago several workers and lookouts from the harbor reported that something moved or shifted on the Rock. Checks with fieldglasses confirmed that there is now some form of outcropping that wasn''t there before, something that looks like a cave entry." "Are you telling me that a dungeon opened on Rock Island?" "Probably. We don''t know because we don''t have an adventurer guild that could check those things. But the council remembered that you were an adventurer for some time in your youth, before you became guildmaster of the Travellers Guild. So they want you to check on it." "Never thought I would go dungeon delving again in my age. However, I can''t really handle deep delving anymore. Please tell the council that I''ll instruct some of your city watch people in how to contain a new dungeon - I''ll need four watchmen per shift, at least two of [Very Low] or higher rank. Placing [Limited] watchmen recruits there would only put them at risk." "I''ll make a quick survey of the first floor only and report what I suspect the dungeon cores ranking might be. But anything else has to be handled by professionals depending on what I find on the first floor. The council will have to front that cost. Luckily there is a group here that can handle almost anything..." The man raises his left hand and touches a ring there with his right, muttering "... now where in this damned storage ring have I placed... no, not the asfen-wand although I thought I lost you years ago... remind me to give that food to the cats behind the guildhouse... ah, there you are!" Two crystals materialise on the reception''s desk. Orven pockets one and pushes the other to the receptionist. "Kerstin, please send Muriel with this crystal to the ''Iron Cauldron'', for the last week the Sky Arrows have been staying there. She should ask them in my name if they could remain on standby tomorrow - I don''t want to raise them for a black-ranked dungeon, but if it is anything that I can''t handle I''ll flash them the beacon, and its twin will be placed on the new dungeon entrance so that Park could trigger a gate there." "Constable, the Rock is almost barren and there is nothing with any fighting capacity on it that the dungeon could gain. If the dungeon has a spawn that can be modified to enter the lake - there are only two or three places where it is even possible to climb up from the water, and most spawns would have problems finding them in time, especially after a water fight and trying to drag anything with them. But because of that difficult climb, we need to get there with equipment for it - that takes today to prepare." "Have the council hire one of the fishing ships and have the winch for drawing nets reconfigured for cargo lifting. We''ll need a number of logs and ropes and some tents for now to build and man a blockade. Have ten of your people ready to leave tomorrow dawn ready for combat. We better take two or three rowboats along to help in the landing and to check the other places where someone could climb up to the rock." "That should be sufficient - now please leave me for my own preparations, I''m no longer a young adventurer. Kerstin, after Muriel returns send messages cancelling any appointment I have in the next three days." 2.1.1 The Forest and the Lake Arc 2: Opening Chapter 1, Part 1. The Forest and the Lake Damn it - if I had known that the magic openings would also give me environments, I would have taken more care with the two that resulted in doublettes. The Core muses while reading the new notifications.
Opening Remote Entry Halls #1 to #4 Forming surface land to include regular opening #1 to #4 Placing magical transfer formation #1 to #4 Opening and permanenting Gate #1 to #4 Analysing environment #1 to #4
Environment #1, "City Rivansea": rock and water [Water Caverns] already known, no effect. Environment #2, "City Leve''talun": elven forest [Elven Forest] unknown, processing. Effect [Elven Serenity] not compatible to Dungeon, converting to [Safe] Environment [Old Safe Forest] gained Environment #3, "Blackmoss": mountains [Natural Caves] already known, no effect. Environment #4, "City Hope of Freedom": rural country, light necromantic concentrations [Rural Necromantic Country] unknown, processing for full effect. Environment [Rural Necromantic Country] gained.
Old Safe Forest
Rank [Very Low]
Placement Cost 80 MP
Description An old forest with large trees is what this environment resembles. The dungeon walls will become impassable thorn shrubbery and real trees are encouraged to grow in large rooms. A limit on the number of rooms will also limit room-based structures, but for all other structures there will be enough space in the large rooms.
Abilities
  • Includes [Safe] effect into environment, regular effect can be added.
  • Cannot be placed on existing floors, only while inside the Floor Crystal
  • Increases floor height to a minimum of 15 meter (plus modifications)
  • Minimum Room-size on this floor will be 40x40 meter
  • Maximum number of rooms on this floor is 6 (Half Core-Rank)
  • Provides Earth-need for plants
  • Provides Light for all and Tan-need for plants
  • Plants grow at +50% natural speed
  • Fruits regrow and ripe at double dungeon speed (two times per day)
Rural Necromantic Country
Rank [Average]
Placement Cost 1000 MP
Description At first glance a peacefull looking rural country where people can grow crops, until a second look reveals the horrors. Walls will look like mens-height versions of field separation walls, ground will be earth and ceiling will be a grey sky illusion. Provides Light, Earth and Tan for growing crops, but also gives +2 level to all necromantic objects and +6 levels to necromantic swarms.
The forest gives some options for the required safe-floor of the next rank. The other one - not looking for another Zombie Apocalypse so it can stay forgotten in the vault. Now wait until either the first gatherers return or an alert message comes in. Must not forget to activate the illusion of a regular entry as soon as I have the 10 mana per entry - they''ll learn better as soon as they are inside, but knowing it''s a magical transfer before entering might cause the first visitors to hurry or make special preparations. ------------------------- The ancient forest is almost silent, only occasionally a bird makes its presence known. Tall trees stand wide apart with long grass growing between them. Suddenly part of the grass sinks down at one place, while opposite a small knoll rose. When the floor had dropped by a bit more than a meter, the now almost vertical wall to the knoll-part opened into a small alcove. Inside the alcove magical symbols appear and a gate opens. First a dozen of grey, almost silvery foxes run out and spred, running in every direction as fast as they could. They are followed by a group of five lizardpeople, accompanied by another dozen foxes. The lizards begin to check around and take samples of the grasses and ferns while the foxes sniff around, sometimes yelping to bring attention to a mushroom or herb hidden under the grasses. After an hour or so the bags are full and the lizards return to the alcove while the foxes remain - some start hunting for mice or rabbits. A bit later the lizardpeople return with empty bags and widen the search area, repeating the process. ... One of the first foxes to go out sits next to a tree. He hears the other spawn still gathering in the distance, but his attention is focused outward. Several hours have passed and his mana is getting low - he needs to get back into the dungeon soon as he becomes hungry. The forest is still silent and empty - wait - no nothing. His ears flicker a bit but he hears nothing. "Cuuuuteee" Four black paws land less than half a meter before his snout as two hands grab him. To anyone from earth it would have looked like a twelve-year old girl in light leather armor trying to hold a grey whirlwind trying to escape - if said human had ignored the bottom part where the girl had the four-pawed body of a large black panther instead of human legs. Luckily for the fox the girl failed to grab him properly, and ten seconds later a grey body flashes away yelping. "Yap Yap Yap..." The elf in a similiar leather armor stepping out of the forest makes a few guestures and several more elves ran on, trying to catch the fox. He approaches the pouting young paut''a with a look of reproach. "Liri... Young Lady K''tara, when I discovered you secretly followed us, I let you stay instead of loosing several sworddancers to escort you back because you promised you could run the forest silent and unseen." "Can you please tell me which of your teachers told you that yelling ''cute'' into the forest is a part of being silent and unseen?" "But but but I''ve never seen a grey fox with such nice fur. Please don''t be angry with me..." "If you hadn''t pounced early, we might have been able to catch that fox - especially as it seems to have been set to watch. Now we can only hope that his warning was late. Let''s go on." Ten minutes later they arrive at the opening to a cave in the grass floor of the forest. Two dozen elves of both gender stand around, most with swords and several with bows and daggers. "Report" "When we arrived, we saw several lizardmen and a dozen or so foxes running into the cavern. I tried to target one of the late arrivals with my bow, but another fox jumped me before I could fire. It appears that they have taken samples of the forest before fleeing." "This part of the forest has been under the [Elven Serenity] magic for centuries - I doubt that they could have found anything dangerous here, but they might have gotten some valuable herbs or mushrooms. But the dungeon having sapient spawns, and those lizardpeople having already trained those foxes - it''s very unlikely that this is a black-ranked dungeon, it has to be copper ranked or even higher than that." "The run through the forest has left most of us too exhausted to handle something beyond a black dungeon, and it''s already late. Let''s rest for today, the rangers should watch the dungeon in the night while the sworddancers should rest and prepare to enter the dungeon tomorrow."If you spot this story on Amazon, know that it has been stolen. Report the violation. "Alum, Siri, Orin - please escort Lady K''tara back to Leve''talun and give Councillor K''tara a full report. Not only on what we found out about the dungeon, but also the young ladies latest actions. We''ll wait for the councillors answer as to what to do about the dungeon tomorrow." ... Gunny, where are you? The return quest was given half an hour ago when the fox came in. What have you found in Blackmoss that made you not hurry back... Two hours since the alert and still no Gunny. But no Elves either, what are they doing? It''s getting dark - they might not see a black water elemental looking out of the dungeon. Let''s send one to scout. So they''re camping and guarding? It appears they will wait to enter tomorrow. New quest for gunny - Elves are camping, six hours to return. OK, let''s check the forest haul first.
Example Absorption Complete
Success Rate 18/23 samples (78%) High grass, normal fern, blue fern, Champignons, Keern Mushroom, Lindalshroom, Elven Star Tree, Field Mice, brown bunny, ...
Some edible mushrooms - the hallucinogenic one might also be useful. Grass and fern and tree I would basically get from the environment anyway, the animals are only useful if I want to start breeding the foxes as they would need food if they''re not spawned. The environment is still the best thing I got from that exit. Bad Luck. Hope Gunny is still OK.
At the same time the hole in the forest opened, the stone of Rock Island in the river lake called the Rivansea also shivered and opened a hole. Again it was only an alcove where magic symbols appeared - but the angle of the place meant that the inside of the alcove could not be seen from the harbor. Five naga (two male and three female) slowly crawl out of it - keeping their bodies as low as possible as not to be seen from the near shore and the city harbour. Using their long snake bodies they quickly glide down to the sea, using the four arms on their otherwise human torso to guide and hold their position where neccessary. Once in the water, one of the females quickly swims around the island, while the others split in pairs and drop further down to the bottom. They start gathering underwater plants that grow on the bottom, and place them into nets. Twenty Minutes later they hear a call from their fifth member: "I''m one third of the distance to the harbour and can now see the keels of their ships. It appears that one of the fishing boats has been called back, but they''re not putting any effort into speed." The two pairs continue to collect plants and occasionally drag their nets to catch a fish or two. [Ping]
You have a new Quest
Single Healer Return to Base
Details One Healer needs to return to base, one of the Lizardmen has been wounded.
Rewards Fame +1 (reduces naming cost) No XP gain as Spawn Core cannot handle XP
"Hey, do you have new quests? The core wants me to return to heal a Lizardmen?" "No" "No "No" "No, it''s not a recall - we continue to collect." "I''ll help you in a three-team to collect larger samples until she is back. I''ll come to your side." Upon approaching the pair, the male naga speaks again. "There is a large crab about two hundred meters back, that would be a nice catch for the core as a new defender." The three naga spread out a bit and approach the crab. Its shell is about 60 centimeter in diameter, making the entire crab almost a meter large. It has the usual two eyes, but they are farther apart than usual and there is a strange ridge and something that does not look exactly like a third eye between them.
Combat Initiated
Naga A, Naga B, Naga C vs. Spearcrab A
Spoiler: Combat: Short Description
The three naga surround the crab, which begins to open and close its claws as well as turning in place to keep everyone in sight. One naga tries to get a staff under its body but hits it instead, creating a dull thud. The crab dashes forward to escape and at the same time attack the other male naga. He prepares to block the claws, but is surprised when something spear-like extended from the ridge between the eyes of the crab, impaling on his snake tail. The female naga drags the wounded away to prepare to heal him, while the first naga finally manages to get his staff under the crab and overturn it. It''s legs are now dancing helplessly in the water. Spoiler: Combat: Long Description
The three naga surround the crab, which begins to open and close its claws as well as turning in place to keep everyone in sight. The naga ready the wooden staffs they had strapped on their backs while gathering. One naga tries to get a staff under the crabs body but hits the carapace instead. A dull thud indicates that it didn''t do much damage. The crab dashes forward to escape the attacker behind it and to attack the other male naga in front of it. The Naga prepares to block the claws, but is surprised when something spear-like extended from the ridge between the eyes of the crab, impaling on his snake tail. The crab is partially immobilized as it can only slowly withdraw its bone spear, but the bleeding wound it created doesn''t look good for the naga. The female naga grabs the wounded with three arms while using her last hand to push on the crab. That push frees both as the spear is now out of the wound. She opens her top as soon as they have a short distance to the crab. in the same time the naga that missed with his first try sneaks up on the crab again and manages to get the staff under its body with the second try. Heaving with all four arms he manages to overturn the crab. It''s legs are now dancing helplessly in the water. After a quick look to his comrades who seem to be OK and healing he bind the legs with rope, taking care to block the crabs hidden spear as well. Spoiler: Combat: Battle Log
Battle Log
Naga A readies Staff Naga B readies Staff Naga C readies Staff Naga C attempts to sneak - skill failure Naga C attempts to push staff under carapace - target failure Naga C hits Spearcrab A for 6 damage (4 damage absorbed by armour) Spearcrab A [HP: 32/34] Spearcrab A rushes Naga A Spearcrab A uses [Water-pressured Bone Spear] - skill success Spearcrab A impales Naga A for 8 damage. Naga A [HP: 12/20] Naga A has [Bleeding] inflicted Spearcrab A and Naga A have [Move Restrictions] applied Naga B pushes at Spearcrab A - skill success [Move Restrictions] cancelled for Spearcrab A and Naga A Naga B removes her top to prepare feeding [Healing Milk] Naga C attempts to sneak up behind Spearcrab A - skill success Naga C attempts to push staff under carapace - skill success Naga C attempts to overturn Spearcrab A - Body Power check successfull Spearcrab A has [Move Restrictions] applied Spearcrab A has [Combat Penalty] applied Spearcrab A has [Skills Disabled] applied Naga A drinks [Healing Milk] and is healed for 2 HP Naga A has stopped [Bleeding] Naga C binds Spearcrab A
Victory Result
All Naga receive Fame +2 (reduces naming cost) No XP gain as Spawn Core cannot handle XP Spearcrab captured
The naga continues sucking until his wound is completely closed, and a while later the second female returns from the Dungeon. "The team to Kaarg had the bad luck that there was a travelling apprentice necromancer near their entrance. We lost a Lizard and seven Silver Foxes and I had to heal the survivors, but the core decided to send them on gathering as it was only a single apprentice and no troop to block the entrance." "I also brought a larger net so that we can catch fish." "Anything visible on the harbour?" "No, this is booooring - I was tempted to come back to help you fight, but I wouldn''t have made it in time. I carefully looked above water a while ago. The fishing ship is being refitted for transport of soldiers, but they don''t seem to hurry. If they continue at this speed, it''ll be night before they can travel." "Then let''s continue gathering - and be more careful about animals when we see more to catch." The naga work in silence for a few more hours. [Ping]
You have a new Quest
Abort Gathering - Return to Dungeon
Details A Paut''a has almost captured a Silver Fox Guard, and the elves are approaching the entrance in force. You have 20 Minutes to return
Hints I think the elves will take a few minutes to prepare for entering, but don''t waste the countdown.
Rewards Fame +1 (reduces naming cost) No XP gain as Spawn Core cannot handle XP
2.1.2 Blackmoss (Gunny PoV) Arc 2 Opening Chapter 1, Part 2: Blackmoss (Gunny PoV) An old road overgrown with bushes and even a tiny tree meanders through a narrow mountain valley. At one side in the mountain the stone suddenly moves, forming a small alcove. Magic symbols appear and a portal opens. Three dozen silver foxes and ten lizardpeople come out. One of them is obviously much more powerfull and experienced than the others. "OK, exactly as planned - team two, you go right and look for anything to sample in this valley. It leads to a larger valley in a few hundred meters, try to find any burrowing animals there to capture. The rest of you follow me to the abandoned mine at the end of this road." Jogging on Gunny and the four lizards accompanying him reach the ruins of an old palisade about ten minutes later. Three old and partially collapsed wooden buildings stand as anchors to several wooden palisades that form a barrier around an old mine entrance to the side of the vale that has also become larger in this area. An old sign over the large gate gives the name of the settlement: "Blackmoss". Carefully they are picking their way through the ruins. Strange - why are the palisades double-sided? you can''t go up from the inside of the camp, you''ll have to enter them from the buildings. That isn''t very effective to repel monsters attacking the camp... The five lizards pick their way through the main building toward the mine entrance, occasionally taking a rusty weapon or other equipment lying around into their bags. They soon enter the mine and are only a few meters in when Gunny suddenly stops. Huh? Only a short tunnel to a room six by six meters? What kind of mine is this? Wait a second - STAIRS??? There is no way to take mine carts up or down stairs - even the rails from the entrance terminate in this room after only three or four meters length. That doesn''... Oh my god - this isn''t an abandoned mine, it''s a dead dungeon that had used a mine template for environment. That''s why the palisades were both directions - to contain the dungeon as well as defend to the outside. This changes everything - what we could learn here about the way dungeons are contained and destroyed... "Change of plans. You" the gunny points to one of the lizardmen that stand behind them. "You are now leader of team three. You run back to find the other team, then take two of them as your new team members. Team two is to continue their task with only three people, and you will take the other two to the buildings out there. Take whatever you find from the equipment left as samples, but not only item samples - try to map the entire buildings and how the structure is laid out. Any maps or scraps of parchment or whatever recordings might be left also have priority." "The rest of us will continue here, we need to get as deep as possible in the time we have." On his way to the stairs the Gunny looks at a place with rough stone instead of ground - that must have been the place where the floor node once was, and the adventurers seem to have hacked it loose and taken it. The group goes down - no resistance so far, and no dungeon mana around either. This dungeon is truly dead from what he can see. The stairs end in a small room with an exit on the other side, behind whic the tunnel takes a sharp turn right. Whatever contents were in this room they are now trashed, with a few bones of something doglike lying around. Slowly the group continues on. "six meters wide on the first floor, nine or ten here - the former core of this dead dungeon must have been very low ranked. Still - if you see anything standing out, please say so." On the third floor gunny passes a room of the usual 36 square meters before finding something different. A large hall shows again a number of dog-like skeletons, but also a number of cores lying around - and everything overgrown with a strange black-colored moss. [Identify objects] [Identify plants]
Identification successfull for:
Strike Hound Skeleton
Details This is a skeleton of a long-dead Strike Hound The Strike Hounds are bred and trained by the Dverolion Empire to be their first-strike cannon fodder agains both enemy armies and on dungeon assaults. They are agressive and fast breeding, making them ideal for such tasks but more or less useless for anything else than fighting and sometimes guarding.
Hints Could be animated with between two and five ranks of boneswarms to be a [Very Low] ranked skeleton.
Black Moss
Details This is a moss-like plant of black color that seems to have no need for sunlight to grow. Instead it can grow on earth alone.
Hints This plant seems to have degraded from a more potent version. Your skills in the area of flora-knowledge are not high enoug to guess its origin.
Beast Core Type: Roamer (Strike Hound), damaged
Details A beast core can give an animal or animal spawn a number of skills depending on type and on animal, and enable it to learn from experience. It can also enable a rebirth magic while maintaining most of the experience and memory (depends on corst of rebirth magic). Roamer type cores give skills for travelling and fighting depending on the animal (grazer or hunter), with usually neutral behaviour and average aggression. Spawns with Beast Cores can become Floor Bosses, but have to move deeper if they level up. There is a 50/50 chance for the Dungeon Core to absorb the Beast Core on death of the spawn. If the Beast Core is not absorbed, the adventurers might claim it as loot.
Hints Natural breeding has a 40% chance of granting an animal a beast core on birth. If a core is damaged by more than 50%, all rebirth rituals will end with an experience and memory wipe - it''s cheaper to get a new animal with a core by breeding
Objects 1x damaged 76%, 1x damaged 62%, 1x damaged 57%
Beast Core Type: Challenger (Badger), damaged
Details A beast core can give an animal or animal spawn a number of skills depending on type and on animal, and enable it to learn from experience. It can also enable a rebirth magic while maintaining most of the experience and memory (depends on corst of rebirth magic). Challenger type cores give skills for fighting and often cause a high aggression in the animal, resulting it leaving its area to seek out foes. Spawns with Beast Cores can become Floor Bosses, but have to move deeper if they level up. There is a 50/50 chance for the Dungeon Core to absorb the Beast Core on death of the spawn. If the Beast Core is not absorbed, the adventurers might claim it as loot.
Hints Natural breeding has a 40% chance of granting an animal a beast core on birth. If a core is damaged by more than 50%, all rebirth rituals will end with an experience and memory wipe - it''s cheaper to get a new animal with a core by breeding
Objects 7x damaged 95%, 4x damaged 60%, 2x damaged 35%, 1x damaged 15%
Beast Core Type: Hoarder (Badger), damaged
Details A beast core can give an animal or animal spawn a number of skills depending on type and on animal, and enable it to learn from experience. It can also enable a rebirth magic while maintaining most of the experience and memory (depends on corst of rebirth magic). Hoarder type cores give skills for fighting, travelling and gathering and often cause a defensive aggression in the animal that is only triggered if its lair or its hoard is threatened. Spawns with Beast Cores can become Floor Bosses, but have to move deeper if they level up. There is a 50/50 chance for the Dungeon Core to absorb the Beast Core on death of the spawn. If the Beast Core is not absorbed, the adventurers might claim it as loot.
Hints Natural breeding has a 40% chance of granting an animal a beast core on birth. If a core is damaged by more than 50%, all rebirth rituals will end with an experience and memory wipe - it''s cheaper to get a new animal with a core by breeding
Objects 1x damaged 90%, 2x damaged 75%, 1x damaged 50%, 1x damaged 25%
"OK, this looks as if that black moss is what named this dungeon - take several samples. Add that strike hound skeleton there - it seems to be the most intact, make sure to get every bone. And all the cores, no matter if damaged or not. One of you then hurry back to the entrance with the full bags - if team three is already back hand them over, otherwise deposit them at the gate where they can''t be missed and return here." "The rest of us will slowly continue deeper while you''re doing that." The three lizards continue to the other end of the hall where a small opening leads to the third and last room on this floor. Stairs on the other end of the room lead farther down, but in this rooms there are the broken remains of a node. Hmm - the first two floors the nodes were carefully hacked loose and completely taken - here they have only smashed it. Why weren''t they interested in this one? "Collect the pieces - having even a broken node to analyse should help the General, he can''t destroy his own nodes after all." Continuing down to the fourth floor they see something more like a dungeon. Gunny stops at the entrance to a 6 by 6 meter room that has exits on all four sides. "OK, Lecture time my friends. If the General''s plans succeed and he can hide his fifth entrance, then we will need people who can travel into the unknown and know how to handle caverns and labyrinths. So I''ll use this opportunity to explain the basics to you." "In any natural cave and in simple labyrinths the easiest rule to find your way around and back is to always go left to the first left way that continues. That way if you need to run back you''ll always know to alway go right and you''ll be back at the entrance." "That will not help you with a dungeon designed by the General or anyone else who knows how to design around that simple method. So you''ll always mark the way you came from with a symbol you know and that preferably points toward the exit. If you get into a loop and see that symbol again coming from a different tunnel, then you don''t make a new one but mark the tunnel where you previously entered and the one you returned from with a circle or a similiar symbol." "Before entering a new room - ah perfect, you''re back and we''re four again - before entering a new room you''ll have to check if there might be anyone in an edge you didn''t see from outside. No one in this case. The room also contains nothing new for us, just debris - but it has three other exists." "You - mark the entrance as explained, just use the soot from that broken torch there. The rest - check each exit before continuing. What is on the other side?" "The opening on the other side to our entrance shows to tunnels branching left and right, the two openings to both sides show a room each. But only one of those rooms has a further exit. This is a case where we don''t use the ''go-left-rule'', but only because we are four. One stays here to watch the other two exits we know nothing about, the other three follow me to check the room to the right where we know it''s a dead end."You might be reading a pirated copy. Look for the official release to support the author. The room is filled with bones and debries and black moss like the other rooms, the gunny just takes another beast core before marking the entry to the room with an X and continues to the left exit and the other hall. Another abandoned hall and a short winding tunnel later they find the former noderoom of the fourth floor. Again the node has been carefully taken from here. And the further exit on the other side of the room is full of rubble. Damn it - that looks like stairs down, and completely blocked - we have some tools for mining and digging because we expected a mine, but not enough for that mess. "Looks like the way down is blocked - too bad. Let''s check the last section of this floor. We have taken three hours so far - and the General expects most of the surfacers to need one or two days to block his first four exits. We should have more than enough time for the rest of this dungeon especially with the further floors blocked." "Are you sure? Didn''t I hear that one of the exits is only ten kilometers from a large city?" "Yes - ten kilometers by boat, and if they come too early then the naga will put holes into the boats from below. That would reveal that the General has Naga available and we hope that it is not needed, but we have a reserve. And I know where the physical entrance is - if everything fails we can travel there on the surface." Better not tell them that this travel would take several days and I''m the only one who could survive it due to them requiring mana to live, and there is no mana outside the dungeon... But I hoped to get more from this dungeon... "Let''s check those two tunnels that get off from the first room." ... "Gunny, that is the first trap I''ve seen in this dungeon." "Yes, some sort of ballista at the end of the left corridor. Anyone coming into this area would have been a target and the spear could have travelled the entire fifteen meters to the other end of the corridor. But it doesn''t look like anything special - I could easily build a better spear thrower with a bit of time and materials. It''s too broken down, no need to take its parts. Let''s check where the other end of the corridor leads to." "Gunny, there is Mana around here - it''s not the Mana like from the core - it feels foreign, but it definetely is dungeon mana." "What? Why didn''t you tell me before?" "It wasn''t anywhere else - it''s very faint and I can only sense it since we went along this corridor. It comes from whereever we are going." "Is it hostile to you or can you use it?" "We are recharging our mana need, but it still tastes wrong somehow. It should not be a problem however." "Then let''s continue on to find this mana source. It could be very valuable." The four lizards continue to the end of the short corridor where another opening leads into another trashed room. Once again a quick search only found a few more damaged cores, bones of strike hounds and black moss. A few discarded weapons show that there have been humans and dwarves fighting here, but it seems their bodies were taken when the adventurers left, only the corpses of hounds were left to rot. The black moss seems to be more abundand in this room, but identification showed no difference to the smaller samples collected in the earlier floors. The other exit from the room comes up to a wide but short corridor that ends up at another staircase. This time however the stairs look more substantial. "The first four floors all used something like a mine as environment, including iron rails on the ground even if we never saw a car on them and wooden reinforcements and torches and so on, including simple stairs of the same. These stairs look better, and they seem to go deeper than the usual five meters dungeon floors are distant to each other. I can''t even see the bottom because the stairway turns around itself at least two times." "Be more carefull when we continue, the environment will be different and if there is mana left then some of the traps might still be operational down there." The group goes down the stairs and end up at an hallway that would have fit into any king''s palace. The hallway is not only six meters wide but also six meter high instead of the usual two to three meters of a dungeon floor - no doubt the reason why the stairs were covering ten meters in height difference. The walls are precious marble and covered with nice geometric patterns while both sides of the hallway hold stone and marble statues of adventurers and monsters in fighting positions, usually with the adventurers loosing. The hallway is at least twenty or more meters long and in the distance there is a slight glow around something like a pedestral or a throne or so. Slowly the lizards move on, checking the good quality of the statues to all side. There are two openings at both sides just short of the stairs, two more about halfway through the hall and perhaps (difficult to see in the light of their torches) another pair near the end of the hallway, behind the statues there.
Magic Formation Triggered Save checks failed Rankdown state applied, [1:00:00] one hour countdown 15 Point Rankbonus lost from EP/HP/AP/SP
Rankdown State (Magic Trap Formation) [Limited]
Trap Details This trap is based on a magic formation placed on the floor, it has no physical elements to see or disarm. Anyone stepping on the formation has a chance to see the magic activating in time and a chance to resist its effect based on trap rank as well as target rank. If this fails, a state is applied to the target and the trap is disabled until recharged.
Trap state effect All those who are affected by the state imposed from the trap will loose one rank of their current maximum rank. This will loose them part of the rank bonus going to their Endurance, Health, Astral and Soul Powers. Any skill, spell or ability that is higher than the new reduced rank is also reduced. This includes a level and attribute loss if those values are too high for the reduced rank.
Trap abilities and restrictions
  • Affects all within 5m range
  • Invisible Magic Formation
  • Limit 1 per floor
"What did the rest of you loose? It shouldn''t be much because we are too weak compared to our maximum ranks." "Three points, Health is now 18/18 instead of 21/21" "Same here" "Yes" "Yes" "OK, but that would be a nice trap for the General to have - especially for such a low floor number. We have to see if we can copy or take it - after all the adventurers were able to take several nodes by hacking them off the floor." The middle area of the hall is the biggest mess Gunny has seen in this dungeon so far - easily three or four times the bones, debries and damaged cores of any other hall in this dead dungeon. That Black Moss looks even more healthier and better than the ones on the floors above. I wonder... "Ouch!" When the gunny approaches one of the larger patches of Black Moss, he is suddenly attacked by a splash of water. The Black Moss turns weaker, more like the other samples they found above and he decides to check the rest of the moss from a distance. [Identify Plant]
Black Moss (Charged)
Details This is a moss-like plant of black color that seems to have no need for sunlight to grow. Instead it can grow on earth alone. If both Mana and Water is available for the Moss to draw on, it can charge itself with a weak water bolt to be released at touch or approach. The water bolt will do 5 regular damage plus 3 acid and 3 toxic damage. It recharges once per battleturn if water and mana are available.
Hints This plant seems to have degraded from a more potent version. Your skills in the area of flora-knowledge are not high enough to guess its origin.
