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Time Marches On

  Dungeon POV

  I decide to make another cave room Identical to the first except that the creatures are all level 27 now. I did change up the layout a little so it's not exactly the same. I also put in a second exit that will eventually lead to a hidden room. As soon as I get enough mana to convert into a sufficient amount of world energy. Not that I'm too far off, especially with Clyde's party visiting the 5th floor three times a week.

  The main problem right now is the rock and stone. Since I'm in a separate dimensional space instead of physically on the planet I have to actually summon all the stone and stuff myself if I want to make a cave room. I also want to keep some mana in reserve just in case. Not that I could actually do anything against truly powerful delvers, but I still want to be able to put up a little struggle. I don't actually know how powerful delvers can get. However, what I do know is that there are several ranks above obsidian rank.

  There is also the unknown danger from the dimensional space that the system has vaguely hinted at a few times now. It's kind of hard to defend against something I have no information on. I'm not even certain that there is a threat. I just hope I don't have to find out anytime soon.

  For now, all I can do is get back to work. I'd really like to finish the 6th floor before Clyde's party finishes the 5th. At this rate though it's just a matter of time before they catch up to where I am and have to wait for me to make more rooms. Especially considering that the rooms are really starting to balloon out in size.

  Getting back to work I place the secret room behind the hidden exit of the previous room. Although, hidden might be a bit strong. It's just that it's behind a narrow gap that they would need to squeeze through one at a time. I could have easily hidden traps there, but I don't want them to stop exploring. Besides there will be plenty of nasty surprises actually inside the room itself. First, I create a cave system similar to the first two room except mobs are level 28. The main difference this time is that there is a large open chamber near the wall opposite the rooms entrance. This chamber is much larger than the other open areas in the cave system and contains a large iron chest guarded by four level 30 stone golems.

  Unlawfully taken from Royal Road, this story should be reported if seen on Amazon.

  I chose to make them level 30 because otherwise it felt like I was practically giving the loot away. Besides this isn't there first time fighting a tin rank creature. Sure, the last one was the fifth-floor boss and there was only one of them. Still, they should be much tougher by this point plus they can always flee if they need to.

  The next room I make is to the north continuing along the actual path of the cave system which I intentionally designed in such a way that it's hard to tell where the rooms meet. It's surprisingly easy to disguise the room entrance and exit when there are similar looking hallways within the room itself. I made the mobs in this room all level 28, other than that I didn't actually change anything. Though I did make a mental note to specifically not do 'cookie cutter' rooms on the 7th floor.

  For now, I decided to just continue with the theme I had already chosen. So, the next room was another cave room. I did my best to make the tunnel and cavern layout unique but there is only so many ways you can lay everything out in a room that has a predefined shape and size. Sure, I could make it larger by adding smaller rooms to it or play with the shape some by adding smaller rooms to certain locations only. However, that felt like to much hassle for the moment.

  Once that was done, I began filling the room with mobs, all level 29 of course. This would be the last cave room on this floor I decided. Then I went back over all the cave rooms and made sure I remembered to put in all the different plants and traps that should be in there. By the time any party gets to the end of this floor they will understand the first five floors were child's play. A tutorial section if you will.

  All of this took time however, and time waits for no man. Not even a dungeon.

  Meanwhile, other nations started to get nervous. Especially those few that didn't have a dungeon despite their size. Over the years they had forced Ulgai into accepting many unfavorable trade deals under threat of being conquered outright. Though, calling them trade deals was a bit of a stretch as it was more like extortion. So confident were they that Ulgai would never be able to support itself financially they would routinely dismiss messengers from there without even bothering to hear the message. Considering the nation as a whole a nuisance that is only independent because it's not worth conquering.

  But now this nation despite being smaller than some of the larger regions within their nations has its own dungeon. Worse still one of the most popular loot items seems to be coins. The other nations soon realize that if things keep progressing in this manner their lucrative trade deals, lucrative for them at least, is sure to be cancelled. They wanted to order the dungeon destroyed but dungeons fall under the jurisdiction of the guild which is decidedly neutral in all matters involving politics. Nations could tax the income received by the dungeon's owner from dungeons within their own borders but that was it.

  The only reason the guild would act is if a dungeon started sending mobs outside the dungeon. Something that hasn't happened in nearly 300 years.

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