Chapter 21: The Red Moon Rises
An in-game day had passed since the first party's death in the Hollow Vale, and Evan was beginning to understand the true scope of what they had created. What had started as a single instance with five players had exploded into something far larger than he'd anticipated.
"Jesus Christ," Lisa breathed, her fox ears twitching with amazement as she stared at the monitoring interface. "Look at this, Evan. We've got forty-three active instances running simultaneously."
The drafting table had transformed into a command center worthy of a military operation. Rows upon rows of instance tabs flickered across the surface, each one representing a party of players currently exploring his dungeon. The numbers were staggering—over two hundred players had attempted to enter Fabledeep in the past two hours alone.
"This is insane," Evan said, scrolling through the endless list of active parties. "Most of them are still level 10, with a few outliers hitting 11 or 12. They're not ready for this content, but they keep coming anyway."
Lisa pulled up a statistical overview that made both of them pause. "Look at the death toll. Ninety-six percent casualty rate across all instances. Your Widowspine Spider has become legendary for all the wrong reasons."
"Gatekeeper Spider," Evan corrected with dark humor. "That's what you called it earlier, and it's fitting. Most parties don't even make it past the first real encounter."
The spider had indeed become an almost insurmountable obstacle for the current player base. Instance after instance showed the same pattern—parties entering with enthusiasm and tactical coordination, only to be decimated within minutes by the ambush predator dropping from the canopy. The level disparity was simply too severe for most groups to overcome.
"There was some excitement about an hour ago," Lisa noted, pulling up a specific instance recording. "Party designation Sigma-7, all level 12 players with upgraded gear. They actually managed to kill the spider."
Evan leaned forward with interest. "Really? How did they manage it?"
"Smart positioning and a lot of luck. Their tank recognized the threat from above and managed to get his shield up in time. Their DPS focused fire on the main spider while their healer kept everyone alive through the spiderling swarm. It was actually pretty impressive to watch."
"What happened to them?"
Lisa's expression darkened. "They made it about six more minutes before running into a pair of Dreadfang Wolves deeper in the forest. Without full health and mana, they couldn't handle the pack tactics. The wolves' coordination abilities just overwhelmed them."
Despite the grim outcome, Evan had noticed something interesting during that encounter. When the spider died, his Prestige bar had gained a tiny increment of silver light. It was barely visible—perhaps half a percent—but it was definitely there.
"So I do gain Prestige when players successfully overcome encounters," he mused. "The amount is minimal compared to deaths, but it's something."
"Makes sense from a design perspective," Lisa said. "The system wants to reward you for creating engaging content, not just deadly content. Players succeeding should generate some positive feedback, even if it's less than failure generates negative feedback."
Evan's attention was drawn to his HUD, where the Infamy bar had been steadily climbing throughout the afternoon. What had started as a barely visible crimson line was now approaching the top of the gauge, fed by an endless stream of player deaths. The sight was both satisfying and deeply unsettling.
"I'm getting close to some kind of threshold," he observed, watching the bar creep higher with each new casualty report. "Whatever happens when this fills up, it's going to happen soon."
As if responding to his words, the Infamy bar suddenly blazed with brilliant red light. The entire drafting room was bathed in crimson radiance as text began materializing in the air around them, written in script that seemed to burn itself into reality.
🔻 INFAMY THRESHOLD BREACHED 🔻 The dungeon remembers blood.
You have reached Infamy Level 1. New corruption channel unlocked.
[EVENT UNLOCKED – Red Moon Cycles] Vaelith stirs. The sky stains crimson. Every 20 minutes, the Hollow Vale brightens. The Red Moon rises.
— Monsters gain "Under Vaelith's Gaze" [+15% All Stats] — Mob aggression increases — Dame Calderas roams from the chapel.
🛑 Survivors may shelter indoors ⏳ Duration: 10 minutes. Cycles resume thereafter.
The story deepens. The night sharpens. Players beware: not all safety is light-born.