OK, that seems more like a dungeon plant - but still no idea what it was. The samples seem to be identical after they loose their charge. "OK, let''s continue - where is the mana coming from?" "It''s coming from the middle left opening of the hall." "Let''s check there first - if anything is dangerous here it''s the things that are still powered by that mana, and that means down that way." The four lizards approach the opening, but while Gunny goes on the other three suddenly stop. Gunny doesn''t see this as he continues. "A trashed secret door at the other end, but this room is clean - only a glowing mark on the wall, but no fighting happened here. Hey - why are you standing there? Come in, we have work to do." "We can''t. We cannot enter that room. We do not want to be near it if possible at all." What? But why? [Identify Formation]
Repulsor Formation
Room Rank [Limited]
Placement Cost 5 MP
Description This formation forces all spawns and swarms to leave this room, becoming roaming monsters of this floor. Roaming monsters can add themselves temporarily to any room with adventurers inside to fight them, otherwise they have to leave a room they were not assigned to within a minute of entering it.
Limits One per Floor
Abilities
  • works on all spawns and swarms, regardless of type or level
"That explains the effect." Ten minutes later Gunny has checked the other five halls. All six rooms to the side of the main hall have that repulsor formation despite it being only allowed once per floor. And at the end of the hall is a fake node with a fake core - enough to draw adventurers deeper into the hall, until suddenly all repulsors were switched on and the spawn from six additional rooms were forced into the hall, resulting in the higher number of corpses and cores there. "OK, since I''m the only one who can enter the side rooms, I''ll try to loose or destroy the repulsor on the room where the mana flows from. You " pointing to a lizardwoman "will watch me and the other opening of the room while I''m doing that. If there is something coming out, warn me. You other two will try to pry the stone plate with the [Rankdown] trap loose. If we can take it with us it would be perfect, but I don''t want to trigger such a trap whenever we go through here carrying the loot. If you finish that before I''ve cleared the repulsor, then try to get that fake node and fake dungeon core as well as collecting whatever damaged cores are under that pile of corpses." It takes the four about one and a half hour to hack the stone plates loose, but nothing disturbs them. The stone plates with the repulsor formation and the trap are placed next to the stairs and the group continues on, finding another clean room with a repulsor and finally the core room. Node and core are broken and trashed, but have not been removed. The group approaches and checks - the core is completely broken, the node about half-way cut to get to the core inside it. The Lizardwoman speaks. "The mana comes from the node, not the core itself. It looks as if there is a crystal inside." Gunny answers "That was probably the dungeons floor crystal - we know they store mana to prepare for larger floor excavations, and this dungeon must have been preparing for the next level. After the core and the node were broken it has slowly lost its ability to store that mana, releasing it into the dungeon - but not enough to be detected outside, the moss has probably absorbed everything it could get from it. OK - the node is halfway loose already and another dungeon core to analyse is a very good treasure for us. Let''s start hacking it loose." Another two hours of hard work later the final connection of the node cracks - but no one expected what follows. The entire dungeon wavers for several seconds - as if watching something through hot air. And then all wall decorations and floor stones and anything connected to them just vanishes. They are now standing in a room that has walls of a strange black stone. All walls are only roughly formed and show traces of simple excavation - only the debries that was already loose still remains. "Ow - that stone gives me vertigo from just looking at it. What is that and what happened? Wait - Booble said something about the dungeons stabilising their zone. When we broke the connection between the corenode and the floor, that effect must have been cancelled - and the environment was part of that stabilisation, so it vanished as well." "Let''s take the parts and get out of here before anything else happens." A few minutes later Gunny stares in horror at a sheer 10 meter shaft in the ceiling of the corridor. "What? The stairs were part of the environment and also vanished, leaving only empty shafts? How do we get back up ten meters of sheer rock?" [Ping]
You have a new Quest
Abort Gathering - Return to Dungeon
Details A Paut''a has almost captured a Silver Fox Guard, and the elves are approaching the entrance in force. You have 20 Minutes to return
Hints I think the elves will take a few minutes to prepare for entering, but don''t waste the countdown.
Rewards 20 XP
"Oh Shit" 2.1.3 Rural Necromantic Country Arc 2: Opening Chapter 1, Part 3: Rural Necromantic Country Two old farming roads intersect at a small forest. Someone watching from far above would see that those roads are part of a network that divides the entire country with mathematical precision into squares. The other three quarters at this specific intersection are fields of wheat - one of it lies fallow but the other two are currently worked on. The workers are a mix of shabby looking peasants, even more shabby looking zombies and a few skeletons. The living half of the workers all look exhausted and out of any hope, tilling the fields almost as mechanical as the zombies do. In some cases a watcher could even see a family resemblance between a serf and a zombie. Suddenly the ground at the edge of the fallow field begins to waver. An old stone hut like the ones used to store field equipment rises from the ground. It has no windows or openings other than an old wooden grille. However there is no one left around to see that the inside was massive stone before magic symbols appear that create a magic gate - any living serf bolted at the first sign of something magic happening. Only the skeletons and zombies remain to till the fields. The first silver foxes that try to speed out as scouts stumble against the grille and are blocked for a minute until a lizardwoman reaches above them to undo the latch and open the grille. After a bit more stumbling a dozen silverfoxes speed out to guard while five Lizardpeople and another dozen silver foxes look around the hut and the crossway. The Lizardwoman looks around. She was of the pair created for the meeting and had two new pairs of Lizardpeople spawned to help her. "OK, easy pickings first - let''s try to capture one of the skeletons and one of the zombies and get a good sample of the wheat. It doesn''t look as if the control of those undead allows fighting." Slowly they circle around one of the zombies with ropes to capture it. It takes them several minutes more than expected because the zombie and the skeleton have strength enhancing magic, but as assumed they do not resist actively other than trying to continue working. "Let''s bring them back at once, no need to risk them breaking through their ropes." Half an hour later they return to the fields, only to be attacked by a group of different skeletons.
Combat Initiated
Apprentice Necromancer "Timothy Kalten", Skeleton A, Skeleton B, Skeleton C and Skeleton D vs. Lizardwoman A, Lizardwoman B, Lizardwoman C, Lizardman A, Lizardman B, Silver Fox A, Silver Fox B, Silver Fox C, Silver Fox D, Silver Fox E, Silver Fox F, Silver Fox G, Silver Fox H, Silver Fox I, Silver Fox J, Silver Fox K, Silver Fox L
Spoiler: Combat: Long Description
Suddenly a sword slashes through the air, almost completely bisecting one of the silver foxes. Four skeletons have launched a surprise attack at the lizards and silver foxes when they leave the dungeon again. Where did they come from? None of the guard foxes gave an alarm. In the background they could see a single human in simple but good clothing yelling commands at the skeletons. Combat quickly devolved into four different melees as the necromancer didn''t make any try to coordinate the skeletons together, but yelled commands to them singly and redirecting them to targets he sees as an opportunity - which isn''t always correct. Melee one is the one with the most advantage to the Lizards - or so it seems. Two lizardpeople and two foxes fight against a single skeleton. The other groups only have one lizard each with two silver foxes (or in one case three foxes) against their skeletons. Unfortunately the two young lizardmen spawn let that number get to their minds and try to attack with a confidence that is not warranted agains the skeleton - who might be of the same [Limited] Rank as they were, but level four to their level one. One of the lizardmen doesn''t see the skeleton''s sword move and impales itself on it, but this also blocks the skeletons weapon and let''s the two foxes get in their bites. Melee group two is the lizardwoman who led the group together with three of the foxes. She suddenly realises that the bites of the silver foxes somehow causes sparks and do a lot more damage than her own flailing with a quarterstaff. She decides to let the foxes take her skeleton and falls back out of combat to try and sneak up to the necromancer who is completely unopposed as all lizards and foxes are occupied with handling the four skeletons. Group three has swarmed their target a bit more carefull than the overconfident first group. As a result they all have been nicked by the sword several times, but no one is really disabled and the skeleton also has received several hits, with one fox even tearing off his non-weapon arm. Group four had the skeleton concentrating on a silver fox which is now dead, but gave the other fox and the lizardwoman a good opportunity to hit it - unfortunately without killing it. Back to group one it has used the time when the skeleton''s sword was blocked by their comrade''s corpse to get several attack in, almost killing the skeleton - until a magic wave from behind revitalizes the magic animating it. The magic wave removes all damage they had already caused in the two minutes of combat. Luckily the necromancer really doesn''t have any tactical education and had not realised either that the foxes were a larger threat to the skeletons than the lizards. He mostly ignored group two while casting his spell toward the skeleton of group one. This allowed the three foxes of group two to tear their skeleton completely apart, although it does cost them one of their number. The two survivors split to help two other groups. Group three continues its carefull attacks on their skeleton and manage to wear it down even farther, but the skeleton gets in a good hit against one of the foxes that dies. Group four only consists of one lizard and one fox and is much more carefull now after loosing the other fox in the first minute of combat, but their skeleton is also halfway down in its power. They slowly continue to damage it more with carefull attacks. The lizard''s leader in the meantime vanished into the wheat and tries to run behind the necromancer without him noticing the movement in the fields - it surely helps that the weapon clashes of the combat masks all other sound of her running. The revitalization was a bad surprise for the first group -- a surprise that cost another fox its life. However the tables turn again when suddenly one of the foxes from group two jumps into the back of the first skeleton. Group three also manages to destroy their skeleton, turning toward the skeleton of the fourth group just in time to prevent the skeleton from killing the Lizardwoman fighting for her life there. The second fox is also already dead, but the skeleton had to pay for that part of the fight with half of its left leg missing, greatly removing its movability and combat value. During that time Timothy Kalten was preparing another reconstruction spell to heal the almost dead undead fighting the now increased fourth group, but that has distracted him enough that he failed to see the Lizardwoman jumping him from the nearby fields, making his spell a failure.If you find this story on Amazon, be aware that it has been stolen. Please report the infringement. There are now two of the original melees remaining with a new one added against the necromancer Kalten. Group one consisting of one lizard and two foxes hold their own against the first skeleton that is again a bit down even after the revitalization two minutes ago. Group two consisting of two lizardwomen and a silver fox finally manages to kill their skeleton as well. The other fox from group two has joind their leader in the assault on the necromancer, which goes well due to the complete lack of military training in the apprentice. In the last minute the first skeleton manages to cleave one of the two foxes attacking it in half before collapsing to the attacks, and the necromancer is also killed when the remains of group three and four jump in to help their leader.
Victory Result
All surviving Lizardpeople and Silver Foxes receive Fame +15 (reduces naming cost) No XP gain as Spawn Core cannot handle XP Enemy Equipment can now be taken as loot. Special Attention "Summoning Girdle [Very Low]"
"Damn" the Lizardwoman leader curses, holding her side. "Let''s carry all corpses into the dungeon. The Guard foxes didn''t return so he must have been from nearby and overlooked when they were running outward. You keep an additional watch here until we conferred with the dungeon on what to do, come as soon as you see anyone approaching." Running through the first floors to the core room she yells a short report to the General "Encountered an apprentice necromancer and his skeletons, no one else around and we were victorious at a high cost. One Lizardman left to guard and watch as well as all original guard foxes. On my way to the core room so that you can tell me what to do next" Until she gets to his room the General already considered his options and had recalled one of the Naga woman to heal the wounded lizards. "Well, since the guard you left hasn''t come back I assume this was a travelling apprentice accidentally in the area. Please return to gathering, but be extra careful and have the naga I recalled to the first floor heal the wound on your side as well." "The equipment you gained from the necromancer is certainly interesting, although I doubt that I''ll have much use for it. Call it old-fashioned if you want, but I have an aversion to using undead due to where I come from." "Please get back and check what you can gather in the forest as well as some larger farming equipment. I don''t know if I ever need that, but it might give me some other materials. And don''t forget to stop by the naga waiting for you on the first floor, so that her milk can heal that wound." The much smaller group of lizards and snow foxes return to continue gathering from Kaarg. After a few more hours they get the message [Ping]
You have a new Quest
Abort Gathering - Return to Dungeon
Details A Paut''a has almost captured a Silver Fox Guard, and the elves are approaching the entrance in force. You have 20 Minutes to return
Hints I think the elves will take a few minutes to prepare for entering, but don''t waste the countdown.
Rewards Fame +1 (reduces naming cost) No XP gain as Spawn Core cannot handle XP
... For the last twenty minutes the General watches his spawns return through the magic portals to the first floor. Strangely the spawns to the Dverolion mountains returned in two teams of three each instead of two teams of five, and gunny wasn''t among them. And since he couldn''t speak to anyone else directly he had to watch them carrying their spoils down into the dungeon and wait until they reach the core rooms. It''s a very bad limitation that I can''t speak to anyone without a contract directly, and it doesn''t help that both team leaders from the entrance the system called Blackmoss are new spawn that don''t know to give a report while working on carrying everything down. It looks as if they have a lot of damaged cores however, wonder where they got them. I really have to look for a way around the communication problem. Half an hour later all leaders are in the core room and touching the node to communicate. "So when you entered that abandoned mine called Blackmoss Gunny saw something that caused him to split teams and ordered you to be very careful to get everything from the settlement. And you have absolutely no idea what that was? Where did you get those skeletons and damaged cores?" "No, he didn''t explain anything. The cores, bones and moss were in bags at the main entrance to the settlement when I first returned with my new team - Gunny must have send someone with them out. He also told me to look for any remains of documentation and to remember the settlement layout, but I didn''t find anything written. You can check my memories to get the layout, core." The General checks those memories and muses "That doesn''t look like a mining settlement, but again I have no idea what Gunny saw and can''t guess just now what it really was. And I expect the elves to storm the first floor anytime now, so I can''t send someone to look for gunny. That''s a bad situation." ... Two hours since the alert and still no Gunny. But no Elves either, what are they doing? It''s getting dark - they might not see a tiny black water elemental looking out of the dungeon. Let''s send one to scout. So they''re camping and guarding? It appears they will wait to enter tomorrow. [Create new quest for Gunny]
Meet Rescue Group and Return
Details The Elves are making a camp, I don''t think they''ll enter until tomorrow dawn. The same goes for the ship at Rivansea and we haven''t seen any reaction from Bremarin or the Kaarg City Hope of Freedom either. I''m assuming you had a cave-in in the mine and sending a rescue expedition with tools to dig you out.
Countdown [06:00:00] Six hours to return
"OK, since the elves are camping for the night and the ship from Rivansea will not travel at night either, we might have another six hours to gather something from Rivansea and Kaarg and look for Gunny. What do you think about Kaarg and Rivansea? Would a return to gathering bring anything more there?" One of the naga leaders speaks first "I think yes, the underwater flora is very diverse there and we probably got only half the available plants sampled. Most of them are probably useless, but each plant is another chance to find a valuable herb. A few more fishes would also help, especially since you said that you had bad luck with gaining templates from the ones we brought." "I got the crab and one fish usable for food, but I agree that this might help. What about Kaarg?" "I don''t think so - not unless you want more undead. Even the forest wasn''t natural growth but carefully seeded with only what they need to grow, so we already got samples from everything that is available there." "So four naga are to return to Rivansea - I''ll need one healer for the rescue group to Blackmoss. From the ten Lizardpeople I need one to wait here in the core in case of communication needs and one as a pair of hands on the first floor if anything happens. That leaves eight to go look for Gunny. Take every tool you might need with you, and if you need anything from the templates I gained from the equipment both at Kaarg and at Blackmoss, just say so." "Half a dozen silver foxes each to Kaarg and the empire to look for their adventurers approaching, and a few as messengers ready for the rescue group. I''ll keep a hidden water elemental to alert me as soon as the elves prepare for entering or the ship from Rivansea leaves, but that might be a very short countdown. Try to get back quickly if I send another return quest, and if you find the first floor already occupied then abandon all loot as a diversion to get past them down the dungeon floors. Hurry everyone." ... Three very tense hours later a silver fox with a parchment scroll roped onto his body comes through the portal from Blackmoss. The Lizardman on the first floor takes the scroll and reads it to the General. "On the way back, but will need three or four hours to carry the loot. Blackmoss was NOT an abandoned mine, but a dead five-floor dungeon using a mine environment. Now it''s not only dead but retracted and collapsing, but the loot includes a broken dungeon core, a broken node with the remains of a floor crystal and a lot of other things. Gunny" 2.1.4 Results of Scouting and Gathering Arc 2: Opening Chapter 1, Part 4: Results of the Gathering: Gains and Losses Five Naga and Fourteen Lizardpeople sit around in the core room on the fifth floor, that is now a bit crowded despite its big size. One of the Lizardwoman is assigned to repeat the General''s words to the others since other than her only the six team leaders touch the core to receive its words directly - there simply isn''t enough place for more than seven or eight people to sit directly at the core-node. Booble floats to the side, and one of the silver foxes dozes under the desk. The skelerat skitters from one place to another and the General opens the discussion. "OK, we don''t have much time because I expect the first surfacers to enter the dungeon within the next two hours at max. It''s still open if it will be the people from Rivansea whose ship left harbour thirty minutes ago or the elves who are ready to enter but seem to be waiting for something. The scouts from Blackmoss and the necro-fields are back, they haven''t seen their adventurers approach but I assume they are also close by - I simply didn''t want to risk them being blockaded as I need every silver fox I still have for the defense." "We lost one lizardman and seven silver foxes to that single apprentice necromancer that was around the fields for whatever reason, most probably replenishing the necromantic spells on the zombies there. The more I learn about this so-called ''People''s Realm'' of Kaarg the less I like it, as they seem to be pressing out and abusing the people even more than most horror stories in Earth history," "Others were also wounded, and without the naga woman we would probably have lost more people. Part of that is due to the way spawn cores work and reduce your levels when you go up floors or leave. And considering that none of the fights were with trained adventurers prepared to enter the dungeon, that is a problem as adventurers are likely to be stronger even if you also gain levels in deeper floors. I''m still short a few levels of having enough mana to be able to create class cores for you, so you''ll have to be careful for now." "On the good side I managed to get the template from the crab and several fishes and water plants brought in by the Rivansea team. Floors four and especially five will become water floors as soon as I have the mana to fill them up with the required amount of water. Until then you''ll have to stay on the fourth floor line of rooms as defenders. Depending on how careful or how enthusiastic the surfacers will be about exploring me that might or might not really neccessary - I hope they loose at least one or two days to politics when they discover that there are four entrances in four countries." "Gunny and the teams from Blackmoss brought a lot of very valuable things - but they also raise a lot of questions. Blackmoss was a [Very Low] ranked dungeon that was destroyed before it could grow beyond half of the [Limited] levels, and several of the objects and formations we gained from there were classified despite being fully functional. Can you explain this, Booble?" You could be reading stolen content. Head to the original site for the genuine story. "Ok, that makes the looted formations a lot less valuable for now - I can''t allow that status on me. But I might be able to use them later after I have power and time to repair them." "On the good side, I got a lot of damaged beast cores. I will use the more damaged ones to get the material to repair the better ones and then I''ll try to resurrect some of their beasts, especially the badgers. I will also wipe some of those cores to be able to replace a few of the silver fox spawn cores, especially on the fox down under the desk." "It was extremely ... impressed by a young Paut''a that tried to capture it - so impressed that it created a memory in its gallery. I''ll keep it out of regular fights for now until I can tell if I need that picture or not - the Paut''a girl looked very young but was part of the elven troop coming to my entrance, including wearing the same uniform and badges." The General is silent for a minute before he continues. "The other question is why the adventurers took some nodes from Blackmoss and what I can do with the broken parts of the two nodes we got. Both of them seem to be for creating strong spawns but are also tagged . What can you tell us about this, Booble?" "Then we can''t do anything about that at the moment. Keep the broken pieces stored at my lowest floor, we have to see what happens with the first adventurer teams before I can spare the time and power to analyse them." The Lizardwoman who was the leader for the Kaarg team speaks up: "What about that girdle that the system gave special attention to? The one we gained from the necromancer apprentice?" After checking it again the General answers "it was the only magic item carried by the apprentice, and it was of a higher rank than the necromancer himself had - that is probably why it was given attention. In itself it is less useful for us, because it is basically a special bag of holding that can only hold corpses, nothing else, and amplifies necromantic spells cast on them. It basically allowed him to carry the four skeletons that he animated before the combat without straining his back or filling up a rather large backpack with four full skeletons. At the moment I can''t see any use to it for ourselves, and the system doesn''t allow it as a treasure on the current floors because it is [very low] rank, not [Limited]." "Other than that, the entire mess showed that we have a problem with communications - or rather I have one because without a contract, all spawns and swarms need to touch me to hear my words. And the regular options the system has to counter this only become available beyond level 50 or even higher, because regular cores can only gain sapience by that level." "I have a few ideas to compensate - for example I''ll try to get the signpost option from the entrance rooms to be available elsewhere in my dungeon. But for now I need two lizardmen as messengers in my core room at all times." "And I would also like the team leaders to be here as soon as the surfacers enter. I''ll cast an illusion to show you what they''re doing, so you''ll get your own impressions." One of the new naga objects "But core, you casting an illusion and renewing it whenever they move will create a lot of lifeforce to recharge them. And that would be only to show everything to us, you yourself don''t need it to see the adventurers." "If they send in a better ranked team, then the points those gain from my casting would not matter anyway, but it will give us better coordination in case we need it - simply because you''ll see the same things as I will." "So it''s like a movie night on earth, General? Anything that we can use in place of popcorn?" "We did get several forms of corn from the fields and I gained templates from them - you can try roasting some of them tomorrow, Gunny." Interlude 2.1 The Bridge Interlude 2.1: The Bridge A stone cliff stands above the rough black sea, a place where land ends. If someone were to fall down the chances of surviving that fifty meter fall are low - not that it would matter considering that there is no place to climb the cliff again anywhere in sight to both sides. There is only one building that breaks the monotony of the landscape - a titanic, 200 meters high tower built at the very edge of the cliff. It is a bridge tower that holds a bridge with dozens of steel chains - a bridge that goes out over the ocean. In a distance of six or seven hundred meters the guards standing at the bottom of the bridge could see another cliff where the strange bridge ends on another land. The bridge itself is somehow segmented and does not make for easy passing with its mixture of wooden beams and straining gears everywhere. Some of the holes in the bridge look as if they are only there because the beams were extended and under normal operations they would be closed. On one of the three roads leading to the tower a small caravan approaches. Three carts drawn by oxen are accompanied by two dozen wanderers and a few riders on horses or ponies - some of them look like guards, others as if they were regular travellers and still others as if they belong in a city and not travelling around. One of the tower guards approaches the first cart. "Sorry, you have to turn around. Walraven and Logronal have drifted away too far. The bridges are on their final extension and carts can no longer pass them." Beside the simple-clothed driver of the first cart sits a man in much better but still robust clothing. He is the merchant who owns two of the three carts and heads this caravan. "What? Two months ago the bridge was still in the middle sections. You can''t ask us to turn around, my wares will have only limited value if they don''t get to Logronal." "You won''t get your carts over the bridge - if you want to pass you''ll have to abandon them here." Another trader (on foot) guiding two ponies packed with wares approaches from the caravan. "And what about ponies? Can they make it?" "Only if they can jump one or two meters - and if they don''t make it or break a leg that will be on your own risk, we can''t guarantee anything." "Hmm - OK everyone, I''m going to try it - if anyone not making it has commissioned trade that has to go to Logronal I''m willing to take it for a discount. I can''t take everything because I can''t overload my ponies, so I will only accept the offers with the best discounts." At that the three merchants of the caravan go to the side and begin haggling. The guards remain standing at the carts while the other travellers now approach the bridge guard. The first one is a fighter in a plate armour leading a group of four other and rather diverse people - obviously an adventuring party even if they are one person short of a full party. A woman in robes and two men in leather armor are watching the fighter, while a drider uses this time to check if the packages on his torso and on the pack horses are secure. "What is the bridge fee for five people and two pack horses? Or for one adventuring party?" The Guard answers "no group discounts, every person or horse or pony pays 10 copper." "WHAT? A regular fee would be 40 copper for an entire party of six including up to three pack horses? That''s what we''ll pay!" "Then you won''t get across the bridge - the fee is non-negotiable." Grumbling the fighter falls back to his friends to discuss the situation. Three thin children in clothing that isn''t much better than rags approach them, and the oldest one asks "Sir Marken, does your offer and our agreement still stand?" "Theoretically yes, Briar, but we can''t pay for your bridge passing. Especially since the bridge guard does not give an adventurer discount. If you travel with us, as long as we don''t find a sixth adventurer you can go into dungeons with us as a helper with zero loot if you carry our equipment and any loot we find for the experience share, and get two days of meals for every dungeon dive we do. But you have to find a way to pay for the bridge or you can''t accompany us." "But we can''t stay here - we are orphans that have been thrown out of the town we grew up in, we have no one to pay for any apprenticeship fees and if we want to be accepted in any other town without something to show, they would force my sister into a profession that we don''t want her to do."You could be reading stolen content. Head to Royal Road for the genuine story. With this Briar glances to a woman standing a bit apart. She is for all practical purposes nude as the tiny parts of jewelry she''s wearing doesn''t really cover anything. While she appeared to be in deep thought she still hears that comment, but only slightly shakes her head about this, making her green long hair move a bit in the wind. Another small child in rags comes running and whispers something into Briars ear. She is not human like the first three, but half beast-kin, with a cat''s ears and a tail and some traces of fur on her head and around her body. She points to the group of merchands while whispering. Briar looks as if a weight is dropped from his shoulders. "Yes, Shandy, tell him we agree - that will get us over the bridge." After that, the five adventurers, the almost nude woman and four more people in different clothes (two seem to be workers based on their robust clothes, the other two seem to be independent adventurers) line up to pay their fees and begin to move out over the bridge. The four children wait for the trader with the two pack ponies to approach them. The bridge guard standing near calls to the trader "Your ponies now look loaded to the max - I can guarantee that they won''t make the jump with that load. I think you''ve been too greedy in your agreements with the other merchants." "That''s my risk, isn''t it? But don''t worry, I know what I''m doing." turning to the four children he asks "So it is agreed? If I pay your bridge fee, you''ll work for me as helping hands until we get to the front of the gate of the next town or village?" "Yes, we will - as long as we either get at least two hours a day to gather food on our own, or a meal from you if you need more work." "That''s reasonable. Let''s go over the bridge. You''ll take one of these bags each." The merchant pays the guard and they go out over the bridge. While going over the bridge, they have to walk around a lot of holes that form a somewhat checkered pattern over the entire bridge. The children look down the holes because they never have seen a bridge like this and see guide-rails in every timber on those holes. The entire bridge can be extended like a telescope, with the holes being closed only if the bridge is short and getting bigger the more the bridge is extended. The bridge also gets smaller, from about twenty meters at the bridge tower it slowly gets down to about ten meters wide by the point that they are three hundred and fifty meters out - at which point there is a gap of two meters to the other half-bridge. The ends of both half-bridges have four magic symbols each from which some glowing tendrils reach to the other end, connecting them with something that is stronger than steel ropes - but still strained to the max while the ends slowly move against each other. Each end also has one block with a ladder that goes up to a long timber that bridges the gap, but ends about one meter above the other bridge in the air. Due to the movement this springboard is sometimes almost down to the other bridge end, and sometimes up to three meters in the air. Any half-decent humanoid climber should easily be able to get to the other part of the bridge on these half-meter boards, but the ponies have no choice but jumping the gap itself. Such a jump should be managable especially if they jump while their side of the bridge is higher, but even without any skills in riding or carrying it is obvious that the ponies are too loaded to make such a jump. But appearantly the trader had a plan. "OK children, now is the time to earn your fees. Two of you will go over the timbers to the other bridge, one of you will stand at the ladder here. then you''ll hand the packages from my ponies over to the other side. I''ll throw what can be thrown as well, and the two on the bridge have to catch and place everything until my ponies can jump." "If nothing is lost or damaged during this, each of you will get an extra meal today." With that explanation, everyone starts to hand the packages over the timbers or throws them. On the other bridge one of the adventurers and one of the workers where waiting out of curiosity as to how the trader will handle the gap. They watch for a minute and then help securing the packages when one of the children has trouble with it. It takes a while but then the ponies no longer carry anything and easily jump the gap on command, before they are loaded again. The group then continues along the bridge until they reach the other land. The guards on this side aren''t human however - several Lizardmen and Orican are assisted by half a dozen skeletons. The guard captain greets everyone "Welcome to the Land of Logronal and the People''s Realm of Kaarg. There is no fee for travelling the land, but you are required to lodge in one of the waypoint inns while traveling through our country. The custom fees are included in the pay at the waypoint inns." "Leaving the paths or camping outside is considered loitering and trespassing and will result in either a fine or indenture to pay the damages. You can find a map of Logronal at the towerwall there. Make sure you behave yourself everywhere, we do not like foreigners that damage our inns or our lands." Everyone is assembled at the map, and the trader explains what they see. "There are several countries on Logronal, and they don''t always like each other. The realm of Kaarg uses a lot of necromancy, if you don''t like that you can go along this road to get to elven forests and cities in two or three days. If you''re looking for honest work and don''t have a problem with a militaristic society then you can go the other road through Kaarg and get to the border of the Dverolion Empire in about a week. And everything before that is the Country of Kaarg - very high magic use, not only necromancy but also some other schools of magic." After some discussion the travellers form two different groups for travelling the two main roads from the bridge. 2.2.1 Exploring the [safe] floor (Guild PoV) Arc 2 Opening Chapter 2, Part 1: Exploring the [safe] Floor (Guild PoV) Master Mage Orven Windrider, Guildmaster of the Traveller''s Guild in the City of Rivansea, watches the dark stone entrance into the new dungeon. Around him, five men and women of the Citywatch stand ready to enter. In the background he could hear other watchmen and fishermen hammering barricades and the beginnings of a pier. They hadn''t encountered any resistance, there was no spawn outside the entrance. Hmm - usually dungeons don''t give up their entrance this fast. There are almost always some spawns that try to get templates up to the last second. On the other hand there isn''t much to get here on this rock. It''s barely big enough to build a guardhouse on the entrance and an administrative/storage building to handle the piers and any visitors. It could easily be that the dungeon has recalled all spawns because there is nothing to get from here. It would have been different if it has any spawn that could handle the water, but I think that is unlikely - and if it has water beasts then it will be more easier to defeat those spawns outside the water. "OK, we''ll go in in a few minutes. Just a few last instructions since most of you are more comfortable handling rowdy fishermen and quick burglars or thieves than dungeon monsters. Unless the dungeon has gone rogue - and there is no indication for that - the dungeon cannot spawn or place its monsters or traps in the entrance room, it can only send them there from farther away after we enter it. Because of this, there is also a good chance that the first floor might be a safe floor, especially if the dungeon is low ranked. If the dungeon is low-ranked, it can''t have much more than the entrance room on its first floor. Those dungeons often use that small first floor to fulfill the System requirement of one [safe] floor per rank. Only if the dungeon has a better rank and a larger first floor will it usually wait and make the [safe] floor on a lower level. Of course it would be better to have a high-ranked dungeon available for our city. So most of the councilors are hoping that the first floor is one of those challenges. We will have to see after we enter. The two best fighters go first and need to check for any other way to leave the entrance room and guard that exit. If this dungeon has roaming monsters they will arrive in one or two minutes. Let''s go." Orven places a small crystal pyramid on the rock to the side of the entrance, then everyone enters the dungeon. The entrance room is six by six meters large and the walls consist of stone bricks like a cellar, with two torches to both sides of the only other way to leave the room. Orven looks around [Dungeon Details] [Floor Details]
Dungeon Details
Dungeon Name general
Public Title not set
Dungeon Rank unknown
Floors reached 1
Floor Details
Floor Number 1
Floor Name not set
Floor Environment Medieval Cellar [Limited]
Floor Effect [Safe] [Limited]
"The first floor has the [safe] effect, so there is no danger for now. It looks like we got another black-ranked dungeon, which is too bad. At least it''s better than [Limited] or the stairs would have been in this room as well. Let''s go into the next room, it probably has the stairs down." When they get to the next room, Orven has trouble maintaining his dignity. WHAT??? This hall is at least twenty meters long, probably more. Why would any dungeon with that much space make its first floor safe? "STOP - EVERYONE STOP" he shouts. "Something doesn''t fit together here, and if things don''t fit together in a dungeon you can bet on trouble following." "Kara and Peter - that are your names, right?" he adresses two of the Citywatch. "Carefully pace this hall for its length - and check if everything is real or an illusion. The dungeon can''t place traps on a [safe] floor, but a harmless illusion to confuse us would not break the system rules. The rest of you - you two keep watch on those other corridors, and you there, can you go back and check what the system says about the room details of the entrance? I''ll check on the node available here."
