Tales of the Best Dungeon Ever

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Good news, adventurers! The Best Dungeon ever is here to challenge you in interesting ways, reward you when you succeed, and kill you when you fail!

That's what adventurers want, right? Don't be silly, of course it is.
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Everyone's favorite dungeon is here!

Vanigo

Carbon-Based Life Form
I had an idea that wouldn't leave me alone, so I thought, why not actually write something for once?



I placed a loot chest after the boss chamber, upgraded it to steel-bound, then thought about it a little more, and upgraded it again. This is all the way down on the seventh floor, after all! Anyone who gets down here and fights their way past the Nightmare Knight deserves it. I'm so generous! The adventurers are going to love me!

I'm not the oldest dungeon around, or the biggest, but I'm definitely going to be the best! I only have seven floors, but they're all masterpieces, if I do say so myself, from the goblin warrens on the first floor to my brand-new ancient crypts on the seventh. The adventurers are going to have so much fun exploring me!

Just... they need to find me first.

I used to be worried that they'd find me before I was ready. But I'm totally ready now! Seven floors! Seven! And I've got four side-branches already! The Midnight Swamp off of the fourth floor, the Ruby Mines on the fifth, the Serpent Temple on the sixth, and the Flooded Halls, also on the sixth. I even finally got my phylactery trap working! Everything's ready, why aren't they here yet?

Is it because I'm way up in the mountains? Do people just not come up here? I wish I could go look for them, but, well, dungeons can't move.

Come on, guys, it'll be great! I'm gonna bring in a ton of adventurers, and they're gonna build a great big dungeon town, and I'm gonna kill some of them, and I'm gonna make the rest rich, and everyone's gonna have fun! But I can't do any of that until they find me!

Sigh...

Well, I guess I might as well start planning my eighth floor. I don't have enough mana to start building it yet - I spent a lot finishing up floor seven - but I can still plan things out. Floors six and seven are heavy on the undead, so it's probably time to switch things up again. How about fire? I haven't done that yet, and you can't go wrong with the classics. Ooh, and maybe I'll add an ice-themed side branch there for contrast! Yeah, I'll have the fire monsters fighting the ice monsters, so adventurers can try to slip through the chaos unnoticed! Of course, they'll just be play-fighting. I don't want my babies killing each other, even if I can just respawn them! But the adventurers don't need to know that.

I hope they get here soon.

I'm so lonely.




Marius sized up the cave mouth. It was tall enough to swing a halberd without hitting the ceiling, just the right width for two men to fight side by side, and festooned with vaguely-ominous stalactites. In other words, it looked like a dungeon entrance. Less typically, it also had a small stream flowing down the center, spilling down the mountainside in uneven rivulets. It was too new to have eroded a normal stream bed, so it was something of a muddy mess.

"Yeah, this looks promising. Care to do the honors, Brills?"

The elf nodded and started setting up her portable alchemy kit. It only took her a few minutes of experimentation to come to a conclusion.

"Tainted with uncontrolled life essence, as expected. This is definitely the culprit."

That life essence had been polluting the river downstream, causing dangerous mutations in the wildlife - and occasionally even the people - living in the area. Marius, Brills, and Phent were one of the teams that had been looking for the source of the problem, and it looked like their search was over.

Phent frowned. "A new dungeon, huh? Didn't know they could do something like this." The ranger sat down and pulled a whetstone from his pack, then started sharpening his sword.

"I've never heard of it either," Brills replied. "But I'm an elementalist, not a dungeonographer. We'll have to see what the experts back at the guild have to say."

Marius grinned. "We should do that anyway. They pay good money for dungeon discoveries, even when they're not causing issues. What do you think, wanna take a look?"

Phent grunted an affirmative. "I didn't bring my dungeon gear, but the first couple floors shouldn't be an issue. Think it's a deviant, though?"

"With something this unusual right at the entrance, I'd be a bit surprised if it's not," Brills said with a faint scowl.

Nobody liked deviant dungeons.



Ha ha! It worked! They're here! They're going to love me!

They've found the room with the spring and the healing pool - I knew letting magic water run out the entrance would attract attention! - and they're coming up on the first goblin guard post. Here they go, and...