"Holy shit," Lisa whispered, her tails bristling with excitement as she read through the unlock notification. "Evan, this is incredible. You've just unlocked a dynamic event system that completely changes how the dungeon functions."
Evan studied the description with growing fascination. "Red Moon Cycles... it's like the dungeon is getting its own weather system, but for danger instead of precipitation. Every twenty minutes, everything becomes more deadly for ten minutes."
"Look at the mechanics," Lisa continued, pulling up what appeared to be a detailed implementation guide. "The fifteen percent stat boost affects all monsters simultaneously. Increased aggression means they'll pursue players more actively and from greater distances. And Dame Calderas leaving the chapel to patrol the village? That turns your mini-boss into a roaming threat."
"But players can take shelter indoors," Evan noted, reading through the safety provisions. "They're not completely screwed if they get caught in the open when an event triggers."
Lisa nodded enthusiastically. "It creates tactical decision-making. Do you push forward and risk getting caught in the open during a Red Moon phase? Do you retreat to safety and wait it out, losing time but staying alive? Do you try to use the shelters tactically, maybe dragging buffed monsters inside where the boost doesn't apply?"
The more Evan considered the implications, the more complex the system seemed. "This could completely change the pacing of dungeon runs. Players will have to time their movements around the cycle, plan their resource management differently, adapt their strategies based on when they enter."
"Should we enable it?" Lisa asked, though her enthusiasm was clearly leaning toward yes.
Evan hesitated, watching another instance tab flicker red as yet another party fell to his current encounter design. "I'm not sure. Look at our casualty rates—players can barely handle the dungeon as it is. Adding a system that makes everything fifteen percent more dangerous seems like overkill."
"That's exactly why we should enable it," Lisa countered, her fox ears standing at attention as she made her argument. "This isn't a difficulty problem, it's a level problem. Players are attempting content that's designed for levels 15-25 when they're barely hitting level 12. No amount of mechanical adjustment is going to fix that fundamental gap."
She gestured to the monitoring displays, where instance after instance showed the same pattern of early deaths. "Most players aren't surviving long enough to see the deeper mechanics anyway. The ones who do make it past the gatekeeper encounters are exactly the ones who would benefit from more dynamic, engaging content."
"But won't this just make the level gap worse?"
"Not necessarily," Lisa said, pulling up the implementation interface. "Look at the shelter mechanics. The Red Moon Cycles actually give players more tactical options, not fewer. A smart party could use the event timing to their advantage—wait for the danger phase to start, then pull buffed monsters into buildings where they lose their enhancements."
Evan considered this. "So it's adding depth rather than just adding difficulty."
"Exactly. And most players won't even realize it wasn't always part of the dungeon. Given our current survival rates, the majority won't live long enough to experience a full cycle anyway."
Lisa paused, then continued with growing excitement. "Plus, we should add more shelter options throughout the forest. Call them hunter's cottages or abandoned campsites—small buildings that give players refuge options even in the earliest areas. That way, newer players have escape routes when they inevitably get overwhelmed."
The idea had merit. Evan could picture small, weathered cabins scattered throughout the woodland areas, each one providing a temporary safe haven but also potential tactical opportunities. Players could use them to break line of sight, split up monster groups, or simply catch their breath between encounters.
"Hunter's cottages," he mused. "I like it. Small, rustic buildings that fit the atmosphere but provide clear mechanical benefit. Maybe some of them have minor loot or lore elements to reward players for exploring."
"Exactly! And from a narrative perspective, it makes perfect sense," Lisa added, her game designer instincts clearly engaged. "The Hollow Vale was once inhabited. Of course there would be abandoned structures scattered throughout the area. It adds to the environmental storytelling."
Evan was warming to the idea. "We could have them show signs of hasty abandonment—tables set for meals that were never finished, personal belongings left behind, maybe some atmospheric details about what happened to the people who lived here."