"Nope, Mastermage - the illusions and confusion will follow later. Did you see his face, General?" "Yes, Gunny - he didn''t expect that at all after learning that the floor is [safe]" "Like I said - as funny as watching a movie. I really need to make popcorn for tomorrow"
Mastermage Orven goes to the node in the center of the hall and touches it. [Accessing Node Menu]
Node Access Menu
Rank [Limited]
Type Creation: Rations
Matter Storage 100/100
Matter Creation 1/hour
Node Creation Options
Meat-Based Rations
Cost 10 SP, 5 Matter
Effect +40 Food (5 day fresh)
Grain-Based Rations
Cost 10 SP, 5 Matter
Effect +30 Food (10 day fresh)
Animal Fodder-Rations
Cost 5 SP, 2 Matter
Effect +40 Food (animal only, 30 day fresh)
Fish-based Rations
Cost 15 SP, 3 Matter
Effect +40 Food (4 day fresh)
FOUR options - that means the core already has the skill of node improvement? Rare for a dungeon on [Limited] floors. If this wasn''t the first floor I might suspect a secondary transfer to an older dungeon, but those always end on floor 51, which would be ten times as large and have a dozen options on the node. Kara comes back from the other end of the hall. "Mastermage, the hall is 27 meters long. the stairs are in the middle of the other end and there is a lot of regular furniture there as well." "Thanks Kara - but twenty-seven meters on the first floor directly after opening would mean that this is a silver-ranked dungeon, no other way to get to this size this early. And why would a silver-ranked dungeon waste this much place on a safe floor? We have to be very..." "FREEZE! You are all under arrest for trespassing into a dungeon of Kaarg and under suspicion of murder of our apprentice" an unknown voice shouts from the side. Looking to his right Orven sees a group of three mages and three soldiers, protected by four zombies, standing at one of the other doorways in the hall. He asks "What are you talking about? How did you even get into this dungeon?" "Silence - Criminals and Foes of the People have no right to talk. The apprentice we gated to secure the dungeon was killed, and no dungeon has that power so it has to have been you. Lay down your weapons or face the consequences!"
"That explains where that apprentice came from. No wonder the foxes missed him if he was gated in after they moved out." This content has been unlawfully taken from Royal Road; report any instances of this story if found elsewhere."Seems so, General. I''m more satisfied that they underestimate us if they believe no dungeon could have won that fight. And look - the elves are also arriving. Now only the Dverolion Legionaires are missing, wouldn''t that be funny if they all arrive at the same time before anyone figures out that the rooms also are magic gates instead of regular entrances?" One of the Naga adds to the discussion: "If they are all talking instead of exploring that will give the core more time to regenerate."
Orven steps in front of his group of watchmen. "Making wrong accusations outside of Kaarg will not get you any farther. And you are violating the borders of Rivansea as well as the treaties we have. You have no right to anything here. And I would really like to know how you got to Rock Island without the harbour watch detecting your boat." Commissar Owlkan, the soldier who made the first accusation, looks confused at this answer. But before he can even start to formulate an answer, another shout is heard. "Foul necromancers, we will not allow you to defile our country again. Legionaires, ATTACK!! FOR THE EMPIRE!!"
Combat Initiated
Centurio Markus Ohannus, Decurio Stan Millner, Augur Wren Helsem, Scout Karin Ambler, Fire Warden Oric''na Hoschul and Legionaires Mart Elmshorn, Kom Thundercore, Leren Hammerdorn, Sandra Kalorn and Pec''ra Poltun vs. Commissar Ilar Owlkan, Necromancers Gorwon the Great and Marc Lenner, Journeyman Necromancer Rita Forrester, Fighters Omar Owrok and Remor Owrok , Zombies A, B, C and D vs. Elven Sworddancers Teria Oran, Alum Evelar, Siri Lirra and Palon Wern, Paut''a Guardians Lorn P''nera and Schri D''xern vs. Mastermage Orven Windrider, Constables Kara Evendim, Peter Miller, Korm Thunderhead, Illia Medem and Peter Zeraft
The surprise allows the Dverolion Legionaires and spellcasters to get their first attack in almost unopposed, concentrating more than half of the skills and spells on the Kaarg Necromancers and Zombies. The other attacks stop the Elves and Paut''a from sneaking up on the former shouting match. Orven Windrider and the constables are caught in the crossfire without a skill targeting them directly - but even that is too much for one of the constables. The zombies survived the fireball that exploded in their mid, but are partially damaged and have lost a lot of their strength - which doesn''t stop them from charging at the legionaires directly without waiting for a command from the surprised necromancers.
[Surfacer Skill use generates Mana] [Mana Burn - MP Overstore State (I) applied] [First Kill - A very low ranked adventurer was killed on your first floor. Bonus + 50% EXP and Energy for killing a low rank enemy on a limited rank floor. Bonus for death on safe floor.] [DP Overstore State (I) applied] [EXP Overstore state (I) applied] "General, you need to use up the Mana and dungeon points, quick - you already planned what to do for floors 4&5." "Yes, on it - I''ll also need to level up" [Level Up] [Level Up] "I''ll create the water to fill the floors up as planned. But ... urgml ..." [Surfacer Skill use generates Mana] [Mana Burn - MP Overstore State (II) applied]
"Stop the fighting" Orven shouts into the hall. The mastermage and the constables from Rivansea concentrate on their defense and on withdrawing from the battle. For this and due to their relatively low rankings they are partially ignored by the other groups. But the Dverolion Empire, the People''s Realm of Kaarg and the Combined Cities of Lefor''ga have been involved in border skirmishes and even minor wars against each other for decades, and tempers fly high as everyone refuses to give ground toward a known enemy. No one is spared as one high-ranked skill or spell after another is used against each other.
[Above Average ranked Adventurer killed on Limited floor - Bonus +250% to EXP and Energy for killing an above average enemy on a limited floor. Bonus for death on safe floor.] [Mana Burn - MP Overstore State (III) applied] [DP Overstore State (II) applied] [EXP Overstore state (II) applied] "General, keep it together - Concentrate or we are all dead." [Naming Naga Woman D as "Adria" - cost 100 MP deducted] [Creating Class-Core "Craftsman" for Adria - cost 500 MP deducted] [Naming Lizardman R as "Grsmg''wdf iuhulh" - cost 100 MP deducted] [Mutation warning: DP Overstore State (III) causes mutation in Lizardman "Grsmg''wdf iuhulh"] "General - can''t you give some of that energy to Booble to create floors? It was a regular dungeon core before Bareen changed it!" [High ranked Adventurer killed on Limited floor - Bonus +300% to EXP and Energy for killing an high ranked enemy on a limited floor. Bonus for death on safe floor.]
Whenever the General uses up some of the mana he is swamped with, it gets transformed into Lifeforce and rushes out of the dungeon. And since the fighting takes place just between the stairs to the lower floors and the magical gates to the outside, this Lifeforce Rush recharges and heals the fighters that are not yet dead. A fact that is unfortunately seen by most of them as an opportunity to use their most powerfull skills and spells without care for the energy cost, creating even more Mana again through that ability use. Fokusing on defending and withdrawing, Mastermage Orven and his constables are almost at the fringes of the fight. They can''t simply run because even the stray spells and attacks would kill half of them before they could get to the corridor where they came from. The mastermage is still cursing and shouting to stop the fight, but no one cares anymore as the hatred of the soldiers is all they think about.
"General, don''t go AWOL on me - you have a task to finish, and you were one of the best soldiers of the entire United States before the Zombie Apocalypse. And Bareen said you are the best chance to prevent another apocalypse here. Come on, you can do it!" [Creating Class-Core "Mage" for Silver Fox 1D - error, animals can only use beast cores, not class cores] [ureaivbreiwlbvruivgrebb ebriugb erbiugbew - cost 500 MP deducted] [Mutation warning: DP Overstore State (III) causes mutation in Silver Fox 3J6]
"The energy is already cycling faster and faster - and those idiots are too high-ranked for a new dungeon to handle that mass of energy. If we don''t stop them, the dungeon will go dormant or rogue. Hurry back!!" Orven Windrider and the constabes finally reach the corridor out of the hall where they can safely disengage from the fight.
Battle Result
Master Mage Orven Windrider and his surviving party of four constables have withdrawn from combat. -90% XP penalty for running from combat. 200% XP gain for constables for fighting creatures of higher rank. -50% XP penalty for Mastermage Windrider for fighting creatures of lower rank. Mastermage Orven Windrider gains 5 XP. Distributing 120 XP to four constables.
"Everyone back to the entrance, we have to stop this idiocy. I have to call in the Sky Arrows before this fight mutates the dungeon core itself." Orven orders the constables back. He runs to the crystal he placed outside the entrance and triggers it. A hole in the air opens - a magic gate showing a room in an inn where the Sky Arrows are currently waiting while taking care of their equipment. Before anyone can even react, Orven yells into the portal. "Park, Tom - hurry. Some [Average] ranked idiots are killing each other in the [safe] floor of the dungeon, you have to stop them before the dungeon becomes rogue! Hurry!" At that the ranger shouts "D''vol, Cleev, Samantha, Holgun, Park - with me first, prepare to subdue and sleep." The named Sky Arrows storm through the gate and into the dungeon, while the remaining three adventurers and the medic follow through the gate but stop before the dungeon entrance - at least until Orven tells them that the dungeon is still unrestricted and the first floor a safe floor and that the Party System was not yet active when he left. At that they follow their comrades, but at a lower speed and more to prepare backup than to fight directly. With a quick check Tom Blueeye sees that all remaining fighters are occupied with each other, completely ignoring the corridor to the entrance chamber he stands in. With a few quick gestures the Sky Arrows coordinate themselves and enter the fight.
Combat Initiated
"The Sky Arrows" Ranger Tom Blueeye, Dark Sage Park Lumberman, Fighter Holgun Hammerdorn, Shadowhand Samantha Swiftblade, Elementalist Cleev Imral and Channeler D''Vol Blackthorn enter the existing combat
From behind Orven Windrider watches as Tom Blueeye coordinates the fight. As a Mastermage he had done his own share of dungeon delving and fighting in the past, but for the last decades he trained his skills for leading the Traveller''s Guild of Rivansea and not for fighting, and he spend quite a bit of his astral power getting the constables out of the fight. He wasn''t as much refreshed by the Lifeforce as others because most of that force had been drained by the fighters between him and the stairs at the other side of the hall. But with the very experienced Sky Arrows having the moment of surprise, they quickly take control of the combat. "Park, Mass Area Syphon on the other side of the battle, drain the fighters there and prevent another Lifeforce Rush from the stairs. Cleev, Summon Mist to stop them from seeing their target as soon as Park is finished." The Ranger takes control of the strategy and the Sky Arrows reveal themselves as the top team they are. "Samantha, Sleep Arrows on those in command. D''vol - as soon as you get the energy from Park''s syphoon, push it into the floor to make that as sticky as possible. Holgun - intercept any fighter that wants to break their concentration, I''ll handle anything ranged." The [high] and [very high] level spells hit the combatants by surprise. Any cohesion is lost when their commanders stumble and slowly succumb to the sleep arrows, especially with most of the floor suddenly covered by a green and sticky slime. After a few seconds the fighters that are not completely immobilized also let up and surrender.
Victory Result
The Sky Arrows have a penalty of 50% XP for fighting lower ranked enemies. Captured enemies receive only 20% XP for killed enemies due to losing the fight. The Party of Rivansea has temporary control of the floor. Distributing XP based on actions to all survivors
Most of the Sky Arrows move around to constrain the survivors to prevent any repeat of the combat, while Tom, Park and Samantha check the rest of the floor. Soon they approach Orven again. "Orven," Park calls out "the first four rooms contain a minor illusion that make them look like regular entrance rooms, but in reality they contain magic gates that lead to four different places on the surface. The first one goes to Rock Island near Rivansea, the one next to it goes to a forest with an elven camp. The two on the other side go to a mountain valley and a corn field. Based on the other evaluation teams they are probably in the Dverolion Empire and in the Realm of Kaarg. The lifeforce spark detected by the other three countries wasn''t four dungeons opening in the same second, it was one dungeon opening four entries at the same time." Orven groans "This can really become a diplomatic nightmare. OK, my gate crystal has two charges left - I''ll send a message to get the three ambassadors to your inn where the other side is and then trigger it again to get them here to clean things up. Thanks, and I would really like to hire you for the first evaluation of the remaining floors. There are too many unusual things here to risk using an average evaluation team. Can you stay and watch here for today, and be ready for evaluation once the ambassadors agree to it?" Before Tom, the leader of the Sky Arrows can answer, Park already agrees "This should not be a problem, and we can discuss our fee later." 2.2.2 Picking up the Pieces (multiple PoV) 2.2.2 Picking up the pieces
Mastermage Orven Windrider One hour has passed since the battle on the [safe] floor. An hour of frantic messages to and from the City Council while the ambassadors from the Dverolion Empire, the Realm of Kaarg and the Combined Cities were called in and the identities of the prisoners sorted out. Currently everyone important was sitting in a tent in front of the dungeon entrance on Rock Island: Ambassador Celrin and Sworddancer Leader Oran from the elven cities, Ambassador Torvin Flintstone and Dungeon Master Ohannus from the Empire and Ambassador Melkan and Commissar Owlkan from Kaarg. Orven was sitting in front of them with a scribe next to him and Tom Blueeye standing near the entrance to the large tent. I hate politics - why do others consider me good at it? Give me some trade arrangements to solve without any posturing for political fame at any time. Hopefully I can leave the details to others and conclude this quickly. "OK, Ladies and Gentlemen.The City Council of Rivansea has decided to expand the Traveller''s Guild into an Adventurer''s Guild and give me as the Guild Leader the first responsibility of handling this mess. It now has been proven that this new dungeon has four magic portals as entrances, with one each on soil that is undisputedly deep inside each of our countries. It is literally just a few steps through those portals to get from one of these places to the others. It is also clear that the dungeon had send scouting parties into each one of our countries - the elves observed Lizardpeople and large grey or white foxes. The Legionaires didn''t see any spawn, but found the old dungeon Blackmoss retracted and collapsed. Kaarg has lost a necromancer with four skeletons to an unknown scouting party. We ourselves haven''t found any trace of scouting here on Rock Island, but suspect that it was at least checked out as well. The current state of the dungeon is also unknown - luckily it hasn''t gone rogue, but it might be mutated or dormant due to the energy cycle triggered by that idiotic fight. Since all of your teams participated instead of stopping the fight inside the dungeon, and because the system declared us as the winner, we''ll be the ones to send in a professional evaluation team tomorrow - but I expect each of you to pay your part of the costs. To prevent further fights I propose we create a dungeon council to handle this dungeon. Economically each of our countries will get one-fifth of the timeslots to send in parties (and yes, the dungeon activated the party system sometime during the fight). The final fifth will be at the discretion of the dungeon council to pay for its operating costs, with any remainder to be used or distributed on the discretion of that council. For strategic decisions of the dungeon council, each of you get one vote and one councillor, while Rivansea gets two votes and councillors on it. Any questions or suggestions to that?" As suspected, a storm of protests comes out - most of them on the lines of why Rivansea as the smallest country should get more control and threats that they could take what they want and so on. I knew that Rivansea was considered a backwater posting and didn''t get the best people as ambassadors, and the scout leaders had already proven themselves to be hotheaded, but can''t those people stop to think what they''re saying? I hoped and planned for such a reaction of course so I shouldn''t be disgusted when they behave as childish as I expected them to behave.... "SILENCE! No, you can''t fight over the dungeon - the entrances are too deep into your borders, there is no way you can march an army to them on the outside. And fighting inside the dungeon will only create further chances of it going rogue and destroying everything. The Dungeon Council needs five votes instead of four to prevent voting deadlocks, and Rivansea not only came out on top of the first entry but is also the only neutral country where you might agree to have the additional vote - or can anyone of you agree to giving the extra vote to one of your opponents? If Rivansea proposes anything that you absolutely cannot agree with you can still outvote us if you three all agree on it. Otherwise your only option is to close the entrance on your side and ignore it - which of course would allow the others to claim your shares." Ambassador Torvin Flintstone of the Dverolion Empire is the first to speak into the silence that follows. "That might be something the Senators could agree to, but I can''t speak for them on something this important. I request we postpone this for two weeks so I can send a messenger to Bremarin to ask for details." At that Orven is tempted to roll his eyes, but has better manners. "You don''t need a week to travel each direction anymore - send your messenger through the dungeon portals and he is in Bremarin within a single day." Hearing this Commissar Owlkan strokes his lower tusks "That''s right, even if the dungeon itself became dormant the advantage of the gates for travellers is enormous. We''ll have to install a customs office on our gate..." He continues musing in silence and starts to think about the opportunities. At that Ambassador Celrin interjects "OK, I''ll see that - but it does not change the fact that it was the Dverolion Centurio Ohannes that started the fight - so the Empire should be excluded as a penalty." "What? I might have made a bad decision, but I clearly remember your elves sneaking up on the discussion to do the same" "STOP" Orwen shouts again. "We will never get anywhere in this if we let the past cause more conflict. That is why I suggested the same access for long term for everyone. Penalties should be done as fixed payments or we will never get anywhere." "I agree," Owlkan adds "I think a payment of 1000 gold toward the dungeon council for its first operating costs would be a good penalty." "ARE YOU INSANE???" Again the discussion degenerates into a shouting match, but this time Orwen lets them continue while thinking about the situation. That commissar Owlkan seems to have some political skills, the Dverolion Ambassador hasn''t even realised that by discussing the amount of the penalty he basically accepted it. And declaring it as the initial fund to develop the dungeon will both help the dungeon council and make this more acceptable to the senators - they would have to pay something for the dungeon development anyway. He is one of their political control officer in Kaarg, so some skills are to be expected. If only the dungeon core has survived the energy boosts, this could become really good for Rivansea...
Master Gunnery Sergeant John Parkinson Using his battlestaff as a rest Gunny watches the large, two-headed silver fox body dissipate. A deformed, slimy core remains for a few seconds before it is also reclaimed by the dungeon. "OK, General - where next?" "That was the last mutant you have to kill Gunny. None of the remaining mutants is out of control, so I''ll let them stay for the adventurers. It will prove to them that there were mutation waves, and spare me the cost of replacing them with new spawns. There are just two other silver fox mutants and one crab mutant that I hope to preserve, but I need to get the mana to replace them before the first party enters or the defenses might be too low. If I can get that mana to replace them and enough influence points, I''ll try to turn their mutations into modifications that should be interesting and usable. But we''ll have to see about that, for now I have a much bigger problem to solve." "Huh? Are there any other mutations that you haven''t told me about?" "No mutation - the problem is just a regular dungeon floor." "Don''t be that cryptic General - I can''t help if I don''t know what''s going on." "Your idea of giving Booble authorisation and the energy to create a floor is probably the only reason why I survived the mess - it allowed me to dump a lot of mana and DP into Booble. Unfortunately Booble is a regular dungeon core, and as such the floor it built covers the entire available space. No hidden parts where you can bypass the adventurers, and my full size including the mythical rank bonus has been used on that floor. I have to find the best way to hide part of that floor to prevent people from calculating my true rank, and I''ll have to push all of the remaining free points from the level-ups into core-size to be able to increase the fifth and sixth floor wide enough so that I can create a hidden bypass around Boobles floor." "Oh, and speaking of the sixth floor - what do you plan to do with that mess? The mutation wave caught you while working on the second half of that floor and I wouldn''t call that result sane at all." Gunny shudders a bit at the memory of the floor he had to pass to get here. The General is silent for a minute before answering. "The mutation is contained on that floor. I only have limited access on that floor due to the effects of the mutation. At the moment I think I have to keep it for study and training. What will happen with it long time I simply don''t know - at the moment I have no way to repair it. That is a risk - the surfacers might decide to kill me to destroy that floor. But I hope the treasures and the fact that the system has confirmed containment is enough to prevent an overreaction. Especially as I''m not sure I have enough mana to even try to erase that environment - somehow the mutation upranked the environment. And erasing an environment has a cost similiar to creating it." At that, Gunny shoulders his staff and moves on. "Nothing I can do about that, but let me check the seventh floor and what Booble did there. Perhaps I can add a few suggestions to solve at least that problem."
Centurio Markus Ohannus Markus carefully lays down the quill and checks the letter he just wrote in the candlelight. From Centurio Markus Ohannus, Bremarin Dungeon Master To Senator Tevron Ohannus, High Dverolion Council Dear Uncle Tevron, sorry - I made a mess and need your help. For the past decade whenever I was skipped for promotion and told to learn how to handle situations without Kuor''Tel, I always thought this was jealousy. After all my combination of three rare abilities boosted my Kuor''Tel to be a power that let me handle anything with it. So when I realised that I made a mistake and tried to kuor it without success due to the dungeon''s stabilisation, I simply froze. I couldn''t think of anything else to do without using Kuor''Tel and panicked when the fight went worse. And something similiar happened in the diplomatic meeting - even I knew better than to try Kuor''Tel with that number of high-ranked people around, and my temper was part of how we were tricked into accepting the penalty of 600 gold.Did you know this text is from a different site? Read the official version to support the creator. If I ever want to compensate my mistakes and become a good officer of the empire, I need to learn how to handle situations without relying on Kuor''Tel - and the best way to do that is to be inside a dungeon where it doesn''t work. So I ask you if you can make sure that I stay here in Bremarin and can use the dungeons around here to learn and train how to be an officer without using Kuor''Tel? I would be in your debt for arranging this. Best Regards Markus Ohannus
The Sky Arrows, Ranger Tom Blueeye (Leader) Tom waits while the Sky Arrows squeeze themselves into one of the rooms they rented in the inn, and watches while Park asks D''vol to create his better privacy shield around the room. Park is definitely up to something that he doesn''t want anyone else to hear. He waits until the Channeler is finished before opening the discussion. "OK, let''s talk about the dungeon evaluation job. I would have agreed to it anyway, but Park was extremely quick to land us this job - care to explain why, Park?" "Of course, Tom " the blue-haired black sage takes a few seconds to collect his thoughts. "This dungeon is extremely interesting and the travel gates make it even more valuable. So if our evaluation shows that it survived and has not gone dormant, then I would suggest we ask to build a permanent base here for the Sky Arrows as a reward. We can even rent it out while we go through the portals to other dungeons like the Bremarin one, and return here after it has grown a bit." The Dwarf, Holgun, speaks up next "It will take years to get the dungeon to [High] and [Very High] ranks, the Bremarin dungeon is completely developed at [Very High] already. I agree to the job - we expected to sit around here doing nothing when we arrived. But I would prefer to get some priority access to Bremarin as a reward instead of rooms and citizen papers here while waiting for the dungeon to get developed. And even with 27 meter on floor 1 it could be a specialized [High]-Ranked dungeon instead of [Very High], since no one has seen the core yet." "But the travel advantages are big, and I have suggested we select a base for quite a while to help reduce costs and allow me to set up some trade agreements to better sell loot. With the dungeon gates and because it is neutral, Rivansea would be the best position for my trades. We haven''t seen any better in years of traveling and dungeon delving." comes from Siirm. "That might be, but I still say that better access to a developed [Very High] dungeon is worth more to us than waiting for an unknown dungeon that could get to [High] or [Very High] ranks." is the dwarfs answer. At this Park continues to speak "There is one other information I have not yet voluntered to anyone. When I checked the gate rooms, I was unable to identify their data." "Don''t joke around, Park" the blue-skinned human tamer speaks for the first time. "You are a [Dark Sage], and [Identify] is one of your primary class skills. You can identify anything up ... to ... [Very ... High] ... rank..." Her eyes become larger and larger as her voice becomes quieter and quieter. "Exactly Claudia - that gate room and therefore the dungeon core itself are [Master]-ranked, or I would have been able to identify them."
The General Core The dungeon is mostly silent, because most spawns and people in it went to sleep for the night. The General uses this time to check on the long log that scrolled by when it lost concentration due to the overcharges. One idiotic fight and I was almost destroyed as a side-effect. No wonder that the life-cycle here in the sphere is at risk if it is that instable. Without the extra crystals and Booble''s core I would have lost it, and that means that no regular dungeon could withstand what is probably happening regularly on a smaller scale with a few adventurers and two sides only. After all humans and probably intelligent non-humans always fight for advantages over others. This is a big problem in this lifecycle, and it should have been obvious from the beginning. So why is it there? And why are the gods trying everything to save the sphere? If I were in charge of such a project I would probably have pulled the plug and tried to save what could be saved for a restart. I can only think of two possible reasons: Either they can''t create another world - which means those "gods" are newbies that got some starting package from other, greater gods that can create worlds. Or there is something special about this world, something that is the key to what they want and requires the problems to be solved instead of abandoning the sphere. My gut tells me it''s the second case - Bareen was too competent and sure of her actions to be a newbie that bungled her first world. But what is so special here? Why does the Sphere System work this way? I think solving this question would help me a lot in the long run. And I don''t think Bareen will answer any questions about the Sphere, or she would have told me the reason from the very beginning. But comments like these don''t really help me the General thinks while he looks at the screen with the quest message and some unintended data mixed into it.
Quest "Gain the Attention of the Governments" completed. Contract of choice gained All types of contracts can be gained by abilities on later ranks, this reward gives you early access and without the need for the required abilities. All contracts have different limits, please refer to knowledge base.
Command "give Booble authority to create a floor and transfer mana and DP to it" detected Connecting dungeon cores "general" and "Booble" <> <> Energy interference - feedback loop increases access requirements <> <> Accessing Communication Network
Bareen: That is one way of gaining attention... Atlas: Ah, but it does point to another option. I think I''ll try something to make battlefield-variants of dungeons. This could solve our problems if we find a way for them to survive the fights. Rolandro: The entire fight was funny, and I think it''ll be even more funny to watch you creating those battlefield cores. How do you propose that? The General only survived due to the second core Booble, and you know the problems with a stabilisation interacting on multiple cores. Evendar: You allowed Bareen to do the same, and it might really help you with the Sphere Bareen: Get lost, you were never invited. And we only agreed to try that dungeon with multiple cores and multiple floor crystals because everything else failed. Korem''Dorn: Ah, but the destruction would be awesome to watch... Darklight: The dungeon core has to survive before this could be calculated as a success. All other speculation is premature. Legalia: Dungeons aren''t my responsibility, so I let you decide on what to do. But Rolandro, your last game has really added another mess to this. I can handle Elevri and Shaleen, and Nirial is even funny - but Magnor and Conan are nothing but trouble. Especially if Magnors plans succeed. Rolandro: You hurt me Legalia - I always do everything to the betterment of the Sphere. So a little bit of fun should be no problem. And I even used four of the thirteen to solve existing problems and loopholes...
Overcharge levels too low for override, cancelling access and system override.
You can choose the contract reward at any time you want. You can either offer it to any surfacer inside your dungeon, or ask the system to offer it to a person in range that fulfills criteria you specify.