Well, that didn't take long. These guys are pretty strong! But that's fine, strong adventurers get to win. All part of the deal!

Besides, I don't want them to die. I need them to get out and tell everyone where I am! Then more adventurers will come. I don't need to kill anyone right away.

They stopped to check the room for loot - sorry, no loot chests this early! - and then continued. In the next room they found, the goblins got an alarm off before dying, so a patrol showed up and tried to jump them while they searched the room. Didn't do them any good, though. These guys are great!

They explored and fought and looted their way through my goblins until they got to the stairs down. Double-checking their equipment, they marched down the stairs to my menagerie floor, opened the north door, and killed the hyenas beyond it.

Then they started making mouth noises at each other. It's too bad I can't understand what they're saying.




"That seals it. Definitely a deviant."

Most dungeons picked a theme and stuck with it, or slowly changed as you went deeper. This one had gone from goblins to beasts in a single floor. That was the problem with deviants. You never knew what to expect.

Brills nodded. "Indeed it does. Shall we take our leave before we run into another surprise?"

"Check the room for loot first, but yeah." Phent started poking around the piles of bones and refuse in the corner as he continued, "Besides, we still need to report this."

Marius voiced his agreement, and soon the party was heading back to the surface. Nobody with any sense took chances with an unexplored deviant.

"Gotta say, though, this is the richest first floor I've ever seen," he said, as they retraced their steps.

Phent hmmmed grimly. "Yep. Probably means a lot of dead idiots soon."

"Heh. No bet."
 
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Nice. A dungeon story with the dungeon already set up. At least it wont end up as yet another unfinished fic full of dungeon-building jargon with zero payoff.
 
I'm a superfund site? Super!
The mountainside wasn't exactly a buzzing hive of activity, but it was a lot busier than the uninhabited wilderness it had been a month ago. A few teams of dungeon surveyors had set up camp near the dungeon entrance. Two of the camps were empty, their respective teams carefully probing the upper floors of the dungeon. In others, veteran adventurers rested, transcribed notes, and shared maps and stories and drinks.

Farther down the mountainside, a hastily-constructed reservoir slowly filled with the tainted water that continued to spill out of the dungeon entrance. It was contained for the time being, but the water level was slowly, inexorably rising as water steadily poured in. Naturally, this was cause for concern, and the concerned parties were discussing the issue in the temporary Adventuring Guild headquarters nearby - which was really just a glorified tent.

Presiding over the meeting, Guild Representative Kreen was a rather incongruous sight. He was a six-foot-something orcish man who would have looked at home in a chainmail loincloth and a necklace made of skulls, but who certainly didn't seem to belong in the formal silk tunic and pantaloons he was actually wearing. His wiry, charcoal-grey hair was tied in a neat topknot, and he was wearing a pair of wire-framed glasses that he didn't actually need.

To his left was Barien, who did not share Kreen's fondness for playing against type. The archdruid of the nearby Western Ardren Circle, she looked every bit the part with her brown robe, carefully-unkempt grey hair, and ram-horned headdress. She was also a stocky dwarven woman, which might have raised eyebrows in most of the world, but was fairly common in the Kingdom of Arvenne.

Across the folding table from Kreen, Dentei the alchemist glanced down at his notes for the umpteenth time. He was a classically willowy elven man, with fair eyes, sandy blond hair, and nut-brown skin. Like most alchemists, he was bedecked with belts, pouches, and pockets full of various reagents and concoctions. Unlike most, he had not left them at the door.

Carris, the engineer responsible for the temporary reservoir, rounded out the group. Black-haired, fair-skinned, and wearing heavy-duty work clothes, he was by far the least assuming person present - perhaps appropriately, given that he was also the only one who couldn't down an ogre with a single strike. But this was not a battlefield, and for this task, his skills were just as important.

"... and so, with no way to stop the flow of polluted water, we're looking at five or six months before the reservoir overflows, depending on the weather. We could build a bigger reservoir, of course, but that's not a sustainable solution."

Kreen nodded. "Of course. We need some way to purify this stuff before then. Barien, any thoughts?"

