《Dagon, Dungeon evolved》8 - Scavenger Hunt
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Repeat after me.
“Plants are weak”
It is crushing to look at Royce as he has Fallen to his death thanks to Pitfall + Tumbleweed.You have gained bonus 1 evolution point!
It really was a stupid way to die. I watch as a Rogue fell into a pitfall and died. A T corner with a pitfall on one side and a Tumbleweed on the other. Simple and efficient. When he triggered the Sensor, the Tumbleweed started rolling towards him. He could have stepped back but he ended up going to the other path and fell into the pitfall. Then the Tumbleweed fell on him with added damage immediately. That one step could have saved his life and now his team is down to 4 person.
Swordsman(Leader), Cleric, Mage, Cleric
Apparently, with the escape of the last NPC party, there is a revision of plans by the npc, they realized that 1 Cleric is not enough. They now use 2 Clerics. It would seem to be a good plan but i would think having more Clerics would be better. All they need is 4 Clerics and 1 Rogue to survive my Dungeon i think. I deal little damage and my abilities are mainly status effects. As long as they can keep dispelling and pay attention to the Tumbleweed + Sensor + Pitfall combo at a corner.
Cleric 1 - “Royce died. So what do we do? Proceed or return?”
Leader - “We only cleared the first room. The 2nd room only has sleep herbs. The coins from the monsters are too little to make it worth the effort. The money item starts at the 3rd room. A stalk from the Flower of Fragrance is worth 2 silvers. That is 10 Health Potions or 5 Mana Potions.With Royce gone what are the odds of us reaching the 3rd room and killing Saplings? I can hold some Aggro but with Sapper that slows me down, there is risk. We can push for it as long as no one is reckless. Saplings may drop some simple equipments. That will be the only thing that will break even and perhaps bring some profits. It is just too bad that this Dungeon does not drop magic or higher items. That would really bring in the dough.”
Mage - “Shall we vote? I vote for staying. I do not see the harm as long as we stick together close enough for the scroll to encompass us all”
Cleric 2 - “I agree with Doran. We are here for profit and experience. Royce took the short straw. He was careless. He should have turned back and not turn the other way. We healers can heal damage but not heal stupidity. Stick close and stay alive.”
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Leader - “Guess there is that. Proceed with caution.”
Maybe i might be wrong. A swordsman might be better. The skillful use of shield stops the Tumbleweed better than dodging it. The Rogue would be better dealing with traps but Swordsman would be better dealing with Tumbleweed. It balances out so i can’t complain. Mages deal with large crowds, Archers deals with single target, Swordsmen act as a melee tank, Rogues deal in effects to stun, slow, blind and the likes on the enemies. Clerics well, you know heal. They may deal some damage depending on which faith they are in.
Room 2 was easier than i thought. They cleared it faster than room 1. Maybe that may be due to the fact that they no longer bothered to check for traps like they way Rogue does and simply just brute force their way through them. It is funny how the swordsman stabs into the ground before stepping in at first. It did not work. The pitfall traps did not collapse from that all the time. In the end they were holding hands. By holding hands, if he fell, they can pull him right up without the risk. I found it rather inefficient. They should have tied themselves together. he would have his 2 hand free and that would allow him to hold both a sword and shield at the same time. Having just the shield up to protect from Tumbleweed is just too inefficient. I feel it burns my eyes watching them. Adults holding hands. Burly muscled guy with muscles on muscles holding hands with a skinny guy (Mage). His arm is thicker than the thigh of the mage. The mage’s other hand is then held by the Clerics to make sure that they do not get pulled in.
I must admit though. It was really effective. Like an arrow, they would take 1 step at a time, moving forward carefully. If they meet monster they stand the ground and just attack from there. If anyone trips from the Carpet Thorns, there are the others to pick them up immediately. They became a well oiled machine.
They have built a system to protect themselves from my trap system. They needed only to deal with my offensive creatures and the status effects.