The Gods give favor for the "War on the Safe Floor": Bareen: +60 Favor Atlas: +100 Favor (Request Gained, 1/1 Request available) Rolandro: +35 Favor Pilia: +20 Favor Darklight: +30 Favor (Request Gained, 1/1 Request Available) Korem''Dorn: +50 Favor (Request Gained, 1/1 Request Available)
That discussion of the gods is something else, and I don''t think I was supposed to get that. Unfortunately I don''t understand most of those references, and I don''t want to risk another overcharge to get that access again. Need to file it away for a future time when I have enough leisure to think about it. Back to the reward problem. I can have only one "Voice" contract in total, and it becomes available at level 81 at a cost of a core ability. The voice contract gives communication and political skills. I can have two "Traders", but only one of them under my choice. It becomes available at level 51 for chosing another core ability. The other trader slot would have to be filled by a merchant-type that reaches my physical entry and declares himself or herself to be my trader. Nothing I can do about that second trader. In both cases the trader would get limited communication and haggling skills, and would also gain access to my core inventory - something that I myself have only limited access to and use for without a trader. The "Rogue" contract seems to be better for now - I can have one rogue contract for every entry (and there are other types of entries I can gain at level 51 and 101), and it gives the rogue some hiding skills appropiate to the assigned exit as well as some skills to obtain templates and special objects for my inventory. But it would not give any special communications skills beyond normal contract options like I can talk with Gunny, and I would still need to spent a core ability slot to get the other rogue contracts. The Voice or Trader contract would solve some of my communication problems and free the ability slot, but their main options would require me to reveal that I''m sapient to the adventurers. Not a good idea at the moment. Putting the decision about the contract to the side for now, the General checked with the comatose and glowing silver fox below the desk in his room. It was the silver fox that he kept in his room to preserve the picture of the Paut''a that nearly captured it, but it also meant that it was nearest when the overcharge tripped his mind. Somehow in that mess he overrode the system and installed a mage-class-core intended for people into an animal spawn, and ever since then the silver fox has been comatose with a yellow glow, while the system somehow rewired its existence. Three regular silver foxes were standing guard on it in case that the fox would be insane on awakening, but hopefully the changes the system makes will prevent that.
Mastermage Orven Windrider The next morning I first go to the Citywatch headquarters where two recruits wait for me. Together we travel by boat to Rock Island. We really have to think about some better way to get to the dungeon - Rock Island is too small for a large number of buildings. My gate crystal has only one more charge left and I want to keep that for emergencies.If the dungeon survived and is valuable, we should built something like stilted homes next to the pier. But the lake is deep there, we''ll need some earth mages to built it up and we can only pay those if the dungeon gives loot. When I enter the dungeon I see the Sky Arrows already waiting near the node on the first floor. "Hi Tom, Park, everyone. I want to suggest a few changes to the normal procedures on first evaluation - if you think you can handle that. With the experience from the kills of that fight yesterday, the dungeon is guaranteed to be blocked at Level 20 with reduced generation of mana due to EXP-overcharge - most likely even into total stagnation with no generation left."
Luckily not completely the General thinks while checking his status [EXP Overcharge state (IV): Reduced to 6% regeneration values] But you are correct about the level 20 block...
"To rank-up from level 20 the core will need [Very Low]-ranked escapees from a [Very Low]-ranked floor. That of course is impossible at the moment, but I want you to take these [Limited]-ranked recruits and help them to trigger the [Escapee]-count for the first rank. This should show the core that it needs to increase to floor 11 to rank-up and would help to train it by teaching that it needs to let people live to continue. First delve with escapees would be a perfect way to start training the dungeon." "OK, we can do that - in this case, the first group should be only Park, Claudia, Samantha and Corvin. The rest of us will go tomorrow if you can''t get to the final floor today. Claudia - instruct your beasts to keep additional guard on those two, that should protect them even with only four adventurers." Tom answers to that request. "Anything else?" "Yes, " I search in my pouch for the crystal I stored there before leaving home, an old keepsake from my adventuring days. "If you get any hint that the core is not dormant, then we should not risk to panic it by entering the core room. This crystal lights up if it is on the same floor as a core node, giving you a warning about that. If it looks as if the core is dormant, then you need to go to the core node as that might panic it out of dormancy - but if you think it survived normally, your evaluation ends if the crystal lights up on a floor."
Gunny speaks up "I think you''re to old to need potty-training, General, so that idea of training will probably fail. But what do you think about the escapees and the crystal?" "I think that Mastermage Orven has just solved a problem he didn''t even knew I have. The small hidden areas I have now are too small for several of my other plans, but if the message works as he describes no one will think it strange if I have floor 9 and 10 just as small pass-throughs to floor 11. That would leave the rest of those floors for me to hide other functions. As for that crystal... Booble, can you move? You are not bound to a node and as a former dungeon core you might trigger that crystal before they get to my lowest floor if you are higher up..."
"No problem at all" answers Tom and takes the crystal from my hand. Then he adresses the others. "Park, take this crystal and go for the first dungeon delve. Orven, usually we need around two hours to completely map a [Limited] floor including drawing a good map and identifying and documenting everything. But if this dungeon has other strange options it might take longer. If it has only three or four additional floors below this one, the first team should be able to make it in one delve. It should not have many more floors unless it used the energy from the fight to create them - which is a real possibility after all. In that case the remaining floors will be mapped by myself and the second team delving tomorrow." 2.2.3 Mapping Hell, First Half (Sky Arrows PoV) 2.2.3 Mapping Hell, First Half (Sky Arrows PoV: Dark Sage Park Lumberman) Park and his group approach the stairs going down deeper into the dungeon. There are several scribes checking and reorganizing the desks and office furniture to both sides of the stairs. One of the scribes looks up. "Oh hello - please wait a minute, we just started setting everything up for the dungeon council." The scribe collects a quill and a parchment. "This will have to do until we get formal procedures sorted out. The dungeon council wants us to record every party entering the dungeon, including who you are and on whose share you enter the dungeon and why. In your case the last two would be on the dungeon councils behalf and for first evaluation, but please state your names and classes for the record."
"YES, please tell me who you are and what tricks you have before entering my dungeon floors. I like it when a plan works as intended. The Council would have been better advised to setup outside instead of using the convenient office on my first floor..."
"Bureaucrazy is the worst form of crazy" Park mumbles to himself while everyone gives their data. "OK, two things before we go down. You two, your names are Lerin and Holgur, correct? We always use first names only when dungeon delving, because warning shouts need to be quick and not with formal titles. And we expect the same from you - I''m Park, and these are Claudia, Sam (to shorten Samantha as well) and Corvin. The other thing is that in most cases, spawns are slow to react when a party enters a floor from the stairs. This is no longer the case once we are on the floor itself, but for the first room on each floor our best chance is to rush any defenders. And I would like you to do your part in the fight - if we just carry you along then you will not trigger the [escapee] status when we leave again. Corvin and Taarna - that''s the Sabretooth Lion there - will rush first, then I want you two to follow, then Claudia and her other beasts, Sam and me last." The plate-armoured fighter goes down the stairs beside the big cat. Halfway down he quietly tells the party what he sees. "As Park said you rush the room - but not the stairs, which is especially true in this case. The stairs slowly become smaller, from the three meters at floor one to the minimum of two meters at the lower end. Rushing them from the top would have cause some people to stumble on that. The room itself seems to be dark, but consists of masonry similiar to the top floor. Ready to go, three, two, go!" The party storms into a room that is six by six meters, with a small column of one meter wide in the center. As soon as Corvin enters, torches on all walls light up to reveal a group of six silver foxes in the room. Spoiler: The first room of floor 2
Combat Initiated
Dark Sage Park Lumberman, Tamer Claudia Pekarest & tamed beasts, Shadowhand Samantha Swiftblade, Fighter Corvin Omklen and Citywatch Recruits Lerin Airleaf and Holgur Moog vs. Silverfox A, B, C, D, E and F
Corvin simply smashes the silver fox that attacks him against the wall with a backhand blow of his armored fist, while the sabretooth lion bites another fox in half. Park and Sam also kill their foxes quickly, but the two recruits have more problems. The Sky Arrows watch the fight where Lerin and Holgur both need multiple hits with their swords before the battle is finished.
Victory Result
No XP due to excessive rank difference between the party and the spawns. Silver Fox Cadavers can now be taken as loot.
"What? Why are the spawns bodies considered loot instead of dissolving? And Holgur and Lerin had more problems than they should have with floor-two-spawns. Claudia, please check on the foxes while I check the room and the floor details. Corvin, on guard for roaming spawns." Park doesn''t like it if a dungeon doesn''t behave as his experience tells him. Claudia kneels down and checks the silver fox corpses while Park looks around. Five illusions in this room alone - one on each exit making them all look like regular corridors, including the stairs up that should be there. And the last illusion on the column with the decorative floor around it. Why is that fifth illusion there? Oh right - its the same size as a node and its magic circle, which means the floors node is hidden behind one such illusion. And in total the illusions on the exits work hand-in-hand with the floor effect "Misdirection". After a few minutes Claudia stands up again. "Interesting - I''ve never seen it used that way. Everyone, these silver foxes carry the modification [Loot] that is usually only found on traps and trapped chests. And as usual it increases the level by one, making these spawn be level 3 on floor 2. The cause of the loot is that their teeth and claws are laced with real silver. That also gives them a slight enhancement of combat strength, but since the silver comes from the loot modification there is no extra battle modification needed or mentioned. With the silver, the high quality fur and the meat it adds up to a value of around 40 copper for each of these cadavers." "More than two silver for fighting half a dozen foxes in the first room?" Holgur is surprised "I know quite a number of recruits that would be interested in clearing these rooms for that money..." "That explains much" interjects Park before the discussion can turn to loot "including why the Necromancer Apprentice was overwhelmed. He expected to face several spawns of the first level, but instead he got spawns of level 2 equipped with the equivalent of silver weapons. With the silver giving a chance of dispelling [limited] magic the foxes must have gone through his simple skeletons as if they weren''t even there. And that is not the only trick this dungeon has. Look around." "Huh? Where are the stairs? Every exit of the room is a regular corridor and they go in all directions..." "There are five illusions in this room, let me dispell them." Park chants five times and each time an illusion vanishes. One exit now shows the stairs going back up, directly opposite to it is just an alcove with a chest. But the two corridors to the north and south don''t change despite the illusions dispelled, and the column also remains the same. The female recruit, Lerin wonders: "Why waste power on an illusion that shows the same thing as reality?" "It isn''t wasted" Park answers "The floor effect is misdirection, and with illusions into every direction you can''t even use detect magic to get your bearings. You need to dispell everything unless you are high enough in rank to ignore the misdirection and have good maps to know where you are. This floor will provide quite a challenge to [Limited] adventurers, requiring a lot of mapping skills and counters to illusions. We''ll probably have to raise the minimum entry level for adventurers to four or five for this floor or we''ll loose a lot of them to this dungeon." At that moment the discussion is suddenly disrupted
System Notification: The Dungeon''s public title has been changed.
What? thinks Park [Dungeon Details][Floor Details]
Dungeon Details
Dungeon Name general
Public Title Trickster
Title Effect All attempts to see through any distraction or illusion (magic or non-magic hiding) are at -2 penalty.
Dungeon Rank unknown
Floors reached 2
Floor Details
Floor Number 2
Floor Name not set
Details not set
Floor Environment Medieval Cellar
Environment Rank [Limited]
Details Rough stone masonry walls with functioning torches. The story has been illicitly taken; should you find it on Amazon, report the infringement.No effect other than Light
Floor Effect Misdirection
Effect Rank [Limited]
Details The Mapping and Direction Sense skills are reduced by one [Rank] in effect, and all skill rolls of direction sense and mapping are at a penalty of -2 while under this effect.
Park groans. "OK, at least we now know that the dungeon core survived. It changed the title exactly after we learned what this floor does and it changed it into one that makes dispelling these illusions more difficult. I can still handle it, but dispelling dozens of illusions with that penalty will drain even my astral power a bit. Sam, have you checked the chest? If you''re finished I suggest we go north." The Shadowhand holds up a black coin "Yes, and it was only level 1 with only a single dungeon token inside it - probably a placement instead of a random floor chest. The token has a number 1 on front and three stars on the symbol side. I have no idea what it is to be used for." The party goes to the north, quickly dispatching the six silver foxes that wait for them in the next room. Everything looks identical to the first room, including illusions on all four exits and on the column. Samantha looks around "That [Misdirection] effect will really cause people a headache if every room looks the same. Park, can you dispel the illusion to the right exit first? If that is the dungeons size limit it would also be a fake corridor." Park casts the spell and the group looks at an alcove again, this time with a half-meter hole in the floor and some planks and basins on the wall. "Huh? [Embarrassing Pitfall Trap Level 0]" Samantha wonders "What is this idiocy? You just need to fold down this damaged plank and no one can fall in, because the hole in the plank is too small. Think this is something mutated Park?" *snicker* "This trap doesn''t make any sense at all, the only one to be embarrassed with it should be the dungeon itself." *snicker* "Something funny, Claudia? Or why are you snickering this whole time?" "Oh Sam, just think about it - where do you normally see a seat with a hole in it and a basin of dry leaves next to it? Then you''ll also know why it would be extremely embarrassing to fall down into that pit..." "AN OUTHOUSE???? Why would a dungeon even bother with that?" Samantha shouts in confusion. Into the following silence Corvin says "The dungeon does have office furniture on the safe floor as well - it seems to have been programmed with options about making an adventurers life easier."
"OK, General, what is it really? You made that while you were still closed and under an energy limit, but you have never wasted a limited budget on conveniences before on Earth." "I don''t know what you''re talking about, Gunny. I can give you on good authority that this is nothing but a simple restroom for the poor adventurers travelling through me." "General...." Gunny gives THE LOOK toward the core. "Ok, Ok, I give Gunny... This restroom and a second one like it on floor three are exactly what they seem to be - mostly so that the adventurers exhaust their curiosity and identify skills on them and then ignore the third restroom that is also on floor three. One of the absolute system rules is that all rooms in a dungeon need to be physically connected somehow, and since I had only three floor crystals to create floors at the same time, that connection had to have been on the third floor at the latest. I knew from the beginning that I would block the corridor as soon as I had something deeper, and the current connection on floor 5 will also be closed as soon as everything is ready on floor eight. But a blocked corridor is not the same as a corridor that was never exvacated, and a fake wall can be detected sooner or later. So the former connection on the third floor ends inside that third restrooms pit. Let them use the rooms for a few weeks and no one will climb down there to look for a fake wall anymore."
After a number of identify skills and spells on the embarassing pitfall Park grows tired of it. "There seems nothing to it, the only magic on the bottom is a slow absorption pattern and a smell illusion. Let me continue with dispelling the illusions in this room." Park casts another dispell on the illusion of the column - and suddenly there are stones flying everywhere, followed by a short firewave. "Ouch" "Look out" "What the hell" "Iiieeks" None of the high-ranked Sky Arrows is really hurt by the trap, but Holgun needs a healing potion for the burns on his face, and they all need a minute to put out the tiny flames on their equipment. Samantha looks up to the hole in the ceiling. "That is a rockfall trap with a Loot-bonus to make it level 3. The cone that is here instead of the column made the stones scatter in all directions instead of only falling down. But why was it triggered by Park''s magic, and where did that firewave came from? No trap on floor two should have secondary effects." "When I cast the [Dispell] on the illusion, I detected that there was a shield spell directly under it. But I thought nothing of it and dispelled both, because anything protected by the dungeon should lose that protection. Unfortunately the shield-spell was basically used as a plug to keep the rockfall trap closed. But I have no idea where the fire came from, there was nothing magical about it." comes from Park. Lerin speaks up "I think I know what it was - look at the stones. It''s another case of a carefully selected loot - those rocks are heavy coal and can be sold for some copper. But coal means coal dust, and coal dust with open fire like the rooms torches..." "Claudia, your Taarna is already sniffing into the next room north. Should we check it?" Sam asks. At that Holgun looks surprised "A further room in a straight row? OK, we haven''t gone into the corridor to the south so there might not be another room in that direction, but isn''t this at the size limit for a floor 2 of a low level [high] or [very high] dungeon?" The Sky Arrows exchange quick glances, remembering their discussion from the previous evening. Park answers "We can probably rule out a [high]-ranked core by now, but this should be possible with a [very high] ranked dungeon. Let''s check it out." The group proceeds into the next room.
Bad idea, Park - you should have removed the illusion on that corridor to see what it really is... The General grins to itself
"Another room like everyone else, with another group of six silver foxes, although two of them have minor mutations from the energy cycle. It''s surely nice for adventurers looking for loot, but somehow I expected something more out of a dungeon that has been cunning with its spawns and traps so far." Corvin sounds a bit bored when complaining about that. "Park, is the column real or another rockfall trap?" "I think neither - but I can''t make head nor tails about the traces that I can detect through the illusion. One moment, let me dispell it." Park casts the dispell again and the group is given an unexpected sight. Under the illusion was no column, but a statue of six foxes standing next to and even on each other. They are extremely life-like as if they had been frozen in that position. Before anyone can touch them however Shadowhand Samantha calls. "Wait - that''s no statue, they are caught in a stoning trap." "That makes no sense, Sam" Park answers "A stoning trap needs an [Average] rank to function properly, it can''t be placed on a [Limited] floor and still function." "It doesn''t function - my [Identify Traps] allows me to see its restrictions and conditions, and it is completely harmless to us. I don''t know what the core thought when it created that trap, but the first restriction is that it cannot trap adventurers, only spawns can be trapped." Samantha shakes her head "and the second restriction is that all caught will be automatically released when there is no danger and no life around for more than five minutes." Everyone looks at each other confused. That really doesn''t make any sense. There is something about the way those conditions are worded - it''s something that doesn''t fit ... But before Park can complete his thoughts, he hears another call from the recruit Lerin "Your cat is too curious, Claudia - she''s already on her way to the next room again." Another room in a straight line? something doesn''t fit here, let''s look. Park calls to Claudia "Make sure Taarna stays in the next room, this is too easy and we need to check more carefully." "Only a single Silver Fox this time" calls Corvin while trying to backhand the spawn into the wall as usual. But this time the spawn evades.
Combat Initiated
Dark Sage Park Lumberman, Tamer Claudia Pekarest & tamed beasts, Shadowhand Samantha Swiftblade, Fighter Corvin Omklen and Citywatch Recruits Lerin Airleaf and Holgur Moog vs. Silverfox A
Corvin strikes with his sword against Silver Fox A and hits, but despite the wound the fox makes its own assault against Taarna and bites her into her front paw. Her retaliationary claw strike also hits, but it takes the additional trident attack from Claudia and a knife throw from Samantha to finish the Silver Fox.
Victory Result
Recruits Lerin Airleaf and Holgur Moog each gain 10 XP (reduced due to high-ranked help). Sky Arrows gain no XP due to high rank difference. Silver Fox Cadaver can now be taken as loot.
"What the hell was that? Single enemies usually have two levels more than a group of spawns, but that was no level 5 fox. It has to be of at least level 11 for the victory message to change like that." Corvin is now really angry "Claudia, how did that fox get to that level?" Claudia lists the result of her identify beasts "Node Guard Bonus +2 levels, Stair Guard Bonus +3 levels, Single Enemy Bonus +2 levels, Loot Bonus +1 level, Base level ... that can''t be right - base level three???" Park begins to dispell everything in the room and finds the node as well as a natural cave corridor going steeply down - only that the way down is in the south alcove where they should have come from since they were always going the north corridor. What? How did we get lost that easily? The [Misdirection] alone is too weak to do this to us on our levels. Sam uses the silence that follows the surprises to check the floor details. "We are indeed on floor 3 instead of floor 2, and that cavern corridor there will go down to floor 4. How is that possible, I don''t remember going down any other stair?" For a minute or so the room is filled with confused shouting before Park stops it. "CALM DOWN!! OK, the dungeon got us lost and no I don''t know how either. But nothing here can really harm us, we are too high-leveled for that. We will handle our task here and retrace our steps dispelling every illusion, that should allow us to find out what happened. Before that, Samantha, Corvin and I will go check the fourth floor if it has the core node and if it has different effects than the first two floors or the same misdirection. Claudia, keep guard here and especially check if the dungeon releases any Lifeforce here while we are down to the fourth floor."
"No need for any cheating or respawning so far, Park. The list of surprises is still long...."
2.2.4 Mapping Hell, Second Half (Sky Arrows PoV) 2.2.4 Mapping Hell, Second Half (Sky Arrows PoV: Dark Sage Park Lumberman) The way turned into a natural cave instead of the stairs of the upper floors, and Corvin, Park and Samantha slowly made their way farther down. In the cavern room at the end they found only a single extremely large crab charging them, only to be obliterated by an overpowered void bolt cast by Park. It''s obvious that the [Dark Sage] is currently not in the best mood. They stand in a rather large, wet and natural looking cavern, with the floor''s node just a few meters ahead. It''s a regular node, so Park doesn''t even need the crystal to check for the core node, this dungeon has to have at least one more floor. [Floor Details]
Floor Details
Floor Number 4
Floor Name not set
Details not set
Floor Environment Water Cavern
Environment Rank [Limited]
Details A natural cavern with some flow of water in it, usually an underground river. Allows placement of water-based spawns and traps.
Floor Effect Defender''s Advantage
Effect Rank [Limited]
Details Whoever is in a room gains a bonus +1 to physical protection against any fighters entering the room.
"This floor will probably be something for fighters - a floor effect that will increase the armor of the spawn, with spawns that were selected for an already existing armor. I never heard of that floor effect before however, it is probably something modified down from an higher-ranked effect." Park tells his friends about the analysis. "Let''s go back, we now know what we wanted to learn here and we still need to find a way back to the stairs up on floor 2. I can''t believe a [Limited] dungeon floor has tricked us into losing our position." The three quietly ascend the floor again, arriving in the final room of floor 3. Claudia just finished administrating a bandage to Holgur. "Hey guys, while we were waiting I had Holgur and Lerin try out the treasure chest in the alcove there. The trap has triggered the half-life-message for both of them, which means they will now count as escapees when we leave. The chest contained just the usual random floor treasure of a dungeon, nothing special. It lies there" she points a bag in one of the corners. She then continues "The node is a rare one that is usually found much deeper into a dungeon - which is also why it is almost useless. It creates silver, but its energy and matter limits are so low that it can barely create tiny grains of silver. Some people will probably still use it as they have no chance to get to deeper levels where those silver nodes usually are. It''s probably here to help with the spawning of silver foxes. Other than that, this is basically a floor end room" she guestures around. To the north is another alcove with an outhouse instead of a treasure chest. With the corridor to the lower floor at the south that means the only entrance to the room is to the east. Claudia continues "Somehow we must have gotten turned around because we got here from the east despite always going north from the entrance. I had some inkling that we went in the wrong direction in the room before this one, but I thought it was a failed direction sense due to the misdirection effect of the floor." "Good work" answers Park "I had the same feeling, but as you I had thought it was caused by the [Misdirection]. That means there is something else around here that can mess up our direction senses, something that even got us into the wrong floor without an outward sign. Let''s try to retrace our steps." The six adventurers and four tamed beasts make their way back east through the only corridor that leads to the node room.
Combat Initiated
Dark Sage Park Lumberman, Tamer Claudia Pekarest & tamed beasts, Shadowhand Samantha Swiftblade, Fighter Corvin Omklen and Citywatch Recruits Lerin Airleaf and Holgur Moog vs. Silverfox A, B, C, D, E and F The Silver Foxes have surprised the Party
"What the fuck?!?!?" Despite having a surprise attack the silver foxes fail to do much damage. Corvins platemail protects him from two attacks and the other foxes only get in minor bites before they are killed with quick strokes.
Victory Result
No XP due to excessive rank difference between the party and the spawns. Silver Fox Cadavers can now be taken as loot.
"Claudia, why didn''t you tell us that the dungeon respawned the foxes here??" "There was no Lifeforce wave at all, this can''t be a respawn." Claudia defends herself from Corvins accusation. Lerin interjects at that "Are we lost again? Did we get to a new room while trying to retrace our steps?" "Everyone calm down" Park takes control again. "The dungeon details still show nothing of a broken or mutated status, so there has to be an explanation for this. Wait a moment - the statues are gone... Oh shit, I knew that there was something funny about the way the conditions of the stoning trap were phrased. It''s a prepaid respawn. The dungeon creates a group of foxes and has them stoned. While the timer runs, it spawns another group preventing the original foxes from de-stoning. Then adventurers come and kill the second fox-group. Since the adventurers are alive as well, the stoned foxes remain stone - until the adventurers leave. Then five minutes later they become alive again, effectively respawning without spawning costs because those costs had been paid long before." Corvin continues from there "And since the Systems [Party Rules] only prevent a higher number of spawns at the same time but specifically allow for respawning, the dungeon has effectively a lot more spawns without the common compensating LifeForce recharge to the adventurers as well as an additional blockade of fights for adventurers on their way back after a delve." "And as we have seen this can even add more confusion to the question where we are because we remember which rooms were cleared and which not. This dungeon might not have broken the system rules yet, but it bends them into pretzels to get every advantage possible." Samantha adds as well. "Park, please dispel the last illusions here in this room. We need to find out how we were tricked to get here." One minute and four dispels later Park groans again. "Gates! Magic gates hidden behind illusions of regular corridors." "Yes," Corvin remembers "the dungeon has far-reaching gates hidden behind illusions for its four entrances, so it shouldn''t have surprised us to find hidden gates connecting points inside its floors. We came from that direction, so this gate should get us back to the second floor - anyone wants to guess where the gate in the south alcove leads?" "No" Parks stops the discussion "If that gate in the east gets us back to the known rooms on the second floor, then after that we will only follow the physical corridors until we have the positions of all gates. We can''t get a correct map if we continue to jump around." Five minutes later the party stands in the entrance room of the second floor where the stairs go up. After a bit of reorganising Park starts again. "OK, let''s begin mapping for a second time. The room to the north of here has a gate in the north alcove that ends in the west alcove of an unknown room on the floor below, and a regular corridor going west. We will now follow that corridor and map only floor 2 until this map is complete." The room to the west of the gate had only one quickly dispatched silver fox. Dispelling the illusions the group finds another exit west and two alcoves, one with a regular treasure chest and one empty. The stone column in this room is massive and doesn''t vanish on dispelling. Samantha approaches the empty alcove with a suspicion that proves correct when she finds a trapdoor. Safely triggering it she looks down into it. "Hmm - seems as if gates are not the only way to get down by surprise, this pit is deeper than a simple pitfall, it seems to go down to floor 3. It''s one and a half meter wide and long - difficult but not impossible to climb back up depending on what is below, but it''s to dark to see. One moment."The tale has been taken without authorization; if you see it on Amazon, report the incident. She takes a small pad of oilcloth from her backpack, ignites it and drops it down the pit. "Yes, about five meters down and looks like one of the regular corridors down there." The party continues exploring to the next room to the west, where the dispel of the column shows another set of stoned foxes waiting for them to leave to respawn. Dispelling the illusion to the north, another gate is revealed, prompting Park to comment "As you can see a dungeon can''t really mess you up if you work methodically and reveal all hidden traps and gates before continuing. Next [Dispel Illusion]" Lerin and Claudia are checking the newly revealed gate so they only see a very strong flash from the side before a string of curses and profanities erupts behind them. Turning around they find all their comrades temporarily blinded by the flash that came when Park dispelled the illusion to the west. Claudia can''t help but snicker after she checks that there is no more danger "You had to tempt fate, didn''t you Park? I remember someone telling us years ago to never get complacent or it would bite us in the back. Who could that have been, someone with black skin and blue hair if I remember correctly..." After a few minutes of healing and cleaning their eyes Park checks the now empty alcove to the west. "That light was not magic, I would have detected that. There is some form of alchemical residue on the entire back wall - that must be the leftover of whatever has created that light. It might be something for D''vol and Cleev to check, or it would probably best if Orven hires an alchemist to check this."
"Correct, Park" Gunny smiles "I really like flashbangs, and my secondary class Alchemist came through for me on that one."
The physical way now goes to the south, where they find another gate and the floor''s node after killing the single defender. Park approaches the node and accesses it.
Node Access Menu
Rank [Limited]
Type Matter: Silver
Matter Storage 100/100
Matter Creation 2/hour
Node Creation Options
Tiny Grain of Silver
Cost 20 SP, 10 Matter
Effect silver grain (value 10 copper)
1 Silver Coin
Cost 200 SP, 100 Matter
Effect coin (value 1 silver)
Small Silver Bar
Cost 2500 SP, 500 Matter
Effect Silver Bar (value 10 silver)
"Like the one on the floor below this is also a silver node. And like you said Claudia the [Limited] floor rank places too extreme limits on storage and matter creation for it to be really usable. But it probably gives the core a discount for the silver foxes so it is of some value, even if only a cheaper respawn of the lootable silver foxes. Let''s continue." An hour later the party comes to a stop in the south-east room and Park summons up their results. "nine rooms on floor 2, arranged in a 3 by 3 grid pattern. Eight of those rooms make a loop, with the ninth room being the floor-end-room with stairs down in the south-west. Five gates are scattered among those rooms, and everything else but this panel in the east alcove here is already known to us. Any chance finding out what it is, Sam?" "Five differently colored lines around a metal token glued to the wall. It looks like the token from the first chest with three stars on the visible side and completely black. When I touch the token, one of the lines seem to light up for half a second. Let me experiment a bit." The others settle down for a few minutes while Samantha touches the token and the lines. Sometimes the lines light up, and sometimes they hear a curse and see Sam wiggling her fingers. The entire process speeds up more and more, until suddenly the token drops into her hand and the lines vanish. She adresses her friends "That was a test of both [Body-Flexibility] and [Mind-Power]. I had to remember a sequence of lights that got longer and faster with each try, and touch the same sequence before the time was up. A failure gave a small zap that is harmless for high-ranked adventurers, but could become problematical if repeated by [Limited]-Rank people. After I succeded with a ten-signal-sequence, I got the token with the number 5 on the other side and the wall went dark." At that Park calls everyone "OK, now let''s go down to floor 3 and see that we can map it as well. And once we have all gate positions we''ll check where they go."
