======Dungeon Builder Room Types======
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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
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CategoryGames'