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Chapter 11
by sugarfree
How is the tribe doing?
Spirits are high.
So far you have few finished buildings in the outer perimeter, only including a resource warehouse, where two thirds of the mundane recourses collected outside are gathered before what's left of those and the rarer ones are sent to the storage room below, a lumber camp/mill, and an outer barracks including an indoor area for the wolves to sleep. Heading past the cave entrance you see work beginning on heavy stone doors that will bar entry to the uninvited, and two archer nests already built high up flanking the construction, one on each side. You had wanted to build a stone wall around the perimeter first, unfortunately for your plans, these defenses were prerequisites along with the palisade for the wall to be built. After the doors you'll need watchtowers and then finally the tribe can start on the wall, and judging by the pace of construction that will begin the day the PCs come to the world.
Immediately inside the entrance you descend a few steps onto a flat section of stone with stairs on either side and a dike on the opposite side facing the entrance. The last fortification until someone gets into the main area of the cave, if anything gets past the doors they will find themselves surrounded by archers facing an uphill fight against spears, not an attractive proposition. Crossing over the drawbridge, you get the first look at the main chamber, which was intentionally obscured by your fortifications from the entrance, and which had been opened up by the constant construction. Fortified where necessary to keep the cavern stable everything is looking more like part of an underground castle than a cave. The barracks, including your private chambers, the spawning pit, the nursery, and the storage room, including the vault, all had their own cave sections keeping you from seeing into them as you descend the stairs built into the stone. For now, with nothing interesting to note about those buildings you look at the others, all open to see from your position overhead.
The first building to note is the mine, now level 3, a pit in the back of cave, with a crane constantly in motion, moving valuable minerals and construction materials to where they can be used. A dozen goblins with wheelbarrows tasked with transporting those materials to crafting and storage, and twice that number in the mine gathering the materials for the crane.
To the right of the mine, in between it and the storage room, lies the crafting area, now level 4, complete with clothier equipment, a forge, weapon and armor crafting tools, carpentry tools, an enchanters table, and item crafting tools. Everything you need to equip and maintain an army. So far you have crafters for every station, unfortunately their skills aren't exactly notable, them being goblins and all, and only Stiasha has the magic necessary to make enchanting worth the cost of doing so, even then only barely. Still, those weapons and pieces of armor are always welcome.
To the far right you can see the level 5 fishery, what had once been a small pond was now a lake with floating docks on the inner side, and a dozen small fishing boats dotting the lake starting to make their way in. Your goblins won't go hungry, but you need to get a steady supply of more varied food before they tired of their bellies simply being full.
Rather than being a single location, water springs were available at many points around the cavern. Specifically you were able to place one where you wanted for every building constructed in the cave.
To the left of the cave situated in front of the barracks sits the training arena, now level 4, also used as a meeting area, and mess hall. Unfortunately a prison also had to be added, goblins are known for being thieving little bastards, but when a tribe gets this large infighting and **** aren't rare, you really only have two rules, no stealing and any fighting has to be done in the arena. Even so more than one unsanctioned **** has occurred and while bad for the tribe, they have helped you feed while waiting for larger conflicts where you can capture enemies(and hopefully get some better food). In between meals and tribe wide addresses at least forty warriors are training at all times. Taking shifts at training, guarding and scouting, with Red in charge of the guards, and Blue in charge of the scouts. Currently the sound of mock battle and the smells various roasting meats, and hundreds of pounds of frying fish was noticeable to everyone in the main cavern, signaling that dinner was about to begin.
You can see where expansion was stopped for the end of the day, an ongoing process because of the exponential growth fueled by the increased reproduction.
Kullel's Lair(Large Bunker)
Building Slots: 20/20
Water Spring-Natural, major resource, max level, provides as much fresh water as needed
Fishery LV 5-6 slots, Natural, can be upgraded with proper equipment, medium chance of rare aquatic cave creatures
Mine LV 3-3 slots, Natural, upgrades as mining is performed, and with more advanced equipment available, may open up treasure rooms and other secrets
Barracks/Personal Quarters-2 slots, Houses minions, small increase to morale
Crafting Room LV 4-2 slots, Unlocks crafting options
Nursery-1 slot, Increases growth speed and quality of minion children
Spawning Pit LV 3-1 slot, Grants the ability to spawn Abominations
Training Arena/Gathering Place/Prison LV 4-2 slots, Allows minions to train to gain experience, may host games to increase morale, upgrade to increase experience gain and morale increase, holds prisoners under the arena
Storage Room/Vault-3 slots, Safe storage area for perishables and non perishables, Secure area for valuables
Outer Perimeter: (limited by building space, not building slots)
Palisade LV 2-a ten ft tall wooden wall placed behind a five ft deep trench
Outside Barracks-a large structure built to house minions and animal companions, small increase to morale
Logging Camp/Mill LV 3-provides wood building materials and occasionally rarer woods useful for weapons, armors, and items
Materials Warehouse-safe storage for non perishables
Available options:
Add Room(repeatable)-expand the dungeon's building slots
Hunting Cabin-increases amount and quality of hunted meat
Farm-fields to grow crops
Pasture-field to grow livestock
Watchtower(repeatable)-can be manned to keep watch over an area
Without time to continue gazing over your domain you make your way to the training arena and find Red, "Get some food for your warriors and take them topside to relieve Blue and my daughter."
"Of course Boss. You heard him you lazy gobs! Let's get the grub and head up!" Red has taken well to leadership, at least the bossing others around part, and he knows who is in charge. Though, if he takes another pass at your daughter you will geld him.
With one last task for the day you head to the spawning pit wanting to prepare the gifts for your children, after which you will explain their positions in your plans, and tell them about your true enemy, and theirs by extension.
:countdown until world open:
0'08:32'16
What gifts are awaiting your children?
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Dungeon Building For Beginners
Adventures of a First Time Boss
A LitRPG style story where you play as a monster who, thanks to a lucky break, gets the chance to build their own dungeon and become their own boss (Now public. Have fun)
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Updated on Mar 11, 2025
by uberwald
Created on Nov 28, 2019
by DosEsh
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