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Chapter 2 - Floor Plan

  

There was a flash of light, and suddenly I was… somewhere else. No clue where I was, because I was underground, in a lightless room barely 6’ by 6’ by 6’. The walls were earth, but not Georgia clay. Couldn’t say more about what they actually were, but I could tell that because they were MY walls they would be almost immune to damage from most sources. Part of the magic of a dungeon, I guess.

Anyways, I decided this was a good place, so I used that Found Dungeon ability to make it official.

  

Congratulations on founding your Dungeon!

You have been awarded a Basic Dungeon   Starter Pack!

You have been awarded a Mystic Dungeon   Starter Pack!

You have been awarded a Slave Master   Starter Pack!

You have unlocked the Dungeon Shop!

  

Basic   Dungeon Starter Pack

This pack contains samples of some   common herbs, metals, stones/gems, and fabrics, useful for starting dungeons   to offer as loot when luring adventurers to their doom. Absorb the pack to   begin creating these objects.

Mystic   Dungeon Starter Pack

This pack contains samples of basic   magical texts, appropriate for new dungeons or starting mages, in each of the   common schools. This allows the dungeon and its monsters to use basic spells.   Note that certain creatures have better compatibility with some schools of   magic than others. Also contains basic textbooks for Alchemy, Enchanting, and   Engraving, appropriate for beginners of the craft. Absorb the pack to begin   advancing these abilities.

Slave   Master Starter Pack

ERROR – Atypical profession for dungeon.   Recallibrating…

This pack contains samples of items useful   to slave owners. Contains Basic Slave Collar, basic whips and shackles, and a   primer on the proper care and feeding of slaves to get the best use out of   them. Absorb the pack to begin creating these items.

I absorbed the packs, curious why I would need the slave collars instead of just using the slave brand ability, so I checked out the collar’s description to see.

  

Basic   Slave Collar

This collar is engraved with a basic   slave rune, which allows those who do not possess the more potent Slave Brand   ability to enslave others. The master must activate the rune with his blood.   When placed on a creature with a Slave Brand, this collar absorbs the brand,   allowing slaves to be transferred or sold to a new master.

NOTE: As a Dungeon, you may infuse your   MP into the collar to activate it, instead of using blood.

Oh, that made sense. The Slave Brand was better for me, personally, but not everyone who might want a slave was a Slave Master, so they needed a way to buy and sell slaves. That was pretty cool.

After checking the other items in the packs, I was happy with what my starter sets had given me. I wouldn’t be able to spawn actual equipment until I either went to the dungeon store and bought the ability, or someone died with equipment on, and leather or hides came from animals, but I had enough to work with, for the moment.

For now, let’s see about expanding this dungeon! Can’t have the dungeon be looking like a simple one-room box not even connected to the surface! Incidentally, I somehow knew that I was about ten feet below the surface, giving me room to play without immediately opening myself up to monsters that might eat me. For now, I was going to simply work on expanding. I needed to set the stage before I started spawning monsters.

Ugh, this is more difficult than I imagined. A basic 6’ cubed room takes just about 300 MP to make. Add in another 100 MP to connect the room to my own with a short tunnel. This… is going to take a while.

FINALLY! Only took me two and a half months, but I’ve got a nice set of six rooms, plus my dungeon room and one big central chamber. I had to adjust the depth of the dungeon a couple times to get that to work out right. Now, to start with decorating!

The central room is basically a swampy forest cave, about 100’ in radius. Like what you’d see if you went over to the Okefenokee mixed with Carlsbad Caverns. The trees, insects, and basic critters were part of several more starter packs that I had to buy from the dungeon store. Cost me 90 Anima, but it was worth it. Plants and slimes would be far more effective if there were distractions and things for them to blend in with. Better yet, the plants and things might draw in more creatures, which I could then kill and absorb.

Two rooms went off to either side of the large central room. The one on the left had mining nodes for copper, tin, coal, and iron. The nodes would replenish themselves, but only over time, so someone couldn’t simply sit there mining all day. I’d probably add more rooms along that line later if mining was popular. The one on the right, however, had a Treasure Chest! Oh sure, right now it only gave out bolts of cotton, wool, and (rarely) silk, but that would be useful for people making clothes and armor.

At the far end of the central cavern, there was a basic gauntlet that people would need to get through in order to reach the end of the dungeon. Just four rooms plus my core room, but I liked it. I didn’t have the trapmaking skill yet, so I had to improvise. Two of the rooms were designed to punish people who wore big heavy armor and couldn’t move easily, and two were designed to keep agile speedsters in line. I’d have to work on what to do to challenge mages and the like, but I was still a level 1 dungeon!

