Day 1, Part 2
You order your skeletons to take up positions near the mausoleum in hiding, and hope that the guards patrol doesn't lead near the Dungeon Heart. In the end the worst case becomes true as the guards weave their way through the graveyard heading directly for the mausoleum where your Dungeon Heart is hidden, and the hiding spots of your group of undead soldiers with a well practiced pace. As the soldiers clamber up the hill you see them suddenly freeze as one of them points up the hill with wide eyes,
Soldier B: "Holy shit, Jack you idiot why did you have to go, and say something about there being no undead for years. You've gone and screwed us over, run because your life depends on it."
Shoving the other soldier down the hill the speaker turns tail to run down the hill, and yelps as your skeleton hidden away on the roof fires an arrow that flies past his head barely missing the shot that would've instantly killed the poor fool. Not hesitating with stealth no longer an option you order your skeletons to chase down the guards, and three sword wielders blitz down the hill closing the distance to the fleeing soldiers in moments while managing to cut off their retreat. Backed into a corner the two soldiers begin to fight for their lives, one manages to strike one of your shield-less skeletons in the ribs while the other has his spear blocked by the rotting shield of your lead skeleton.
From there the fight spirals out of control for the invaders, outnumbered and under threat of the archer's ceaseless downpour of arrows they are quickly slain though not before one skeleton suffers heavy damage and their bones begin to shown signs of crumbling. Somewhat frustrated about having to bring suspicion early you comfort yourself with the fact that at least these two fools supplied enough power to let you summon four more skeletons, and two decent sets of equipment for your warriors. You have the skeletons bring the soldiers gear to the foot of the mausoleum, and have the soldier corpses piled next to it as well as you ponder how to proceed ...
Information Unlocked! Experience, Dungeon Points, and Loot!As you slay invaders that trespass into your dungeon you will acquire three different things; experience which can be used to directly improve yourself, dungeon points which can be used to summon minions and upgrade your domain, and loot which can be used by your minions or turned into Dungeon Points.
Experience gained is based on strength of the invaders your minions, or traps slay within your domain and is used to unlock the potential of your Dungeon heart, and the powers that are unique to Dungeons. You only find out about things you can spend experience on by saving up enough experience to purchase them, and having passed the criteria to unlock those powers or skills. For example you just discovered the second power of your Dungeon Heart (called Surpass Death) whose only criteria to learn was to have ten experience to spend.
Dungeon Points are gained three ways; passively, by killings invaders who enter your domain, and by converting loot directly into Dungeon Points. Dungeon Points are used to purchase new minions, construct new equipment for your minions, build traps, expand your domain, and more. Your passive Dungeon Point generation can be increased by purchasing the related skill with experience, and is earned every day (excluding today as this is the day you were created).
Loot is the gear that intruders bring with them into your domain, and it can be used to further enhance your minions or converted directly into Dungeon Points based on the value of that item.
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 I - Using your accumulated power you increase your connection to the world's mana flow increasing your daily Dungeon Point Generation by 5.
Cost: 5 Experience
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.
Cost: 5 Experience
2x Short Spears [Can be converted into 10 DP.]
2x Leather Armor [Can be converted into 10 DP.]
Dungeon Rank: -Dungeon Type: Graveyard (Dungeon Heart hidden inside of a Mausoleum at the heart of the Graveyard
Experience: 10
Dungeon Points: 20 (+20 from slaying two weak Humans)
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.
Graveyard AreaSkeleton [Rusty Sword, 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
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?