Mastermage Orven Windrider, Rivansea Dungeon Councillor and Guild Leader Travellers/Adventurers Guild Nine hours after they went into the second floor, Orven watches Park Lumberman and his companions climb back up to the first floor. All members of the first party are overloaded with corpses of silver foxes. They look tired and a bit frustrated - something on the delve wasn''t as easy as we assumed. Of course not - we never had a dungeon with four magic portals on its first floor, so we can assume things are different below as well. "Welcome back - did you get to the core floor?" In a very frustrated tone Corvin answers "No, we spent nine hours in Mapping Hell. The others will get there tomorrow - unless that dungeon has some other surprises for them as well." At this Park sends the other Sky Arrows away "Go back to the inn, I handle the rest. And lighten up, you can get extra wine for your share of the loot. Orven - is there some place where we can talk about it in peace?" "Follow me" Orven leads his old comrade from his adventuring days to a sideroom of the first floor. "This room is another mystery, because it contains symbols of Bareen on the walls. It is not a shrine, but priests have confirmed that Bareen has really blessed these symbols, and no one knows how that is possible. But for now it is empty and has no purpose. So what can you tell me about the dungeon?" "It survived the energy cycle. The title it activated makes the second and third floor a lot worse, and it activated it directly after we understood the problem of the second floor." Park takes a flask from his backpack and draws a good drink from it. "It isn''t broken, but it bends the system rules to get the maximum effect possible from it - we''ll have to set the minimum safe level for adventurers to seven or even eight for the second floor." "What? Usually someone is mostly safe if he has three levels more than the floor number, why do you need that high a safety limit?" "Look at this corpse, the only spawn type on the first two dungeon floors. Somehow the dungeon modified the loot option to be used with spawns, and that gives all spawns an extra level beyond the regular floor base. Additionally the second and third floor are interconnected with magic gates that are hidden behind illusions like the entrances themselves. You have to give both floors the same safety limit due to that. The second floor has nine rooms in a 3x3 pattern with five hidden gates, the third floor sixteen rooms in a 4x4 pattern with seven gates hidden behind illusions. Some illusions hide an alchemical flash that blinds you if you look at them, while other illusions hide needle-throwers that you need to look at to evade them when you dispel the illusion. Adding to that..." Orven listens to Parks story of the first evaluation and mapping expedition. The most important thing is that the core survived without going dormant or mutating - if it is exceptionally strong that is rather an advantage in the long term, especially after we control it. "I think I got the important parts, the rest can wait until you turn in the maps and the detailed descriptions. I had someone patch up Lerin and Holgur and asked them to wait before leaving, so that we can check if the dungeon has any special reaction to the first ranking escapees from its limited floors. If it is as cunning as you describe it, it should realise that it needs to get to floor 11 to solve his experience blockade. Let''s go to the Rivansea entrance to check." The two old adventurers walk the thirty meters to the entrance gate where the two recruits wait for them, now properly patched up. Orven orders them to leave and return to the city for rest, then waits if the dungeon reacts to them leaving. About one minute later a LifeForce wave passes them and Orven begins to speak "That wasn''t something special, it felt as if it was a regular respawn-effect. A bit large for a respawn of floor two and three, but you already explained the extra respawns. So..." At that another tiny LifeForce wave passes them, quickly followed by a third one before a really big fourth wave passes them. "OK, the last massive wave had to be the creation of a new floor - but what were those two tiny waves before that? Park, you are absolutely right that this dungeon does things differently than we are used to. Any Idea what that could have been? It has to have used up all energy left from the cycle as well as everything it gained from your delve." Park only shakes his head "No, I assume you''re right about the first and the last wave. But I have no idea what the other two tiny waves could have been. I''ll now let you handle your administrative tasks, the day was especially long for me with all the dispels." One hour later Orven leaves the dungeon and approaches the tent where the new Dungeon Council had its temporary seat until the buildings are finished. "Greetings, fellow councillors. I bring good news as we seem to have a real treasure of a dungeon at our hands. At a first calculation a complete clearing of the second and third floors should net loot for a value of around one gold, about twenty times of what similiar floors on other dungeons yield. And that is without using the nodes, which are rare silver-nodes on both floors, nodes that are usually only found much deeper in other dungeons. The reason for this is that the dungeon uses the loot-modification in really excessive numbers. That of course also means that we need to make sure our adventurers and other collectors are strong enough to handle the added levels, but this should only be a minor administrative restriction..." 2.2.5 A Watery Floor (Sky Arrows PoV) 2.2.5 A Watery Floor (Sky Arrows PoV, Leader Ranger Tom Blueeye) Carefully we move down the walkway between the third and fourth floor. The fighters Corvin Omklen and Holgun Hammerdorn are in front, followed by myself and Channeler D''vol Blackthorn. Our back is guarded by Graverobber Gladia Evelarn and Elementalist Cleev Imral. "When we get to the first room or cavern with the extra-large crab, please make sure to only kill it. Yesterday Park''s Voidbolt didn''t leave enough for identification, and we are hired to provide full data on these floors." I remind my comrades. "Yes, I heard that Park got a bit frustrated. Getting lost on floor two of a dungeon at his levels - it''ll be quite some time before he lives down that one. But don''t worry, my hammer will make quick work of that crab." is the answer from Holgun walking in front of me. I don''t need to stop the bickering however as Corvin is faster with his answer. "You weren''t here yesterday, Holgun. Do you want to make a bet on how long until you regret those words? Because although we think that this floor focuses on fighters due to its effect, I rather doubt that it will be a simple one after what the dungeon pulled on floor two and three." We go around the end of the tunnel and enter the large first cavern - it''s a bit egg-shaped with a length west to east of around fifteen meters and a width of around seven or eight meters at maximum. The node is visible to the side in the middle of the room, a rather large exit is visible at the east end. In the center of the room is a rather large crab that turns around to the west to look at us and charges. But since we prepared and planned for this since getting the description yesterday evening, the fight isn''t a problem. A single blow from Holgun''s hammer stops the charge, while the rest of us use this to get our own strikes in. I go to check its carcass - the central body is three meters in diameter and it was standing to a height of one or one and a half meters on its legs. The claws are surely big and would be a problem for unprotected adventurers. "Nothing special" I explain, "it doesn''t have a loot bonus and will dissolve regularly within one or two hours. It seems to be a modification of the spearcrab that is common in the river and lake around Rivansea, so we can see that as confirmation that there was a spawn scout through rock island as well. It lost its bonespear when being modified for giant size, so it is nothing but a simple tank to fight. The added protection from the floor effect will make its own armor a problem, but with only four extra levels due to single node guard it isn''t too much for a prepared party. Anything about the node or the cavern, Gladia?" "Nothing directly - but I suspect we have to face even more water than usual in a [Water Cavern] environment. Usually a limited floor is too low to have that environment give more than a tiny brook, but the node got enhanced with cheap lake water as the fourth option, and there are traces that show it has been used to create a lot of water that flowed down both to the east exit and to some cracks in the north wall." While giving this explanation, Gladia is still checking something in the tiny ring of water around the bottom of the node. Finally she stands up and continues: "Yes, the dungeon is definitely up to something. The waterflow here was too much to be from the environment alone, and indeed there is a very tiny gate in that puddle that gets the water here from elsewhere. That water gate is just a millimeter wide and twenty centimeters long, but it adds a lot to the regular environment." Those cracks in the north wall are also tiny - nothing but water can flow through there. And the exit in the south is much larger than a regular corridor - three to four meters wide instead of the usual two meters. But the dry part in the middle is only one meter wide, with the rest on both sides rather wet and covered with a tiny sheet of flowing water. Well - we know that we have to be careful when going deeper into the dungeon... "OK everyone, make sure that your lightstones are charged and then we go on east." I begin to reorder our party "I think for now we try to stay on the dry part of the corridor, Holgun first and then Corvin and myself. Cleev, do you have anything to check the water?" The elementalist Paut''a thinks but quickly answers "Nothing much aside from protections against it. I might cast a freezing to turn it into ice that I can control better, but icing the floor would cause other problems." "Then do nothing for now, a small film of water can''t get through our boots." I consider the corridor going east "One advantage of our own lights is that they reach farther, the tunnel turns left after about eight meters or so. So let''s go there, and stay on the dry center if possible." Slowly our party goes along the corridor. At the turn it becomes even wider than before, it is now six meters wide with a center dry area that is sometimes one and sometimes two meters wide.
Combat Initiated
Snow Owls A, B, C, D, E and F vs. The Sky Arrows The Sky Arrows have been surprised
On silent wings a group of snow owls attack from above, going for hairs and faces. Some of us shout through the cavern in surprise, and all of us try to evade the attack. Cleev stumbles while taking a step to the side, but Holgun''s reactions are much better and he kills one of the owls with his hammer when it tried to scrape his face. Not all of the others are equally successfull, but I can''t see what they''re doing because I''m suddenly going under the water in a hidden hole when I step to the left to evade the owl attacking me.
Victory Result
No XP due to excessive rank difference between the party and the spawns.
Luckily I invested in a waterproof version of my leather armor a while back, or that would have been a problem. Slowly I climb out of the two meter deep water hole - fortunately it is only one by one meter wide or it would have been more difficult to climb. "OK, what exactly happened in the few seconds I was under water?" "Nothing much" answers D''vol "we were surprised by those snow owls because we were all watching the floor for more crabs instead of flyers attacking from above, but the owls themselves were not much. And no one had seen that the previously shallow waterflow has hidden several deep water holes. The scattering on the attack from above made those holes a real nuisance, but they were too small to be more than inconveniences for Cleev and me."
"That is correct. Gunny, please make a note and remind me for deeper floors: I''m still too humano-centered. When designing the traps I was only concidering human adventurers, not people on four or eight legs with larger bodies. And that despite having read about them and having Naga myself." After a short pause the General adds "That is nothing against you, Adria, Meriol, Ivri - it just means that in the world I lived in before there were only humans, no other intelligent races."
"This dungeon is extremely cunning, it always tricks our expectations like we were expecting more crabs due to them being perfect for the floor effect. Please watch everything." I warn the others again. No - it''s even worse. I think it somehow has knowledge of how people behave and has build its floors exactly with that in mind. But how can a newborn dungeon core already have that knowledge? [Sapient] Ability is usually at level 81, and I''ve never before heard of a dungeon with more than one special ability outside the level advancement. And the magic portals at the entrance are already a special ability... "Let''s go on - the cavern goes further north, longer than the first part." *Splash* Corvin kneels down and reaches into the water, helping a sputtering Holgun climb out of the hole. We all take a step back on the dry ridge above the water on both sides and watch how something that looks like a continuation of that ridge above the water to the north shimmers and dances until it again looks like a dry way on the water. "What?!?!" Holgun shouts angrily. "I''m no mage, but I have at least learnt some [Below Average] Magic Perception during my past dungeon delvings. And after what Park described I especially made sure to look for magic. There is no magic in that illusion of a walkway! How can a dungeon on a [Limited] floor completely hide a magic illusion from a [Below Average] skill? This can''t be, this dungeon is somehow broken and doesn''t follow the system rules..." Before Holgun can continue his tirade, Gladia speaks "Holgun, you didn''t detect any magic because there is none. This isn''t a magic illusion, it''s a water reflection of sculptures on the ceiling and on the north wall there..." She points into the directions. She''s right - another variant of the dungeon playing on our expectations to really kick us in the arse. Nothing a copper-ranked or higher party can''t handle, but it adds up to make this extremely difficult for the [limited]-ranked adventurers normally working on these floors.Ensure your favorite authors get the support they deserve. Read this novel on the original website. "And fourty meters after commenting on Park getting lost on the second floor, Holgun takes his yearly bath..." On that comment from Corvin Holgun''s face becomes redder and redder. But instead of exploding he suddenly chuckles himself. "I earned that one, right. But this dungeon is really something else - nothing really dangerous at our rank, but it has already caused more delays and disruptions than six low-level limited-rank floors on any other dungeon."
"Oh thank you, Holgun, I aim to please expectations..."
The west of the corridor opens to a large cavern again, probably double the size of the first cavern. We can see four giant crabs slowly walking around in it. Four? A regular spawn group has six spawns under the systems party rules, where are the other two crabs? "Two snow owls above" Gladia calls out. Five minutes and six dead spawns later the Sky Arrows once again change their order and plans. "That mix of different spawns will really be a problem for [Limited]-ranked adventurers. If they focus on the crabs the owls attack their faces, and if they defend against flyers they leave themselves open to ground attacks by the crab. Any group here needs at least two ranged attackers to take care of the owls, or their fighters can''t form a line against the crabs. And it looks as if there is a similiar group in the next big cavern to the north of this one." Three short corridors lead to a similar cavern north of this one - one of those corridors hides a large deepwater hole that we ignore and another is trapped with a rockfall. After checking we advance on the next cavern and dispatch the spawns there quickly with the tactics we tested here. But after that the dungeon placed the first fork to chose our way deeper in. "Let''s follow the right wall for now - we need to come back and check the other caverns later to complete the map anyway, but let''s stay systematic for now." I decide. The corridor we follow turns right to the north a few meters later, and there is another corridor forking to the left again a bit later. Continuing north we get to a cavern the same size as the first one that goes to the west, populated by three giant crabs and three snow owls. At the west end this cavern continues into a similiar cavern that just runs north-south instead of east-west and has its spawns killed as quickly as well. But after that we come to something new. Two metal poles shimmer in the walls, lightning crackling along them and between them. Strong lightning - we might be able to force this, but no one below [Average] has even a chance of surviving it. But I have only eyes for the circular indentions on both poles that are free of lightning. This dungeon definitely doesn''t do things like it is supposed to do I think by myself while listening to Holgun''s rant. "A token barrier? No dungeon is supposed to have a token barrier above floor 21, they simply can''t understand how to create token barriers until they have that much experience." Gladia interjects, probably as tired of the ranting as I am "That might be normal for other dungeons, but we can safely say that this dungeon is more dangerous. Anyway - this barrier needs two tokens, and there are two corridors we skipped. And according to the map both corridors are probably short because the last two caverns are around a rather small part of the floor where those two corridors lead into it. So I suggest we check those two corridors and I bet anyone that we''ll find one token in each corridor." I just nod and we all jog back. Wisely no one took the bet because of course we found one token in each corridor, guarded by one snow owl each - in fact the tokens were bound to their feet, so there was no way to get them without fights. Behind the token barrier there were stairs going down about a meter or so into a slightly lower part of the floor - and that floor is submerged for about that meter in the water. At the bottom of the short stair we stand at an intersection with one corridor going into each cardinal direction. But the three new corridors are straight lined instead of simulating the bend walls of natural caves. "Gladia? You''re the one with the best mapping skills, what is your opinion on this?" I ask. "Tom, I guess we have mapped exactly one half of the floor, with this intersection just a bit north of the true center. What we see in front is still the same floor and with the same [Water-Cavern] environment, the dungeon just stopped pretending it looks like a natural cave and made simpler corridors. And the water here is not part of the environment, it has to have been created with mana." I look around, there is no difference between the three corridors, all of them seem to open into larger rooms after four meters - our lights shine several meters into those rooms but that doesn''t show anything but that the water level is the same everywhere. "Any suggestion or preferences about where to check first?" "So far the right wall always resulted in the shortest way to the exit while following the left wall would make the walk the longest but also cover everything." comes an answer from Gladia.
"She can''t see it yet, but unfortunately she is right for the entire floor. Please make another note, Gunny, I can''t allow myself to become predictable."
"We have to map everything, so let''s go left wall. Everyone, the rest is over" The left corridor is a dead end - a room six by eight meter. There is something that looks like a chest in one edge however, so we continue on.
Combat Initiated
Spearcrabs A, B, C, D, E and F vs. The Sky Arrows The Sky Arrows are surprised
"Ouch" "Hey" "Damn Crabs" The [Bone Spear] of the crabs can''t really harm or kill any of the Sky Arrows, but with the surprise they can sting and hurt quite a bit - especially because the adventurers have problems detecting the one meter crabs in the opaque waters, and splash around a lot trying to hit them while standing in the water themselves.. "Cleev, D''vol, end this fight with magic" I command after overcoming my own surprise. The crabs don''t survive much longer.
Victory Result
No XP due to excessive rank difference between the party and the spawns.
"OK, these are the original Rivansea Spearcrabs, and this one-meter-waterlevel is just enough to allow them to charge the pressure for their bone spears while hindering our movement and perception. Everyone please use your [Life Perception] or [Danger Perception] while we are in this water - it pains me to use copper-ranked skills on floors of the first black rank, but we are not here for fighting experience or fairness. And mark down for our report that not only Rivansea was scouted without anyone finding a trace, they also use the crabs in ways that makes this floor dangerous even for adventurers that are higher in levels than the floor number suggests. I think that regular adventurers should be [Very Low]-ranked before being allowed into this dungeon''s [Limited] floors. And the only thing they can get on this floor is fighting experience, the loot in this first treasure chest is far below what is usual for the fourth floor of other dungeons." I don''t like ordering the skill use, but we have the energy to spare and we are here for evaluation only. "Everyone, let''s continue to check the next corridor." The next corridor goes to a total of two submerged rooms populated by spearcrabs, with only one treasure chest in the second one - but an added long corridor branching from the first room. This corridor is a dead end with something pecular at its final wall. Gladia already squeezed herself to the front and is investigating. "This seems to be the same as the game that Sam found in that room on the first floor. It looks as if the dungeon has one of these token games on each floor but the save floor. Let me try..." Before I can stop her, Gladia already pushes the buttons - and the entire party gets zapped as a result. "Gladia, next time please remember that lightning magic and water do not mix. Now let us get back ten meters before you try again." The game really is identical to the other two found on the higher floors, giving a dungeon token with the number 5, and another few minutes later we stand at the entrance to another flooded room - this one much longer than regular, but still only having six spawn scattered through it as our skills tell us. Holgun pushes ahead through the water. "Looks like the larger room will make things easier - two rooms of half the size would have allowed for two groups of crabs" *Thunk* - Holgun stops as he has run into something in the water "Me and my big mouth..." I watch as Holgun searches the water around him, even ducking under it for a few seconds. Then he comes back to the entrance to report. "There are a lot of metal barriers turning this room into some form of maze. The tops are sharp blades just a few centimeter below the water level, so climbing over them is not a good idea - you might fall into the next one. They are anchored on poles that are just wide enough apart that the crabs can move under them, but crouching down that far will leave anyone vulnerable that tries to do the same. Adventurers will have to navigate the maze while the crabs are almost free to attack and retreat anywhere. However if they wait too long before attacking they will lose the floor bonus [Defenders Advantage] because we will have been long enough in the room to not count as invaders anymore." Again an example of getting more difficulty out of what should have been easy. But we are here for evaluation, not to clear the dungeon. So a change of tactics is in order... "D''vol, Cleev - we three will be on guard against rushing crabs only while Gladia, Holgun and Corvin map and navigate this blade-maze. Cleev to the north, D''vol west and me east to watch." "No, Tom, I have a better idea." Cleev says and begins to cast one of her elemental spells. "There - I have frozen the water along the metal barriers only, and then entrapped four of the crabs in the dead ends where they were waiting. Only two of the crabs are on the main way through the maze. Let''s go." The next room was an even larger flooded maze, but that only meant that Cleev had to cast her spell twice and that all crabs could be contained without a fight. And on the southwest end of that room some stairs finally get us up again to dry ground. While everyone dries out their clothes, I ask Gladia to check up on her map. "The floor is rather extremely packed with rooms and caverns, and the remaining area would be this wide cavern down south to a section that could hold one or two large caves at maximum. But Tom - that entire floor area so far fits into 55 meters, the regular floor size for a [very high] ranked core on limited levels." "What? We know it has a higher rank, why didn''t it use that extra floor space here? This floor could have been even more difficult with added space."
"What? How can they know this? I made sure that all sizes fit to a [very high] dungeon, and they haven''t even started preparing for an identification ritual on the entry rooms. And such a ritual would need a few weeks anyway..." The General is not amused - nothing can ruin plans faster than when the enemy has intelligence you didn''t expect him to have. "I really need to find a way to spy on the adventurers outside the dungeon..."
2.2.6 Water is a good Defense - NOT The core room is currently on floor 11, the first of the [very low] ranked floors and the deepest the General has available at the moment. The room looks incomplete - a large part of the pattern on the floor is missing tiles, one doorway on the wall leads to a stone wall because the next floor doesn''t exist yet and several columns throughout the room look as if they''re completely missing their decoration. Instead there are several cushions and stools scattered around the core node, with three naga and four lizardpeople watching the illusion that the General has cast into the center of the room - the illusion showing the Sky Arrows how they get their clothes in order again after climbing out of the partially submerged northwest rooms of floor 4. The still glowing silver fox and its guards are under a desk to the side, where another lizardwoman sits to record the conversation. A fifth lizardman touches me and the core node to repeat what I transmit to him for everyone to hear. "We can''t do anything at the moment to find out how they got that knowledge of me being higher than [very high] in rank, so keep a note but let''s continue. Does anyone think we need to do something about that ice magic freezing the maze? It seems to be a rather high ranked magic, so there might not be a need to handle it for regular parties later." At that Orslesh, the Shaman of the lizardmen tribe answers first. "I agree, that is a rather high powered spell and not something to be expected from regular surfacers entering. Similiar skills or magic will be used by other high-ranked adventurers when they want to break through to deeper floors, but we don''t have to worry about that until the portal system activates with the next [safe] floor. Then they will go through to trigger the teleport access to that second safe floor and be able to skip the lower floors later, leaving them to low-ranked trainees. But I have another question, core: Why are you this calm? All system knowledge says that cores often panic when faced with higher ranked adventurers going through their defenses." "It probably has something to do with the fact that he knows they have been commanded not to reach him..." comes from Gunny Parkinson. I''m silent for a while before answering "Yes and no. Knowing that they will abort before reaching the last core room does help, but a lot of it is also experience from Earth. I know that there will be death in my floors and that I have to kill people sooner or later. As the saying on my old home goes - any soldier knows that you can''t make omelette without breaking some eggs. So I do aim to make the floors as dangerous as reasonable under the system rules. But any good officer also knows that you need to preserve the lifes of your soldiers and of civilians as best as possible. And any good general knows that this also goes for the enemy if you want anything long-term. Military power alone can never hold control for long-term. That is a lesson all military powers of my past have learned in places like Vietnam, Afghanistan or Iraq. It was especially bad in Afghanistan where my side send in black ops to train the so-called Taliban in military knowledge while they were fighting against the Russians, only to have them turn against all sides with that knowledge after the Russians left their country. So I know that I can''t win by simply pushing against their power. Unfortunately I still don''t have something else to add into the equation. I need more time and knowledge about the situation to find a long-term solution. And that is why I like the concept of professional evaluation teams that will prevent idiots from carelessly entering. Because that will also prevent another spiral of anger and hatred that would only cause problems long term." Reena the huntress of their tribe steers our attention back to the screen "Look, they finished studying the traps and killed the giant crab in the last room. They seem to be lost at where to go next." "No, they just found it. But what gave the entrance to the next floor away is the fact that I''m constantly casting this illusion. They traced the resulting tiny LifeForce wave to the bottom of the small lake in that cavern and are now preparing to dive in. Let''s see how they handle the next floor." I watch how they take some variants of diving goggles or diving masks to cover their eyes out of their backpacks and then jump into the lake, diving to the bottom where the corridors fork into a true maze with underwater plants hiding the way as well as the crabs and barracudas defending the floor. This will be a nice obstacle even for the Sky Arrows. Hmm - why didn''t they add some breathing equipment as well, only goggles? We watch a few minutes how the Sky Arrows basically float through all obstacles and opposition without any problem, not even needing any highranked skills or spells. I become more irritated the longer this goes on. What? How? What''s going on? "How can they speak and coordinate their actions underwater? Park even casts his spells without problems - how is that possible?" Adria, craftswoman and head of the naga population asks me confused "Why not? Why should being underwater stop them from speaking or spellcasting? You didn''t place any effect to stop that there, or did you?" "No, but they need to breathe to talk - speaking of which they didn''t even use breathing gear, just googles" "Breathe? I don''t know that word, what does it mean?" comes from Ivri, the naga caretaker. What?? "One moment please. I think we all only understand part of this discussion. Adria, Ivri, Meriol - please come to the node and touch me so I can speak to you directly. The Lizard spawn can still repeat what I say to the others, but we need to clear up this misunderstanding first. Ivri, we never had problems communicating with each other before, and now you tell me that you don''t know what the word ''breathe'' means? Is that a translation problem between languages or what?" "No one of us knows what the word ''breathe'' means - or ''translation'' or ''languages'', that are also words you haven''t used before, General Core." "One moment, let me think first." What the hell? They also don''t know what a language is? OK, let''s start with that. "Language is a word to describe the set of all words everyone in a population uses to talk with each other. Different populations that are far away from each other can have developed different languages, that means different sets of words to talk to each other. Translating is the action of changing the words from one set to the words from another so that people who don''t understand the other words can now understand what was said. Can you understand that concept?" The fighter Meriol answers to this "yes, of course - but there was never a need for such a thing. Everyone in the sphere has always used the same words for as long as the system existed. It is the same set of words - the same ''language'' that you have spoken to us in as well since you created us. The last few minutes are the first time when you used words that were not known to us."The author''s tale has been misappropriated; report any instances of this story on Amazon. "It has to have been that [Xenotic Conversion], General" Gunny speaks up "It must have given us the language without us ever understanding that this happened. But I think that is secondary for now compared to the failure of the underwater floor." Yes - I can think of some uses for secure communication if I ever manage to teach other languages to someone in the sphere, but Gunny is right. "Gunny is right, everyone, so back to what ''Breathing'' is. Usually everyone has to breathe to survive, and being underwater should have prevented that. I put a lot of Mana into creating that water because I thought it would stop them from breathing and cause further delays and slowdowns when they try to get around that limitation." The three naga look at each other, still mostly confused. Adria asks me "OK, that explains why you did that but still doesn''t explain what that breathing is that they have to do." I try to explain again "You need to breathe to take in air, and you need air to both live and speak with each other." "Ah" Ivri looks as she finally understands "So this ''air'' is a Need, like the Need for food, water and rest? And ''breathing air'' is the word to replenish that Need, like ''eating food'', ''drinking water'' or ''sleeping for rest''? That explains a lot, but I''ve never heard of that Need - not even demons have any Need for this air. It has to be something that is only required by you Xenotics who live even lower in existance than the demons." At this gunny stands up and goes to one of the torches in the wall. He examines it and then speaks "That is probably the easiest explanation for anyone born here in the Sphere. General, the torches give no smoke either - I don''t think that there is any air around here." So we are in a vacuum without even realising it due to that [Xenotic Conversion]? What else is messed up here? Good that I haven''t wasted any mana on experiments with steam yet - probably better if I try electricity first since lightning magic exists around here. But on the other hand I should really start a lot of basic experiments as soon as the mana regeneration block is gone, comparing physics might show the key to what''s going on. "Ok, everyone. It looks like I really messed up with my plans on floor five. To prevent that from happening again I would like your opinion on an idea I have for floors twelve to eighteen. I can''t build them at the moment, I''ll have to wait until I can level up to get rid of the EXP-Overcharge that still remains. If everything goes as intended they will be a big stopper and delay after they are all finished - but I have to admit that until they are all placed, it will actually be easier to reach me. We''ll have to... Hey - what''s going on there under the desk?" [Ping]
System Processing "New Entity" complete
  • remaining mutation energy removed from core "New Entity"
  • fusing of incompatible requirements between class core and beast core complete
  • assigning new classification to core type "New Entity" as "demi-core beast/class"
  • demi-core will be fixed and unchanging like a beast core, but contain intelligence and some skill abilities like a class core. Experience collection as regular.
The glow on the silver fox stopped - and going from that message it will become intelligent but with only limited abilities compared to regular people.
New Template gained Name set as "Kitsune" based on the memory of core "general".
Kitsune
Rank and Type [Limited] Cored Spawn
Placement Cost 600 MP (includes cost for demi-core)
Description Kitsune are sapient foxes that have some limited abilities with Illusion magic. They can create the illusion of any humanoid race around their body, but it will remain an illusion and not change their body.
Restrictions
  • The Kitsune can never be created with a placeholder spawn core
  • The demi-core can never be replaced by beast or class cores
Abilities
  • Animal Body (Fox)
  • Sapient
  • Personal Illusion
  • Light Illusion
  • [Limited] Mind
  • [Limited] Body
  • maximum rank [????]
  • may uprank demi-core if conditions are met
  • may learn skills of [Limited] rank if conditions are met

Sky Arrows PoV, Leader Ranger Tom Blueeye "This floor is easy, just a bunch of fishy and crabby distractions" Corvin calls to his friends. "A [very low] ranked adventurer wouldn''t call this ''easy''" Gladia answers "The underwater plants are perfect hiding places for those barracuda swarms. But I agree that the dungeon has not yet shown any special trick on this floor, not like it caused problems for us on the first three floors." None of the Sky Arrows has any problem continuing the discussion while they were plowing through any opposition on the floor. D''vol walks halfway up a wall while contributing to it. "And the herbs scattered between those regular plants are a good treasure as well for alchemists and healers, but not as excessive as the silver foxes on the first two floors." "I still don''t trust this floor. The dungeon was too cunning in the previous floors to simply play nice now, there has to be some kicker ahead" shouts Holgun. All Sky Arrows are wary as they agree with Holgun, but nothing special happens on the floor. One of the [Embarrassing Pitfall Traps Level 0] as the system calls the outhouses is found even here, but completely useless as it is as flooded as the rest of the floor. The Sky Arrows only comment on how lucky they were that this was never used before the floor was flooded, then they continue to swim deeper. And after a fight against a giant crab that retained its bonespear in the last room, the Sky Arrows climb out of a pool to another stairway down. After a short rest to clean up their equipment and stow away the diving masks the party continues down to the next floor. Gladia checks her mapping. "After two water-themed floors below the two levels of Mapping Hell we now approach the sixth level. It seems to be a high level as these stairs go down farther than usual. I hope - hey, Tom, check this." She points to a place on the wall where a number of black lines interrupt the masonry of the stairwall. The lines go around the entire stairwell and are between half of a millimeter and three millimeter thick. Looking at them seems to cause some form of vertigo in everyone. Tom and D''vol check the lines as well "It almost looks like a wall where the environment was retracted from the dungeon - but that would never be so small and collapse the floor anyway. What could this be?" "I don''t know but it can''t be good considering the rest of this dungeon. Everyone, be extra careful and let''s continue down to floor six." The stairs go a lot deeper before they can finally step away and onto a stone masonry platform to a sight no one expected. "What by the Seven Gods is this???" Interlude 2.2 The Rogue Contract Interlude 2.2 The Rogue Contract
Configuring Contract Requirements for Rogue Contract
  • Person needs to be deeply disappointed with the "Establishment", resulting in wish to judge everything him/herself instead of following "everyones" judgement.
