The dungeon
Ten floors down
Every floor draws its monsters from a window of forty kinds that slides deeper with each descent, so the first floor is goblins and grubs and the tenth is something else entirely. The stairs down open only once your maps reach the floor you stand on, and the bottom floor is all vaults.
Floor 1Floor 2Floor 3Floor 4Floor 5Floor 6Floor 7Floor 8Floor 9Floor 10DifficultyThe quest
Where the prizes lie
The quest, by depth
The one you must rescue waits in a vault on the deepest floor. A party of two or more goes down after the king. An adventurer going down alone goes after the hero, who went down first. Free him and he joins you carrying nothing, so keep something for him to carry. The spellbook lies about halfway down, and every page has been torn out and scattered through the dungeon. Each page you recover puts its spells back in the book, where a reader can cast them by spending mana. The stronger the magic, the deeper its page tends to lie.
| Floors in the dungeon | The book lies on | The rescue waits on |
|---|
| 1 | 1 | 1 |
| 2 | 1 | 2 |
| 3 | 2 | 3 |
| 4 | 2 | 4 |
| 5 | 3 | 5 |
| 6 | 3 | 6 |
| 7 | 4 | 7 |
| 8 | 4 | 8 |
| 9 | 5 | 9 |
| 10 | 5 | 10 |
Three settings
Difficulty
The setting is chosen once, when the run begins. A harder run fills more of each floor's rooms from the deep end of its window of monsters, gives worse odds against chest traps, bites harder at a wrong vault digit and deals bigger bands, and every monster's blows land more often, except an ethereal one's, which land less.
| Newcomer | Medium | Hardest |
|---|
| Rooms holding the hardest kinds, of 17 | 1 | 3 | 6 |
| Base chance to dodge a chest trap | 48% | 32% | 16% |
| Chance a drink sours a Bath of Fates | 6% | 5% | 10% |
| Wounds for each wrong digit | 1 | 2 | 3 |
| Most extra monsters in a band | 1 | 2 | 3 |