@Kenshi That can be the Tier 3 Maze if you decide to upgrade it, 43 x 43 is too big for a Tier 1 Trick in a brand new dungeon built in a few months. Here's a 14 x 14 example, you can customise it more if you like:
@Dark Cloud I'm not sure how that would work since everyone OOC knows which rooms are still available or not. If you get everyone's agreement on the matter we could try it out. Alternatively, if people are happy with their characters not knowing IC that might be an easier way to go about it.
@Lucius Cypher Excellent, you can build more tunnels, tricks, traps ect. as downtime projects to expand your slime bois options. In the meantime, would you like to claim the Tier 1 Room as a Secret tunnel, or instead take the Tier 1 Trap to make a Pitfall?
@POOHEAD189 no worries!
Current options, I'll try to keep them at the bottom of my OOC posts:
Alchemist Lab: Your imps are always harb at work mixing reagents. You have a steady supply to all tier 1 concoctions.
Guild Hall: 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.
Factory: 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.
Mineshaft: 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.)
Testing Chamber: 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
Vehicle Bay: 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.
Workshop: 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.
@Dark Cloud I'm not sure how that would work since everyone OOC knows which rooms are still available or not. If you get everyone's agreement on the matter we could try it out. Alternatively, if people are happy with their characters not knowing IC that might be an easier way to go about it.
@Lucius Cypher Excellent, you can build more tunnels, tricks, traps ect. as downtime projects to expand your slime bois options. In the meantime, would you like to claim the Tier 1 Room as a Secret tunnel, or instead take the Tier 1 Trap to make a Pitfall?
@POOHEAD189 no worries!
Current options, I'll try to keep them at the bottom of my OOC posts:
Tier 1 Room • Tier 2 Room • Tier 3 Room 0/8 (Missing Materials) • Tier 1 Creature Lair • Tier 1 Lock • Tier 1 Trap • Tier 1 Trick
Crawlway: A tiny passage that smaller creatures can move through fairly quickly, but is too tight for day to day laboring within the dungeon.
Long Tunnel: A simple, long passage used to connect areas of the dungeon.
Minor Room: 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): bright - cold - cluttered - crumbling - dim - echoing - hot - noisy - silent - smelly - spooky. (This could also be a choir hall or chanting room like Baganaria wishes for)
Secret Tunnel: A hidden passage that will likely go unnoticed unless recently used.
Traverse: A bridge, ladder, rope, swing, pulley lift, or other similar structure that allows safe passage over tough terrain.
Window: A hole in a wall between caverns, rooms, or tunnels.
Long Tunnel: A simple, long passage used to connect areas of the dungeon.
Minor Room: 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): bright - cold - cluttered - crumbling - dim - echoing - hot - noisy - silent - smelly - spooky. (This could also be a choir hall or chanting room like Baganaria wishes for)
Secret Tunnel: A hidden passage that will likely go unnoticed unless recently used.
Traverse: A bridge, ladder, rope, swing, pulley lift, or other similar structure that allows safe passage over tough terrain.
Window: A hole in a wall between caverns, rooms, or tunnels.
Guard Post: Assign a single pack of minions to this room. They can always start dungeon defense here regardless of their starting position roll.
Minion Lair: 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.
Prison: A room with 4 cells, each with a tier 1 lock on it. Prisoners within the cells can't escape without opportunity.
Stairway: Add another level to your dungeon, with the sanctum remaining at the bottom. This stairway connects them.
Torture Chamber: You gain +position or +effect (your choice) when torturing.
Minion Lair: 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.
Prison: A room with 4 cells, each with a tier 1 lock on it. Prisoners within the cells can't escape without opportunity.
Stairway: Add another level to your dungeon, with the sanctum remaining at the bottom. This stairway connects them.
Torture Chamber: You gain +position or +effect (your choice) when torturing.
0 / 8 :
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.
Alchemist Lab: Your imps are always harb at work mixing reagents. You have a steady supply to all tier 1 concoctions.
