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36.5% Counter Dungeon-Delving / Chapter 114: Bullying the newbies (1)

Chapitre 114: Bullying the newbies (1)

Sean's lesson is over and I still have some time before my work hours end. Anything particular I can do, Navi?

<Glad you asked. Things are going back to full activity around here after the last big dungeon raid. We've got so many newbie adventurers flooding the low-level dungeons in our territory and we aren't allowed to interfere because they are too weak.>

I can go and save some dungeons but before that, what's that about territory?

<Oh, you haven't figured it out yet? Why do you think this place is called HQ?>

So there's more than just one VR dungeons store?

<Obviously! We have subsidiary stores all over the alpha plane. There are numerous planes filled with dungeons out there, we can't handle them all. HQ is one of the smaller stores actually.>

Then why is this HQ? Shouldn't the biggest store be a companies headquarters?

<We are the headquarters because Darwin, the main founder is here. Why else? His combat strength alone is enough to justify it.>

Darwin again? Is everything here connected to him?

<He is the chairman and main founder of VR dungeons, everything here is connected to him.>

Enough of all that then. You said there were some dungeons I need to go to.

<Indeed. Since you only evolved once you can still enter all dungeons and we can have you clear out the newbie adventurers. As long as we can reduce the next generation of adventurers we'll gain time to deal with the paragons once they arrive.>

Paragons?

<Right, I only told Jade. A group of very strong adventurers that went into hiding and will cause a giant war when they came back.>

So in preparations for that fight, you'll try to eliminate the younger generation of adventurers?

<Yes, hopefully that will allow us to concentrate all our efforts on the coming war.>

And my job is to bully the newbies? Can I at least let them go if they try to run?

<You and your softness... Yes, if they flee in terror you may let them run. However, you have to fight them seriously and try to kill them. No intimidating them until they run. Doing so would defeat the purpose of this operation.>

Sigh, and here I thought I had found a loophole. Fine, I guess I'll fight them seriously. It's their fault for entering a dungeon.

<If thinking that makes you feel better about yourself.>

I lie down in my room and my consciousness is dragged away as I am transferred to the dungeon. It's another cave-type dungeon. This kind of environmental type seems very popular amongst low-level dungeons.

Before I get into combat I'd better check my status.

Status Guy Lv.20 Goblin instructor

Mp 10+39+23

Strength 5+39+11

Constitution 5+39+13

Speed 5+39+8

Magic ability 0+39+2

Skills:

universal humanoid language, universal monster language, dungeon map

throwing lv. 4; enhanced stamina lv. 3; breathing technique lv. 3; stealth lv.2; soul vision lv.1; enhanced stomach capacity lv.1;

instructing lv.2; instructor's assessment lv.1;

dagger use lv. 4; backstab lv.1;

trap making lv. 5; camp construction lv.2; make-shift crafting lv.1;

dismantling lv. 5; cleaning lv. 1;

Earth magic lv.1;

Oh, trap making and camp construction leveled up. Maybe my use of earth magic got counted as training for those two. Smoothening pitfalls and making outposts does work into those two skills.

Regardless, with my dagger use and earth magic combo I'll reign supreme. I have prepared ten rock needles for now and will create more when I run out. Let the hunt begin.

I pull up the dungeon map and scan over it. I'm on the first floor and there are already some adventurers on the same floor. From the free dots in their vicinity, they must be fighting some monsters right now. There are twenty of them but since they are supposed to be newbies I should be able to easily take them on.

I jog through the tunnels towards their location. Before even arriving there the sound of fighting reaches my ears. I take another turn and finally have a visual.

This kind of reminds me of my first fight. The young adventurers are divided into groups by their classes and try to work together to take out the monsters. They are facing dungeon lizards.

Those skittering pests are about a meter long and fight with their sharp claws and tough tails. They are cruel and overly aggressive but ultimately stupid.

Three of them are madly scratching the shields of the five shield-bearers boxing them in. They deal no damage whatsoever and leave the perfect opening for the seven pikemen to stab at them.

Since those guys have no proficiency with their pikes they miss most of the time. The dungeon lizard may not be able to attack them but they could still move around with quick movements. Hitting a small, fast-moving target without practice can be a challenge.

"What are you idiots doing? There are seven of you and those lizards aren't even attacking you! How did you still not kill them?"

Do all groups of this size have an older adventurer with them? Looking at the older man his level is 45 class is pugilist. From what I know pugilists have increased constitution and strength stats but are lacking in both speed as well as magic ability.

In conclusion, finish the old man first. If I get the element of surprise I can land a few hits and potentially take him out completely. Once the old guy's out of the game I'll deal with the newbies quickly.

Having made up my plan I begin to sneak forward. I grasp one of my rock needles in my hand and start to prepare my ground spikes spell.

The shield-bearers and pikemen are busy dealing with the dungeon lizards. The two swordsmen are flirting with the female healer while the two male healers stand by the side enviously. The two scouts are squatting next to a set of claw marks the dungeon lizards left on the walls.

They are all far too distracted to notice my approach.


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