[center][h3][color=151617][b]| [/b][/color][color=79AEA3][b]ROOMS[/b][/color][color=151617][b] |[/b][/color][/h3] [color=cccccc][hider=Tier 1 Room][color=white][b]Crawlway: [/b][/color]A tiny passage that smaller creatures can move through fairly quickly, but is too tight for day to day laboring within the dungeon. [color=white][b]Long Tunnel:[/b][/color] A simple, long passage used to connect areas of the dungeon. [color=white][b]Minor Room:[/b][/color] A simple room built only to please your minions and give your dungeon atmosphere, such as a mess hall, latrines, a skull filled corridor, or a garden. When you build one, all minions gain morale and you take +1d on your next calamity roll. Give it two atmospheric traits (choose two): [i]bright - cold - cluttered - crumbling - dim - echoing - hot - noisy - silent - smelly - spooky.[/i] (This could also be a choir hall or chanting room like Baganaria wishes for) [color=white][b]Secret Tunnel:[/b][/color] A hidden passage that will likely go unnoticed unless recently used. [color=white][b]Traverse:[/b][/color] A bridge, ladder, rope, swing, pulley lift, or other similar structure that allows safe passage over tough terrain. [color=white][b]Window:[/b][/color] A hole in a wall between caverns, rooms, or tunnels.[/hider][hider=Tier 2 Room][color=white][b]Guard Post:[/b][/color] Assign a single pack of minions to this room. They can always start dungeon defense here regardless of their starting position roll. [color=white][b]Minion Lair:[/b][/color] Assign a single pack of minions to this room. These minions get morale each recovery and take +1d when defending the room against invaders. Give it two atmospheric traits from the minor room list. [color=white][b]Prison:[/b][/color] A room with 4 cells, each with a tier 1 lock on it. Prisoners within the cells can't escape without opportunity. [color=white][b]Stairway:[/b][/color] Add another level to your dungeon, with the sanctum remaining at the bottom. This stairway connects them. [color=white][b]Torture Chamber:[/b][/color] You gain +position or +effect (your choice) when torturing. [/hider][hider=Tier 3 Room (Missing Materials)][color=white][b][h3][center]0 / 8 :[/center][/h3][/b][/color][indent][indent][indent][indent] when this is filled the room is completed. This room is missing ingredients to complete it and get the benefit. You will need to go on some raids in order to collect what you're missing.[/indent][/indent][/indent][/indent] [color=white][b]Alchemist Lab:[/b][/color] Your imps are always harb at work mixing reagents. You have a steady supply to all tier 1 concoctions. [color=white][b]Guild Hall:[/b][/color] You let your minions organise to better their working and living conditions. In truth you ignore their demands, but the illusion of having some control reduces grumbling. The dungeon weathers calamities better. [color=white][b]Factory:[/b][/color] Your imps toil away relentlessly in the factory. Each downtime, they can either produce a single tier 1 contraption or make progress towards a higher tier contraption. [color=white][b]Mineshaft:[/b][/color] You dig out a mine, gaining a steady supply of a single non-precious metal. You make an immediate discovery in the mine, and gain higher rolls on all future discovery rolls (e.g. breaking into a new cave ect.) [color=white][b]Testing Chamber:[/b][/color] You can empower your monster science, for a price. You can pay cost related to your testing to: remove an item's volatility - increase a concotion in size, scope or duration, - gain higher chance on a next use with a specific item [color=white][b]Vehicle Bay:[/b][/color] The dungeon has an incredible vehicle, such as a submarine, dirigible, steamcar, or other type of transport. Detail the vehicle and give it two edges aka upgrades armored - camoflauged - dependable - fast - nimble. Give it a flaw clumsty - distinct - noisy - rickety - slow. The vehicle is fully repaired (or rebuilt) by imps during each recovery. [color=white][b]Workshop:[/b][/color] You have a well furnished workshop where you imps and minions can toil away. They gain better chance of success on building or crafting projects.