Dungeon Day 187 to 260 - Continues
Once the adventurers delivered the shards to their commanders, the next phase of the dungeon area would start. The commanders would begin to absorb the powers of their respective shards. This power would also start to make them a bit crazy as they begin hearing voices in their heads. Additionally, the power would very much go to their heads as they gained more confidence.
Their confidence would manifest in wanting to push harder against the other two factions. While the voices in their heads made them paranoid that their own forces might betray them if they didn’t conquer the other two camps. Due to this increase in aggression, the fighting would increase in intensity until finally, pushed by their confidence, the three leaders would agree to finish the fight in a final battle.
So, a date would be set for the final battle, usually sometime before the dungeon reset. However, before Dan got to that part of the story, it was important to note that adventurers would hear talk from their respective camps about the instability of their commanders. There would be talk about how each commander had mentioned that adventurers were planning to betray them, and in turn how the commander would betray them first. The news of betrayal would never come true, but Dan placed it there to keep adventurers on their toes.
In fact, when they met Merlin, the wizard would tell them to be careful not to trust the green skins too much. Now, why would Dan want to warn them about betrayal and keep them on their toes? Because they would eventually get betrayed, just not how they expected it.
This betrayal would come at the last battle and was the reason why Dan warned the adventurers beforehand. That way, there would be less casualties. Not that the surprise would matter later on since after the first reset, Dan knew word would spread, and adventurers would likely not be caught by surprise again. That did make him wonder if he should see about getting some sort of no-disclosure agreement with the World Crystal. That way, adventurers couldn’t speak about stuff in his dungeon if they wanted to do his dungeon.
Actually, the more he thought about the idea, the more he liked it because it would stop most of the cheesing he would undoubtedly see. With that in mind, Dan reached out to the World Crystal and got a response saying that it would need to ask the Chaos Mother. Apparently, she wasn’t watching his dungeon creation live and couldn’t reply right then and there. Also, the World Crystal couldn’t give the go-ahead because the whole information limiting was infringing on free will, and that was one thing it could literally not do. Still, it didn’t take long, and a few seconds later, the World Crystal got back to him. The idea was a go. The Chaos Mother could appreciate making sure people were surprised since she herself enjoyed surprises.
And just like that, one of the biggest issues Dan had worried about was gone. Whenever an adventurer signed up to do his dungeon, they couldn’t spill the beans. Also, it's not like they were utterly prohibited from talking about his dungeon, but more like they couldn’t speak or propagate information about certain things. From what Dan gathered, they could say that there was a lake area with underwater monsters, but they couldn’t say what the main quest line was or the major events that happened.
To be even more specific for his Green Skin Territory, adventurers could talk about the area and how there were three factions, how there was a dungeon, and maybe some quests. What they couldn’t talk about, or catalog, was the type of boss the dungeon held or the final betrayal.
Back to the final betrayal.
With the date of the final battle set, the armies of each camp would move in, and combat would ensue. Of course, surprise, surprise, they are evenly matched, and none of the three sides could get an advantage. So, in order to decide the victor, the three empowered commanders would head into the battlefield along with their adventurers to finish up the fight.
If you come across this story on Amazon, it's taken without permission from the author. Report it.
However, upon their first clash, the powers of their shards would resonate, and the three commanders, like Dan had experienced, would end up merging. On that note, Dan didn’t like giving useless clues and hoped to make everything in his dungeon have a purpose. In this case, something he planned to reward was adventurers who warned their commanders about making sure the shards and their powers didn’t meet. The reward wouldn’t be crazy, but it would be enough to make adventurers feel like they would get rewarded if they put extra effort into the dungeon experience.
As for the final fight, well, when the three commanders merged into a new form, they would command the different green skins and betray the adventurers. With that in mind, what would happen next would be up to the adventurers and how strong or well-organized they could be.
On one end, the adventurers could turn the tide of the fight and beat the crap out of the boss and all the minions. However, they could be pushed to retreat and be forced to come back another day, which was something they could do. Again, Dan wanted to keep things fair so they could escape, regroup and return. Granted, only those adventurers who originally joined the final fight could retry.
Admittedly, if they retreated and came back, they would find the green army reinforced and ready to go. Thus, another epic battle going down. From there, they could win the battle or be forced to retreat yet again. Dan was happy to keep giving them chances until the dungeon reset, at which point the final outcome was decided, and they would have to deal with the consequences in the next phase of the Green Skin Territory. And no, they wouldn’t be able to slowly whittle down the forces, at least not without strategy. Because every time they left and lost the final battle, and did a full retreat, the boss and its minion army would get healed.
However, if the adventurers were smart and communicated and were able to use some war strategy to slowly kite the monster army around, Dan was happy to let them. Or maybe even harass the army by setting up their own military camp where they could send out operations to kill minions before the final battle. Essentially, as long as adventurers weren’t taking advantage of things and actually planning, Dan was happy to go with it.
And like with everything, he planned to make sure his plans worked with some mind fuckery, their adventurer soul profile, and just general use of his monster's intelligence.
For example, if the majority of adventurers who signed up for the final battle left the area of the Green Territory, the green army would get healed. On the other hand, if they stayed within the territory but waited too long to attack, the army and boss would also get healed. If they ended up staying in a general area for too long, the boss would attack them. Honestly, the entire area was going to be a lot of work to set up, but thankfully, he had the system for it, and he could pre-program the boss with a bunch of ifs and don’t. Moreover, he had to make sure the tracking for specific triggers within the adventurer's profiles was correct.
The entire process gave Dan plenty of work, and it was an area Dan would have to improve over time as adventurers completed it. Consequently, as he worked on making all of this, Dan ran into an issue.
If adventurers couldn’t talk about his dungeon, how would they communicate effectively inside? He hadn’t thought about it since the feature was new, but they needed to communicate in order to plan effectively. So, the entire train of thought had Dan creating yet another layer of development for his dungeon. Now, he needed to have a permanent base of knowledge that tracked what adventurers had done in the long term. This then connected to their souls via the World Crystal, and through that connection, Dan could bleep out the knowledge they were not supposed to have. Meaning if two adventurers who had done the Green Territory and knew all the ins and out spoke, there would be no issue, but a third adventurer who was fresh and hadn’t done it would get the knowledge sucked out of them.
Obviously, there were exceptions to this knowledge-wiping rule since not all knowledge was bad to have or could ruin surprises, but at least the important parts were bleeped out. Additionally, Dan could always soften these knowledge rules, something he definitely saw happening in the later floors when battles became much more dangerous due to the higher-rank monsters he would create. Well, that would only be true if he made it that far and wasn’t blindsided by something in his dungeon journey. However, until that happened, Dan was glad he had this system power.
An incredible power that, thanks to the creator of the universe itself, wouldn’t cause any issues for adventurers. Because, yeah, Dan saw there being problems if he didn’t have the computing power of the universe behind him.
Anyway, with that hiccup out of the way, Dan continued to refine various filters and other do’s and don’ts for his future area. He still had plenty of work to do, like making the actual inhabitants of the area.
Patreon!
Want to see Live Tesilim Rolls or give me your Ideas for stuff? Join the Discord.
5 Chapters for both my stories for only 2$.
10 Chapters for both my stories for only 4$.
15 Chapters for both my stories for only 8$.