Barien nodded gravely. "Of course. The life essence in the water is unstable, but life essence itself is not harmful if treated with care. Filtering the water through a druidic grove will not only purify it, but invest the essence in the surrounding land, making it more fertile. With the amount of essence this dungeon is producing, this valley could become by far the richest farmland in the kingdom."

Dentei scowled. "A straightforward and intensely orthodox solution. But tell me, how do you propose to create a grove in a timely fashion? A proper druidic grove takes, what, a century to grow?"

Carris narrowed his eyes in thought. "Perhaps we could build an aqueduct leading to an existing -"

"Don't bother. There's a much faster solution. I've been experimenting with this water, and it's not terribly hard to stabilize and concentrate. And once that's done, it makes an excellent base for healing potions. Many other things as well, I'm sure, although I'll need to do more experiments..."

"And how many barrels of water a day could you use? And how many do we have to worry about?" Barien gave Dentei a side-eyed look. "Madness. The scale of this problem is well beyond what you can deal with in your laboratory. As for time, it's true that a proper grove takes a century, but since we are in a hurry, there are certain corners that can be cut. With proper care, we could have a grove ready to handle this stream in as little as eight years - it wouldn't be good for much else, but the rest can come in time."

Carris frowned at that. "I'm not sure we could contain things for eight years. What if -"

"See? He agrees with me. I can't stem the tide by myself, but once word gets around, alchemists will flock to this place. Nobody can solve this problem overnight, but alchemy is the fastest option, and far more productive than wasting this much essence on farmland."

Kreen tried to cut in. "It sounds like there's enough water to -"

"Now see here, young man!"

"I'm twice your age!"

"You're an elf!"

Kreen shared a look with Carris, and slowly brought his hand to his face.



I wonder if I should get rid of that healing pool now that I don't need it to attract attention anymore?

Nah. Adventurers like healing pools!
 
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Are you sure this is mightier than the sword?
There are three parties of adventurers in me right now. It's pretty exciting! Maybe not quite as exciting as I'd hoped, though. They're all really strong, and they're slowly creeping around on levels that are too easy for them. I don't know why they're wasting time like this. Come on guys, you don't need to search every single room on the floor before you go down! Take some chances!

Oh, well. Still beats being empty.

The guys on the second floor just plowed through a room full of big cats, again. The guys on the third floor found my first mining point, and they're standing around talking about something. And the guys on the fourth floor... actually, they're right next to one of my super-special hidden treasure rooms. I wonder if they're going to find it this time?




"Nine meters."

Garen released his end of the measuring cord, and Solia started bundling it back up while Tuln carefully filled in the room on their map of the fourth floor. Yvenna, meanwhile, kept a careful watch for any spider monsters that might be trying to sneak up on them. The danger wasn't actually that great - like any decent survey team, they were all experts, and even if this was a deviant dungeon it was still only the fourth floor - but they hadn't gotten to that level by taking stupid chances.

"Got it." Tuln pocketed his ink and pen, and brought his ink-drying crystal to the newly-plotted room on his map. Garen took the moment to stretch and look around a bit, even if the view was pretty much the same as the rest of the level. Cobwebs covered every surface, except for the iron sconces with glowing crystals that cast a greenish glow over the room. Behind the cobwebs, the walls were made of neatly-dressed stone blocks, stacked offset like bricks - except for that one spot over there?

"Huh. What's that?" Almost invisible behind the curtain of cobwebs, there were a pair of vertical seams where half the blocks were split carefully in half. Garen walked up to the wall and frowned at it for a moment, then stepped back, raised his arm, and spoke a few mystic syllables. A broad, low-power jet of flames burst from his palm, which he swept across the wall to clear the cobwebs.

The rest of the party was all watching by this point. Solia walked over and started running her hands over the stone. "Good eye. I've never seen a dungeon that used secret doors before, but this is a deviant, after all."

Garen nodded absently and started prodding the wall to the left of the door, while Solia examined the door itself. It wasn't long before she found a loose brick and pushed it in with a decisive click.

"Well crap. How many of these have we missed?" Yvenna moved up to take point as the secret door rumbled and sank into the floor.