The first room was simply a pit, 10’ deep. There was a simple stone bridge across the room, only four inches wide, and the stone was really slick. A slip would mean an embarrassing fall into the mud below. At the bottom of the pit was mud with just enough water to keep it from drying. The mud was an interesting mix of sediment I found in the alchemy book that worked as a fast-drying cement when exposed to air. It was used as a common building material in many places, apparently. Someone who fell into the water would invariably get coated with mud, and by the time they climbed up the side of the wall (which had helpful handholds), their movements were going to be restricted by the cement!

The second room was simpler. Just a basic room with a huge stone wheel blocking the door on the other side. You had to push the wheel up a ramp to unblock the door, since I’d built guide rails to keep people from simply rolling it away somewhere. The stone would roll back in front of the door unless they figured out some way to keep it from moving once their strong man let go. That would cause any adventurers a bit of heartburn wondering how they were getting out, and no mistake!

The third room had floor that angled down at 45 degrees, with a slick floor thanks to the water dripping from the ceiling, and a nasty surprise for anyone who slid down wrong, since there were some Paralysis Weeds growing there. If you didn’t properly handle it, you’d be paralyzed temporarily, which would be bad news in a dungeon, especially when I added monsters.

The fourth room was another test for the strong types. I managed to design and build a simple counterweight on the stone door, using a water wheel and falling water. There were some heavy rocks scattered around the room. You put enough weight on the counterweight and it releases the mechanism, allowing the door to rise. Of course, I put a sting in there. The gear on the water wheel had several missing teeth on one side, so once the door reached the top, it would fall back to the ground with a crash, before rising up again. So even if they opened the door, they had to get through quickly, or they’d have a five hundred pound headache.

And finally, there was my core room. Simple, pleasant looking, and containing a bright shining crystal inside a foot wide orb of hardened amber, with a stone column holding it in place at eye height. As the dungeon core, I could view anything going on in the dungeon, but to make sure my core room had the proper look, I manifested my avatar for the first time. It was basically my old body, dialed back to my mid-20s, and in the best physical shape of my life, but changed to have short red horns growing out of my skull, a long tail, and a pair of demon wings. Oh, and I added a few inches down under. I was respectable before, but now I could compare to some of the larger stars in porn and not be outmatched.

I was dressed in a simple black shirt and pants, with a black trenchcoat. Yeah, I know it was kindof cheesy, but I didn’t actually feel the heat if there was any where I was, and it looked pretty badass. The outfit included a couple belts, a pair of shades, and some boots. Think Neo from the first Matrix, when they’re storming the police headquarters. Spent my last 10 Anima in the Dungeon Shop to make it happen, but style is important when you’re trying to impress the people who’ve managed to survive your dungeon.

The floor of my core room was actually covered in grass, now, with a few healing and antidote herbs in the corners. There was also a high concentration of herbs that were known to give off an aphrodisiac scent, filling the room with their pollen, and I had worked small spell enchantment on this room, decreasing inhibitions. This room was designed to befuddle the minds of anyone who entered. It didn’t FORCE anything to happen, but it lowered the bar a lot. If this worked, I’d see about adding it in other areas of the dungeon.

For those who managed to defeat whatever last boss I put here when I wasn’t manifesting, there was a chest, with more loot inside. Since some people would hesitate about trying to get back out the way they came through the gauntlet, I needed to come up with a way to get them back to the entrance, or no one would ever go down the gauntlet. So there was a tunnel running around the side of the dungeon, small enough that a grown man would have to hunch over, if not crawl in some places, to get through. The idea was to give them an easier way out, until I discovered some better way, not to give them an opportunity for easily avoiding my dungeon. At the far end of the tunnel, a switch opened a stone door to allow the adventurers to crawl back into the swampy room. The stone door had no hinges or mechanism the adventurers could get to other than the switch, it just slid down into the floor, and then back up again.

Looking at the basic layout of my dungeon, I decided that it was good. There was a nice solid theme to the place, and it didn’t scream noob dungeon. Some magical lights provided enough light for people to see in the main cavern, but they’d need lights in the gauntlet, since that would help increase the challenge without actually increasing the danger, much.

I decided to hold off on the connection to the surface just yet. Better to work on getting my monsters into place. Basic slimes and assassin vines were what I had to work with at Level 1, but I could deal with that. I began placing my monsters, eager to see what would happen once I was finally ready to open the dungeon to the outside.

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