After watching them for about another 10 minutes, they were halfway done with the 3rd room.
Leader - “Looks like we can clear this room of its treasure. Anyone thinks we we handle the next room?”
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Cleric 2 - “i have 15 more Mana Potions left. I should be fine.”
Cleric 1 - “i have 13 more Mana Potions left. With the 2 of us, we can handle another half a room of monsters if it is as difficult as this room.”
Mage - “I have 8 more more Mana Potions. I do not think we should risk it. My mana will run out before we clear half the next room.”
Leader - “Then i would say we return after this room. It is not worth the risk. Although i really wish to see what the 4th room looks like. Extra knowledge is extra money from the Guild.”
Cleric 1,2 and Mage in Chorus with dollar signs in their eyes.- “Agreed.”
It took them another 15 minutes to clear the room. They wanted to make sure they left no stones unturned and at the same time save on mana potions.
30 seconds after they entered the 4th room, they spotted the Singing Tree. Or at least they heard the Singing Tree. the effect was more overwhelming that one would say. By the time Cleric 2 tried to Dispel, the Leader and the other Cleric had fallen asleep and paralyzed respectively. The effect with kicked in too well. He managed to Dispel the mage in time before he got caught by the illusion of the Singing Tree. The Mage then used the portal scroll to teleport out everyone. What a pity. I was so close to capturing the whole team. It was just too bad. At least i have seen and heard what it can do.
After watching them, it got me thinking. Maybe i should hide some items on the ground. That may make the future Dungeon Crawlers explore every nook and cranny of the Dungeon. Maybe a short pathway in a Pitfall that leads to a Herb Haven or something. No monsters just free to pick plants and Herbs.
With that in mind, i started making an isolate room until this problem came up
You need to have Dungeon Floor at Level 2 to do that.
Guess there is that for the future.
It was not before long that a new NPC Party turned up.
A NPC Party (G+) has entered your dungeon.Rogue, Swordsman, Swordsman(Leader), Cleric, Cleric, Mage
WOOOooo… An upgrade. And it seems like the team came back once again with another Swordsman. That would seem fun. Should i bring up the difficulty for them by eating Popcorn? No point tossing the coin for that. spoiled that fun since that day.
How i wish i could plant some hidden stash in my Dungeon. Wait a minute, i do have something that might work. Common Weed! I plant common weed all around. No one would pluck them anyway. But by putting them everywhere, it would annoy players sooner or later. That would make them want to clear it. When they do, random drops will appear once in a long while. If a mage uses a fire spell, it only makes the respawn of Common Weed faster due to and . That would be really perfect. All those rat tails, chicken feather, chicken eggs, leather, horns and all those useless items that i gained from killing all those ‘wild beast’, i finally have a way to use them and give them out as Loot. It is just that Cutting, plucking and harvesting these Common weed would not give you all these items. You need to turn it to dust for it to drop Loot.
This group really gave me a Good new idea. I should reward them for giving me this Scavenger Hunt idea. By bringing up the drop rates of all my Mobs for them. Also at the same time, i am going to give 50% drop rate for Common Weed for them for now. Hopefully they get a stalk of Eternal Sleep from Common Weed. it is a good reward for them. Common Weed only has one Drop slot so it really is just luck for them. Having just one Drop Slot meant that no matter what will be done, it only drops 1 item. It is a weak plant version of Treasure Goblin. As for the Drop Rate, it will go down in future. i do not want an army of people just hacking at Common Weed all day. Just not now. I need to attract more Greedy people and NPC into my Dungeon.
Also, i would make it harder and harder to find Common Weed in my Dungeon. No fun if there are too much of them everywhere. It is a Scavenger Hunt for a reason. The initial setup is just to entice people to play it.
*ring-ring*
“Hey Arsonist. Care to play some Scavenger Hunt?”
Thought of any interesting Plant combination that i can use?
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