LATEST UPDATES

DRACONIC KARMA DUNGEON - Chapter 70

Published at 2nd of February 2024 05:55:46 AM


Chapter 70: Still Like Living Stone

If audio player doesn't work, press Stop then Play button again








Chapter 70: Still Like Living Stone

New Dungeon Rule: Sleeping Safe and Sound: All rest and sleep is double as effective as in the Surface World. While visitors are resting, sleeping, or unconscious no Dungeon creature can attack them. This makes resting and sleeping more appealing to the subconscious of visitors with 25% karma or lower and makes sleep effects from traps more likely to affect them and last longer.

While I didn't actually have any sleep based traps for the cultists to trigger before the 10th Floor, the Axe Master was currently unconscious. The new Rule would make the giant stay that way for longer and stop him from reaching his Party any time soon, leaving them that much more vulnerable for longer.

The 'Dungeon creatures don't attack while visitors are sleeping' thing was mostly for my sake. I didn't want to kill people if I didn't need to, and I would be delaying the Party simply by making them sleep and rest more often and for longer through this Rule.

And, at least for now, delaying them was the game I was playing.

With the 7th Floor completed the Party of cultists entered my 8th Floor and The Hall of Diet.

Not diet as in 'you need to go on a diet' but as in 'a dragonet's main diet consists of fruits'. Seeing as knowing or correctly guessing the latter let one know which tiles were safe to walk on without triggering any traps.

Something the cultists didn't want to waste any time on figuring out. Instead they had their Paladin go first, tank all now activated traps till the next safe tile was reached, before repeating.

And as 'Cheaters Only Cheat Themselves' affected all things Dungeon, my traps were quite Tough as this point.

... Though technically... All the 'traps' triggered by the puzzle were simply a part of the puzzle punishing people for not yet understanding it. None of the flying arrows actually counted as 'traps' to my maximum allowed number of traps on the 8th Floor.

Still. The arrows shooting out of the walls every time the wrong tile got stepped on hit with enough Toughness to make even a 6th tiered, armored Paladin flinch and groan.

Despite the fact that this floor was meant to be difficult, but possible, for a 4 person Party of 2nd tiers to beat...

It took them 6 safe tiles before the Battle Commander noticed and pointed out that every safe tile contained an image of a fruit. The rest of the puzzle went smoothly after that.

At the end of The Hall of Diet were my two giant dragonet statues, ready to come to life the moment the Wheel of Fortune next to the exit either landed on a red slice or was broken in frustration. And as all my Wheels of Fortune amplified fivefold the slight change in bad luck the cultists had while in my Dungeon from having low karma levels, well...

Having been spun the Wheel slowed down and appeared like it should have landed on a green slice, which would have made it eject a key needed at the end of the Floor. But, as luck would have it, it slowly passed the green slice and landed on the nearby red one, animating my dragonet statues.

It's been a while since bad luck has mattered against power and experience!

And their Toughness was just as amplified as my traps and puzzles!

Their Strength wasn't, but at least they survived longer, delaying the Party further.

With a key in hand as a reward for defeating the animated statues, the group entered The Waiting Room.

And was immediately attacked by a pair of bìxiés they couldn't look at.

Only for two newly respawned, level 15, winged, dragon-headed, deer-horned lionesses to attack them a minute later.

For that was the true master plan behind the puzzle known as The Waiting Room. One simply needed to refrain from fighting or arguing for 5 minutes and the puzzle would be solved. But that was quite difficult to do if your enemy kept respawning in the room every minute.

And since the entire wall was blocked off and not just the exit, it was difficult to locate.

They know perfectly well what happens when the outside wall of a Dungeon is breached. They don't want to risk it happening again.

But with my bìxiés actively seeking to attack them due to their 0% karma level, there will never be 5 minutes of peace. Eventually they'll have to risk picking the wrong wall and break through one anyway.

◇◇◇◇◇◇◇◇◇◇◇◇◇◇◇◇◇◇◇◇

The Light Hunter right behind him simply dodged everything with ease...

The rest were safe in The Waiting Room.

And with that loud announcement all the Dungeon creatures in the room began storming towards the groups of invading 0%'s.

◇◇◇◇◇◇◇◇◇◇◇◇◇◇◇◇◇◇◇◇

Huh... I really thought my Giant Rolling Boulder traps would get at least one of the slower of them..

I should have realized the Earthquake Mage would simply have changed the boulders' gravity. With Earthquake being the stronger version of the Gravity element and all that...

◇◇◇◇◇◇◇◇◇◇◇◇◇◇◇◇◇◇◇◇

The Gargoyle Garden of the 9th Floor was filled with roughly half Dragon Gargoyle traps and actual dragon gargoyles. Both would stand completely still, except for keeping the closest person in their sight. Both would stay on their given pedestals till an enemy came within reach.

The difference was that a trap couldn't leave said pedestal to commit to their attack, which an actual gargoyle both could and would.

And of course, traps didn't dissolve and leave loot behind.

Like my mimics, gargoyles - the creature, not the trap - were ambush predators and, unlike the rest of my creatures, didn't attack the cultists as soon as they entered the room.

They would, however, attack as soon as their enemies' backs were turned.

It created quite the frightening atmosphere, as the room was filled with dozens of gargoyles all silently staring, knowing any one of them might attack once everyone's back was turned.

Though... They didn't actually reveal this atmosphere until after the room's 22 Fire wyrms and 22 Earthquake drakes had been disposed of.

And by then they didn't have the luxury of checking each gargoyle and destroying the real ones, as magma had begun pouring out three of the room's four corners the moment they entered.

Slowly, of course. Magma's quite thick.

As a solution the Light Hunter used some of her seemingly infinite arrows to attack any gargoyles on pedestals now surrounded by burning magma. But with 'Cheaters Only Cheat Themselves' adding massive amounts of points to both my fake and real gargoyles to their already impressive - for their tier - Toughness Score, it took the archer either 5 normal arrow shots or two Skill-powered ones.

It seems I've forced her to start conserving her energy. Nice!

But even with their impressive defense, my gargoyles simply didn't have the ability to do all that much damage to the much higher tiered cultists and eventually lost their battle.

How much more do I need to stall them for?!

As I could see everything in my Dungeon at once, that thought was mostly due to frustration over my creatures inability to truly harm these guys.

Marthox [Brainwashed] [Dungeon Weakness] [36 minutes, 57 seconds] Beastkin - Muskin Hypnotist Level 60

Almost there!

And now they've arrived at The Werewolf Wood!

Let's see how they deal with a puzzle this complicated while having their best and worse Ability Scores switched!




Please report us if you find any errors so we can fix it asap!


COMMENTS