======Dungeon Builder Room Types====== {{parent page=DungeonBuilder}} " Creative"
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 2.5 License." Every room type may contain only 1 trap and 1 monster unless otherwise noted. Traps may be upgraded to any level. * {{color fg=#FFFFFF" bg="#909090" text="Grey"}}--- Gelatinous Cube may start in grey areas, Goblin and Hobgoblin may move to grey areas. However grey areas may still only contain 1 monster unless otherwise noted." * **10' Corridor** * Basic: no effect * First Upgrade: 5' Corridor: Only 2 Adventurers may attack any monsters here. * Second Upgrade: Crawlspace: Only 1 Adventurer may attack any monsters here. * Adventurer Help: +1 Str one use then Str returns to normal * **T Intersection** * Basic: no effect * First Upgrade: Guard Post: If empty, draw a card from the deck when the party enters, if a monster, they man the guard post. * Second Upgrade: Diligent Guard Post: May contain 2 basic monsters of differing type. * Adventurer Help: +1 HP one use then HP returns to normal * **Crossroads** * Basic: no effect * First Upgrade: Witch: A dire prediction lowers the highest adventurer's morale by 1. * Second Upgrade: Crone: A dire prediction lowers the highest 2 adventurers' morales by 1. * Adventurer Help: +1 Charge one use then charges returns to normal * **Dead End** * Basic: no effect * First Upgrade: Secret doors: Party spends the next movement phase here as well. * Second Upgrade: Turned around: Party spends the next movement phase going towards the entrance. Only occurs once per adventure turn. * Adventurer Help: +1 Morale one use then morale returns to normal * **10' by 10' Room** * Basic: no effect * First Upgrade: Hoard of Orcs: You may move any Orcs in the dungeon to this card when the adventurers move to it for $1 each Orc * Second Upgrade: Hoard: You may move any basic monsters in the dungeon to this card when the adventurers move to it for $1 each monster. * Adventurer Help: 1 less monster in combat (minimum 1) * {{color fg=#FFFFFF" bg="#009000" text="Green"}}" * **Corridor with door** * Basic: Door with 1 charge * Each Upgrade: Adds 2 charges to the door. * Adventurer Hinder: -1 Str one use then Str returns to normal * **Crossroads with doors** * Basic: Door with 1 charge * Each Upgrade: Adds 2 charges to the door. * Adventurer Hinder: -1 HP one use then HP returns to normal * **Lair** * Basic: May contain one Orc, Ogre or Giant * Each Upgrade: Increases the number of monsters by 1 * Adventurer Hinder: -1 Charge one use then Charges returns to normal * **Cavern** * Basic: May contain one Kobold, Lizardman, Dragon * Each Upgrade: Increases the number of monsters by 1 * Adventurer Hinder: -1 Morale one use then morale returns to normal * **Chamber** * Basic: May contain one Goblin, Hobgoblin, Troll * Each Upgrade: Increases the number of monsters by 1 * Adventurer Hinder: 1 more monster in combat * **Crypt** * Basic: May contain one Skeleton, Ghoul, Vampire * Each Upgrade: Increases the number of monsters by 1 * Adventurer Hinder: +1 HP to a monster one use then HP returns to normal * {{color fg=#FFFFFF" bg="#000000" text="Black"}}" * **Barracks** * Any basic monster played here counts as 4 of that type. * Interference: Discard 1 trap card from a pile of 2 or more * Counts as 2 blue upgrades * **Torture Chamber** * Lower entire party's morale by 1 when entered. * Interference: Discard 1 monster card from a pile of 2 or more * Counts as 2 purple upgrades * **Evil Temple** * Any monster placed here has double HP * Interference: Discard 1 room card if from a pile of 2 or more * Counts as 2 blue upgrades * **Mess Hall** * You may move any basic monsters in the dungeon to this card when the adventurers move to it for $1 each monster. * Interference: Cancel the help/hinder use of any 1 grey, green or yellow card as it is played. * Counts as 2 purple upgrades * **Guard Station** * May contain 2 monsters of differing type. * Interference: Cancel the interference of any 1 black card as it is played. * Counts as 2 blue upgrades * **Fortification** * May contain a monster of any type or upgrade. * Interference: A major improvement now costs an extra $1 until your turn. Place this card on it. * Counts as 2 purple upgrades * **Maze of Twisty Little Pasages, all alike** * Adventurers start back at the dungeon entrance once in the adventuring phase. * Interference: Play on someone's major improvement. In the next adventuring phase it doesn't function. May not be played on any library type. * Counts as 2 blue upgrades * **Room of Grim Teeth** * May contain 2 traps of differing type and one basic monster of any type. * Interference: Play on someone's dungeon room. In the next adventuring phase it has no upgrades to the room, monsters or traps. * Counts as 2 purple upgrades {{spamemail}} ---- CategoryGames'