"Now you're thinking like a world builder," Lisa said with obvious approval. "This event system isn't just a mechanical addition—it's a lore expansion. Players will start to understand that the Red Moon isn't just a visual effect, it's an active force in the world that drives the story forward."
As they discussed implementation details, both of them were interrupted by a system-wide notification that appeared on their interfaces simultaneously.
MANDATORY DOWNTIME NOTICE Aetherion Realms Online will enter maintenance mode in 60 minutes. All players must log out at that time. Maintenance is expected to last 8 hours to allow for real-world obligations.
Thank you for participating in our launch day. We'll see you back in the world tomorrow.
"Forced logout," Lisa said, though she didn't sound particularly disappointed. "I'd forgotten they were implementing mandatory downtime periods. Makes sense for a game this immersive—people would probably forget to eat otherwise."
"What happens to you during maintenance?" Evan asked, suddenly concerned about being left alone in the system.
"I'll be logged out just like any other player," Lisa confirmed. "But I'll be back tomorrow when the servers come online. In the meantime, you've got your own version of downtime available."
As if responding to her words, a new option appeared in Evan's interface—a simple toggle labeled "Sleep Mode" with a brief description: "Suspend consciousness during maintenance periods. Time will pass instantaneously from your perspective. Dungeon systems will remain in standby mode until players return."
"So I don't have to experience the maintenance time," Evan said with relief. "That's good. Being alone in here for what would feel like days would probably drive me crazy."
With their remaining time limited, they quickly implemented the Red Moon Cycles event and began placing hunter's cottages throughout the forest areas. The building tool made the process surprisingly intuitive—each cottage appeared as a small, weathered structure with a thatched roof and smoke-stained chimney. They varied slightly in appearance and condition, creating the impression of an organic settlement that had been gradually abandoned over time.
"Perfect," Lisa said as they finished placing the twelfth cottage. "These feel like they've always been part of the world. Players will probably assume they missed them during their first runs."
Evan was genuinely pleased with how the additions looked.
The final ten minutes passed quickly as they made last-minute adjustments and reviewed the event trigger timing. The Red Moon Cycles would begin their twenty-minute rotation as soon as the first player entered an instance, creating a persistent sense of temporal pressure that would affect every subsequent run.
"Are you satisfied with day one?" Lisa asked as the countdown reached its final minutes.
Evan looked around the drafting chamber, then at the monitoring displays showing dozens of active instances, and finally at his progression bars. The Infamy gauge had reset to empty but now showed "Level 1" beneath it, while his Prestige bar had gained several small increments throughout the day. The Core Progress indicator showed a thin line of golden liquid—minimal, but definitely present.
"You know what? Yeah, I think I am," he said. "We've created something that's attracting hundreds of players despite being brutally difficult. The ones who do succeed seem genuinely engaged, and the ones who fail are coming back to try again. That's got to count for something."
"Plus, you've unlocked your first major system expansion," Lisa added. "Tomorrow we'll get to see how players adapt to the Red Moon Cycles. I suspect it's going to change everything about how people approach the dungeon."
The countdown reached zero, and Lisa's avatar began to fade as the logout sequence initiated. "See you tomorrow, Evan. Try not to redesign the entire dungeon while I'm gone."
"No promises," he replied with a grin, though her presence was already flickering like a bad connection.
Alone in the drafting chamber, Evan took one last look at his creation. The instance monitoring displays had gone dark as the forced logout completed, leaving his dungeon empty but ready for tomorrow's influx of players. The Red Moon still hung overhead in the dormant environment, waiting to cast its crimson light on new stories yet to be written.
Not bad for day one, he thought, activating sleep mode and feeling consciousness begin to fade. Tomorrow would bring new challenges, new players, and new opportunities to see how his creation evolved.
The last thing he saw before sleep claimed him was the progression summary from their first day—hundreds of player encounters, dozens of successful moments amid the failures, and the foundation of something that felt genuinely alive. For the first time since his entrapment began, Evan felt genuinely excited about what tomorrow's stories might become.