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Dungeon Master Online

in the future, the biggest gaming company Argus releases their newest game [Dungeon Master Online]. In this game rather than conquering dungeons players are tasked with making and defending a dungeon that is essentially their lifeline, without it death is permanent and they have to start over. Disclaimer: I do not own the image and the MC will get relatively powerful relatively fast. so if you don't like that leave before complaining, but I will take valid criticism of making my stat boosts too big. In that case, I won't hand one out for a few levels. also, suggestions, if made in the comments the day a chapter is written, won't be taken as I write all my chapters t once in chunks of five a week to be posted through the week, however, the last chapter in a chunk will take suggestions, also shorter pieces are made if I need community feedback sooner than expected and will lead into larger ones which will be five chapters long plus whatever is left of the last chunk.

Notanegg · Games
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32 Chs

Dungeon Designing

As the time ticked down to zero eventually Michael, or rather Smaug while he is in the game had his vision filled with light just to appear in a small cave, he was only wearing rags.

"This can't be right, the cave can only be like 20 feet deep-"

[please place your dungeon core to start expanding]

"Ah, that makes a lot more sense, let's see, are you in my inventory?"

[Inventory:

Nothing]

"Hmm, maybe it's like a one-time use skill.."

Just as Michael thought that a bright white ball slowly emerged from his chest and floated towards the cliff, shaping it to be taller and longer making the cave capable of fitting a dragon.

[Dungeon core placed]

While this was happening the dungeon core kept moving forward excavating massive piles of earth putting them who knows where. Just then a 3D map of the place appeared.

[This is your current dungeon, it is currently an empty hallway that is 10 km across, 20 km tall and 50 km deep. At the end of it, there is a door that leads straight to your core room. Right now there is no Boss so the doorway is wide open, however, a barrier will form if something is guarding it.]

[You will also need to make an environment so your monsters have both places to guard and defined territories. Without an environment intruders will have an easy time invading your dungeon no matter the strength of your boss monster compared to the same group after traversing through a labyrinth where the enemies and traps can't be dodged.]

"Yeah, yeah that makes sense, show me the store or whatever that lets me buy stuff"

[Dungeon store (LVL 1)

DP: 10,000

-monsters

-traps

-environment alterations]

Michael quickly chose the enemies tab with nothing more than a thought and saw the list expand, but not by a whole lot.

[Monsters:

DP: 10,000

-Kobold rank G (10)

-Kobold mage rank F(20)]

"Two? I have two options?" *sigh* "I guess that makes sense, I can't just be summoning true dragons and whatnot, but I'm sure other dungeons have more than two options!"

Next, Michael opened the environment alteration page

[Environment alterations:

DP: 10,000

-Small cave system (100) (2Km x 2km)

-Medium cave system (200) (4Km x 4Km)

-Large cave system (500) (10Km x 10Km)

-cavern room (250) (5Km x 5Km)]

"That is a lot better very few options but I can see it wants me to make a cave of some sort. Let us see what we have for traps"

[Traps:

DP: 10,000

-spiked pitfall (50)

-tripwire (10)

-make a new original trap (the price of the trap you create is dependent on what you create).]

"Well, I didn't expect too much. But I'll have to rely more on my Kobolds, but they are so weak… what if I use ambushes. First, let's buy five large cave systems to keep it simple"

[Five large cave systems have been added to your inventory customize them before placing, after being placed further customization will cost more.

-2,500

DP: 7,500)]

"Oh that is nice, let's see I want the first one to open up to one small room which will branch off into three different paths, the left-most path will lead to another fork however this will lead into a mess of paths, rooms, and side rooms with only one way in or out that won't have any other way through other than making it back to where you were at the start which should be relatively easy since all the paths lead back to the fork. However, if I use a repeating pattern that I rotate every placement I can create a confusing system that has you double-check where you've been."

"The middle path will lead to an exact copy of the leftmost path but this time I'll give it constant upward elevation gain with the highest room widening out into sort of an arena to then expand into the next section."

"Lastly, the right path, to keep it simple I will copy the middle path but flip it upside down and the lowest room will actually be filled with tons of dangerous higher end low tier monsters to guard my lesser treasures, this will act as a sort of bait and keep people from the deeper regions of my dungeon hopefully satisfied with their haul."

[Confirmed design of first Large Cave system. Finalized product will be placed and the next environment you make will automatically adjust its entrance to that of the first one.]

"Good, I didn't want to deal with that. Now the next Cave system should be fundamentally different. At this point, they either didn't find it or weren't satisfied with the downward treasure. So instead this system will be incredibly straightforward with thin hallways no bigger than three people wide. However, there will be tiny side tunnels for my kobolds to use. effectively intruders will be constrained to rows of two which could mess with their teamwork if they have multiple damage dealers and tanks not only that but ranged units won't be able to get a clean shot. It's perfect. While the effective human paths are small and branch off into only tens of dead ends at random places, the kobold-only tunnels are everywhere, even above and below other tunnels when necessary allowing any kobolds to get around the place in a few minutes if they route correctly. A scummy tactic but a good one, no point in fighting honorably if you are going to die. next is to randomize elevation changes of the main tunnels, altering kobold tunnels with them."

This pattern went on for the next three rooms, the whole time alternating between reward-based like the first room and killing-based places ramping up the difficulty in all rooms exponentially even creating room in the Kobold tunnels so high traffic spots that can get you a lot of places are less congested. As well as making bigger treasure trove rooms connected to the planned mini-boss room in the treasure rooms to get intruders out sooner rather than later.

"Next is monsters, I feel as if I want about a 5:1 ratio to regular to mage kobolds. I have 7,500 DP that can buy about 107 groups with five regular and one mage each, unevenly divided amongst the five sections that work out to 100 groups in each room with an extra four in section five and three in four."

[107 Kobold mages and 535 Kobolds have been added to your inventory. After placement, your monsters can be freely moved around however if the distance is long it may take some time, especially for slower beasts.

-7,490

DP: 10]

"I guess traps will just have to wait, I mean it's not like my first intruders will storm through my dungeon, if I have to I'll just gank them from everywhere constantly and then just darkness breath them if I really have to, my 'traps' will be kobold mages firing from all angles all at once for now."

After placing all the troops in their respective places a new system message alerted Smaug of something wonderful

[You have been awarded the title: Dungeon Master Effect: all monsters summoned by your dungeon will be eternally in service to you, regardless of strength or other factors.

you have gained the skill [Dungeon master immortality] as long as your Dungeon core is still intact even if by a thread, you will come back to life in your core room with the penalty of losing one player level however if your dungeon core is destroyed, your character will be deleted on your next death dropping 100% of your inventory including items that can't be transferred.

you have gained the skill [Dungeon master path] effect: you can instantly warp to any location inside of your dungeon.]

sorry for forgetting to post the chapter yesterday so, have this one early

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