《How to Raise Your Dungeon》chapter 7: The Mechanical Dungeon
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The core worked hard while tracking the answers it received, experimenting with Fill Room/Tunnel option. As it suspected, the cost to fill a space was double what it would cost the core to dig it out, but unexpectedly, creating rock in this way allowed it to control the specific shape and order of the bricks which made up the whole with much greater finesse than it could accomplish otherwise. Excited by the prospect, it turned its attention to the rectangular room, and created a series of pillars, seven on each side, and shaped the bricks to form a spiral, leading slowly upwards towards the ceiling. Pleased with its work, it stopped to consider the answer it received from the voices.
Clockwork Spyder.
It didn't have the MP to summon it when the choice had been made, but the core was nothing if not patient. Three days passed while the core waited, considering its defenses, and how it would use its new defenders. Finally, however, the time had come, and the core did what it had long waited for. With a brief expenditure of MP, the dungeon selected its first monsters, and the magic in the air slowly condensed into bronze and iron, coild springs and ticking gears. Six tiny creatures formed within the first chamber, and the core examined them closely, eager to take in every detail.
The spyders were small, spanning no more than a single hand's breadth, and with a height a fraction even of that, but their six legs were sharp and ridged with gears, granting them rudimentary self defense, allong with the ability to interface with other clockworks, and anchor itself on any surface. A mechanism at the top of the creature slowly spun counterclockwise as the things sat in stillness, winding themselves automatically using the barest hints of mana to prepare for the tasks ahead. A thin, fragile glass body protected their inner workings, boggling in their complexity, from dirt and debris. Perhaps most interestingly, however, was the simple fact that they had no apparent front or back. Each leg could serve to move the spyder in any direction, and, lacking distinct sensory mechanisms, it in truth had nothing so simple as a front, rather, each face could serve as such, allowing unparralleled freedom of movement.
When the core turned away from its new creations, it was shocked to realize that their creation had spiraled outwards, and while the rough hewn stone of its walls remained, they were now marked with small assemblies of gears and springs, both functional and purely aesthetic. It directed one of the spyders to the first hallway, and it crawled up the wall before settling in ammongst the gears, and the dungeon could feel as it interfaced directly with the arrow traps. Now, it couldn't be caught off guard by tricky gnomes.
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Of course, the core still had DP available, and the spyders would surely have upgrades of their own available, so it focused on them, drawing forth what it could.
Clockwork Spyder Upgrades DP Cost Indirect Access: Spyders can control traps from a greater distance 10DP Stronger Shells: Spyder shells are replaced with polished bronze 15DP Interface Expertise: Spyders can interface with external clockwork more rapidly. Also increases intelligence and reaction speed. 30DP
Only indirect access was within reach, but each of these upgrades sounded highly valuable. When every option sounded tempting, it chose to distract itself, by examining its other options, beginning with what monsters it had available now.
Monster Description Clockwork Soldier A more advanced clockwork monster, this bronze soldier has no mind of its own, and can only operate while controlled by a Clockwork Spyder. Can be upgraded for ranged combat. 30MP Clockwork Titan A simplistic but powerful clockwork monster, this brute can strike hard enough with its fists to shatter stone and crack iron. Lacking a mind of its own, it can only operate while controlled by a Clockwork Spyder. 50MP Gremlin A mechanical monster with the humanoid type, this diminutive trickster excels in unusual forms of combat, and can be upgraded to use variants of many traps in combat. 25MP, replaces one Clockwork Spyder Homunculous A mechanical monster with the undead type, this walking corpse is given life through strange mechanical means, and can even speak and think independently. Like skeletons, it is difficult to keep down, and can rise from the dead after being struck down once. 25MP, replaces one Clockwork Spyder. Enhanced Hound A mechanical monster with the beast type, this dog has been enhanced with clockwork bionics, granting it a stronger bite and sharper claws. 20MP, replaces one Clockwork Spyder. Proto-Spyder A mechanical monster with the stealth type, this variant of the Clockwork Spyder can remain hidden on dungeon walls much more effectively, but is consequently more fragile. 10MP, replaces one Clockwork Spyder. Unavailable Option This option is unavailable due to the absense of water within this level.
