A dungeon in every area
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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README.md
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README.md
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@ -62,12 +62,14 @@ Beta. The core game is in place; changes from here are mostly balance and tuning
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while you watch: look away for 12 seconds and it's all auto again. Presses are
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kept with the fight, which is played again from its seed with them, so
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nothing that already happened changes.
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- **Dungeons:** Watchtower Depths (combat 20) for 2 to 4: eight pulls in order,
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sized for the group, ending in the Watchtower ogre. Trash falls on auto; the
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bosses (Clay colossus, Harpy matriarch, the ogre) don't: interruptible curses
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and shrieks, ground pounds to brace for, adds at half health and an enrage
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timer. Join before the first pull. A wipe repeats the pull, three on one pull
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end the run, and the run waits while anyone looks away. Bosses give everyone
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- **Dungeons:** one per area for 2 to 4, pulls in order, sized for the group:
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Goblin Warren (Greenwood, combat 8), Watchtower Depths (20), Barrow Crypts
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(35), Bandit Stronghold (Frontier, 40), The Deep Forge (50), Frozen Hold (65)
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and Dragon's Lair (80). Each has two mini-bosses and a final boss with its own
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abilities. Trash falls on auto; the bosses don't: interruptible curses and
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shrieks, slams to brace for, adds at half health and an enrage timer. Join
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before the first pull. A wipe repeats the pull, three on one pull end the
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run, and the run waits while anyone looks away. Bosses give everyone
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their own loot; clearing pays gold, a trophy and reagents.
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- **Armour:** three weights. Heavy plate (Smithing) is strong against blows
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and weak to magic, light cloth (Tailoring) the other way round, medium
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