[/hider][hider=Tier 1 Creature Lair]Creatures are mindless or unintelligent monsters or beasts that have chosen to lair in your dungeon. They’re not under your direct control, though they fight off invaders in defense of their lairs. A crafty Dungeon Lord or minion might be able to trick or goad them into doing something for them, though. They're neutral towards other dungeon denizens for the most part, though a bad calamity roll might bring them into conflict with each other. Monsters moving past or through their lairs generally go unimpeded. Creatures are rated from tier 1 to tier 4, representing how deadly they are. A creature might be a single monster or it could be a group of smaller monsters. When an invader passes by the entrance to their lair or moves through it, the creature engages them and defends its home. When adventurers pass near a lair's entrance, they're drawn inside. When adventurers are in the vicinity of a creature, it will seek to defend its lair. You roll a creature's tier to determine how a fight goes. [indent][b]Failure:[/b] The creature is slain or flees the dungeon for good. [b]Mixed Success:[/b] You damage an adventurer of the GM's choice and the creature is knocked out the fight. [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 cannot damage the same adventurer twice in a row unless they're alone. [center][b][h3]More About Lairs[/h3][/b][/center] Creature lairs attract creatures looking for a home to your dungeon. When your Dungeon tier increases, you add a new creature lair somewhere to your dungeon. The new lair only attracts creatures equal to the Dungeon tier when the lair was added. When you have a vacant lair, one new creature can be attracted to your dungeon each recovery phase. This always fills the lowest tier lair first. [color=white][b]However, when you first build a lair, it immediately attracts a new creature[/b][/color]. You can decide which creature is attracted to the Dungeon. If you wish to refill Lairs quicker, you can spend gold or take downtime actions to attempt to fill vacant lairs faster. [color=white]The initial lair, the dungeon tier increasing, and discoveries[/color] are the only ways creature lairs can be added. If you manage to come into control of a creature besides those gained in the above ways, you can place them within your dungeon but once they're dead, you lose them forever. Additional creature lairs can't be built as your hoard can only support creatures determined by the dungeon tier or specific, self-sufficient lairs that already existed underground that you discovered. Creatures are generally quite unwilling to venture outside of their lairs. If you do manage to coax a creature out, its effectiveness in whatever you're doing with it is determined by rolling its tier as a fortune roll. [/hider][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][hider=Tier 1 Trick]Tricks are subtle ways to get adventurers to do what you want or create advantageous situations for your dungeon. They don't tick adventurer heart/do direct damage to them. Instead, they let you play with the minds of the invaders. Each trick consists of three things: [indent]• [b][color=white]A method[/color][/b] which details how it fools the adventurers •[b][color=white]A trigger[/color][/b] which details when it activates • [b][color=white]An intent[/color][/b] which details what happens when it works[/indent] Tricks are rated from tier 1 to tier 3 based on how likely they are to work. The more likely it is to work, the higher its tier is. This is decided by the player when crafting the trick. A trick might be something like the following: [indent]A string with metal pieces tied across it that jingles when kicked. (warning string - move past it - alert all minions to presence) A pool of water that fools adventurers into leaving heavy armor behind. (method: pool of water - trigger: move through it - intent: remove armor) A tied up prisoner that screams for help, drawing adventurers towards them. (method: tied up prisoner - trigger: prisoner hears noise - intent: recklessly follow the sound) A winding maze that splits up the adventuring party. (method: maze - trigger: enter it - intent: split up the party) A statue that grabs onto them, allowing imps to snatch a potion. (method: statue - trigger: look at it - intent: use up an adventurer move) Moving lights from around a corner that make them snuff torches. (method: lights - trigger: enter the hallway - intent: proceed in darkness) Glowing moss in a cavern that rubs off on adventurers. (method: glowing moss - trigger: move through cavern - intent: make adventurers glow) A dazzling waterfall that distracts adventurers as minions sneak up on them. (method: dazzling waterfall - trigger: stop to look - intent: don't watch own back)[/indent] A trick can never lead an adventurer into a situation they can't escape from. Once some time has passed, they finally overcome it somehow and move on. These types of tricks buy you time or an advantageous situation, but they’re temporary. Remember that adventurers are incredibly crafty and even if they’re stuck down a pit trap or chained to a wall, given a bit of time, they’re likely to find a way out. You can also never trick an adventurer into leaving your dungeon completely.