The room beyond was lit with a bluish light, dimmer than the rest of the floor. It was cleaner, as well, with only a few cobwebs in the corners. But it was the loot chest at the far side - hardwood with a silver lock - that drew their eyes first. It was flanked by a pair of less valuable but still worthwhile clay urns.

Yvenna poked her head through the door and peered into the corners. "Looks clear. No other exits."

Tuln frowned and reached for his mapping tools again as the party filtered into the room. "Just some extra loot? That's weird. Is finding the door supposed to be the only -"

Then he was cut off with a scream as a wolf-sized spider dropped from the elevated ceiling and crashed down on his shoulders, pinning him beneath its bulk and biting at his head. The first two bites were stopped by the rogue's enchanted leather skullcap, but the third found his neck a moment before Yvenna forced it back with a plate-armored body slam, then pinned it to the wall like a butterfly with her shortspear.

Tuln groaned in pain, but his hands were quick and steady as he drew a healing potion from his belt and brought it to his lips. He sat up and quickly took stock of the situation, but things were already under control. Solia had rolled out of the way of a second spider and had ripped off half its limbs already, while Garen had telekinetically smashed a third back into the ceiling.

Yvenna, reaching the same conclusion, turned back to Tuln and offered him a hand up. "You okay, there? Looked like it got you pretty good."

Tuln ignored her hand in favor of pulling out an antidote potion. "I'm fine. 'S why we bring the good potions on mapping expeditions. Can't let ourselves get careless like that, though." He threw back the potion, then took Yvenna's hand and pulled himself to his feet. "Let's see about that chest, then."

Tuln took out his lockpicks and set to work on the chest. Solia was still playing with the crippled spider, but Yvenna stationed herself at the door, and Garen moved to check the urns. By the time he'd emptied them, Tuln had popped the lock, and the group took stock of the spoils.

Aside from the typical gold and silver, they'd found two unknown potions, a copper bracelet studded with lapis lazuli, a fistful of polished amber stones, and, for some reason, a pen made of ivory and gold. Garen scanned the lot, and the bracelet and pen were both magical.

Garen turned the pen over in his hand, staring at it in confusion. "Who ever heard of dungeon giving magic pens?"

A bit of experimentation showed that it wrote in a vivid blue ink that dried instantly, and never ran dry. Everyone agreed that it was the oddest piece of dungeon loot they'd ever seen, but that, as Tuln put it, "At least it'll make the mapping easier."



Hey, someone finally found one of my magic pens! You know, I never would have guessed that adventurers like pens so much, but they all seem to carry them. And they stop to write things all the time! Well, no one can say that I don't give adventurers what they want! It wasn't easy, either. I had to design a whole new magic item completely from scratch, and that's haaaard. I don't know why I had to do it the hard way, usually anything that common is in my general loot pool.

But I am the best dungeon, so I did it anyway!
 
If it wasn't for the horrible eight legged freaks, I would just want to give this dungeon a hug. Its trying so hard, really reminds me of Desco from Disgaea 4...
 
Spiders are cool. They eat all the other bugs, and are an important part of any ecosystem, including the one in your walls. Don't annoy them, and you'll get on fine.
 
Spiders are cool. They eat all the other bugs, and are an important part of any ecosystem, including the one in your walls. Don't annoy them, and you'll get on fine.
Irrational fears are irrational, and a spider the size of a dog just needs to die. Unless it does something useful like eat Chrysalids. :cool:
 
I cant help but feel that this dungeon should have a happy and chipper voice, because it has such a positive outlook. Really is Best Dungeon and I want to hug it for some reason. Even if it has horrifyingly giant spiders in its halls, corridors, and passageways. Go dungeon go! Be the best dungeon you can be for your adventurers!
 
I cant help but feel that this dungeon should have a happy and chipper voice, because it has such a positive outlook. Really is Best Dungeon and I want to hug it for some reason. Even if it has horrifyingly giant spiders in its halls, corridors, and passageways. Go dungeon go! Be the best dungeon you can be for your adventurers!
Oh, absolutely. The dungeon has a voice like a cartoon squirrel from the 80s.
 