  • Person needs to have some experience in dungeon delving, preferably good contact with adventurers
  • Person needs to be independent and have experience on surviving on his/her own for some years
  • Person must not be under command or influence of any country or organisation
  • Person needs to have his/her own sense of honor and stand to bargains and friends
  • Person has to be able to travel to reach a meeting point at the border of the Blackshale Swamp within three weeks of accepting contract
  • Person may ask for modification of contract rewards before agreeing
OK, the first condition is the best way to look for someone who can accept working with a [Xenotic] without telling it directly, and the other conditions should filter out people who can''t help me... the General thinks by himself. So let''s send it out. The General confirms his acceptance of the contract wording and the system begins to work. As a result someone somewhere on Logronal suddenly receives a system message. [Ping]
You have been offered a Dungeon Contract [Accept] / [Communicate] / [Decline] Communication allows you to ask for modifications to the stated contract If you decline, the contract will be offered to a different person and can''t be reclaimed by you.
Rogue Contract
Details A [Sapient] Dungeon Core has send out a system request for a rogue to work for it.
Requirements
  • Rogue needs to be deeply disappointed with the "Establishment", resulting in wish to judge everything him/herself instead of following "everyones" judgement.
  • Rogue needs to have some experience in dungeon delving, preferably good contact with adventurers
  • Rogue needs to be independent and have experience on surviving on his/her own for some years
  • Rogue must not be under command or influence of any country or organisation
  • Rogue needs to have his/her own sense of honor and stand to bargains done
  • Rogue has to travel to a meeting point at the border of the Blackshale Swamp within three weeks of accepting contract to meet another Contractor of the dungeon
Rewards/Payment Free and safe access to the Dungeon as required by Contract Conditions, Loot and further rewards depending on missions
Contract Conditions
  • Rogue may ask for modification of contract rewards before agreeing.
  • Rogue will get his primary class changed to "Dungeon Rogue"
  • Rogue will get food and a safe room in the dungeon for accepting contract and future missions.
  • Rogue will get additional rewards and loot for fulfilling future missions, to be discussed depending on each mission specifics
  • Missions will include spying on adventurers, pretending to be an adventurer and obtaining requested templates.
  • Rogue is allowed to fight and kill dungeon spawns if agreed and neccessary
  • Dungeon spawns may attack or mock fight the Rogue, but will not be allowed to cause serious harm.
  • Rogue is forbidden to reveal details of the dungeon to others unless specifically allowed to do so by the Dungeon Core
A sapient dungeon core offering me a contract through the system? Sir Marken once said that tamed dungeons are often made to offer those contracts to selected people because they can make those people a lot stronger, but this is obviously an untamed dungeon. Those should usually be rather automatic and primitive if they''re freshly sentient, and this one already made a mistake or I wouldn''t have gotten that offer. And I can communicate to haggle as well... [Communicate] "I want the safe access and food extended to my sister and my friends, and I have several additional questions and demands. For example, why I am allowed to fight spawns and why is the usual absolute protection from spawns not part of the contract?" It takes about twenty second, then I hear an answer through the system <> <> <> "What would the three most common types of missions be, and what would be my rewards for them?" <> < > <> <> "Is the three weeks for the meeting fixed or can the time be adjusted? And who would I meet then and where exactly?" <> "Let me check with the system for that." I start trying my orientation skills and check what I remember of the map from the bridge post. Hmm - should I haggle more? I can''t risk losing this because without at least some help we won''t survive. We are already on our own because we couldn''t pay the tax for the inns in Kaarg and Sir Marken''s Party wanted to go into a dungeon deeper in Kaarg. "We can get to the position in about a week - I can''t promise if it is seven, eight or nine days however as that depends on foraging luck. And I want to be able to refuse or modify a mission if I consider it too risky. If that is acceptable then I agree to the contract." <> Oh? This dungeon is somewhat better at judging people''s behaviour and reasons than I thought...If you encounter this tale on Amazon, note that it''s taken without the author''s consent. Report it. "OK, I''m willing to agree to the contract under those modified conditions." <>
Rogue Contract Accepted
Primary Class "Message Runner" from "Acrobat" Class Tree changed to Dungeon Rogue (fixed class, no class tree available) Secondary Class "Torch Bearer" from "Adventurer Support" Class Tree unchanged, but increased chance for class improval and class change on level-ups and rank-ups Maximum Rank Potential adjusted based on Dungeon and Contract
Ok, let''s see what this contract really gave me. [Status]
Equipment/ Inventory Infos/ Titles Skills/ Abilities Quests Gallery/ Knowledge History/ Log
Status Race: Human Primary Class: Dungeon Rogue Type: Traveller Secondary: Torch Bearer [Locked]
Name Jason ''Briar'' Seaton max Rank [Mythical]
Level (L) 5/120 Experience (XP) 237/500 free AttrPts 0/5
Body-Power (BP) 2/120 Endurance (EP) 10/60 Needs:
Body-Density (BD) 2/120 Health (HP) 10/60 Food (FP) 46/100
Body-Flexibility (BF) 10/120 Physical Rank (PR) [Limited] Water (WP) 73/100
Body-Kuor''Tel (BK) 2/120 Kuor''Tel (KP) 24/120 Rest (RP) 89/100
Body-Aura (BA) 2/120 Control Rank (CR) [Limited]
Mind-Power (MP) 2/120 Astral (AP) 12/60
Mind-Density (MD) 2/120 Soul (SP) 12/60 Weights
Mind-Flexibility (MF) 9/120 Mental Rank (MR) [Limited] Equipment 1/4 kg
Mind-Kuor''Tel (MK) 2/120 Kuor''Tel (KP) 24/120 Storage 1/2 kg
Mind-Aura (MA) 2/120 Awareness Rank (AR) [Limited] Astral 0/6 kg
Regeneration and Gain Values
EP (10% BP/hour) 0.2 AP (10% MP/hour) 0.2 KP (1% MKP/hour) 1.2
HP (10% BD/day) 0.2 SP (10% MD/day) 0.2 [Locked]
Temporary Status Effects
Name Effect
Malnourished Reduced Endurance and Health-Regeneration (50% effective only)
"M...M...My...Mythical???????" Shocked Briar stares at his status sceen. He has been ranked-up to mythical as a result of the contract''s class-change. Slowly he begins to smile. Let''s hope that I can handle the tasks the dungeon core will give me - but even if the dungeon core wants to cancel the contract, it can''t do that without compensation or it will lose the contract. And this boost will help us with foraging until then - Shandy needs more food and meat, her malnourish state is almost to the second level. So I''ll try to get two rabbits today and hope that we don''t get bad luck until my energies are recharged. Briar continues his slow and silent walk through the forest until he comes to a glade. he can see a pair of deer and a number of rabbits and squirrels scattered through the glade, most of them eating or collecting nuts. He slowly takes his sling and selects one of the rabbits on his side of the clearing. He swings the sling and releases the stone that flies toward the rabbit. There is a slight shimmering in the air and then the stone hits, instantly killing the rabbit. None of the other animals on the clearing reacts, so Briar targets another rabbit with a second stone. Again a shimmering speeds through the glade and the rabbit is hit,but this time the remaining animals are spooked and run away. Briar slowly stands and goes to collect the two rabbit corpses. That was almost too much - I''m down to 2/120 Kuor''Tel. Let''s hope that nothing happens in the next several hours until I''ve got some points regenerated. Half an hour later he is back at their temporary camp. His sister Rose and Shandy have already prepared a fire for cooking their meal while Ev''lar and Runner were searching for edible plants and herbs. When he presents them with the two rabbit corpses, his sister speaks up: "Two corpses? That must have depleted your energy - are you sure that you could risk that?" "Shandy needs the meat - and I got lucky, I might have a job and a guarantee of food and shelter for all of us. I don''t know how much I can tell you at the moment - part of the system''s contract was a clause to keep the contract secret. But if everything works out, we''ll have a home now. We just have to meet someone near the blackshale swamp, that is one week travel in that direction according to the system." Rose thinks a bit before answering "I admit that we need the food if we were to travel that far in a week, but can you afford to spend that much for hunting? Especially because Ev''lar told me that there will be two or three storms within the next week, we might need to preserve Kuor''Tel to survive those." "Yes" Briar answers "Part of the contract was a rank-up for me that will make everything easier. It won''t be easy, we''ll still have to work to get there and hope that I can keep the job, but the contract is confirmed by the system." At that moment an elven child and a very young human child approach the camp from the other side. The beastkin child, Shandy, points to them and says "The others are back, let''s eat - I''m hungry." During their meal the five children discuss the offer despite the fact that Briar remains close-mouthed about the details, but no one can offer a better solution - they all have been travelling too long since they had to leave their homes, and all cities they passed had no interest in hiring some orphaned street kids. So they set out to meet that "Gunny", whoever that is with such a strange name. 2.3.1 Sanity is overrated, anyway (Sky Arrows PoV) 2.3.1 Sanity is overrated, anyway (Sky Arrows PoV) While they slowly descend the stairs, Gladia checks her mapping and compares it with their current position. "After two water-themed floors below the two levels of Mapping Hell we now approach the sixth level. It seems to be a high level as these stairs go down farther than usual. I hope - hey, Tom, check this." She points to a place on the wall where a number of black lines interrupt the masonry of the stairwall. The lines go around the entire stairwell and are between half of a millimeter and three millimeter thick. Looking at them seems to cause some form of vertigo in everyone. Tom and D''vol check the lines as well "It almost looks like a wall where the environment was retracted from the dungeon - but that would never be so small and collapse the floor anyway. What could this be?" "I don''t know but it can''t be good considering the rest of this dungeon. Everyone, be extra careful and let''s continue down to floor six." The stairs go a lot deeper before they can finally step away and onto a stone masonry platform to a sight no one expected. "What by the Seven Gods is this???" The sky arrows stand on the edge of the platform where two walls meet, with one stair going up and another stair going down - nothing prevents them from skipping this floor and going to the seventh one. The room or platform itself is eight by eight meters, but where the other two walls should have been there is just a large chasm - a chasm bridged in three positions. On the floor of the platform another two black lines divide it into four quarters, with each quarter having a different environment. Only the southwest corner where the stairs end is of regular masonry. The northwest quarter floor is covered with a strange grey substance that is partially reflecting light. A number of metal poles crowned by metal balls hold five strange ropes going over the chasm to another platform filled with more of those metal poles and a number of tables that would fit into an alchemists laboratory. The southeast quarter of the room looks as if it is flesh - including a slow vibration like breathing. A bone-arc holds a bridge that looks as if it is made from a rib cage and held together by muscles and tendons. It goes over the chasm to another flesh-room with a pulsating, tentacled thing in its center. two further corridors are visible there, but the doors that close them look as if they''re teeth, especially with them moving to open and close on their own. The northeast quarter is a water pool. It looks as if a number of stairs go down under water, but in the very northeast corner the water boils up for about a meter before streaming over the chasm to connect to the wall there. From the point where it connects it flows up the wall. Up and up and up - and the sky arrows have to look away to prevent the vertigo of looking at something that seems to be a retracted environment on the entire ceiling. After a minute of stunned silence the party falls back into a safety formation. D''vol and Corvin guard their quarter to the north, while Holgun and Cleev do the same to the east, allowing Tom and Gladia to check the system. [Floor Details]
Floor Details
Floor Number 6
Floor Name not set
Floor Environment <>
Environment Rank <> [System Calculating] [System Calculating]
Details [Mutated] Floor has been mutated and no longer follows system rules [Separated] Floor is no longer fully part of the dungeon, the core has only limited control here [Contained] Mutation has been contained on this floor and cannot infect other floors anymore. [Splintered] Floor Environment has been splintered into four different environmental forms divided by zones without environment.
Floor Effect <> [System Processing]
Effect Rank <> [System Calculating] [System Calculating]
Details
  • [Dampen Mutation] Halves chance of explorer or spawn mutating per day on the floor Halved Chance 5% for Spawn, 1% for explorers.
  • [Random Effect] Floor effect has a chance of 50% to mutate each day.
"What??" shouts Gladia "Even the System doesn''t know how to rank this floor??" But Tom had focused on something else "That''s not the worst - this is a mutated floor, but it has been contained. How is that possible? I never heard of any containment on any mutated dungeon, they always have to be destroyed before the mutation spills out to the surface." Hearing that D''Vol interjects while scanning his sector for any sudden dangers: "This is no mutated floor, mutated floors are random structures and puzzled-together chimera-spawns. This has too much structure to be mutated, even if it is an insane structure."
Gunny watches the Sky Arrows discussing the floor. This is the first time he had the leisure to really check the floor in the illusion since the hours before the evaluation dives were filled with the need to kill several mutated foxes and crabs and running one task after another. "General, how did we survive the mutation? I only remember everything going fuzzy and crazy." After a pause the General answers "The short answer is that Booble created the next floor - I already mentioned that this is what saved us. To be more precise, the node I was in at that time had already mutated and I was caught in a feedback loop with my nightmares fueling the mutation, unable to do anything and enhancing the mutation with every second. Booble was protected from this a bit longer because it was not part of the node, and then it finally got enough Mana to create the floor it was authorized to do. And the System Rules specify that the core always has to be in the node of the lowest floor, so it was the System that janked the contents of the core room out of the mutated floor and placed them on the new, lowest floor in the new core room that still had an intact node. This content has been unlawfully taken from Royal Road; report any instances of this story if found elsewhere. So basically dumb luck combined with your advice to give Mana to booble for creating a floor, and with me gone from this floor the feedback loop on the mutated node was also broken, reducing it in power far enough that the system could contain the mutation there." "Well, I often give good advice and the luck was probably that you followed it this time."
The Sky Arrows also discussed the impossibilities they see and the surprising fact that the System could not calculate the rank as fast as usual, but then both the discussions on the mutated floor and in the core room were interrupted by a [Ding]
System is unable to estimate or calculate the danger of the separated floor with the contained mutation. Empirical Data Required Creating System Quest
System Quest: Evaluate the Mutated Node
Details Adventurers of all ranks are called to participate in tries to find and evaluate the [mutated] node of the [separated] sixth floor of the dungeon "general" on the land "Logronal". This floor is currently unranked and the successes and failures of all parties entering will provide empirical data to rank the floor for the future. There can be up to three parties of each rank in the floor at any time, other parties of the same rank will have to wait until a party either leaves or is completely killed. The quest will be considered completed after the node has been evaluated ten times AND after 100 parties of each rank lower than the lowest ranked party that succeeded in the evaluation have tried the floor.
Requirements
  • A Party participating in this quest needs to enter the floor by special phase transport that is limited to this floor only, unable to enter any other floor.
  • All members of the party need to be of the same rank.
  • A Party participating has to be full (six members) and at full strength (full points, no negative status, no damaged or lower-ranked main equipment)
Hints This is a high-risk, high-reward quest, especially for low-rank explorers. Substantial bonus rewards given for Adventurers of less or equal to [Above Average] Rank.
Rewards On leaving, Titles, Abilities and Bonuses are bestowed based on how far the Explorers ventured into the floor, even if the node is not found. Multiple tries may upgrade rewards to best results of all delves, but are not cumulative. No rewards will be given if the party doesn''t drop to half HP or below at some point of the exploring.
"A SYSTEM QUEST?!?!?!" All the Sky Arrows shout more or less simultaneously. It takes Tom several minutes to get his friends calmed down and the shouts structured into a discussion. "OK everyone, one after another you can give your opinions. Holgun, you seem to be the one who has the least interest in this, why?" "Just look to the east, Tom. That is no dungeon, those are the living intestines of a titan, you can even see two mouths with teeths. Going there is going into the stomach of a titan to be digested." At that point Gladia interrupts "Don''t be a fool, Holgun. That is just a dungeon environment with a different look for corridors and doors. One I haven''t seen before I admit, but it should not be a problem - and think of the rewards of a system quest.." "I will not go into the stomach of a titan on my own two feet!" "But Holgun, nothing can give titles or abilities like a system quest, aren''t you excited about that?" "I WILL NOT GO INTO THE STOMACH OF A TITAN ON MY OWN TWO FEET!!!" "Calm down, you two." Cleev tries to stop the argument. "In case you didn''t read the requirements, we can''t even start it now as it requires to go through a phase shift before being transported directly here. And the transport platform on the first floor didn''t even have a phase crystal on it. So no one can even start this quest yet. And Tom, since the system calls this floor seperated and has its own quest for it, we can probably say that the full eveluation of all floor doesn''t include this one - or what do you say?" "I agree - and with the System Quest like that Orwen has to agree as well. And even if not it would be better to use that phase transfer to enter this floor through the quest instead of entering it normally. But we should include what we can watch from here in our report, that would help a lot with the quest itself. Holgun already gave a good description of the east part for the record, anyone wants to follow up with the northeast and north parts that we can see?" D''vol Blackthorn is the one who speaks after that "OK, let me give the details on the northeast part. It is the only part that is not connected by a regular bridge, but by a stream of water flowing from a small pool here on the platform to the other side, flowing horizontally without a bed over the chasm. Most likely that is a one-way transport, which means that whoever tries to go there has to find another way back and be at a disadvantage through that. Upon hitting the wall going diagonally in the north-east, it flows up the wall instead of falling - and that wall goes much farther up than should be possible in the distances between floors. Where we stand the ceiling is ten meters high, which would conform with the distance we got down the stairs. But the chasm goes dozens of meters into the ceiling, and those wall structures go as far as we can see before the vertigo of the missing environment makes it impossible to follow. Those wall structures look like a garden and places divided by walls and stairs, but somehow I can''t trace the paths even in those parts that are completely visible - I can''t decide what is wall or floor or whatever as soon as I try to follow it. I don''t know how to describe that despite it being simple-looking at a quick glance. We''ll probably loose a lot of parties going there, especially until someone finds a way to retreat and tell us what we can''t see of it from here." "OK, and let me give the last description" Cleev is the next to speak. "The platform on the other side of the chasm to the north looks a lot like an alchemist''s laboratory, but there are a lot of metal poles holding metal balls and plates that do not fit such a laboratory. There is a table at the center where some large humanoid lies, probably a spawn to defend that place. The bridge over to that place - if you can call that thing a bridge at all - consists of eight strange ropes that are only rarely connected to each other. you''ll have to balance on one rope while holding another to get over the chasm, but that should be no problem for someone with minimum balance. It will limit the amount of loot people can bring back over it however, especially since they can''t overload the ropes. The ropes themselves look as if they were made of metal - copper from the coloring of it, but are partially covered with a substance I don''t know. Colorfully covered as that substance is sometimes red, sometimes blue, sometimes yellow or green striped and more, but each cover only goes for one or two meters before the ropes are blank copper again." After that all Sky Arrows continue to look over the chasm to remember as much details as possible and get picture-memories of it into their status-galleries. After a while Tom commands again "OK, that should be enough - let''s go down to the next floor." Gladia asks "How long do you think it will take the dungeon to setup a phase selector for this System Quest, Tom?" "Shouldn''t take too long, System Quests are not to be ignored - perhaps it''s even done before we finish the delve."
"The System Quest I got for adding that option to the existing portal does have some nice rewards, so Tom is right. But I think I''ll try to hold out a while to give the impression that I can''t change anything on the safe floor until it is empty of surfacers. Hopefully some of them will have the idea to evacuate the floor in the next few days, but I can use those days for other tasks as well so they won''t be lost."
2.3.2 Deeper into the Dungeon (Sky Arrows PoV) 2.3.2 Deeper into the Dungeon (Sky Arrows PoV) A medium-sized room with three exits lies deep on the seventh dungeon floor. It looks like hundreds of other cellar or dungeon rooms, with only one exception: On one wall a large symbol glows red. The symbol is known as the Repulsor-Symbol and it forces any spawn to leave the room at once. This creates dangerous roaming spawns that can attack any adventurer party any time, even adding to the spawns fighting in other rooms - but it is compensated by the fact that a room with a repulsor is safe because no spawn can enter it. That fact is why the Sky Arrows had setup camp here last evening. Currently only Tom Blueeye is awake, silently preparing rations for breakfast - the other five adventurers are still sleeping in their bedrolls, although one of them has begun to stir as well. Gladia Evelarn sits up and streches herself a bit before going to help Tom with the rest of the preparations. "So what do you think about this dungeon, Tom? Especially with this boooring default for a seventh floor after the very cunning first few floors?" "It doesn''t fit at all, I agree - but that is what gave me an idea of what might have happened. The idea still has several holes where things don''t fit, but it might be a start to explain all this." Tom muses a bit before he continues "The first floors were very cunning, especially the Mapping Hell where every part contributed to make those two floors a challenge to find your way through. And I think that originally the submerged fifth floor was only half submerged like the fourth floor - that would have made it much more difficult, especially for black-ranked adventurers with a low number of perception skills. But remember that you discovered that the water was not part of the environment, but summoned from the nodes. I think that when that idiotic fight started, the core used the water nodes as an energy dump and that is what completely filled the fifth floor with water - there have to be some cracks between the floors where the water from the fourth floor also went down, especially since it was not restricted as part of the environment. Then the energy build-up caused the mutations and insanity on the sixth floor, which has to have been the current floor at that moment. I have absolutely no idea how the core was able to contain that mutation and escape to a new floor, but however it was done it can''t have been easy or it would have happened to other dungeons as well. And I think it cost the core a lot - including losing most of his cunning, which is why this seventh floor is basically a boring textbook type dungeon. What remains to be seen is if that reset to defaults is permanent or if the dungeon will recover from it. Personally I hope it will only partially recover - a bland dungeon is no challenge, but I could do with less surprises on future floors compared to the Mapping Hell and the fourth floor."
''Nope, you got several things wrong, Tom - but considering your limited knowledge that is actually quite close to what really happened. But don''t worry, I''ll have a lot of surprises planned for the second rank of floors after I can level up and get rid of this regeneration limiting status...''
"Sounds reasonable, be sure to write that possibility down in the report. Orwen will have to research that and other options." With the rest of them awake, the Sky Arrows have a quick breakfast, collect their equipment into their inventories and then continue the delve deeper into the dungeon. After two more hours of dungeon cellars with an assortment of enemies from silver foxes to spear crabs they arrive at the final room of the floor. The titanic crab that is the floor boss is quickly dispatched, allowing them to study the node and the stairs down. While Cleev Imral, their elementalist, goes to check out the node, D''vol Blackthorn checks the stairs. "From the look of the stairs, the next floor is cellars again. But there can''t be many more floors after this - the core has to have been on the floor 6 during the fight for it to have mutated, and after that there were only two mana waves strong enough to create a new floor." Tom answers to that "I''m not as sure about that, D''vol - this floor might have been done in the confusion after the battle, although it is a bit big for that - and on the other hand I''m reasonably sure that the two tiny waves are not enough for the respawning on the Mapping Hell that we know happened. I think we''re still missing something. Cleev, what is that node?" "It''s a small-weapon-node, capable of creating wooden or copper weapons with [Limited] enchantments. Pretty standard as well, like the rest of this floor." "OK, then let''s head down - regular formation with Corvin and Holgun first." Five minutes later Corvin quietly tells the others: "I can see the first room of the eighth floor - no spawns visible, but there are several stone blocks and walls of about one meter high scattered through the room. It might be a trap or puzzle room, although that would be strange on this low a floor." "The Dungeon had a token barrier on floor 4, so I wouldn''t call a trap room on floor 8 an impossibility, be careful when advancing."
Combat Initiated
Silver Foxes A, B, C, D, E and F vs. The Sky Arrows The Sky Arrows are surprised
"Watch out, foxes" *Clank* "Damned stone wall, that was my sword" "Two foxes behind the stone block south" "Watch out for that hole in the stone barrier to the west"
Victory Result
No XP due to excessive rank difference between the party and the spawns. Silver Fox Cadavers can now be taken as loot.
"They seem to be regular silver foxes like the ones on Mapping Hell and the few scattered through that default floor above, but ordered to use ambush tactics. And the obstacles here - especially with those half-meter-holes near the ground - make this room perfect for ambush and retreat tactics from small spawns. I think that we have to consider this floor to be more difficult than regular again." "Probably, depending on what follows - but it seems that the core is regaining some of its cunning rather quickly. I don''t think it''ll remain partially damaged like you hoped, Tom."
"That raises an important question, General. We know that the seventh floor was created by Booble and there never was a reset, but it is possible that some damage from the mutation and temporary insanity remains?" "I don''t think so, Gunny. But I can''t be absolutely sure. Most of the sixth floor is separated and I have neither access nor memory of it. That includes no access to the templates of the spawns I created there like the Frankenstein Zombie or the flesh golems. I do have access to the templates I got from sending out the remaining scout sphere randomly while under the effect, and that should indicate that the system removed all mutation connections but nothing else." "That at least indicates no new insanity was added to the one you already had - after all your command decisions in North Korea thirty years ago were also insane." At that Orslesh, the Shaman interjects "You should not speak that disrepectfull of the core that gave you life!" "No, Orslesh, the General is not my father - thank god. And before you judge you need to experience the same - seven different close calls with death within a single hour of a supposedly top secret black scouting mission." The genuine version of this novel can be found on another site. Support the author by reading it there.When the Lizard Shaman opens his mouth again, the General stops him. "Just accept that this is something from before Gunny and me came to the Sphere, and you won''t be able to change that. But to another point because the Sky Arrows are currently doing nothing of importance: Unfortunately Grsmg''wdf iuhulh managed to sneak past his guard and entered the mutated zones of floor six. I was a bit distracted by the ambush on the Sky Arrows and couldn''t intercept him in time." "It''s probably better this way - I didn''t understand why you didn''t have him killed after his mutation anyway." is the only answer from Orslesh. Everyones attention turns back to the Sky Arrows, who proceeded through two more rooms in that time.
"Three ambush oriented rooms and now nothing but a long corridor going north? Gladia, any chance that we might have missed a secret door or something like that?" Holgun asks over his shoulder while cautiously proceeding. "No, I doublechecked as well. Nothing but a long corridor that turns east a bit short of the dungeon floor limit. If this were a core floor, I would suspect it was started but is unfinished - but I don''t know of anything that could make a core abandon working on an incomplete floor to build a new floor below it. That would reduce its defenses after all." The Sky Arrows follow the turning corridor until they finally come near to another room. Gladia warns "We are on the last part of the map on this floor - there is a good chance that this is a node room despite the node not visible from here. Unless of course the floor is not incomplete but has another trick to it." Carefully the Sky Arrows enter the room, checking every corner and obstacle in it. But the only things they find is the floor node hidden behind one obstacle and the stairs leading down to another floor at the other end. There is no trap or spawn in this room at all, something they can''t really believe. "Why is there no spawn here? This is the floor end room, why would the dungeon core cede this without a defense?" Incredulous and suspicious faces are everywhere while the Sky Arrows take the time and double- and triple check the room again. "Tom, is it possible that the core has gone dormant and is on automatic despite the change of the title two days ago?" "Perhaps it used up all the mana gained and couldn''t fill this room? No, that doesn''t make sense either - it would have gotten some mana for this from our own delve yesterday..."
"Hey General, you were right - watching them carefully stalk around nothing is really funny..." "Yes, Gunny - but it''s mostly to keep them guessing and off-guard. Besides nothing I could have placed there would have been a problem for them..."
It took the Sky Arrows another hour of carefully searching an empty room before they go down to the ninth floor - just to be met with another surprise. "What? A single room floor with the node and both stairs up and down in the same room, all without a defender? Has the dungeon core transported us into a different [Limited]-Ranked dungeon by one of its gates? What''s going on?" While the rest of the adventurers look around in confusion, Tom stands to the side in deep thought. Finally he raises his voice to keep his friends calm. "No, I think it''s beginning to make sense. The two tiny energy waves must have been from creating two tiny floors - this one and floor ten if I''m guessing right. That would mean that the massive final wave would have been the creation of floor number eleven - the very first [very low]-ranked floor. The dungeon must have realised that it needs escapees from a [very low]-ranked floor to get past the system level limit of 20. And then it must have decided to abandon the already started floor 8 and create this floor and possibly the same next, in order to have most of its mana in a rather difficult floor 11 as a way to quickly get past that rank-limit. If that is right, the next floor will also be tiny like this one and then there will be the core on floor 11. Let''s go on."
"It shows that the Sky Arrows are experienced adventurers, others would probably have taken longer to understand that. But that idea about gates to another dungeon should be noted as well. Gunny, you''ll have to keep a lookout for other possible dungeons when I send you out the day after tomorrow." "Huh? Another job for me? What have you planned now?" "I set the system to search for a candidate for the rogue contract I had gained as a quest reward, and someone answered. You''ll have to travel to the meeting point to guide them to my entrance if you consider them usable. I''ll give you the details tomorrow, now let''s continue watching the Sky Arrows - they already passed the single-room on floor 10 as well and are approaching the core floor..."
