A dungeon in every area

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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rope 2026-10-24 13:37:34 +01:00
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@ -62,12 +62,14 @@ Beta. The core game is in place; changes from here are mostly balance and tuning
while you watch: look away for 12 seconds and it's all auto again. Presses are
kept with the fight, which is played again from its seed with them, so
nothing that already happened changes.
- **Dungeons:** Watchtower Depths (combat 20) for 2 to 4: eight pulls in order,
sized for the group, ending in the Watchtower ogre. Trash falls on auto; the
bosses (Clay colossus, Harpy matriarch, the ogre) don't: interruptible curses
and shrieks, ground pounds to brace for, adds at half health and an enrage
timer. Join before the first pull. A wipe repeats the pull, three on one pull
end the run, and the run waits while anyone looks away. Bosses give everyone
- **Dungeons:** one per area for 2 to 4, pulls in order, sized for the group:
Goblin Warren (Greenwood, combat 8), Watchtower Depths (20), Barrow Crypts
(35), Bandit Stronghold (Frontier, 40), The Deep Forge (50), Frozen Hold (65)
and Dragon's Lair (80). Each has two mini-bosses and a final boss with its own
abilities. Trash falls on auto; the bosses don't: interruptible curses and
shrieks, slams to brace for, adds at half health and an enrage timer. Join
before the first pull. A wipe repeats the pull, three on one pull end the
run, and the run waits while anyone looks away. Bosses give everyone
their own loot; clearing pays gold, a trophy and reagents.
- **Armour:** three weights. Heavy plate (Smithing) is strong against blows
and weak to magic, light cloth (Tailoring) the other way round, medium