Guild Hall: 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.
Factory: 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.
Mineshaft: 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.)
Testing Chamber: 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
Vehicle Bay: 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.
Workshop: 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.
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.
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. However, when you first build a lair, it immediately attracts a new creature. 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.
The initial lair, the dungeon tier increasing, and discoveries 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.
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.
Failure: The creature is slain or flees the dungeon for good.
Mixed Success: You damage an adventurer of the GM's choice and the creature is knocked out the fight.
Success: You damage an adventurer of your choice. Roll again.
Critical: You damage two adventurers of your choice. Roll again.
*You cannot damage the same adventurer twice in a row unless they're alone.Mixed Success: You damage an adventurer of the GM's choice and the creature is knocked out the fight.
Success: You damage an adventurer of your choice. Roll again.
Critical: You damage two adventurers of your choice. Roll again.
More About Lairs
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. However, when you first build a lair, it immediately attracts a new creature. 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.
The initial lair, the dungeon tier increasing, and discoveries 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.
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 lock material:
Then decide on a lock mechanism:
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. Tier 1 locks are the simplest locks with limited reliability, such as a wooden bar holding a door shut. Tier 2 locks are straightforward and effective at keeping people out, such as a chained door with a padlock. Tier 3 locks are complex and formidable, such as a large steel portcullis with a pulley and password system.
When building your lock, first pick a lock material:
bars - bone - crystal - ice - iron - magical eld - roots - stone - wood - ect.
Then decide on a lock mechanism:
arcane - bar - bolt - heavy object - mortise lock - padlock - password pressure plate - pulley - puzzle - rim lock - timed - ect.
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. Tier 1 locks are the simplest locks with limited reliability, such as a wooden bar holding a door shut. Tier 2 locks are straightforward and effective at keeping people out, such as a chained door with a padlock. Tier 3 locks are complex and formidable, such as a large steel portcullis with a pulley and password system.
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. A tier 1 trap is somewhat easy to avoid, such as a doorknob trapped with a poison needle.
Tier 2 traps are deadly, like a giant swinging blade attached to a pressure plate.
Tier 3 traps are the deadliest, likely to affect multiple adventurers, like a tripwire that releases an enormous rolling stone ball.
* You can't damage the same adventurer twice in a row unless they're alone.
The mechanism details how the trap is effective against invaders. Some examples:
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:
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. A tier 1 trap is somewhat easy to avoid, such as a doorknob trapped with a poison needle.
Tier 2 traps are deadly, like a giant swinging blade attached to a pressure plate.
Tier 3 traps are the deadliest, likely to affect multiple adventurers, like a tripwire that releases an enormous rolling stone ball.
Failure: The trap is disabled or avoided by the adventurers.
Mixed Success: You damage an adventurer of the GM's choice.
Success: You damage an adventurer of your choice. Roll again.
Critical: You damage two adventurers of your choice. Roll again.
Mixed Success: You damage an adventurer of the GM's choice.
Success: You damage an adventurer of your choice. Roll again.
Critical: You damage two adventurers of your choice. Roll again.
* You can't damage the same adventurer twice in a row unless they're alone.
Mechanism
The mechanism details how the trap is effective against invaders. Some examples:
crushing wall • darts • spikes • fire • boulder • sawblade • pendulum blade • gas
lighting coil • lightning arc • swing blade • explosive barrel • pitfall • floor blade • acid pit • ect.
lighting coil • lightning arc • swing blade • explosive barrel • pitfall • floor blade • acid pit • ect.
Trigger
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:
pressure plate • tripwire • magical detection • illusion or disguise • sound • item removal • false door
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:
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:
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.
Each trick consists of three things:
• A method which details how it fools the adventurers
•A trigger which details when it activates
• An intent which details what happens when it works
•A trigger which details when it activates
• An intent which details what happens when it works
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:
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)
(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)
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.
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.
The Sanctum is where your Boss Fights happen. 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).
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.
The Sanctum is where your Boss Fights happen. 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).