[/hider][hider=Sanctum]A luxurious place where your Dungeon Lords spend most of their time. Dungeon Lords don't defend the first level of their dungeon, that is far below them, that is a job is meant for minions, creatures, and cleverly built defences. Your denizens expect you to act accordingly as the boss of their dungeon. For this reason, Dungeon Lords don't leave the sanctum during a Dungeon Defense, as it would risk upsetting the dungeon hierachy. Doing so would show weakness to the minions and cause a revolt as your creatures try to wrestle leadership from you and establish the proper dungeon hierarchy. The Sanctum is the heart of your dungeon. The vast majority of your hoard is here, and this is where you entertain and impress other evil entities, as well as conduct rituals. Your characters have their private lairs here, as lairing with the other dungeon denizens will make you appear weak (and lead to a few nasty accidents, in some cases). Each character has their own private lair attached to the large sanctum room. [color=white]The Sanctum is where your Boss Fights happen.[/color] When adventurers best your defences on the first floor, it is your job to defeat them and protect the hoard here. At the end of your Dungeon's first floor is stairs leading downwards to the sanctum. As your Dungeon grows you can move the stairs during your downtime (without using up your downtime action).[/hider] [h3][color=151617][b]| [/b][/color][color=79AEA3][b]FLEXIBILITY SLOT[/b][/color][color=151617][b] |[/b][/color][/h3]Your Dungeon can have [color=firebrick][b][u]one[/u] room[/b][/color] from a different Dungeon type:[/color][/center][indent][h3][color=151617][b]> [/b][/color][color=slateblue][b]ENCLAVE[/b][/color][color=151617][b] :[/b][/color][/h3][/indent][hider=Enclave Rooms] [b]Academy[/b]:[color=cccccc] Monsters study the esoteric arts here. You can recruit minions from this room. They have the adept upgrade for me and gain invoke (spellcasting) as their primary action. This room will defend you against invaders during invasions. [color=white][b]Crucible[/b]:[/color] The mystical power of this room enchants item. Every downtime it can produce a tier 1 magic item or push a higher tier project forward, so long as the reagents have been provided. [color=white][b]Greenery:[/b][/color] These carnivorous plants can be fed to harvest: [i]a plant based supply - special ingrediants for potions - a few doses of a concoction[/i] this room also counts as a trap. [color=white][b]Library:[/b][/color] Once per cycle, the dungeon can establish a fact about the history, cultures or arcana of the world. [color=white][b]Potion Lab:[/b][/color] Your imps have learned to make potions. The dungeon chooses a single magic path to focus on - you have a steady supply of all tier 1 potions from this school and a single tier 2 potion. [color=white][b]Scrying Pool:[/b][/color] The pool reveals far away scenes. Once per cycle, the Dungeon can establish a fact about an NPCs recent activity. [color=white][b]Spawning Chamber:[/b][/color] Minions are grown or summoner here, easily replacing your losses. Once per dungeon defense, a copy of a slain minion pack can burst forth from the spawning chamber. You can choose to add the expendable upgrade to minions for free.[/color][/hider][indent][h3][color=151617][b]> [/b][/color][color=445459][b]HIDEOUT[/b][/color][color=151617][b] :[/b][/color][/h3][/indent][hider=Hideout Rooms][color=cccccc] [b][color=white]Dojo:[/color][/b] The dojo master trains you relentlessly. You are more likely to roll critical successes and find difficult battles less stressful. This room will defend you during invasions as well. [b][color=white]Gambling Den:[/color][/b] Monsters come from outside your dungeon to use this facility. You can recruit monsters from this room. They can trick people and start with the strapped upgrade by default. This room will defend you during invasions as well. [b][color=white]Gear Locker:[/color][/b] You always get