I can only agree with everyone else who just wants to give this dungeon a hug. I want it to figure out how to give the adventurers a hug too! Maybe better pit traps...
 
I think the best hug-like trap would be a room where the walls slide in and crush people, instead. Smooshing adventurers is just like a hug, right?
How about monsters that hug them? Really really hard, to show how much the dungeon loves the adventurers? No, wait... Monsters that Glomp the adventurers! From beneath the ground! Or inside the walls! Or... ideas! So many ideas!
 
So, something I've noticed is that Dungeons in this fic definitely seem to be running on blue-and-orange morality. The Dungeon seems entirely unbothered by the prospect of killing people, but at the same time doesn't seem to show any sort of need to do it, since they were able to put together seven fully-featured floors without being visited even once. They also seem completely unfazed by (or possibly ignorant of) the ecological damage they caused with their little 'polluted river' stunt.

I do wonder if there's any sort of reason the Dungeon wants adventurers to come visit, aside from simple loneliness?
 
People talk about me, baby!
Among its other dungeon-related duties, the Adventurer's Guild of Arvenne was responsible for gathering, maintaining, and spreading information about the kingdom's dungeons. Generally speaking, this extended to spreading the news about newly discovered ones. When it came to deviants, though, they became rather tight-lipped. Most adventurer's guilds were somewhat reticent about newly-discovered deviants, and the Arvenne Guild's leadership was more risk-averse than most. In their ideal world, the dungeon would be thoroughly surveyed by experts before anyone else so much as set foot inside.

But there was only so much they could do to stem the tide. They'd brought a half dozen teams of well-known veterans to explore the new dungeon, and adventurers who kept their ears to the ground were bound to notice. Rumors were spreading about a new dungeon somewhere in the kingdom. Meanwhile, alchemists were hearing stories about a huge new source of low-grade life essence in the Western Ardren Mountains.

Inevitably, people were starting to put the pieces together.



When Greppa and Sten found the little settlement, it was just barely beginning to graduate from "overgrown campsite" to "frontier outpost". Someone had knocked together a couple of rough-finished bunkhouses, and some packmules were resting in a small paddock attached to an equally small stable. A larger but still half-finished building was nearby, along with a tarp over a field kitchen suggesting it was intended to be an inn. Elsewhere, tents still dominated.

Sten was a gnomish champion, blond, muscled, and remarkably clean-cut for a man who'd been marching through the mountains for days. He grinned and elbowed his partner affectionately in the thigh. "And you were worried we wouldn't beat the rush."

"Yeah..." Greppa shook her head. Brown-haired and swarthy, she was the rogue of their little party. "Might almost have the opposite problem. I was looking forward to a real bed."

"Think of the loot, though! Hardly any competition at all!"

That was, after all, why they'd come all this way. The upper floors of most dungeons were picked clean almost as fast as they could respawn, and the two of them weren't strong enough to handle the less crowded floors farther down. This dungeon obviously wouldn't have that problem.

They continued up the freshly-cut trail in silence for a while longer, until they reached the settlement. The bunkhouses were, unsurprisingly, full, so they found an unclaimed clearing to set up camp in.

Greppa set her pack down next to Sten's and turned to him. "I'll get us set up here. Why don't you figure out which of these tents is the guild rep's?"

Sten, who had a much harder time setting up their human-sized tent, agreed easily. After a moment's thought, he went straight for the biggest tent in sight.

The voices from inside seemed to confirm his guess.

"Completely. We won't be mapping that branch without some serious underwater mobility gear."

"Talk to Gaven's team. They're finding a lot of water-themed loot in the swamps. What about mapping, though?"

"Not a problem, actually. Turns out the pens are waterproof."

"Huh. That's handy. Any other surprises?"

"Nah, that covers it. See you at dinner?"

"Yeah, see you then."

A dwarf in muddy leather armor emerged from the tent, and Sten took that as his cue to enter. Most of the tent was taken up by tables and desks, all covered in parchment. Kreen was sitting at one of the larger tables with a set of drafting tools, preparing to copy some new information from one set of maps to another.

"Is this the, ah, acting guild hall?"

Kreen looked up and scowled. "Barely. We're still trying to get the inital survey done, and this place is not ready for the rank and file. I suggest you come back later."

