Propose Dungeon Trait: Constructed Environment:
Constructed Environment 1 [Environment*1], dungeon is made of weak materials, and can be hacked through with a simple pickaxe or axe.
Constructed Environment 2 [Environment*2], dungeon is made of rough materials, and can be hacked through with a solid pickaxe or axe.
Constructed Environment 3 [Environment*4], dungeon is made of solid materials, and can only be hacked through with an enchanted pickaxe or axe.
Constructed Environment 4 [Environment*8], dungeon is made of very strong materials, and cannot be dug through.
Constructed Environment 5 [Environment*16], dungeon is masterfully crafted, with smooth or engraved rock. It will intrigue and inspire those with an interest in architecture.
Constructed Environment 6 [Environment*32], dungeon is made of impossibly strong materials, capable of architecture impossible to mortals.
Propose Dungeon Trait: Cave Environment: Environment 0 [Environment*0], dungeon is made of weak nearby materials, mostly dirt and clay. It can be dug in by hand.
Cave Environment 1 [Environment*1], dungeon is a muddy cave, the walls will resist damage, but a simple pickaxe or shovel will let you dig through.
Cave Environment 2 [Environment*2], dungeon is a partially clay and stone cave, can even house a little cave stream without too much risk of cave in. A solid pickaxe will let you dig. But shovels can be used in certain clay areas.
Cave Environment 3 [Environment*4], dungeon is a rock cave, with solid walls, you need an enchanted pickaxe to dig.
Cave Environment 4 [Environment*8], dungeon is a rock cave with occasional parts that are crystal, which cannot be dug through, though you can chip off chunks of it.
Cave Environment 5 [Environment*16], dungeon is a crystal cave, it cannot be dug through.
Propose Dungeon Trait: Extraplanar Environment: (starts at *8.)
Extraplanar Environment 1 [Environment*8], dungeon is partially based in another plane, physics will occasionally not operate as it should.
Extraplanar Environment 2 [Environment*16], dungeon is only based in the material plane, ghosts may become corporeal, and parts can have none, or inverted gravity.
Extraplanar Environment 3 [Environment*32], dungeon has altered physics, like different gravity, or friction. It can also act as a conduit to another plane, and let the planar outsiders live where they shouldn't be able to.
Extraplanar Environment 4 [Environment*64], dungeon can be made of materials which cannot exist in the material plane (like crystallized suffering), and other material will act only vaguely in accordance to it's behavior in the material plane. This is a hazard, as without wards, the human (or any other living creature's) biology could simply cease to function.
Extraplanar Environment 5 [Environment*128], dungeon will act as if completely disconnected from the material plane. Only the laws of the dungeon matter here.
Propose Dungeon Trait: Elemental Environment: (starts at *4)
Elemental Environment 1 [Environment*4], dungeon has elemental properties, like hot steam, freezing water, shifting earth, or gusts of wind.
Elemental Environment 2 [Environment*8], dungeon contains molten rock, frozen walls, shifting stone, or forceful winds.
Elemental Environment 3 [Environment*16], dungeon is definitely enchanted. Rivers of fire are present, along with liquid cold, the dungeon has a will of it's own, or the winds are ever present.
Elemental Environment 4 [Environment*32], dungeon hums with elemental energy, the rivers of flame is semi-sentient, capable of grabbing intruders. The cold is a living being, the dungeon hold powerful earth powers, or the winds can act as physical platforms, if it wills it. This is a dangerous place for mortals, the air is boiling, it could freeze you in seconds, the dungeon may even just kill you in the blink of an eye, or the winds can tear you apart. Always bring a good ward.
Elemental Environment 5 [Environment*64], this dungeon is a source of elemental energy, capable of causing elemental effects in adjacent dungeons, and provide boosts to elemental powers there. The dungeon has a will of it's own, and will also make adjacent dungeons have parts that are sapient. Acting as a part-conscious of the main dungeon.