The core's attention couldn't help but be drawn to the unavailable option. If it added a submerged room to the dungeon somehow, would it gain an aquatic defender despite deciding against the Giant Crab? On the other hand, Proto-Spyder seemed inherently useful, but the many more direct defenders held obvious value themselves, even if they were out of reach for now. It simply couldn't decide what to do yet, and it hadn't even finished its new options!
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Trap Description Compactor A triggered trap, causes the walls to compress inwards. Cost varies based on number of walls affected and speed of activation. 3MP-30MP Repeating Spikes A triggered trap, it consists of a series of holes in the ground with spears held beneath. All but the most agile cannot pass unharmed once activated, as the spears begin thrusting and retracting in an uneven pattern. With some triggers, can be set to begin activated, and be deactivated via the trigger. 15MP Trap Dust Chute A triggered trap, causes a floor or ceiling panel to open when activated, either releasing what is held above or dropping victims to a room on the floor below. 5MP
The core practically salivated at the idea of using repeating spikes, but it would need a good trigger to use it efficiently. Trap Dust Chute wasn't valuable yet, but once it had grown and built up a sizable force of monsters, it would be an effective means of ambush, especially if the trigger could be placed above the dust chute. Compactor, on the other hand, felt like the core was missing the pieces to make it effective. Surely victims would simply leave the room?
Of course, there were two section left before the core knew every option it had unlocked, so it had to see them before it really understood what new options it had available.
Triggers Description Secret Sconce A torch sconce with a hidden secret. When pulled, triggers a trap or hidden door. 3MP Combination lock Extremely variable, this trigger can take any form the creator can imagine, from rotating pillars to rings. Cost is proportional to number of digits, and halved by hiding the code throughout the dungeon, not including in areas inaccessable without the combination. Successful combinations open an associated door. Can be made to activate a trap when wrong combinations are entered, for increased cost. 1MP-30MP False Spyder When this simulacra of a Clockwork Spyder is struck by wary adventurers, it activates the trap. 8MP
False Spyder sounded inherently useful, but its attention was drawn much more readily to the Combination Lock- this would allow it to delay invaders, possibly indefinitely if it used enough hidden rooms to hold the combination, and triggered traps to prevent them from just trying every combination. On the other hand, it could force them to fight on its terms by placing the numbers within a combat chamber, and forcing them to find them while under fire by ranged attackers. It really did have so many options. Thinking of hidden rooms, though, reminded it that it never did see what constructions its hidden passage had unlocked.
Constructions MP Cost Hidden Door 15MP False Wall 3MP
Its mind swirled with options, but it remembered, the voices wanted to know what options it had for general DP upgrades, so it called that up as well.
DP menu Core Reinforcement: 20DP Core Strengthening: 30DP Dungeon Material Advancement: 15DP Mechanical Dungeon Lighting: 3DP Advanced Dungeon Construction: 10DP Basic Dungeon Furniture: 5DP Greater Numbers: 15DP
It realized, as it looked at its options, that it probably couldn't afford to buy anything else just yet with DP- while many of the options it had were highly appealing, if it wanted to use its new monsters and traps in great numbers, it would need both Core Reinforcement and Core Strengthening to reach the next level, and that would cost 50 DP on its own! That was nearly as much as the dungeon had spent so far, combined! It couldn't help but wonder, though, what Greater Numbers did.
Greater Numbers Doubles the number of basic monsters available on each floor. Cost increases exponentially.
Another thing it needed! The core felt despair at the revelation, before setting itself with renewed determination. It would simply have to do more to tempt in potential sources of DP. With its confidence restored, the dungeon knew exactly what to do.
It placed some roasted meat near the entrance to the dungeon, next to the fresh fruit.
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