"Looks like your guess was correct, Tom. I can see a large room at the bottom of the stairs. It''s still mostly dark because no one has entered it, but I can see some eyes and shadows of waiting spawns." Corvin whispers back to his companions. "I''ll get ready to storm them. Holgun, you take the right side." The two fighters storm into the room - resulting in several crashing noises and curses, but no combat notifications. When Gladia and Tom follow them ten seconds later they see Holgun wrapped up in some form of fishing net that has a lot of fishing hooks sewn into it, while Corvin is cursing from between two stone slabs that dropped down from the ceiling. Tom goes to help Holgun while Gladia checks the rest of the room. "Well, well, well, what do we have here... A trapping room, my speciality - it is an early floor for such a room that allows for multiple and complex traps while all spawns are forbidden. Then again, just because spawns are forbidden doesn''t mean that pictures of spawns on the walls are also forbidden. But I have to admit, the use of colored glass and mirrors make the eyes especially lifelike in bad light, that is new. Of course it only works against people without maps, but then again a bit of paint and glass doesn''t cost the dungeon much..." "Hey Gladia, just because the stonefall trap is too weak to crush my mithril plate doesn''t mean I like being stuck here. Stop your admiration speech and do something about this damn trap!!!" After fifteen minutes of working, the Sky Arrows had disabled the traps and gotten their comrades out again. Then Tom holds up a glowing crystal. "According to the crystal we got from Orwen this is the core floor - which would fit with our estimation on what the energy waves did as far as floor creation goes. Our contract says that we are not to advance into this floor - I admit that the contract was written before we knew whether the core survived or not, but a contract is still a contract. We''ll retreat from here, our job is done." Everyone reorganises their backpacks and prepares for going back, but Gladia asks: "Will we stay here for a while to participate in the system quest or do you want to head for the Bremarin Dungeon directly? And what about the idea of a base here in Rivansea?" "We''ll discuss both points with the others when we''re back in the inn - but the chance is high we''ll vote for yes to both questions." Going up is a lot faster than going down because they no longer need to map the dungeon, but it still takes the Sky Arrows the rest of the day to fight their way up through the respawns that either happened while they were deeper in the dungeon or that were prepaid with the stoning traps. When they arrive back at the first floor it is evening, but a waiting guard tells them to proceed to a mess tent set up outside and wait for mastermage Orwen who asked to be called no matter how late it would be when they returned. And half an hour later Orwen comes into the tent. "Hi everyone, let''s make this quick. The System Quest Message was send to every guildmaster of every adventurer''s guild on Logronal and on the surrounding lands, and I expect to get a lot of visitors and messages due to that. So I need to get a simple overview on how difficult that quest will be and the basics of the rest of the dungeon so that I can set up an official message. The details can wait for when you turn in your report." Tom looks up from the beer he''s enjoying. "In one word - bad. The mutation is like nothing I have ever seen, and I helped in destroying three regular mutated dungeons over the years. Usually a mutation results in a random placement of walls and corridors with spawns that were made of random parts from other spawns, but that floor is both more consistent and more crazy - despite the fact that those two attributes have nothing to do with each other. It is divided into three parts with three bridges, one of them being a one-way bridge which means anyone going there has to find another way back - and the other two bridges are looking difficult as well. If the System Quest didn''t specifically call for adventurers of all ranks I would simply forbid anyone but silver-ranked adventurers to enter that floor. The dungeon itself has eleven floors - it basically sacrificed any defenses on floor eight to ten to get the eleventh floor as fast as possible. That is what the tiny waves were - creations of two mini-floors nine and ten so that it can fulfill the rank-up requirement of [very low]-ranked escapees as soon as possible." "Thanks, Tom - the last part is good news, although you won''t be handling that. I have to play politics here and that means an elven party will handle escorting the [very low]-ranked adventurers and helping them escape after triggering the halfway HP message on that floor. And then several of the necromancers from Kaarg are waiting to be the first into that mutated floor." "They''re welcome to it - there are indications that one of the three parts would be to their liking as it consists mostly of flesh and bones. We''ll write the report and make copies of our maps tomorrow, they should be ready by sixteen o''clock or so. And while we have to discuss and vote about it, most likely we''ll ask for help purchasing a home in Rivansea as a reward." "I expected as much as soon as the System Quest Notification came around. Luckily I already had some people purchase land for the guild before that message happened, you can bet that the prices will get up as soon as that info goes around..." 2.3.3 On the Surface (Gunny PoV) (INCOMPLETE) 2.3.3 On the Surface (Gunny PoV) Gunny stands on a rock ledge at the opening of the small vale, looking over the marshy plain that begins here. Two silver foxes sit at his feet, while another lizardman and a few more foxes wait for them on the ground below. "That was the shortest and easiest part of the journey - just a couple of hours down to the bottom of the mountain ridge. Now comes the difficult part - crossing a third of that marshland, the Blackshale Swamp. I''m guessing we''ll need three days for that if we don''t have to backtrack, and we have five days until the agreed upon meeting time." An answer to his comment seems to echo from everywhere: "So you want to use those two extra days to look for other dungeons in this swamp?" "Yes, but without risking the deadline. We''ll travel as best as we can for the rest of today and tomorrow, only checking for other dungeons on our direct way. If we make good time at that then we''ll start a wider search pattern the day after tomorrow. If we need to backtrack and zigzag too much then we''ll delay the search pattern until we''re nearer to the meeting point. Can you try to focus your projection more, Lia? The way it comes from everywhere would be perfect to scare or distract a party in the dungeon, but for working together and especially outside the dungeon it''s not the best effect." "Nice to know - but I''ll need a lot more training and levels to get it better. I''ll use illusionary signs or letters if it gets too distracting - those are even easier for me. But illusionary audio is difficult, and don''t forget that I''ve only awakened a few days ago. I''ll scout ahead a bit." At that the largest silver fox sprints toward the march. Late afternoon on the third day of travel the still unnamed lizardman helper approaches Gunny as he stakes along the north border of the river that flows toward Rivansea. "Gunny, Lia sent me - she thinks her foxes might have scented other dungeon spawns while following a sidepath. She waits for you about two kilometer in this direction." "Scented, heh? How does that even work without air? Let''s see what she truly meant and what the xenotic-translation messed up this time. That way you said?" Half an hour later Gunny approaches a group of silver foxes watching a large tangle of wooden bushes, tendrils and small trees. "Can you now scent dungeons, Lia? Or are you telling me that the General might want to wash more often?" "No, not the General - but some of his summons and contracts could use more water. Joking aside - that is exactly what seems to have happened here. We have the trails of several animals that scent of the desert going in and out of that mess of bushes. We haven''t seen anything of the entrance itself, but the only way an animal can keep a desert-scent in this swamp is by having access to an area with a desert climate. And that most probably means a dungeon floor. Will we go in?"Stolen content warning: this tale belongs on Royal Road. Report any occurrences elsewhere. "While we are good in time - no, the General only wants probable locations and stressed how important that rogue contract is for a lot of help and local info.The meeting place is still about a day''s travel or less ahead, with the rest of today we might get there around noon tomorrow. And I rather use the additional day for checking the meeting place for traps and surprises than to risk anything in an unknown dungeon, even if that dungeon is low-ranked. And we don''t even know its rank yet. But another question, what exactly can you scent? This has to be another case of assumed translation due to the Xenotic conversion the General and me got through, because scenting can''t work the same way we remember without air. Where we came from scenting could be used to identify individuals and track their movement as well as where they have been." "Then your scenting is more powerful than any other scenting I ever learned of. My scenting can''t identify an individual - at least not directly. It can detect the environment where a person has been before, and that includes minor differences like between a protected burrow and a grassy forest in case of wild mice or squirrels, but this rarely leaves a track unless the difference is big like between swamp and desert. But it won''t detect differences between two people or animals from the same environment. That is part of the reason why the elves were able to surprise us - their cities try to be as much as nature as possible, and their rangers were in camps designed to follow a forest''s flow, so the difference in scant between them and the serene forest of that dungeon exit was really low. It''s much easier to detect the difference between a human town scent and the lake scent of that exit for example." "Good to know, and that is something we have to discuss with the General after our return. For now, just create memories of how that entrance looks and it''s position on the map in your status screens and let''s go on, we still have a few hours of light to travel." Let''s go on." Gunny watches children approaching and is a bit uncomfortable when realising that the contract went to a 13-year-old orphan with limited education. comments like "I''m almost 14, I''ll be adult in two months" remind Gunny that even on earth medieval cultures had a much lower age setting for adulthood, and the children all behave rather more mature than Gunny expects them. When discussing to move on, Briar advises to keep the night here and prepare for a storm they are expecting tonight. There is a comment that the children consider Gunny''s behaviour of travelling without "Raingear" to be rather reckless. Gunny wonders internally what kind of weather they were talking about as there is no air or atmosphere inside the sphere. The children chare their raingear with the two lizards, and it is revealed that the raingear is mostly ropes and fasteners - allowing everyone to bind themselves on the last trees before the swamp starts. In the night there is indeed rain - black water - almost everywhere, and everyone is tossed around by some forces the Gunny can''t correctly identify. The ropes of the other lizardman tear and he vanishes upward, Lia can barely hold her fox-body below a bramble bush. This helps Gunny''s decision to bring the children to the dungeon as they seem to know how to handle the situations. While travelling back, Gunny tries to hunt to add some meat to the food as the children are a bit thin, but has a hard time hitting the animals. despite being a good hunter on earth he usually needs four or five tries to get something. Briar watches this hunting with concern but doesn''t comment. The times he helps hunting, he gets the catch on first try, something that adds to Gunnies cursing. 2.3.4 The Real Entrance 2.3.4 The Real Entrance The group stands on the grass in the small dale, about a hundred meters away from the stone wall of the mountain. A cave entrance is visible in that stone wall, but nothing else. Gunny speaks up. "Briar, I would like to make a little test of your knowledge and skills. As long as I''m with you no dungeon creature will attack you or your friend, but I would like to see how you handle dungeons and traps even without a risky fight. Lia can go ahead and inform the core, and you can show me how you would approach a dungeon without any previous information about it." "OK, I can do that" answers Briar "but that is just a cave entrance, not a dungeon. Is that part of your test?" "Let''s just say that with the General, you always have to expect the unexpected. He made a [Very High] ranked evaluation team work for it on [Limited] levels. They weren''t in any danger of course, but they couldn''t just stroll through those floors either. So yes, that cave entrance is where you start. But first give Lia an hour to get ahead and inform the core about this." One hour later Lia is back and Gunny watches as Briar slowly approaches the cavern entrance. He looks through it for a few seconds before he starts to check the tunnel for traps or other hidden effects. The group slowly follows him as he checks the natural cavern as it continues into the mountain. At one place where a much more regular tunnel branches off in a steep angle and Briar climbs it up, Gunny gestures the rest to wait. Half an hour later Briar is back. "This seems to be a lookout tunnel as it ends behind a bush about thirty meters higher on the mountain wall." "That is correct, which is why I told your friends to wait here until you got back." Gunny continues watching Briar as he continues looking for traps in the other corridors that follow. Why is he working that hesitantly? I thought he wanted that contract? No, it''s not not hesitant - it''s as if he already knows he will find nothing and just goes through the motions to show that he knows how to search for something... After going about two or three hundred meters deeper into the cave, the tunnel opens up to a small cavern. The ceiling is suddenly five or six meter high, supported by two stone column in the center and the left back of the fifty meter long and twenty meter wide cavern. Briar watches the cavern for a while from the tunnel, before he starts rummaging into his backpack. With a rope and two short planks of wood he approaches the second column and starts to bind the wood on one part of the column. Gunny tries not to show it, but he is impressed. How could he have seen from the entrance that the General gave orders to weaken that column? It''s similar to how he gave the impression of knowing that there are no traps elsewhere. If I didn''t know better I would assume that Briar had been in this cave before the General came here, but from all that I know that is impossible... The group continues through the tunnel at the other end of the cavern, until they come to a crossing of five almost identical tunnel openings - the one they stand in and four others that come together at a tiny cave. Briar speaks up "The tunnel to our left is the real entrance to the dungeon, it begins about three meters into that tunnel. The other three tunnels have nothing to do with the dungeon itself, should I explore them anyway?" How did he know that? "No, that is not neccessary. One of the tunnels is another exit and the other two are a loop without any function, just to confuse people coming in here." At that Briar thinks for a few seconds before asking "Gunny, can you guarantee us a week of rest and food even if the Core decides to cancel the contract?" The General wouldn''t throw out children even if the contract fails, but "Why do you ask? What brought that up now?" Briat explains "You have a big problem here with these tunnels, and you don''t even have a hint of understanding or you wouldn''t have build them. But I can''t explain it, I can only demonstrate it. But that demonstration would exhaust me. I would need several days of rest before I would be able to leave after the demonstration, to the point that we would not be able to survive in the wilderness if I don''t get that rest before leaving." "I can''t even think of what problem you could see that I don''t see, but if that is really the case then that will be no problem, you''ll get your week of rest at minimum after the demonstration." Gunny answers. Briar reaches out and takes Gunnies claw into his hand before turning toward one of the other tunnels. He closes his eyes and looks as if he concentrates. Suddenly there is a flicker in the air and two of the five tunnels are gone. "What?" Gunny exclaims "What happened? Where are those two tunnels" "What tunnels are you talking about, Gunny?" Lia asks. She looks confused on his behaviour. "The looping tunnel to distract people that was here just a few seconds ago, those tunnels!" Gunny gestures toward the tunnel wall. "Did something hit you on the head? I know that the core has plans to make such a tunnel, but he decided to do that later and focused the improved badgers to dig to the other side of the mountain first. That''s why those tunnels were only mentioned once a few weeks ago." Lia looks concerned about Gunny. Briar interjects at that moment "Stop it! Gunny, that was Kuor''Tel. Inside a dungeon Kuor''Tel cannot work, but anything outside can be kuored. Sir Marken told me that most dungeons at least know about Kuor''Tel even if it doesn''t work inside them, but when you didn''t kuor your hunt I became suspicious. Neither you nor the core have any idea about Kuor''Tel, am I right? Because otherwise you wouldn''t have made plans for the outside like that..." "You''re right, we don''t have any idea of what this Kuor''Tel is. Are you telling me that outside of a Dungeon anything can be changed by people as they wish?" "No, ''change'' is too small a word to use for Kuor''Tel, and Kuor''Tel in itself can be opposed outside as well. I don''t know how to describe it with other words than saying I kuored - everyone always understood what that means."Unauthorized use: this story is on Amazon without permission from the author. Report any sightings. "OK, then let''s stop this discussion for now - it''s the General who needs to hear this, and he can''t hear it while we are outside the dungeon. But you definetely earned some points with this demonstration. Let''s continue into the dungeon to see how you handle that, and then we go to the core room to discuss this Kuor''Tel." Gunny answers. But unfortunately this sounds like another problem for translation, like we had problems explaining what air and breathing is to the creatures of this world. Only this time the General and I are on the wrong side of the translation barrier... With a nod Briar continues down the tunnel of the dungeon, this time visibly much more carefull than before. After about a hundred meter it ends in a torch-lit cellar-like room. After he enters it and looks around a bit Briar begins to frown. "This is more strangeness - usually the environment of the first floor pushes itself up to the surface, overriding the environment for the entrance. Here it is the other way around, with the outside environment determining the entrance until short of the first floor. And it is extremely strange that the first floor is set to be the safe floor. Mythical cores have a rather large first floor that would take some time to build, and sacrificing all that area that could have defended the core early? Well, Gunny, usually no adventurer would search for traps on a safe floor. But with this many unusual things I would even search for them if you hadn''t asked to see how I do this." The room is six by six meters, with a single corridor leading north and the tunnel opening to the exit on the east wall where it takes a sharp turn south and up. Two torches flank the corridor opening and a third torch hangs in the middle of the south wall. Briar begins to check floor and walls for anything unusual, and finally he stops at the west end of the south wall. "Gunny, there is something here. It is well-hidden and I don''t see any trigger at all, but this wall is not like the others." "You''re correct, it is a secret door. Because it is a dead end leading nowhere the rules allow it to be handled by a guard at the other side, that is why you don''t see a handle. But it is where we have to go for now." Gunny makes a gesture and after a few second the wall slowly recedes a bit before it swings open, revealing a two meter wide corridor going farther south. A lone lizardman can be seen as he crouches timidly and withdraws back into the corridor. Gunny continues "and for those of your friends who know nothing about dungeons, that behaviour is the result of the [safe floor] effect, it makes dungeon spawn [timid] in the presence of non-dungeon beings. Let''s go in." After ten meters the corridor turns east and continues far longer in that direction, past three doors on the north wall. Gunny however stops at the first door. "This will be your room and the room of your friends for now. It is rather small and never was intended for guests, but for now we have no other choice. The next safe floor is not yet built as it will be Floor 20, then the core could include some guest chambers there. But he didn''t expect guests of the peaceful variant when he designed this first floor. You four should stay here where you are safe. As you can see someone already placed some food and water there. However Briar and I will continue deeper to the core room for the discussion on how to continue." After a short discussion the children agree - Briar knows that he is the only one directly protected by the contract, anyone else would be in danger if they left the safe floor. Before leaving with Briar, Gunny says to the children "We will talk about a schedule when you can safely leave this room later, but for now please stay inside. There are a few spawns working in the other rooms here, and while they can''t hurt you you would disrupt their work when forcing the [timid] effect on them as soon as they see you. We should be back in two hours or so - if not Lia will come to tell you of any changes." Gunny and Briar go back through the corridor and continue toward the other exit from the entrance room. Beyond a short corridor it opens up to a larger room of eight by ten meters. Only one other corridor leaves this room, a walkway going down in a curve at the north-west edge. Gunny approvingly watches as Briar begins again to check everything without being prompted to do, and indeed he finds another secret door on the same wall as the way down. This time however Briar finds a way to open the secret door, revealing a rather small room filled with several barrels and a lizardwoman. With a "Hi" as a greeting he enters and checks the barrels. "Drinking water? Nine barrels with thousands of liters of distilled water? That''s a bit strange here. Care to explain, Gunny?" "No, it isn''t for drinking. I''ll explain on the way down. You see, this isn''t the only entrance into this dungeon. We had already a number of visitors through the other entrances, and it was really fun to watch them stumbling through the General''s surprises in the other part of the dungeon. We hope that the adventurer''s guild never even finds this exit as the General managed to keep the opening spike to the other exists. This however allowed us to repurpose this exit to catching animals for our use. And ... Oh shit" Gunny looks down to his feet, where a bit of water is streaming along. "I forgot to change Margraals'' last commands, and she didn''t realise that by finding her you would have disabled her. She activated the trap I was about to tell you. Let''s hurry down, things are about to become slippery." The two speed up going, but the amount of water flowing down quickly covers every part of the floor, and the last two meters they barely manage to stay upright by gliding down the stones. "What? How is that possible? You can''t install a trap on the way between floors, the System would never allow that!" Briar is really confused. "It isn''t a real trap" Gunny answers. "Not as the System defines traps. It''s just someone watching the corridor through a peeking hole that can drain perfectly harmless water down to be disposed of. But as you might have known, the distilled water here has the tendency to make almost every hard surface rather slippery, and it is perfect to keep animals captured for a short while after we baited them down here. And it isn''t even against the rules, because there is another way out - you just have to go down to the core floor and then back up the other part of the dungeon." The rest of the way down to the core room is very instructive for Briar, even if Gunny refuses to explain some parts. But he learns many ways how a dungeon can surprise someone who only experience rather simple core behavior in the past. And then he listens as Gunny describes their discussion and situation in detail up to the demonstration of Kuor''Tel just outside the Dungeon Entrance. "And that is what I don''t understand, General. I remember you giving the command to dig that tunnel because it would be much quicker work before digging the long tunnel to the other side of the mountain. I also remember checking the tunnel out and how Briar asked about it. But the tunnel isn''t there, and everyone else tells me you never gave that command but send the badgers directly to dig the long tunnel..." "I believe you, Gunny - and not only because you have no reason to lie. I do remember giving the order to dig the tunnel directly - which is strange in hindsight because it would have been more logical to dig the other tunnel first. But what really tells me that you''re right is that I experienced something similar back at the beginning. Before I entered the core, while I was still floating above, a label in some of the screens was changed for no reason I could determine. I remember reading ''Aura'' as the label, but just a minute later it was labelled ''Plague'' everywhere. This must have been a similar change like what was done by Briar to the tunnels, although just changing a label instead of a lot of digging work." In the silence that follows Briar speaks up "What do you mean, ''before you entered the core''? I realise that you are not a regular dungeon core - you sound like a person. But how can that be?" "Briar, as you promised you provided valuable info and helped us. I originally hoped to get a more experienced person with the contract and your youth will cause some problems, but given how you helped and the penalties for cancelling a contract as well as trusting luck to search someone else - I''ll keep you on the contract. So yes, I was a person before I died and Bareen snatched my soul to use it for this dungeon core. Short summary: the dungeons have a purpose and that they are often conquered is creating problems for the gods. So they decided to try soul-controlled cores to see if we are better at staying free than the regular cores with simple programming." The discussion continues with many questions on both sides. Briar fails to explain what exactly Kuor''Tel is as it is almost instinctual to him - and the General suspects that is not only because of the translation barrier but also because that ability may prevent them from understanding. When Gunny suggests to call it a variant of ''changing'' Briar can only answer "Change is too small a word, it is to Kuor''Tel like a pebble is to a mountain". Frustrated the General decides to skip that explanation for now and focuses on what Briar needs to train in the next week before getting his first real assignment. Interlude 2.3 A Meeting of the Adventurers Dungeon Council Interlude 2.3 A Meeting of the Adventurer''s Dungeon Council Mastermage Orwen hurries his steps as he sees that the Sky Arrows have just passed the customs desk from the Dverolion portal. "Tom, Park, good that you are here early. I know that the planning meeting for the next evaluation run was to be in two days only, but I got a very disturbing news this morning and called for a special meeting of the dungeon council in about one hour. Would it be possible if you two give your packs to your friends and come to that meeting?" The members of the Sky Arrows look at each other before Tom Blueeye answers "Yes, we can do that. What has happened?" "Later, then I only have to explain once. Let''s just say that your evaluation run has become even more important than we thought." After that Orwen hastens to the Rivansea portal, leaving the Sky Arrows (and the General Core, who was listening in as soon as he got the notification about the Sky Arrows entering) to wonder what this was about. Park shrugs "Nothing to do but to go to this meeting. Corvin, Gladia - can you take our packs while we go to the council chamber? And make sure to remind Siirn that we''ll need a good restock on potions and food after our runs on the Bremarin Dungeon, especially if they want the evaluation run to start earlier than intended." "OK, can do" Leaving the dungeon, the group walks down the one hundred meter street to the harbor. The street is now paved, and almost half the buildings on both sides are finished, with the others in the later stages of construction. after a few dozen meters Tom and Park split away to enter the council building while the rest of the group continues to the tiny building near the pier that was their reward for the evaluation contracts. One hour later they''re sitting in the council chamber listening to Orwen explaining. "Greetings everyone. Please allow me to make a quick summary to bring everyone up to the current status before I come to the news from this morning that prompted me to call this special meeting. Luckily this has nothing to do with the insanity floor, so let''s skip that for today. After the Elven team guided some [Very Low] ranked adventurers to the eleventh floor to trigger the escape conditions there, we could confirm that the dungeon core passed the level restrictions and the experience overcharge and continued to build. More specifically it continued to fill the eight floor that was basically abandoned in a push to create the ninth to eleventh floors as well as continued to build more floors. Curiously it did not change the tiny floors nine and ten. However one month ago there was an overwhelming Lifeforce release. It was so much that we couldn''t really tell what was built, but several mages offered their suspicions that it would have been enough to build either multiple floors or a floor three or four times as big as the dungeon should be able to do. Considering the gate connections between the second and third floor most of them tend to the suspicion that this core has a special ability to build multiple floors at once. This was what started the planning for the next evaluation run, especially since it was repeated with a second such wave one week ago. We just wondered how and where the dungeon could have gotten the energy for that as our calculations of the runs would not have produced that much energy for the core. But this morning the ritual to identify the gate entrance rooms was finally completed with astonishing results. The rooms are called [Remote Entry Rooms] and their rank is [Heroic]." "WHAT?!?" Everybody in the council chamber starts to talk at once, because no dungeon core could use any structure higher than its own rank, and that would mean that their dungeon is [Heroic] ranked and not [Very High] as they assumed until now. It takes a few minutes for Orwen to calm his collegues down, and then Tom Blueeye is the first to speak. "That doesn''t make any sense - we thought the dungeon was [Master]-ranked because the five or six size meters it would get from that rank would have made no difference for the Mapping Hell. But two ranks? That would mean at least twelve or thirteen meters, enough to increase the grid on mapping hell. We could have been dealing with a Mapping Hell of 41 rooms instead of the 25 rooms it has, and that would have increased its defense value a lot. What could have made a dungeon sacrifice that protection?"Unauthorized usage: this narrative is on Amazon without the author''s consent. Report any sightings. Orwen didn''t like to hear that the Sky Arrows had considered the Dungeon to be [Master]-rank at a time the council still believed it to be [Very High] ranked, but he stops before commenting on that when councillor Owlkan begins to speak. "That is a question that we should answer in time, but I think we should first concentrate on the excellent news that this dungeon is even higher ranked than we originally thought. It will no doubt take some time for the core to get to the really valuable deeper floors, although it is digging faster than we assumed when we thought it was only [Very High] ranked. On the other hand we know that there is no dungeon core of that rank on several other lands in every direction, and that is on top of the System Quest for the insanity floor. We can basically charge almost anything for adventurers that want to access this " "SHIT" comes from Park Lumberman "I beg your pardon? Is my concern about money irritating you?" "No, sorry, of course not, councillor Owlkan. My expletive had nothing to do with your speech. All this time I was thinking about why a low level dungeon would split off some of its space for things other than defending itself. And unfortunately for all of us I just realised that there is a reason. We''re missing one specific room on the first floor, and that room is all the reason for splitting the dungeon space. All we have on the first floor are the magic gates to transfer us in, but where is the physical exit? The dungeon has to be placed somewhere, and that means a physical exit and entry on the first floor - and that room and its connections has to be in the extra ten meters of space the dungeon has hidden so far on every floor." Markus Ohannus looks poleaxed. "Are you telling us that we have a [Heroic] ranked dungeon with an unrestricted and open exit at an unknown location???" Lady Nasii K''tara is the one who answers "The dungeon has to be in the Blackshale Swamp. That swamp is central and in range to all known Portals to the dungeon, and wild and unexplored enough to be a perfect place for a dungeon." "It gets worse" Tom Blueeye adds. "The Adventurer''s Guild knows that there are four or five black-ranked dungeons in that swamp. They never bothered to contain them because a dungeon of the first three ranks isn''t strong or valuable enough to warrant the expense of pushing through the swamps. And now the mana released by those weak dungeons will make locating the last exit from this one much more difficult." The councillors and their aides look at each other. Finally Councillor Owlkan speaks again. "We''ll have to report this to our government and they might decide to send scout teams into the swamp, but there is nothing we can do about that from here. So the important question for us is the evaluation run for whatever comes after the trap-floor. Can the Sky Arrows go in sooner than in one week? I know that this was the original plan, but I would really prefer if you can go in tomorrow and try to find out what else the dungeon core has been hiding." Tom and Park exchange a look and Park shakes his head before Tom answers "No, not tomorrow - we will need one or two days to prepare and rest before we can go in. [Heroic] is the first gold rank, and no one around here has any reports on conquering a gold-ranked dungeon. That is difficult enough for the silver-ranked ones we had in the past, but we always succeeded in those cases. The dungeon being [heroic] ranked does partially explain the many tricks it has thrown at us in the first floors, but that is another reason why I want extra preparation before going in deeper. The losses to other adventurers on the insanity floor are high enough, and I don''t want to underestimate that dungeon core again." From that point on the discussion turns to the details and preparation of the next run to be done by the Sky Arrows. On the next day, Mastermage Orwen visits the Sky Arrow''s new home alone. "Hello everyone, I won''t distract you from your preparations for long. As you probably have guessed, the reason why the other councillors didn''t discuss the physical exit further is that every one of them plans to find that exit for their own government. Rivansea is at a disadvantage there because we are not only much smaller but also the only of the four countries that didn''t have a border to the Blackshale Swamp - and for some mysterious reason the customs paperwork to get a permit to travel upriver from here suddenly requires much more extensive declarations to fill out. Well - we are not going to try, not when such obvious obstacles are hindering us without costing the other governments anything. Instead we would like you to try to push through to the core. If the core is conquered before that fifth entry is found, then it will be worth much less. In this bag I have a number of healing potions for you to assist in that task. I hope it will be enough to get to the core, especially as the system will force it to install another [safe] floor soon." 2.4.1 Doors in a Spiral (Sky Arrows PoV) (V1.1) 2.4.1 Doors in a Spiral (Sky Arrows PoV) Corvin steps from the stairs onto the ground of a corridor. "And another painted wall - this one painted to look like a ten meter room despite this being only a two-meter wide corridor to the right. Park, have you ever heard of stairs to a new floor ending in a corridor instead of a room?" "No, I never heard of such a case - but I don''t think there is a system rule about this either. It''s just that normal dungeons don''t do this." "I think we have pretty sure determined that this is not a normal dungeon" Tom interjects. "But a regular party expecting a room would probably have stormed into that wall." "Even a regular party that makes it to floor 12 will have learned to be cautious given the surprises on the floors until now" Gladia adds. "But on the other side some paint doesn''t cost the dungeon much, and there are always impulsive idiots." "The dungeon wins in all cases - if the adventurers don''t storm the rooms, they won''t get a surprise attack on the spawns in cases when there is a normal room." While this discussion was going on, Cleev had been checking her back- and torso-packs. "We used up about a qarter of the extra potions from Orwen to storm through the first ten floors. Do you want to continue at this speed, Tom?" "No - we had maps until about half of floor eleven and could assume that the traps continue in the other half, but floor twelve is completely new. We have to be more careful now as no one knows what surprises the dungeon may have for us from now on."
