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Playing Around With Traps

  The next two rooms I place are more town rooms. That's what I've decided to call them anyway since the abandoned town is the only thing in those rooms aside from mobs and chests. These rooms go to the east and west of the castle room. I spend a long time getting the town to look natural while also doing my best to hide or disguise the wall that divides the rooms. After that I go back and make a few not-so-subtle changes to one of the rooms. Which includes swapping out certain buildings for others and changing the street layout a little just so that the two rooms aren't exactly identical.

  Now that the town is set up in those to rooms, I go about populating them with 'normal' skeletons. As well as skeleton merchants and skeleton fighters. I even add a mage here or there this time. All of which are level 24. After that I go about putting in some simple chests. Most of the chests I put in places where you would expect a chest to be. Namely in the back room of merchant shops or in some residential homes. In some of these I place a few coins each as well as a few weapons, armor, or potions. Depending on what that particular shop sold. The 'personal' chests contain a random selection from every category. Well except gold coins, it's too early to start handing those out all the time. I also place a few slightly hidden chests where most people wouldn't expect anything to be. in these I place exactly five silver coins each.

  Then comes the traps. I don't go crazy with the traps. Just some simple dart traps here and there. I take extra care to not create any kind of noticeable pattern with the trap placement, even putting a few outside of any building. One of the dart traps I'm particularly proud of. It fires poison darts, but it requires a delver to be standing in front of one of the chests to trigger. It's a slow acting poison as I didn't want to be too unfair just yet.

  Following that I place two more farm rooms. Once my mana has a chance to build back up. These rooms are to the east and west of the rooms I just placed. I don't do anything special this time. This after all may not be the first of the level 25 rooms. It is however the start of a chain of level 25 rooms. That alone is special enough in my eyes. Especially since I plan for nearly half the rooms on this floor to be level 25 rooms. In fact, from this point on there won't be a single mob lower than level 25. I do spend a little time placing the farmers house, or at least a random residential building I'm using as the farmers house, as well as the farmhouse. I could have just used the farmhouse but then the rooms felt off. It might be due to the farmhouse only being about the size of an average apartment back where I came from, but the room just felt like it needed more.

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  The next two rooms that I eventually end up placing are two forest rooms to the north of the previous forest rooms. As always, I make the forest room an absolute slugfest. these rooms are on the edge of the floor though so it's not necessary to clear them or even really enter them at all. That said I imagine most people will anyway just to be thorough. That's not even counting the ones who will practically stay in the forest just to farm levels.

  Once I get everything in the two forest rooms looking just right, I'm delighted to find that I already have enough mana for one more room. This one will be another town room placed to the north of the castle room. In this room I plan to change things up a bit. I place the houses and streets just like always. The abandoned town blueprint does come with a few buildings I haven't used yet though. One of which is labeled as the guild hall. While I'm not entirely sure what function that building serves, I'm able to make an educated guess however just based on the fact that a guild hall was one of the first buildings built on the surface after I started gaining popularity. Not that I was ever really popular, but I digress.

  In this room I place a lot fewer citizens or 'normal' skeletons, and a lot more guilder types. This includes fighters, tanks, mages, rogues, and even archers. I'm also still using fighters as stand ins for the town's guards. Naturally this means far more fighters than anything else. Being level 25 also means the archers are a lot more accurate than they were on previous floors. This being the area where most guilders live also means I can get creative with the chests. For example, maybe the adventurers were paranoid and maybe as a result of that paranoia they booby trapped their person chests that they keep at home.

  A simple dart or smoke trap set off by someone approaching the chest is easy enough to set up. Still nothing instantly fatal though the poison is slightly more fast acting than in previous rooms. they should have encountered poison before so will likely have potions to treat poison or the healer will have acquired some type of purification spell. I also use a few sleep darts from time to time that by themselves are completely harmless. Mainly for my own amusement thinking about the party waking up and realizing they fell asleep in a dungeon. Sure, this isn't the first time they've faced sleep dart traps, but the traps were a lot easier to spot then.

  It takes me a little while to save up enough mana after that. Especially since I like doing two rooms at once when I can. Eventually though I do save up enough, before I can place them however, I get a notification from the part of my awareness that I left on the third floor letting me know someone is about to attempt the third-floor boss. I turn my attention there and quickly realize that for once Clyde's party won't be the first ones challenging one of my bosses. It's actually the ladies this time that are the first to challenge the boss. Which makes sense given that they were never too far behind Clyde's party normally.

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