[@Dark Cloud] Moved! [@VeyrinDay] I'm sure the Dungeon Lords will get the Dungeon to their liking over time. Though whether it ends up messy or organised... yep probably messy by the end still v.v [@POOHEAD189] Goblin Imps are a-ok. Looks like our imp loadout is complete :D Here's the Current Map folks! The Tier 3: Mineshaft room is missing resources, everytime you tick the Mineshaft timer it'll get a little closer to completion. [center][hider=Current Map][img]https://i.gyazo.com/98aff5f4266a6ed082cd7275dea0e710.png[/img][/hider][/center] That just leaves a Tier 1 Lock and a Tier 1 Trap. I'm quite happy for anyone who has ideas on what they'd like for this to put them forward, now everyone has placed a room. I seem to remember [@Lucius Cypher] mentioning a pitfall trap which could still be on the cards for the initial dungeon (if not, can always build it during downtime!) If multiple people have ideas they want in the initial dungeon we'll roll for it. If no one ends up building a lock I'll stick a super boring one right before the Sanctum and it'll be lame and you'll wish you picked a cool lock. [hider=Tier 1 Lock]Locks are used to buy time while defending to set up proper defenses, maneuver around your dungeon, or beat a hasty retreat. They also serve to push adventurers away from sensitive areas. Locks won't best an adventurer forever - sooner or later an adventurer can bust through any lock. When building your lock, first pick a [color=white][b]lock material[/b][/color]: [indent]bars - bone - crystal - ice - iron - magical eld - roots - stone - wood - ect.[/indent] Then decide on a [color=white][b]lock mechanism[/b][/color]: [indent]arcane - bar - bolt - heavy object - mortise lock - padlock - password pressure plate - pulley - puzzle - rim lock - timed - ect.[/indent] When an adventurer finds a lock, they will explore every other possible path until there are no paths left but the locked one. They double back, encounter the lock and make a lock roll to see if they succeed getting through it. Locks might alert nearby minions, allow them to set up ambushes, or keep sensitive areas safe. Locks are rated from tier 1 to tier 3 depending on how difficult it is to get through it. [color=white][b]Tier 1 locks are the simplest locks with limited reliability,[/b][/color] such as a wooden bar holding a door shut. [color=white][b]Tier 2 locks are straightforward and effective at keeping people out,[/b][/color] such as a chained door with a padlock. [color=white][b]Tier 3 locks are complex and formidable,[/b][/color] such as a large steel portcullis with a pulley and password system. [/hider][hider=Tier 1 Trap]Traps are static, well hidden defenses that are meant to surprise and maim adventurers wandering your halls. Each trap consists of a mechanism which details what the trap does, and a trigger which details what sets it off. Traps roll damage as if they were ticking a timer, with each tick doing half a heart of damage. Traps are rated from tier 1 to tier 3, based on how deadly they are and chosen by the player when it's crafted. [b]A tier 1 trap is somewhat easy to avoid,[/b] such as a doorknob trapped with a poison needle. [b]Tier 2 traps are deadly,[/b] like a giant swinging blade attached to a pressure plate. [b]Tier 3 traps are the deadliest,[/b] likely to affect multiple adventurers, like a tripwire that releases an enormous rolling stone ball. [indent][b]Failure:[/b] The trap is disabled or avoided by the adventurers. [b]Mixed Success:[/b] You damage an adventurer of the GM's choice. [b]Success:[/b] You damage an adventurer of your choice. Roll again. [b]Critical:[/b] You damage two adventurers of your choice. Roll again.[/indent] * You can't damage the same adventurer twice in a row unless they're alone. [center][h3][b]Mechanism[/b][/h3][/center] The mechanism details how the trap is effective against invaders. Some examples: [center]crushing wall • darts • spikes • fire • boulder • sawblade • pendulum blade • gas lighting coil • lightning arc • swing blade • explosive barrel • pitfall • floor blade • acid pit • ect.[/center] [center][h3][b]Trigger[/b][/h3][/center] This is how the trap is activated. Depending on the nature of the trigger, adventurers may not even activate it - such as a levitating mage not setting off a pressure plate or a barbarian not setting off a magic sensor. Some examples: [center]pressure plate • tripwire • magical detection • illusion or disguise • sound • item removal • false door[/center][/hider]