Sten's eyes widened at the apparent dismissal. "Hey, you can't tell me where to go!"

Kreen's frown deepened, but the gnome was right - he had no such authority. "That's why it's advice. You want to get yourself killed, I can't stop you."

"Excuse me? We might not be deep-diving elites, but we can take care of ourselves. What makes you think we can't?"

"In a normal dungeon, sure. But this is a deviant. You ever worked a deviant before?"

Sten's face was a picture of indignation as he replied. "And so what if we haven't?"

Kreen sighed and pulled a map from a nearby rack, then spread it on the table in front of him. "Deviants don't play by the rules. They always have weird new surprises, and we don't know everything this one has up its sleeves yet. This is the map of the first floor. You see this here?"

He jabbed a meaty finger at a symbol on the map that Sten had never seen before.

"Sometimes, there's a secret door there. The damn things move. They lead to hidden treasure rooms, and usually also an ambush."

Then he unrolled another map.

"This is the third floor. Burrowing monsters will come straight out of the walls to ambush you."

He gestured at a map that was already open on the other side of the table. It was clearly a work in progress.

"That's the fifth floor. Every monster on that floor flies, which is why they don't care that there are spiked pit traps all over the damn place."

Kreen turned his glare back to Sten. "The teams we've got mapping this place are deep-diving elites, and every one of them has had a close call or three. And that's just on the first five floors! Borrin and his team just breached the sixth floor today, and they found a branch that's completely underwater. This is the weirdest damn dungeon I've ever heard of, and in this business, weird means dangerous."

Sten's expression had softened slightly, but he was clearly in no mood to back down. "Well I appreciate your concern," he bit out. "Now if you will give me a set of maps, I'll be on my way."

Kreen shook his head, but Sten was well within his rights, and they both knew it. "Have it your way. You'll have to copy them yourself, though. We don't have a copyist here yet."

"What?"



The next morning, Sten and Greppa were chatting with another party at the dungeon entrance as they checked their gear.

"Ah, don't hold it against him. It's his job to worry." Gaven, as it turned out, was a remarkably tall human druid, black-haired and black-bearded. He and his party had been mapping the swamp branch on the fourth floor, and they had the dried mud to prove it.

Greppa nodded as she checked the throwing knives in her bandoleer. "It's not as bad as he says, then?"

Gaven winced slightly. "Well, I wouldn't go that far. This place is a bit of a nightmare. It's worth it though. Lots of loot, and we've found some stuff here I've never even heard of. Anise picked up an amulet that turns her into a mermaid when she's in the water!"

"Huh. Any advice, then?"

Gaven thought about it for a moment. "Well, we haven't hit any really dangerous surprises above the third floor. Don't go down there, and you're probably okay."

Sten, who was fastening his greaves, spoke up at that. "Just two floors? Doesn't leave us much, does it?"

"Ah, just till we're wise to the dungeon's tricks. Don't go rushing into anything you don't understand and you'll be fine."

"Fair enough," Greppa cut her partner off with. Shortly thereafter, Gaven and his party entered the dungeon, and Greppa and Sten were looking over their map of the first floor.

"I'm thinking we see about these secret treasure rooms," Sten said as he traced out a route with his finger. "Even if we do get ambushed, they're first floor goblins. We can handle it."

That seemed sensible to Greppa, and the pair of them set off. The first room they reached was on the path to the stairs down, and so it had already been cleared out. From there, though, they went left where the exploring parties went right.

Wordless goblin noises were coming from behind the next door they found, so they approached quietly. Sten counted down with three fingers, then kicked down the door and burst into the room, hurling himself at the nearest goblin and carving its lungs out with his sword. Behind him, Greppa launched a pair of knives into a second goblin's eye and stomach. Both fell as the other four howled and drew their weapons.

Two of the goblins came at Sten with shortspears while a third, carrying a shield and mace, tried to circle around him to get at Greppa. The last raised a horn to his lips and blew out a single note, then charged Sten as he batted a spear aside and lunged at its owner, burying his sword in its ribcage.