geared up before you leave the dungeon. You gain extra supplies and a steady access to [i]climbing gear - glowsticks - smoke bombs - tar bombs - throwing weapons - thunderstones - traps[/i] [b][color=white]Obstacle Course:[/color][/b] Minions hone their skills here, gaining more effectiveness. The can become better at Finesse, Scan or Skulking. This room deceives invaders during an invasion. [b][color=white]Planning Room:[/color][/b] you plot your raids here in greater detail. Gain bonuses for negotiation, stealth and trickery based planes. When you succeed on these raids gain a reroll. [b][color=white]Roost:[/color][/b] you have bats, ravens or other small winged beasts at your service. You can use these to scout and establish a fact about those you are about to raid. [b][color=white]Tavern:[/color][/b] You have a raucous tavern with all the trimmings. Minions gain morale here during recovery and gain bonuses when fighting off invaders. Wandering monsters sometimes stop by the tavern and become available for recruitment.[/color][/hider][indent][h3][color=151617][b]> [/b][/color][color=F52F57][b]STRONGHOLD[/b][/color][color=151617][b] :[/b][/color][/h3][/indent][hider=Stronghold Rooms][color=cccccc][b][color=white]Fighting Pit:[/color][/b] bet on a fighter, if they win you gain a reroll. [b][color=white]Funeral Pyre:[/color][/b] Minions are honored when they die. Any minion who sees a comrade dies gains morale and does not need to be paid next downtime. [b][color=white]Smithy:[/color][/b] Provides a steady supply of weaponry. Your minions have greater success when crafting items or adding bonuses to them. [b][color=white]War Drums:[/color][/b] The steady sound of wardrums keeps everyone focused in the dungeon. Projects essentially take less time to complete as characters are more efficient. [b][color=white]War Room:[/color][/b] A place to plan strategies for warfare. Your have greater success during ambush, assaults and strike raids. When these succeed, gain a reroll [b][color=white]Barracks:[/color][/b] you can recruit better minions that deal more damage and have the loyal upgrade. This room will defend you during invasions as well. [b][color=white]Bestiary:[/color][/b] You have mounts and a secure area to keep them in. These can have two of the following affixes: [i]aquatic - armored - fast - flying - magical - terrifying[/i]. This room will defend you during invasions as well.[/color][/hider][indent][h3][color=151617][b]> [/b][/color][color=lightskyblue][b]TEMPLE[/b][/color][color=151617][b] :[/b][/color][/h3][/indent][hider=Temple Rooms][color=cccccc][b][color=white]Altar:[/color][/b] You can make a sacrifice at the alter, paying cost to gain a dark blessing: [i]higher success roll with an item this cycle - increase your success on your next resistant roll - your next failure instead becomes a mixed success.[/i] The sacrifice must be unique each time you ask for a blessing. [b][color=white]Antechamber:[/color][/b] Between the staircase and your sanctum on the final level is an impressive room glorifying your dark deeds in the name of your god. Adventurers get unsettled by this when they stop to take note, gaining you a reroll and greater chance of success during a boss battle / sanctum fight. [b][color=white]Augury Circle:[/color][/b] You can read portents of future events here. You can establish a fact in the present about an NPCs next likely move. [b][color=white]Dormitory:[/color][/b] Fresh cultists flock to serve your dark god. You can recruit minions here. They always have your gods favoured action, choose when this room is built which you prefer. They start with the Zealous upgrade for free. This room defends you against invaders during invasions as well. [b][color=white]Reliquary:[/color][/b] this room corrupts and amplifies magic of up to three items of unholy impact placed wihin it. When an item is placed, immediately incant a tier 2 ritual causing a persistant effect within your dungeon related to the specific item. [b][color=white]Penance Chamber:[/color][/b] Your minions fear punishment more then death and will never betray you. When they fight to the death, ignore the dice penalty from being bloodied. [b][color=white]Scriptorium:[/color][/b] Your deeds are recovered in unholy scripture, immediately giving you wicked XP equal to your dungeon tier. You also gain a new XP trigger - [i]Were your actions worthy of your god's notice?[/i] Each PC must prove their worth to gain this xp. [/color][/hider]