[OPTIONAL QUESTS — FLOOR 5]
• Rat Extermination
Reward: 30 Silver
Location: Sewer District
Note: Swarm-type enemies. High infection risk.
• Broken Caravan Escort
Reward: 1 Gold + Supplies
Condition: Protect merchants through bandit territory.
• Graveyard at Dusk
Reward: 2 Gold
Warning: Undead activity increases after sunset.
• Bandit Hideout Purge
Reward: 5 Gold
Bonus: Extra loot for leader kill.
• Forest Wolf Pack Elimination
Reward: 40 Silver
Location: Northern Woods
Note: Alpha leads coordinated attacks.
• Cave Troll Hunt
Reward: 3 Gold
Warning: Heavy armor penetration. Blunt-force damage recommended.
• Sewer Slime Cleanup
Reward: 24 Silver
Hidden Risk: Acid corrosion.
• Spider Nest Burn
Reward: 2 Gold
Condition: Destroy egg sacs first.
• Clean Guild Stables
Reward: 5 Copper
Note: Physical labor only.
• Deliver Letter to East Gate
Reward: 13 Copper
Condition: No combat expected.
• Gather Medicinal Herbs
Reward: 43 Copper
Location: City outskirts.
• Fetch Fresh Water from Well District
Reward: 3 Copper
• Street Patrol Assistance
Reward: 10 Copper per day
Note: Mostly observation duty.
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Arthur paused.
There was still one thing missing.
Currency balance.
He opened the economic layer.
Copper. Silver. Gold.
Gold was obviously the most valuable.
Then silver.
Then copper.
But the conversion rates hadn't been set.
A new prompt appeared.
[CONFIGURATION REQUIRED]
Define currency conversion values.
Arthur tapped the panel lightly.
"How does money work here?" he asked.
The system processed.
Market simulations ran.
Quest reward curves aligned.
Inflation models stabilized.
Then the answer surfaced.
[SYSTEM RECOMMENDATION]
50 Copper = 1 Silver
25 Silver = 1 Gold
Arthur studied the values.
That meant:
1 Gold = 1,250 Copper.
Players would feel every coin.
Copper quests would barely feed them.
Silver would feel like progress.
Gold would still demand danger.
He confirmed the setting.
[CURRENCY CONVERSION LOCKED]
Arthur stepped back from the panel.
Now even cleaning stables mattered.
Now every silver earned felt hard-won.
Arthur folded his hands behind his back.
"Let them learn the price of survival."
Floor 5 economy finalized.
He opened a hidden layer.
One not shown on guild boards.
[HIDDEN QUEST SYSTEM: ENABLED]
Triggers appeared across the city.
Unmarked NPCs.
Random encounters.
Environmental conditions.
Arthur began placing them manually.
Arthur began placing them manually.
He paused over one empty street corner.
Then dragged in a small figure.
A barefoot boy.
Thin.
Dirty clothes.
Eyes too sharp for his age.
Arthur labeled it quietly.
• Hidden Trigger: Begging Child
Conditions appeared.
If a player gives the boy copper—
He added dialogue.
The child would look up with hopeful eyes.
"Are you… an adventurer?"
If the player answered yes, the boy would hesitate, then pull out a wrinkled piece of parchment.
A treasure map.
He would say his father had left it behind before dying.
That he couldn't find the place alone.
That the map led to a burial site outside the city.
Estimated reward:
100 Gold.
Arthur added the follow-up.
• Quest Type: Deception Event
When the player reaches the marked location…
The boy appears again.
This time, he isn't alone.
Three thugs step out from behind broken tombstones.
Knives.
Clubs.
Quiet smiles.
The boy's voice changes.
"Sorry," he says softly.
"They said you'd come."
Arthur continued shaping the event.
He added the confrontation phase.
The three thugs would step forward slowly, spreading out to block every escape route.
One would raise his club.
Another would rest a knife casually against his shoulder.
The third would smile.
Arthur typed in the dialogue.
"Leave everything."
"All your coins. Weapons. Armor."
"Put it on the ground and walk away."
If the player resisted, combat would initiate.
If the player complied, they would be allowed to leave—alive, but empty-handed.
Not every loss had to end in death.
Sometimes it was worse.
Arthur stared at the hidden quest framework.
Then something clicked.
He opened another trigger slot.
"What if…" he murmured.
He began building it.
A well-dressed man.
Travel cloak lined with silk.
A seal from the Royal Capital.
• Hidden Trigger: Injured Noble
Scenario parameters formed.
The noble would be ambushed in a back alley near the market district.
Three attackers.
Short blades.
No system alert.
If players ignored it, the noble would die quietly.
If they intervened and kept him alive—
Arthur added the reward.
• Escort Privilege: Royal Caravan Access
The noble would reveal his identity.
A minor lord returning to the capital.
He would offer protection.
Food.
A guarded carriage.
A straight route.
Players who saved him could travel with his escort instead of merchant caravans.
Arthur wasn't done.
He opened a few more hidden slots.
Quick.
Precise.
• Hidden Trigger: Dying Soldier
A wounded guard collapses near the city wall.
If helped, he gives military-grade rations and a sealed letter that unlocks a future faction route.
• Hidden Trigger: Old Blacksmith
An elderly smith struggles to lift scrap metal.
If assisted, he secretly reforges a broken weapon into a rare starter blade.
• Hidden Trigger: Silent Chapel
Players who rest inside at night may awaken with a passive resistance buff—or a curse.
Arthur reviewed everything.
Deception.
Compassion.
Greed.
Chance.
He nodded.
He closed every panel.
[FLOOR 5 — COMPLETE]