Greppa launched another knife at the goblin approaching her, and then another, but the monster caught them with its shield and kept coming. Sten pulled his sword from the goblin and moved to intercept, but the other spear-carrier stepped in his way and thrust its weapon at him. Sten blocked easily, but it cost him a few precious moments.

Greppa cursed and drew her own shortsword, dodging to the side as the charging goblin brought its mace down. She tried to counter with a swing at its head, but it parried with its shield. Sten, meanwhile, had slipped past his opponent's speartip and smashed it to the ground with his shield, but then had to turn to face the last goblin, which had been trying to flank him and put a dagger in his back. He stepped back and brought a foot down on the spear-carrier's face as he raised his sword to his last foe. That goblin charged, as Greppa's foot lashed out and tripped her own opponent.

That, unfortunately, was when four more goblins arrived from a side passage, one of them mounted on a wolf. It charged at Sten even as the gnome speared the dagger-wielder and then finished the goblin on the floor. Two of the others stayed back and threw heavy darts at Sten, one of which struck his arm, but it did nothing much through his chainmail and gambeson. Greppa quickly stabbed her own downed opponent and returned fire, killing one. Then, seeing another horn on the last newcomer, she put a knife it its throat.

Sten raised his shield and stepped to the right, blocking the rider's spear and evading its mount, then pivoted and slashed at the wolf's flank as it tried to turn. It yelped in pain and leapt to the side, unseating the rider. Another dart flew over his head at Greppa, but she easily sidestepped and put another pair of knives in the wolf's head, bringing it down. Sten brought his sword down on the fallen rider, then turned to the last goblin just in time to see one of Greppa's knives sink into its heart.

With no more enemies in sight, Sten let out a deep breath, and then a short laugh. "What'd I tell you? First floor goblins, no problem."

Greppa let out a breath of her own, then started collecting her knives. "Yeah, no real threat there. Still, did they seem a little smarter than usual to you?"



Ooh, new adventurers! And they're not all super-strong like everyone else has been! One of my goblins finally got a hit in! I'm so excited! The goblins are so excited! Well, the goblins would be excited if they could get excited, anyway. Are the adventurers excited? I hope they're excited.

This is going to be so much fun! And maybe I'll finally get to kill someone!
 
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I wonder how badly it will freak out when the adventurers don't respawn?

Think it will add a resurrection service just to be able to keep playing with them? (This would, of course, have some horrible downside much like the healing potion river pollution.)
 
I wonder how badly it will freak out when the adventurers don't respawn?

Think it will add a resurrection service just to be able to keep playing with them? (This would, of course, have some horrible downside much like the healing potion river pollution.)
The resurrection shrine is down on the sixteenth floor and your equipment isn't resurrected with you.
 
The resurrection shrine is down on the sixteenth floor and your equipment isn't resurrected with you.
In which case, no extra downside needed. The effect it'll have on adventures who stumble out -- covered in patchwork loot, scars and blood -- after resurrecting dozens of times, will have to be seen to be believed.

There have been entire novels written about that scenario. You can't win, but you can't die. It's a crucible of sorts, and the heroes who emerge triumphantly will be strong...

Strong, but no longer very human.
 
Alarming developments!
A few hours later, Sten and Greppa had made their way back to the healing pool at the dungeon entrance. They'd collected a fair number of minor cuts and bruses, then finally turned back when a lucky dart caught Greppa in the wrist. They might have called it a day at that, but with a healing pool so readily available there was no need.

Sten checked over his injuries, and, finding them healed, pulled himself out of the pool. "That'll do it for me. How's the wrist?"

Greppa took a look at her wound - much improved, but definitely still there. "Needs a while longer."

"All right. I'll take stock of the loot, then."

Sten dried himself off as best he could, then started putting his armor back on. A few minutes later, he was sorting the coins and gems into neat little piles on the stone floor. Besides those, they'd found three potions, a gold ring studded with pearls, and an embroidered silk belt.

Greppa pulled herself over to the edge of the pool to watch, and gave a low whistle. "Not bad for a day's work."

"It's not bad for a week's work. And the day's not done! We haven't even found any of those hidden vaults yet. I can't wait to head back in!"

