Day 2, Part 3
In short order you have the skeletons take up hiding places around the mausoleum, and have the zombies lay down on the ground without moving until you give command otherwise hoping to set up an ambush in case these guards find their way here as well. Much like yesterday things do not go your way, and the group of intruders begins to follow a similar route those on the previous day had followed in search of their supposedly lost comrades. With little choice in the matter you simply watch events unfold as the guards draw closer, and closer to the center of the graveyard with every passing moment hoping your trap goes well.
A sense of joy feels you since as soon as the guards happen upon the former soldiers turned guards two of them run over crying out in distress, and the captain cries of warning come to late. As the two soldiers crouch over their fallen comrades their faces turn from expressions of sadness and concern to despair as the lifeless corpses suddenly spur into action digging their teeth into the throats of the two foolish humans. With the zombies taking care of two guards your skeletons leap into action falling upon the remaining intruders who look on in a mixture of confusion, and terror at the scene before them.
The fighting is brutal, and as your minions bravely throw themselves into the fray, working together to slaughter these vile intruders, the guards show a valiant scene as they face quickly turn to face the oncoming undead warriors. Both sides clash for a few moments, and at first it seems as if your servants would be able to overpower the humans in moments, but guard captain shatters all hopes of that. With a roar the man charges forward smashing his sword down onto a skeleton's head just in time to save one of his followers, shoving the guard back from the fight he yells over his shoulder.
Captain: "Get to town, tell them that the dead are rising, and we need help from the Guild. The rest of you lazy bastards to me, if we're going to die we might as well take one or two of these things with us!"
Seeing the fleeing guard you order the archer to fire on him, but the creature only manages to bury one into the poor fool's shoulder before he arrives outside of the archer's range. Infuriated you order the zombies forward into the battle, and are somewhat astounded at the sheer tenacity of the weak human warriors before you. Despite being outnumbered, and ill trained the remaining three humans manage to fend off your minions for a good while until the finally succumb to their wounds and exhaustion. When finally the captain dies you feel a large influx of power, but this new found energy came at a heavy cost ...
Dungeon Heart Powers:
Surpass Death - With your Heart's growth in power it has begun to regain some of its former powers, and now the Lich King's vessel is capable of planting a seed of its glory in one of your minions. There can only be one seed of power active at any one time, and it grants its host the ability to shrug off death with ease. A minion who would've died is instead healed completely and continues to fight long after its death was supposed to occur.
Cost: 10 Experience
Dungeon Powers:
Item Analysis - One of the lower tiers of a Dungeon's Innate Powers this allows you identify items, and gain some information on their stats though items of superior craftsmanship will surpass your ability to identify.
Cost: 5 Experience
Dungeon Skills:
Dungeon Point Generation II - Using your accumulated power you increase your connection to the world's mana flow increasing your daily Dungeon Point Generation by 5 more.
Cost: 15 Experience
Dungeon Creation - You have obtained the knowledge of how to further develop your domain, expanding it down into the depths of the earth, or up into the reaches of of the sky as you please. Floor by floor, and room by room you can give birth to a vast labyrinth.
Cost: 15 Experience
Iron Sword (15 DP)
4x Short Spear (10 DP each)
4x Leather Armor (10 DP each)
Dungeon Rank: -Dungeon Type: Graveyard (Dungeon Heart hidden inside of a Mausoleum at the heart of the Graveyard
Experience: 30 (+10 from Guard Captain, +20 from Town Guards)
Dungeon Points: 65 (+20 from Guard Captain, +40 from Town Guards)
Dungeon Heart:Lich King's Vessel -
SafeDungeon Powers:Defy Death - When one of your minions fall you may use the power of the goblet to bring it back from death though currently this power can only be used once per day.
Dungeon Skills:Dungeon Point Generation I - Using your accumulated power you increase your connection to the world's mana flow increasing your daily Dungeon Point Generation by 5.
Undead Minions I - Some of the innate knowledge of Dungeons has been imparted onto you revealing the method to create undead minions of a new, and more powerful tier to you.
Graveyard Area2x Zombies
Skeleton [Rusty Sword, Rotting Buckler, Leather Armor]
DestroyedSkeleton [Short Spear, Leather Armor]
Skeleton [Short Spear, Rotting Buckler]
Skeleton [Rusty Sword]
Skeleton [Rusty Sword]
Skeleton [Bone Shortbow]
Minions:
Skeleton - The weakest of minions available to you, they are the remnants of human corpses raised to protect you from those who would seek to steal away your Heart. Though they are weak they hold great potential for advancement.
Cost: 5 DP
Captain Bones - A skeleton whose purpose is to lead, and coordinate other skeletons in battle. They're about as competent in battle as any other skeleton, but their presence and the deathly aura they give off makes other nearby skeletons more efficient at killing their foes.
Cost: 15 DP
Zombie - Much more robust than skeletons your zombies, but somewhat slower and less agile these zombies are useful for taking a few hits while your stronger minions take care of any real threats. Can only equip armor.
Cost: 5 DP
Giant Bat - A small, and unassuming bat. Not the most powerful of creatures that might one day serve you, but given the chance they can prove just as lethal as any old bag of bones you bring forth from the ground.
Cost: 10 DP
Items:
Rusty Sword - Its an old, rusty sword. What did you expect?
Cost: 5 DP
Bone Shortbow - A weapon carved from the bones of some animal with its bowstring made from its sinew. A powerful if somewhat unimpressive looking weapon.
Cost: 10 DP
Rotting Buckler - This shield is about as old as the corpses you summon to guard yourself, while not the most reliable thing it is better than nothing.
Cost: 5 DP
Traps:
None?
Yeah, so am I. So why don't we just fight them normally?
As you can probably tell from the update from my count normal fighting was the leading vote, there really was no consensus on anything else.