"Good decision, Tom" The current core room is once again packed with spectators watching an illusion of what the Sky Arrows are currently doing. All the leaders of the Naga and the Lizardpeople are here with Gunny and the General, as well as Lia and Briar. For Lia and Briar this is a new experience as Lia was barely through the class core implantation when the Sky Arrows were last running the floors, and Briar joined only two weeks later. "I know that I have nothing to stop a powerful group likes yours, but I think the next six floors will slow you down a lot." One of the Naga speaks what the core tells her to say. "Hopefully it will slow you enough for me to create the floors 22 to 24 in that time, because I feel a tiny little bit exposed here on the [Safe] floor 21." Gunny looks around while taking some roasted nuts from a bucket. The hall they are currently in is an exact copy of the main public hall on the first floor. "Well, General, you did take an awfull risk with the creation of the floors twelve to eighteen. If they had decided to make another evaluation run before those seven floors were finished, they would have had it easy to find you. And floor nineteen to this one are not exactly designed for protecting you either." "No, Gunny, but I had to start both with the extra quests from Bareen and with giving the Adventurers a reason why they don''t want to dominate me even if they reach me. And I''m already at half the Mana needed for the next three floors, that should get me out of their reach if I can get enough mana to finish those floors before the Sky Arrows get here."
"The corridor looks as if it goes a few dozen meters straight to the right." Gladia reports "I don''t see any kind of trap or spawn in it, so I suggest we proceed. Even with all maps and storming through that trapped floor we needed more than half a day to get here, so we might also look for a safe room to stay in." "The dungeon had only one safe room several floors back. We can''t expect it to have one repulsor formation on every floor like some other dungeons. That would mean no roaming spawn but also no safe room, only the System-mandated [safe] floors. And has anyone a guess when the core will create the next [safe] floor? It needs one per rank of ten floors after all." "Doesn''t matter for now, let''s see what surprises this floor has for us." Tom cuts the discussion short "It looks like a regular cavern environment again, and the floor effect gives bonus health and damage to every living being. So we can expect a lot of fights." The Sky Arrows line up to move along the corridor. A short time later and after a turn north they arrive at the first room of floor 12. It is quite bit larger than usual (sixteen by sixteen meters instead of the more common six by six) and there are a number of stone walls and partial columns scattered through it. There are no spawns directly visible, and the Sky Arrows carefully make their way around the obstacles.
Combat Initiated
Silver Foxes A, B, C, D, E and F vs. Sky Arrows The surprise attempt failed
The Silver Foxes attack suddenly from several direction including holes in the obstacles, but the Sky Arrows were on guard and quickly countered them. Due to the higher levels of these foxes the fight takes a bit longer but none of the foxes can survive more than two or three hits from the high-leveled adventurers.
Victory Result
No XP due to excessive rank difference between the party and the spawns. Silver Fox Cadavers can now be taken as loot.
"Those foxes got the [Stair Guard] +3 level bonus, and there is a token door to the east wall." Gladia mentions "Good to already know where the stairs down are, but most likely we have to go through the entire level to find that token to open the door." "You''re probably right, and I can detect more stoned foxes hidden inside those obstacles." Park adds "By the time we find the token, those silver foxes will have destoned and be ready to fight us on our return." "Well, that tactic has been proven to make the floors more difficult by allowing more spawns per run - the only reason why it didn''t create much uproar is that it also gave the people more loot to take out from the first two floors." Gladia answers. "Let''s go on." The corridor behind the first room snakes and winds to the left and right for a short while, before the Sky Arrows arrive at the next room. Again it has a size of sixteen meters, but this time it is partially flooded with steps going down into the water and coming back up for the next corridor on the other side. "Hey Corvin, wanna bet that there are spearcrabs and bladed obstacles below the water?" asks Holgun. "No bets this obvious" comes the answer, and the Sky arrows proceed to wade through the room, detecting the spearcrabs with their advanced skills. Again there are a few stoned spearcrabs just out of reach so that they can''t prevent the respawn by destroying them. After that it goes through another snaking corridor until the third room shows something new: A lot of the floor is covered with moss and large mushrooms. On the other side of the room they can easily see a closed door, but the rest of the room is partially hidden through stalagmites and stalactites. "Careful" warns Tom. "We don''t know if the different room means different spawns, neither the crabs nor the foxes would do well here. Perhaps there are Snow Owls again?"
"No, but too bad that we didn''t think to place some old feathers there. That would really have them looking in the wrong direction..."
The six adventurers slowly move into the room and around the stalactites. They can now see that the door at the north wall is a token door again, and that the corridor continues on the west wall.
Combat Initiated
Swamp Snakes A, B, C, D, E and F vs. The Sky Arrows The Sky Arrows have been surprised
With a hiss six snakes strike to bite them, but only in two cases they succeed. In most cases the armored boots are enough to prevent the bites from penetrating, but Gladia and Cleev both feel a burning where they were bitten. With the surprise spent, the snakes are quickly cut down, although it takes a bit until the last one is finished.
Victory Result
No XP due to excessive rank difference between the party and the spawns. Unlawfully taken from Royal Road, this story should be reported if seen on Amazon.
"Ouch" comes from Cleev "there go two of our basic antidote potions. Park, Tom, anything special about those snakes? Should we use a stronger antidote?" "Regular Swamp Snakes from the look of it." answers Tom "They''re common in the Blackshale Swamp, so we can probably take this as proof that the fifth exit is there. Dungeons have other ways of gaining new spawn templates, but that is the most likely explanation. But the snakes were a bit stronger than I would have expected, even with the bonus of the floor effect." Park has a strange look on his face when he answers: "That is because they were stronger. All snakes have the stair guard bonus levels, although I have no idea how several rooms on a floor could get stairs down to trigger that bonus." "Please don''t tell us that we got gated to another floor again, Park" Gladia groans "Mapping Hell was bad enough, and I haven''t seen any illusion or magic on this entire floor until now." "No, we are still on floor twelve - which is why I don''t understand this. What do you have of the map yet, Gladia?" "The three rooms are actually in a straight line south to north, and the distance is only 32 meters between each room. It just took a lot longer because the snaking right and left makes the corridors go about double that distance in length." "The door has a different token symbol, a line instead of a circle. But there is nothing we can do about this, we''ll have to follow the corridor. The System hasn''t classified this dungeon as yet, and in every other case until now we found out how the dungeon tricked us. This one will probably also have an explanation, I just hate the extra work this causes us." "Park, at least that means that we got a job guarantee - Siirm told me of a rumor that the elven [Above Average] team that usually handles early dungeon evaluation is very glad for someone else taking unknown floors of this dungeon on." Gladia smirks at this. The Sky Arrows continue onward after this. There are no branching corridors and they go through a regular cave room with a single big crab to the fifth room, which looks a lot like the first room again. Obstacles with holes and one-meter-high walls would give any foxes or similar creatures an advantage, but no Silver Fox can be seen at the moment. A third token door is visible on the west wall to their right. Carefully and expecting an assault by Silver Foxes the Sky Arrows approach the door - which didn''t help them much with what really happens.
Combat Initiated
Ratswarm 1 to 6 vs. The Sky Arrows The Sky Arrows have been surprised
Suddenly dozens or hundreds of Sewer Rats jump at them from all directions. The rats are weak and don''t do much damage, but a dozen tiny bites are a pain to deal with, especially if you have too many targets to know where to strike next. As a result it takes the Sky Arrows quite a number of battleturns and a lot of cursing (and two flamewalls from elementalist Cleev) before they get rid of the last of the Sewer Rats.
Victory Result
No XP due to excessive rank difference between the party and the spawns.
"What the hell?? Tom, the Dungeon has the Party System active, that should limit it to groups of six spawn per room. Hordes of hundreds of Spawns should not be possible here..." Holgun shouts red-faced. "Park? Any idea what this could be? Because Holgun is right about this." Tom redirects the question to the [Dark Sage] who is already checking on the corpses of the Sewer Rats. It takes a few minutes before Park is finished and answers "The Sewer Rats have a new modification, one that I haven''t seen before: . It basically removes the base level and causes them to be Level 1 on all floors, but makes them part of a swarm in compensation. We have been fighting six Ratswarms, and each level-fifteen ratswarm consisted of fifteen level-one rats. And yes, level fifteen because they have a stair bonus again, the third one on this floor." "If we had known that, the rats would have been completely harmless to us." Corvin adds his part "It was the chaos and the surprise that caused most problems and a few friendly fire effects - a bit more warning before the firewalls would have been nice, Cleev. But this will cause problems for several of the parties that are ... more set in their ways to call it nicely?" "I agree - this dungeon is not for those who can''t improvise or change their plans on the fly" Tom answers. "This door needs a token with a triangle symbol - obviously every token only fits one door and they can''t be mixed. Let''s continue and see where those tokens are." The Sky Arrows continue the long and winding corridors through a room that just contained a group of Silver Foxes to fight, until Gladia calls out to Holgun who currently moves in front. "Holgun, the rooms and corridors seem to spiral on this floor, and that would mean that the next room is the center room of this floor." "Yes, I think I see the node of this floor - half submerged because this is again a floor half under water with stairs going down, so expect some spearcrabs or other fishes to ambush us." Holgun watches the black surface of the water in the room for a moment before he begins to go down the stairs. SPLASH
Combat Initiated
Spearcrab A, B and C vs. Holgun Hammerdorn Holgun Hammerdorn has been surprised
The three spearcrabs quickly released their pressure spears on the dwarf lying on the bottom of the floor before moving away again.
Victory Result
The Spearcrabs successfully escape from combat
"AAARRGH" Holguns head comes above the water again. "There are no stairs here, it only looks that way with two steps above the water surface. As soon as it''s out of sight there is a drop of one meter to the bottom. And we''re lucky that I went first, one of you long beanpoles would probably have stumbled on the metal blade hidden in the water one meter away. Now please excuse me, I have to make my displeasure about this known to the spearcrabs who ambushed me." The Sky Arrows spread out to check the room and the node while Holgun wades through the water to hunt the spearcrabs. Gladia checks the door on the west side. "Tom, this token door is different from the first three - it needs six tokens, not one, and those tokens are marked with dots in different numbers - one token with one dot, one with two dots and so on. Looks like this floor requires a lot of tokens, but we haven''t found a single one yet." "Nothing we can do but to move on, somewhere we''ll find the tokens because the System requires a path to the core." Three hours later - after another six rooms with three closed doors - Gladia warns the rest of the party. "The rooms were symmetric so far in a double spiral, but now it is complete and we are on the opposite side from where we entered this grid of thirteen rooms. That corridor to the north leaves this section, and we don''t know what to expect." "Thanks for the warning, but nothing to go but on. We have found seven doors that require a total of twelve different tokens, but haven''t seen a single token yet. I hope the change means that we''ll find the tokens now." The corridor also stops winding, it only takes a turn to east before continuing for almost fifty meters, then another turn north and a final caveroom with a sanded floor. A single big crab patrols around a pedestal here, but it cannot stand against the high-ranked adventurers. And as expected on the podest lies a single token stone. Gladia approaches it and groans "The circle token, the one for the very first door at the other end of the floor. We''ll have to go back through every room and every spawn again to get there." "Not today - we camp here" Tom shakes his head. "This room has only one corridor and is easy to guard, and it has been almost thirteen hours since we entered Mapping Hell ten floors above. We rest now and go back through the floor tomorrow."
"I think they''ll about to get very familiar with that floor considering how you distributed the tokens, General" smirks Gunny. "Obviously, but for now the show is over. Briar, Gunny, Lia, please stay - the rest can return to your usual duties." the core commands the naga to say for it. The Naga and Lizardpeople leave the core hall at that. "OK, Briar, have you considered your chances of sneaking by the guards on floor one?" "Yes, and I still don''t like the odds. But the bigger problem is the risk of getting caught - if I were already registered as an adventurer there I could talk my way out of such a situation, but as a complete unknown caught leaving the dungeon? That would rise a lot of questions." "Unfortunately you''re right, and I can''t risk that. So you''ll have to travel to Rivansea over land and as fast as possible. If I give you enough rations for the travel and gold to purchase food and equipment at Rivansea, how fast could you get there?" "It''s about sixty kilometers, half of that through the swamp. If I don''t have to hunt and get someone to help guarding, I might be able to get there in a week or eight days. But that would be pressing the speed. What is this about?" "I managed to get a special favor from Rolandro, the God of the Gamblers. But he needs one of his priests here to grant that. I have a name from someone in Rivansea who has no problem going against the City Council''s wishes due to past conflicts. Ideally it would be possible to get him here after I build the next floors but before the Sky Arrows get through the floors. But if that is not possible, I can block the door to the future temple with a token door so that the Sky Arrows can''t enter." "So travel to Rivansea, finding one of the dubious priests of Rolandro, registering as a new adventurer and getting into the dungeon through the Portal Platform that is guarded by the guild? Then it will be better not to risk the same guards going out, I doubt that I can talk my way past two times." "Unfortunately I have to agree. I''ll have a number of Silver Foxes and Large Foxes under Lia''s command ready to go tomorrow morning, she''ll accompany you to Rivansea and will stay hidden for two or three days there. She can''t be allowed to be seen with you as I''m the only known source for Silver Foxes at the moment, but if things go wrong she can wait outside town."
2.4.2 Forests in the Deep (Sky Arrows) 2.4.2 Forests in the Deep (Sky Arrows) The Sky Arrows stand before the open token door of the first room. It took them three hours to fight their way back to the beginning of the floor, and now they look not at a set of stairs down, but at a lot of tree branches to climb down. "A forest floor? At [Very Low] rank? Usually the nature environment floors don''t start until [Below Average] rank, but that would be twenty or thirty floors deeper" Corvin shakes his head. "That might even be to our advantage." answers Tom "A nature floor has no rooms, only large caverns. And the size limit of the early floors will limit those caverns. That means less spawns and less problems finding the way through them." "Too-hoom, you sure you didn''t just jinx us?" Gladia pouts "The dungeon has tricked us often enough, and I''m not sure this is as easy as you think."
"Thanks for the vote of confidence, Gladia." the General smirks.
"We will see. Let''s climb down." Tom commands the Sky Arrows to go on. Instead of the usual ten meters between floors, the way down is thirty meters deep - but the Sky Arrows expected that as nature floors are much higher than regular floors, high enough to let the trees grow to twenty meters. Once at the bottom of the climbway (no one could call that stairs anymore) the Sky Arrows watch through a large cavern filled with an old forest. Several fat stone columns support the ceiling. They and a lot of large trees make it impossible to see through the entire cavern. Like the climbway the walls themselves also look like a thick mess of wooden tree branches, making it even more difficult to judge where the cavern ends. "Gladia, make sure to map this floor with all areas for the cavern." Park says "We should start by going along the walls to get the limits of the cavern. After that we try to find our what is in the inner areas. Let''s start toward north." Two hours later the Sky Arrows are back at the climbway. "''Just follow the walls'' he said. ''A smaller cavern means easier to find your way through'' he said. Have you ever told that to the brambles and hill-like halfwalls scattered through this ''smaller'' cavern?" Gladia whines. "Hey, but at least that mess should have given you a good start at mapping the inner parts of the cavern whenever we were diverted there. Although I admit we were forced to do quite a lot more walking than a cavern of this size normally requires." Tom tries to calm her down. "How big is it anyway, and how much have you mapped now?" "255 by 255 meters, average for the thirteenth floor of a [Heroic] dungeon. But we had to travel much more than one kilometer to map the walls. The map shows about half of the floor now, but we haven''t found either the node or the stairs down. The floor uses both Silver Foxes and Large Foxes as spawns so far. There are not enough Silver Foxes to make this cavern worth looting, but the nature effect has increased the growth of several mosses and herbs, that might be enough to compensate." Park adds to the discussion "Open nature-based caverns always have fewer but stronger spawns than room-based floors and only two higher-level bosses at the node and the stairs down. The fact that this is an early and smaller nature floor would make it a good training ground for parties planning to go to larger nature-based dungeons - this floor hasn''t given us any extra problems so far, it only slowed down mapping it. Depending on what the node is this could still be a very good floor. But we need to find the tokens, and I bet they are loot on the two floor bosses here. I think I saw the node through a very thick bramble bush in the northwest corner, opposite to the climbway up here. Let''s go there next." "OK, but we should go more west than north first" Gladia comments. "That way we get one of the blank spaces left mapped on our way."Enjoying this book? Seek out the original to ensure the author gets credit. Half an hour of walking and a boss fight against a large fox later, the Sky Arrows inspect the node and their loot. "Hey everyone, the token dropped by the boss shows a pentagon - that door is almost at the other end of the spiral on the floor above." Gladia shouts. "Did you expect anything else?" Park answers "But this node has a very interesting option. It is a regular plant node, which means that anyone can spend SP to create one of the herbs or plants known to the dungeon. But it has an option that you can bring a new plant in and add it to the list of possible creations." "Which would of course give the core the ability to use that plant elsewhere." Tom answers "So basically you can gather plants for the core to use in exchange for that plant being available as loot. Most cores don''t bother with that option because it''s mostly used to modify the loot tables for improving the chances of the parties venturing inside. But I suspect a dungeon core as tricky as this one can probably use such herbs in other ways as well." After some thinking Cleev answers "The Lizardpeople could probably use any herbs for themselves. And it is strange that we haven''t encountered one of them so far. We know from the report of the elven rangers that it had lizardpeople gathering things, and the fact that Blackmoss was retracted also points to someone with hands to remove the destroyed core node had gone there. But we haven''t found any sign of them, only animal spawns so far. And never forget that we still have no idea what else it gained from Blackmoss, the dwarves are not telling anything other than that Blackmoss was ." "Yes, that is something to think about. But let''s look for the stairs down and the second floor boss." Ninety minutes later Corvin calls out. "Gladia, wait. Are you sure nothing has manipulated your mapping? We killed the last regular spawn an hour ago and must have gone through the floor twice, but still haven''t found the second boss or the stairs down." "No, the map is correct - there simply isn''t a stair down on this floor. I''m beginning to understand what is going on. Everyone, see those seven columns? We originally thought they were only obstacles because no dungeon needs to support the ceiling, but they are wide enough to contain stairs. And I think they do, with their stairs going through this floor into deeper floors. That would explain the multiple stair bonus rooms on the floor above, and it means that the second boss in this cavern has become a roaming boss like if the deepest floor of a regular dungeon is a nature floor." "You''re right" answers Tom, "That is the simplest explanation for everything we found so far. And since the second boss seems to be intelligent enough not to attack stronger opponents, we either need to bait or herd it to force a fight. And Claudia didn''t come with us for this dive, so I suggest we split and herd it into a corner. There can''t be many spawns left on this floor and everyone of us is strong enough to handle a level 20 spawn alone." One hour later the Sky Arrows stand by the corpse of a rather big silver fox. Gladia checks the token they gained while Tom kneels down and begins to cut up the fox. "The token has one dot, it is one of the six tokens for the center door above. Why are you gutting the fox, Tom?" "If your assumptions on these floors are correct - and I think they are - then we''ll need a week to get through them. Going through every fight on floor twelve multiple times and hunting the roaming boss on seven open nature floors will take that time, especially if we want to play it safe. And that means we should bolster our rations with what food we can get in the dungeon itself. And luckily the bonus on the silver foxes means that their meat is edible and won''t dissolve like a regular spawn." The Sky Arrows continue collecting what they think is usable and then head to the climbway back to floor twelve.
"It looks as if they''re planning to camp the night again in the last room of floor twelve, General." Lia says "Do you plan to modify that room if that becomes standard practise?" After a minute the core''s answer is relayed "Not at the moment, it wouldn''t matter with the Sky Arrows anyway. I might decide to change it later if even the regular parties do the same often enough, but it will depend on a lot of things as I don''t want to get labeled as too deadly either." "What about the next floor they have the token for?" asks Orslesh "It will be that floor 17 that you labeled as ''Amazonas'', but I don''t know what an amazonas is." "That name comes from a region on the world where we came from." answers Gunny "It is basically a water forest or wet forest, with many of the trees growing out of a river named ''Amazonas''. I think Holgun will really like the many spearcrabs that are hidden in the waters of that floor." Everyone smirks at that comment. "Unfortunately I don''t think the Amazonas will provide an obstacle to the Sky Arrows, they are just too good and high-leveled for that to do more than slow them down." The General comments and continues "But the third floor they will get a token for, the floor fifteen might be something else. I hope I got it right this time after the failure on floor five." "Right, you tried another go at an underwater floor there..."
2.4.3 The Core plans for the next stage 2.4.3 The Core plans for the next stage (Core PoV) "Hey General," Gunny smirks "Looks like the Sky Arrows finally found the node of floor fifteen. Took them long enough." "Yes, this time my ideas for an underwater floor really paid off" I had the current duty-speaker answer for me. Together we watch as the adventurers quickly finish the immobile boss, check the node and collect the token from the remaining mess of algae. Then they proceed for the way up to floor 12 again.
"THREE DAYS!!! Three days underwater just because our so-called graverobber messed up her map in a three hundred meter open cavern!!!" Holgun whines. "HEY! My map was always correct. It''s 315x315x20 meters by the way. And whoever heard of dungeons that plan up? Every other dungeon has always remained on the floor itself. Who would have thought that this one uses the fact that someone can swim up underwater to declare a node fifteen meters up the wall to be accessable and create a truely three-dimensional floor with coral growths as obstacles?" Gladia looks pissed-off as well. "Calm down, both of you" Park interjects. "Everyone is tired after combing every millimeter of the floor six times in two days before we thought of going up. Let''s take this as another lesson of never assuming anything in this dungeon." "Racist! I''m calling racist on this core! This floor was clearly made to prevent dwarves from going deeper!" "You''re just pissed off that being water-challenged prevented you from participating in the battle against that algae-based boss-spawn." Gladia answers. "What did you get from it, Tom?" "Nothing special, it was just like a regular plant-based spawn. I think the core used this instead of the piranha-boss we expected because the piranha would have given the position away due to it''s movement range from its spawn point." After reaching the entry point and beginning to swim up Corvin speaks up "But I can see Holguns point as well, even if I''m not one who eats iron and has to climb instead of swimming. This dungeon is extremely tiring for the very few EXP we get only from bosses due to us being that high ranked. I don''t know if I would have agreed to be the exploration team if I had fully understood that before." "You''ll sing another tone when it finally gets deeper." Park answers "We now know that it is [Heroic]-ranked, and previously we would never even have dreamed of getting up to those ranks with all other accessible dungeons around being only [Very High]-ranked. And this contract even earns us priority access later..."
"I would really like to see their faces when they realise that you can go deeper than the 100-floor-limit of a [Heroic] dungeon core, General." "Of course someone with your perverse sense of humor would like to see that." Lia answers before the speaker can relay an answer from the core. "But I would like to know why you expanded this section of the [safe] floor, Core? I thought you wanted to preserve all Mana until you can build the floors twenty-two to twenty-four..." "Ah, but I almost have that Mana. I''m only waiting for Orwen to be inside to watch him while I place those floors as I can finish their contents later. And in the mean time I had another idea for a new type of treasure to be won on floor 19 above, one that would also allow me to better hide that planned temple if the Sky Arrows get here before Briar can bring in Rolandro''s Priest." the core answers that question. "That new treasure will be unique key tokens to the side rooms here, and I made the hall longer and added more side rooms to have some more of those keys before running out of rooms. And since I still want the stairs down at the other end of this hall I had to add that before placing the next floor down. It''s not yet finished - most of the doors just lead to a one meter dead end where I still have to excavate the room that should be there. I''ll do that slowly when I get more Mana. But there will be only one key to each room and some furniture like for shops inside. That should convince some merchants to purchase one of those keys and setup a shop there as they don''t have to carry their wares in and out then - or perhaps some adventurer parties might decide to use those rooms as store room for their equipment and similar options. And if I''m careful they won''t even realise that as soon as they lock the room and leave the floor, the room content will count as "dungeon-owned" for the system, allowing me to absorb and recreate anything I don''t have yet. And having my own dungeon economy with my own coins to distribute - like I already have done with some treasure chests and token riddles - will aid some long-term plans as well. So I hope that those merchants will adopt my coins as one possible way of payment. I''ll even aid that by placing token riddles as exchange stations in those rooms." "I hope this works out, General" Gunny comments "But I agree that having our own coins and shops will probably be helpfull in the long term. What about mid and short terms? Anything planned to surprise the adventurers there?"Unauthorized use of content: if you find this story on Amazon, report the violation. "Well, short term the Sky Arrows will enter floors 16, 14 and 18 in that order - a swamp, a snow forest and a desert. Those will be the last of the nature floors and then the big surprise of floor 19 and the [safe] floor 20 above. I hope that they''ll have to spent a lot of time in the swamp, because I tried something new there. Unfortunately the System forced me to place a small hint as the loot on the two bosses, but the tokens themselves aren''t loot. They simply lie somewhere around on the floor - somewhere on the bottom of the swamp..." "So you hope that they spent extra time fishing through the swamp?" Gunny answers "That should add to the time they need. Most of the nature floors so far they took in a single day, only the underwater floor added two extra days to that. Briar estimated he needs eight days to get to Rivansea overland, and that means it will be a head-to-head race who gets to this floor first, the Sky Arrows through the floors or Briar with using the teleporter platform." "Unfortunately he will need to find that Tricksters priest first" Aria, chief of the naga, objects. "So it is unlikely for Briar to get here first, unless the Core can really pull off another stunt to delay the Arrows." "We''ll see that tomorrow" the Lizardman currently relaying the messages of the core for all to hear sounds a bit tired. "Luckily the Sky Arrows have not yet realised that another advantage of the dead-end-caverns is that they can''t feel the Lifeforce release of changes to other caverns - the wave only goes up, never down another stair after all. But I don''t want to invest too much Mana into changes there because it is more important to place the next three floors. While that floor effect was a nice surprice to gain, the requirement to place the three floors at once is a problem at the moment. Let''s see how the Sky Arrows handle the swamp floor tomorrow."
"Ah, finally Orven makes an appearance. The Sky Arrows are already down in another dead-end floor, so any LifeForce wave from deeper will pass them undetected. Let''s make the next floors."
Mastermage Orven Windriver wanders along the main hall of the first floor toward the office section at the other end, accompanied by Kerstin Lamera. The former receptionist of the Travellers Guild had been promoted to his secretary and assistent when the guild was changed into an adventurer''s guild and gained responsibility for handling the dungeon entrance. "Kerstin, please schedule a meeting of the Dungeon Council on the rules for the System Quest on the Insanity Triplet Floor. Yesterday the System made the first modification to the Quest Rewards for that floor, giving a bonus for low level adventurers entering it. So far we refused to let anyone below level 20 enter due to the fact that it would be basically suicide for them, but with the System giving bonus rewards for low levels now a lot more people will demand to be let into that floor and its quest." "OK, Master Orven - I think we can fit in the meeting in three..." Everyone on the entire floor stops what they were doing when a massive LifeForce wave passes them. "What in the... That wave was stronger than anything I ever felt, even in much deeper and higher-leveled dungeons. It has to have been the creation of multiple floors at once, because I don''t want to consider what other things might require to spend that much energy." "Master Orven, I think I can send messengers to schedule an emergency meeting tomorrow morning. Do you want me to include the discussion points for System Quest in the Insanity Triplet floor as well in that meeting?" "Yes, Kerstin, please do so. We can always re-schedule that if we need more time than we have tomorrow. I only hope that Park was able to quantify that wave - it was too much for me to even guess how much energy it contained."
"Nope, Park is currently hunting snakes in a swamp and doesn''t even know there are new floors..."
The Sky Arrows watch as Gladia turns and tries to match two wooden grids with holes and letters on them. "Why can''t this dungeon use regular hint tablets? You know, stone plates with half of a sentence on them? ... No, this combination also makes no sense - let''s try turning... Ah, finally! Eeew... Guys, the hint sentence is: The tokens lie hidden and unprotected at the bottom of the swamp. We''ll have to search through this entire mud again, ew.." "I don''t think so" Tom objects. "For the system to allow the statement ''unprotected'', the tokens have to be outside the movement range of the spawns from the spawn points, so get your map out and draw in those ranges, Gladia." Holgun''s face lights up at this "And a core as tricky as this one will never risk the tokens to be accidentally found in the open, so it has to be a place that is a dead end and behind some of those spawn areas as well." "And bottom means that it can''t be at the higher points of this floor either...."
"Shit, another point for the Sky Arrows. I really hoped that they would start searching the entire floor, but with that kind of filtering on the map they''ll find the tokens after a quick search." The core is anything but pleased. "No plan survives meeting the enemy, General. And we know that the Sky Arrows are good. But they''re still too late, the new floors will stop them when they try to go beyond the next [safe] floors. Do you think they will be delayed by the other floors?" "Not by the snow forest that comes next - that leaves that so-called desert floor as floor 19 was always a hit-or-miss type of blockade, and the Sky Arrows are too good to fail there." "Agree - but how could that environment be called a desert? It is nothing like anything of a desert from earth..." "Most likely another one of those xenotic translation messes. If we had any idea what the sphere is we might even be able to get how that was named..." not abandoning - a different story first Hello everyone as some people may have heard from me, the last two years I had chronic health problems preventing me from almost any writing - and those health problems won''t go away either. But I want to try to get back to writing - I just have to take it slowly. And the "General Core" is at a very important part of the story, where the next chapter is too complex for me to write without damaging everything (I tried), so I need something else to write until I''m back to a level where I would be confident to continue this story.Unauthorized reproduction: this story has been taken without approval. Report sightings. This "Something else" is a story I''m calling "The Experimental Dungeon". I added the link in the post-chapter note, and just added chapter 2 to it. I''m currently writing chapter six, and until I run out of backlog I will publish two chapters a week. I would really like your comments on that story - five chapters are already finished, the sixth one is in the works. And the dungeon is experimental on five different levels - one of them is the experiment to see if I can use it to get back into writing ;-) I hope that everything works out and that I will be able to repair and continue the "General Core" in a few months, but I can''t promise anything - not with the way my health problems have already blocked several tries to write something in the last two years.