Greppa couldn't argue with that. "As long as we're at the entrance, though, we might as well leave it back at camp. Maybe see if we can find someone to identify the good stuff, too."

Sten nodded. "I'll go take care of it while you heal up." Greppa nodded in agreement and then laid back in the pool, letting it continue its work.

When Sten returned, Greppa was healed up and going over the map. She looked up as he entered.

"Any luck?"

Sten was grinning widely enough to answer that question.

"The ring was just a ring, but the belt armors you against piercing attacks! You should take it, my armor's good enough as it is."

"Oh, just what I needed!"

Greppa took the belt from Sten and started moving her pouches over from her old leather belt. "And the potions?"

"Healing, healing, and speed. Not as exciting. Healing potions are dirt cheap here for some reason."

"I'm not going to complain about that. By the way, I was looking at the map, and I think we should cut across instead of following our original path. It's a much quicker route to the next candidate..."



Aha! Those new guys finally found one of my hidden treasure rooms! I think they've been looking for one all morning. Great job, guys!

They carefully pulled the door open, then the human poked her head through to look for any monsters inside. There weren't any, so then she started looking for traps, slowly making her way toward the loot chests. She didn't find any, of course.

This one's cleverer than that!

The two of them got to the chests, and started checking those for traps (still no!), and then she picked the lock on the first one and opened it.

When she did that, a tripwire popped up out of the ground behind her. (It's so cunning!)

They took the loot and walked back out of the room, right into the tripwire! That set off the alarm trap, ringing a big loud bell that the goblins can hear from a bunch of rooms away! They can fight ten goblins just fine, but I'm super excited to see if they can fight a hundred!

Actually, there are more goblins coming than I expected. Maybe I made the bell too loud? Oh, well, this is good too!

And the adventurers... are running away? Hey, where are you going? The fight's back there! Oh, the gnome stopped... no, he just drank that potion of speed and started running again.

Well, the goblins are coming from every direction, so it doesn't matter too much.

Some goblins ran into them a couple of rooms away, but the human killed one with a throwing knife, the gnome charged straight into another and stabbed it in the face, and they just kept running. Some of the other goblins threw some darts, but didn't manage much through their armor.

The next room was a little more crowded and it slowed them down some, but after a moment they just shoved their way between the goblins even though it let them get some easy hits in.

Why would they do that?

They cut their way through a third room, taking some more hits, and that let them leave most of the goblins behind.

They're faster on foot than my goblins are, so if they keep running only the wolf riders can keep up. Luckily, I have a lot of wolf riders, mostly coming up behind them.

The first rider to catch them tried to spear the gnome in the back, but the human stopped and killed his wolf with a knife, and it tumbled to the floor. Another one came out of a different passage, but the gnome jumped up and cut its head most of the way off. A couple more riders came up from behind, but they were already running. They caught up in the passageway to the next room, but that went pretty much the same way.

There was another rider in the next room, and the human killed it with a couple more knives while the gnome cut the wolf's head open. That slowed them down long enough for another rider to catch up from behind, and it stabbed the human in the back. It got through her leather armor and magic belt, but only just barely, so she was okay, and then she drew her shortsword, stabbed the wolf in the eye, and kept running. The next rider tripped over one of the bodies, and that turned into a tangle that slowed the pursuit down briefly.

They caught up a couple rooms later, but by then there was nothing but empty rooms between the adventurers and the exit. They kept killing the ones that got too close and running away the rest of the time. My goblins got a few more good hits in, but eventually they made it to the entrance and left.

Well that was disappointing! That running battle was pretty cool, but then they went and left! Now my goblins are just aimlessly milling around the entrance!

I left them there for a while to see if the adventurers were going to come back, but they never did. Rude! Eventually I sent them back to their usual rooms.

Hmmph.

I hope they come back eventually.

...

They forgot their throwing knives.




Just outside the dungeon, Sten and Greppa slumped to the ground, catching their breaths and starting to bandage up their wounds. The healing pool was only one room into the dungeon, but at the moment that seemed like one room too far.

"That... was entirely too many goblins," Sten offered.

Greppa nodded. "I'm starting to see Kreen's point about deviants."
 
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